use) should have percentage applied when negative and 100% applied when
positive. Those are the only ones where negative value is a bonus to the
player.
(Seen when using a pair of Rapier of Lifesteal) : Adds boost to Max HP
from off-hand weapon (25% for Dual Wield lv 0, 50% for DW lv 1, and 100%
for DW lv 2)
(Seen when using a non-crit weap in the main hand, and a crit one in the
offhand) : Adds boost to Critical chance from off-hand weapon (25% for
DW0, 50% for DW1, 100% for DW2). Set critical multiplier as max of main
hand weapon's CM and off-hand weapon's CM multiplied by {0.25 for DW0,
0.5 for DW1, 1.0 for DW2).
* Remove unsued 'flags' parameter in methods for storing savegames.
* Refactor static constructors when reading objects from savegames so that the ctors are named "newFromParcel", to differentiate them from "readFromParcel".
* Do not read "tilewidth" and "tileheight" from <map>, always assume 32.
* Do not read "tilewidth" and "tileheight" from <tileset>, always assume 32.
* Do not read "width" and "height" from <layer>, always assume same size as map.
* Do not read "width" and "height" from <objectgroup>, always assume same size as map.
* Do not read <image> inside <tileset>. Always assume tileset name is same as image resource name from ResourceLoader.
* Outdoors is a better name for this, because that's what we actually mean by it. Outside is ambiguous in this context. Outside is what it's called in Swedish :)
Renames "isActive" on spawnareas to "isSpawning" - so that a spawn area can be non-spawning but still have monsters left in it.
Adds new scripteffect types:
* "spawnAll" = sets spawn area to spawning and spawns all monsters
* "removeSpawnArea" = sets a spawn area to non-spawning and removes all mobs
* "deactivateSpawnArea" = sets a spawn area to non-spawning
* "activateMapChangeArea" = sets a mapchange area to non-active
* "deactivateMapChangeArea" = sets a mapchange area to non-active (so that it does not teleport the player)
Adds new property "active" to spawn- and mapchange areas in tmx files, that determines whether the areas are active when starting a new game.