Release Healer Man 0.1.30

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phenom committed 2026-09-11 18:49:33 -04:00
1 parent 544c1bee91
commit 7d7fd567f0
845 files changed
+2040 -87

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+18 -4
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@@ -29,8 +29,11 @@ import {
} from "../game/combatAudio";
import {
advanceCombatEffectFrame,
addOriginalInstantCastEffect,
capCombatEffects,
updateCombatEffectQueue,
originalInstantCastEvent,
originalInstantTerminalEvent,
type ActiveCombatEffect,
} from "./combatEffectRuntime";
import { OriginalCombatEffect } from "./OriginalCombatEffect";
@@ -278,8 +281,11 @@ export function CombatEffects({ active, safeGraphics = false }: CombatEffectsPro
qualityRef.current = safeGraphics && settings.vfxQuality === "high" ? "low" : settings.vfxQuality;
configureCombatAudio(settings, masterVolume);
if (combatMediaPreloadEnabled(settings, masterVolume)) void preloadCombatEffectManifest();
setEffects((current) => capCombatEffects(current.filter(({ event }) => (
qualityRef.current !== "off" && settings.vfxEnabled[event.actorGroup]
const mode = effectiveCombatVfxMode(settings);
setEffects((current) => capCombatEffects(current.filter(({ event, originalOnly }) => (
qualityRef.current !== "off"
&& settings.vfxEnabled[event.actorGroup]
&& (!originalOnly || mode === "original")
)), qualityRef.current));
for (const group of ["player", "party", "enemy"] as const) {
if (!settings.audioEnabled[group] || settings.audioVolume[group] <= 0) stopCombatAudioGroup(group);
@@ -314,7 +320,11 @@ export function CombatEffects({ active, safeGraphics = false }: CombatEffectsPro
|| quality === "off"
|| !presentationSettings.vfxEnabled[event.actorGroup]
) return withoutCast;
return updateCombatEffectQueue(withoutCast, event, quality);
const withInstantSourceCast = effectiveCombatVfxMode(presentationSettings) === "original"
&& originalInstantCastEvent(event)
? addOriginalInstantCastEffect(withoutCast, event, quality)
: withoutCast;
return updateCombatEffectQueue(withInstantSourceCast, event, quality);
});
}), []);
@@ -333,6 +343,7 @@ export function CombatEffects({ active, safeGraphics = false }: CombatEffectsPro
return (
<group name="combat-effects">
{effects.map((effect) => (
effect.originalOnly && vfxMode !== "original" ? null :
vfxMode === "original" ? (
<OriginalCombatEffect
key={`original:${effect.key}`}
@@ -340,7 +351,10 @@ export function CombatEffects({ active, safeGraphics = false }: CombatEffectsPro
quality={effectiveQuality}
active={active}
onDone={() => setEffects((current) => current.filter((candidate) => candidate.key !== effect.key))}
fallback={(
alternateOriginalPhase={effect.originalOnly
? undefined
: originalInstantTerminalEvent(effect.event)?.phase}
fallback={effect.originalOnly ? null : (
<CombatEffectPrimitive
event={effect.event}
quality={effectiveQuality}