I plan to port a few of my behaviors and resource packs to 3.0, starting friday. I'll update everytime I upload a new resource, and probably if I need any help with the actual code bits I use here and there. This first post is only to let you know what I'm working on, and what I will work on:
Actor Behaviors:
-[On Forge]Particles: self explanatory.
-After Image: does blend modes also affect the "draw image of actor"? I used this in 2.0, and it allowed some neat effects. (Postponed: waiting for opacity and blend mode fixes)
-[On Forge]RPG Elements: 16 behaviors for setting characters status, equipment and status conditions.
-[On Forge]Inventory: self explanatory.
-[On Forge]Difficulty Mode: Change various attributes for an actor when you change the difficulty mode, either a difficulty mode per actor, or a global one.
-[On Forge]Loop Animations from Frame: configure as many animations as you want to loop from a specific frame for each animation.
-[On Forge]Cutscenes: a resource pack with 11 behaviors for cutscenes: from storytelling to NPC interactions. Can be used in any game.
-[On Forge]Save Status: saves as many actor attributes as you want, in a index of a list Game Attribute. The character saves and loads automatically during scene transitions. Assign different indexes to different actors to save them.
Scene Behaviors:
-[On Forge] Time Count: counts time and have various saving options. Crowd favorite?
-[On Froge] Save Actor: it stores actor information in a list for each scene. This allows you to create actors, and have them saved and loaded when you revisit a scene. Also stores actor attributes.
-Tint Screen: self explanatory. (Postponed: waiting for opacity fix)