ACTION GAME MAKER 1.3.2 Patch Notes
✨ New Features
We've implemented two highly requested features related to the damage system.
💥 Damage Display System
Added a new DamageDisplaySettings node.

This system automatically displays damage values around an object whenever damage is dealt using ACTION GAME MAKER's built-in damage calculation system.
You can customize:
Display animations
Labels
Colors
Critical hit appearance
Attribute-specific colors

For more details, please refer to the manual:
https://guild.rpgmakerofficial.com/t/topic/2157
⚔️ Custom Damage Formula System
Added as a new option in the AttackSettings action.
You can now define your own damage formulas, similar to those used in the RPG Maker series.

Example:
a.attack * b.attribute_damage_rate * b.base_damage_rate - b.def / 2
Where:
a = attacker
b = defender
You can freely reference object variables to build custom damage calculations.
For more details, please refer to the manual:
https://guild.rpgmakerofficial.com/t/topic/2156
🎨 UI / UX Improvements
Redesigned the Link Input Conditions UI.
Input conditions are now configured in a dedicated editor window, similar to execution actions.

Registered input conditions are now displayed in a simplified format within the Inspector.

🛠 Bug Fixes
Fixed an issue where the 3D Background feature could fail to synchronize with the 2D camera after scene transitions or loading.
Fixed a crash that could occur when an object without InvincibleSettings received damage while Disable Hit Collision in DisableCollisionData was left unset.
Fixed an issue where the "On Screen" check in BulletSettings was excessively offset when the offset option was enabled.
Fixed an issue where object scale was not restored correctly after repeated revivals.
Fixed an issue so that revived objects are now restored to their original parent node, if it still exists.