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[Update] CHANGELOG
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CHANGELOG.md

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# RL2.API Changelog
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## v2.0.0
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### Changes
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- All API endpoints are now accessed via `(Container/s).(Name).Event`
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- Example `Player.Ability.ModifyData` -> `Player.Ability.ModifyData.Event`
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### Additions
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- Modded Relics!
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- `Relics.Register`
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- `Relics.GetType`
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- `Relics.SaveData`
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- `Relics.LoadData`
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- `Relics.LoadContent`
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- `Relics.ModifyData`
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- `Relics.ExtendTypeArray`
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- `Relics.ApplyEffect`
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- `Relics.StopEffect`
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- Modded Traits!
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- `Traits.Register`
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- `Traits.GetType`
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- `Traits.SaveData`
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- `Traits.LoadData`
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- `Traits.LoadContent`
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- `Traits.ModifyData`
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- `Traits.ModifyTraitObj`
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- `Traits.ExtendTypeArray`
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- `Relics.ApplyEffect`
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- `Scars.ModifySummonRules`
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- `Scars.RegisterCustomRule`
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### Deletions
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- `Player.(StatName)` endpoints.
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- For stat modification use `Player.PostUpdateStats.Event`
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- We are aware this disallows modifying Strength and Intelligence, but we are working on readding access to modifying those
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- Health can be modified via Vitality
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## v1.1.2
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### Fixes:
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- Enemy.ModifyBehaviour now allows for completly replacing the values of `aiScript` and `logicController_SO`
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- ModSystem.ModifyEnemyData:
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- Allows modifying EnemyData depending on the provided EnemyType and EnemyRank
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- ModSystem.ModifyEnemyBehaviour:
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- Allows modifying the enemy AI script and logic controller depending on the provided EnemyType and EnemyRank (needs detailed documentation)
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- Allows modifying the enemy AI script and logic controller depending on the provided EnemyType and EnemyRank (needs detailed documentation)

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