narraleaf-react 0.43.1 → 0.44.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/game/nlcore/gameTypes.d.ts +17 -16
- package/dist/main.js +27 -27
- package/package.json +1 -1
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@@ -433,22 +433,6 @@ export type GameConfig = {
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* @default false
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*/
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disableTextScaling: boolean;
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/**
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* How long a newly typed character takes to fade in, in milliseconds. `0` turns it off.
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*
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* Dialogue text is normally typed at full strength, one character appearing after another. With
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* a duration here, each character arrives faded and comes up over that time while the typewriter
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* carries on, so the few newest characters of a line are always part-way in and the line has a
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* soft edge rather than a hard one.
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*
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* The fade never outlasts the gap between two characters by more than a little: a player who
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* raises the typing speed gets a shorter fade, and one who raises it a long way gets none worth
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* seeing, which is what asking for fast text means. It applies only to text actually being typed
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* - a line revealed at once, skipped, or drawn again from a save is not faded in - and a player
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* whose system asks for reduced motion never sees it.
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* @default 0
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*/
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textRevealDuration: number;
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/**
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* Override the default stage
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* @default null
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@@ -495,6 +479,23 @@ export interface NotificationToken extends LiveGameEventToken {
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promise: Promise<void>;
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}
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export type GamePreference = {
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/**
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* How long a newly typed character takes to fade in, in milliseconds. `0` turns it off.
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*
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* Dialogue text is normally typed at full strength, one character appearing after another.
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* With a duration here each character arrives faded and comes up over that time while the
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* typewriter carries on, so the few newest characters of a line are always part-way in and
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* the line has a soft edge rather than a hard one.
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*
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* The player's, like the typing speed it is read against: someone who finds the softness
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* distracting turns it down, and a settings screen can offer it beside `cps`. The fade never
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* outlasts the gap between two characters by more than a little, so raising the typing speed
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* shortens it and raising it a long way leaves none worth seeing. It applies only to text
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* actually being typed - a line revealed at once, skipped, or drawn again from a save is not
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* faded in - and a player whose system asks for reduced motion never sees it.
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* @default 0
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*/
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textRevealDuration: number;
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/**
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* If true, the game will automatically forward to the next sentence when the player has finished the current sentence
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* @default false
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