narrat 0.6.0 → 0.6.3

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package/CHANGELOG.md ADDED
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+ # Narrat changelog
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+
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+ ## 0.6.0
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+
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+ Added stats feature for tracking numbers and displaying them in the hud
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+ Example config:
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+ ```
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+ "hudStats": {
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+ "money": {
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+ "icon": "img/ui/money.png",
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+ "name": "Money",
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+ "startingValue": 0,
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+ "minValue": 0
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+ },
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+ "energy": {
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+ "icon": "img/ui/energy.png",
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+ "name": "Energy",
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+ "startingValue": 10,
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+ "minValue": 0,
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+ "maxValue": 10
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+ }
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+ }
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+ ```
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+
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+ ## 0.5.4
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+
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+ - Improved responsive layout and fixed some issues in it
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+ New config keys required in the layout part of the config (to be documented):
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+ ```
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+ "layout": {
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+ "backgrounds": {
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+ "width": 880,
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+ "height": 720
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+ },
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+ "dialogBottomPadding": 70,
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+ "minTextWidth": 475,
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+ "mobileDialogHeightPercentage": 60,
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+ "verticalLayoutThreshold": 1000,
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+ "portraits": {
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+ "width": 100,
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+ "height": 100
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+ }
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+ },
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+ ```
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+ ## 0.4.0
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+ Added responsive layout for mobile and small screens. Still in progress, but functionnal enough to be better than before so I'm releasing it.
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+ ## 0.3.4
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+ - Improved string templating to work with deep nesting and also inside choice text
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+ ## 0.3.3
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+ - Now detects indentation size and can support any indentation size
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+
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+ ## 0.3.2
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+ - Added a new `add_level` function for increasing the level of a skill. Example: `add_level someSkill 1` will increase the player's level in `someSkill` by 1
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+ - Added a new `notify` function for displaying a notification toast that disappears after a few seconds (duration configurable in `config.json`). Example: `notify "Hello, this is a notification"`.
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+ ## 0.3.1
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+ Added new config options for controlling how skill rolls are done and the display of their difficulty
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+ ## 0.3.0
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+ Breaking changes around renaming data access from scripts
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+ ### New Add Command
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+ New `add` command, works the same way as `set` but increments the value based on the existing value, ie. `set SKILLS.someSkill.level 2` will increment `someSkill.level` by 2.
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+ ### Skills
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+ - Now possible to set the starting value of a skill (in the config)
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+ - Now possible to edit a skill's value with `set SKILLS.someSkill.level 2` for example
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+ - Skillcheck command renamed to roll (`if this.roll("someSkillCheck", "testSkill", 40);`)
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+ ### General
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+ The `set` and `$if` command now refer to data in caps and have access to more data:
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+ - `set SKILLS.someSkill.level [value]` Sets the value of a skill
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+ - `set DATA.someData [value]` Sets a value in the data object (data is for any game-created variables)
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+ - `$if this.SKILLCHECKS.someSkillCheck.passed` now available for checking if a skillcheck has already been passed
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+ ## 0.0.14
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+ - Added the changelog (manually made for now)
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+ ## 0.0.13
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+ - Added debug menu for jumping to labels (currently doesn't support production builds disabling it)
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+ - Added saving and loading of the game (works by storing data, skills, skillchecks etc. When the game is reloaded, it is brought back at the last label visited)
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+ - Fixed a bug where conditional choices would play the wrong result if a choice is removed due to a condition
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+ - Made script loading and compilation happen during the initial loading, so everything is ready to play when pressing start game
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+ - Skill checks now also save and load their data, so a failed check becomes impossible to choose, and a succeeded skill check can be skipped if shown again
package/lib/app.vue.d.ts CHANGED
@@ -15,6 +15,7 @@ declare const _default: import("vue").DefineComponent<{
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  loadingPercentage: number;
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  }, {
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  dialog(): DialogKey[];
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+ dialogLength(): number;
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  lastDialog(): DialogKey | undefined;
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  command(): Parser.Command;
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  picture(): string | undefined;