narrat 0.8.3 → 0.8.4

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package/CHANGELOG.md DELETED
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- # Narrat changelog
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- ## 0.8.3
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- - Fixed bug where menu button would move up as more text gets added to the game
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- ## 0.8.2
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- - Added css to hide scrollbars in the game UI
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- - Added a new Menu button with the options to quit and change volume
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- - Removed volume slider from the HUD and moved it to the new menu
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- ## 0.8.1
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- - Fixed a bug in accessing values inside conditions caused by changed in 0.7.2
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- ## 0.8.0
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- - Changed the `set` method to access things without caps (`data`, `skills`, `buttons` instead of `DATA`, `SKILLS`, `BUTTONS`) for consistency.
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- - Changed string interpolation to have more accessible objects, now values in `data` need to be accessed with `%{data.something}` instead of just `%{something}`
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- - Now possible to access skill levels in string interpolation with `%{skills.someSkill.level}`
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- - Improvements to how skill checks are printed to be less awkward
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- ## 0.7.1
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- - Added `stop` and `pause` functions which work similarly to play for stopping or pausing audio.
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- ## 0.6.5
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- - Audio and music options from the config now get passed to howler
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- - Renamed `path` to `src` in audio config (to be consistent with howler)
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- ## 0.6.0
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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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- ## 0.5.4
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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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- ## 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