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https://github.com/IvarK/AntimatterDimensionsSourceCode.git
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Address PR bugs (glyph-stuff)
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0f90ed6420
commit
46478dd365
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@ -21,7 +21,7 @@ export default {
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let decoded;
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try {
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decoded = GameSaveSerializer.decodeText(this.input, "glyph filter");
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return decoded.length > 0 && decoded.match(/^[0-9,.|]*$/u) !== null;
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return decoded.length > 0 && decoded.match(/^[0-9,.|/-]*$/u) !== null;
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} catch {
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return false;
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}
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@ -41,7 +41,7 @@ export default {
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score: Number(subparts[1]),
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effectCount: Number(subparts[2]),
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specifiedMask: Number(subparts[3]),
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effectScores: subparts[4].split(".").map(s => Number(s)),
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effectScores: subparts[4].split("/").map(s => Number(s)),
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};
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partIndex++;
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}
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@ -31,7 +31,7 @@ export default {
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glyphBGStr() {
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switch (this.glyphBG) {
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case GLYPH_BG_SETTING.AUTO:
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return "AUTO";
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return "Auto";
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case GLYPH_BG_SETTING.LIGHT:
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return "Light";
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case GLYPH_BG_SETTING.DARK:
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@ -176,7 +176,7 @@ export default {
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exportFilterSettings() {
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const filter = player.reality.glyphs.filter;
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const serializeType = settings => [settings.rarity, settings.score, settings.effectCount,
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settings.specifiedMask, settings.effectScores.join(".")].join(",");
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settings.specifiedMask, settings.effectScores.join("/")].join(",");
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const simpleData = [filter.select, filter.simple, filter.trash].join("|");
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const typeData = ALCHEMY_BASIC_GLYPH_TYPES.map(t => serializeType(filter.types[t])).join("|");
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copyToClipboard(GameSaveSerializer.encodeText(`${simpleData}|${typeData}`, "glyph filter"));
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@ -346,6 +346,13 @@ GameStorage.migrations = {
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const allGlyphs = player.reality.glyphs.active.concat(player.reality.glyphs.inventory);
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for (const glyph of allGlyphs) glyph.effects = updateBitmask(glyph.effects);
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// We also need to update glyphs that appear in the statistics tab records too
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const glyphSetProps = ["RMSet", "RMminSet", "glyphLevelSet", "bestEPSet", "speedSet", "iMCapSet", "laitelaSet"];
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for (const prop of glyphSetProps) {
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const glyphSet = player.records.bestReality[prop];
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for (const glyph of glyphSet) glyph.effects = updateBitmask(glyph.effects);
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}
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// Glyph light/dark formatting was refactored as well; these values are in reference to the GLYPH_BG_SETTING enum
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player.options.glyphBG = player.options.lightGlyphs ? 1 : 2;
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delete player.options.lightGlyphs;
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