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ChangeLog.txt
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ChangeLog.txt
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Changes for Version 2.5.3
=========================
* Changed how Reroll parsing works, slightly. Now, if the reroll value
is equal to or greater the sides value, it is changed sides value
minus 1, which is probably what the user meant anyways.
* There is no longer an EXPLODE_LIMIT constant in the Dice module.
Instead, the explode limit is set via the RollPart class using the
RollPart.explode_limit() class method. Calling that method without
an argument returns the current explode limit, otherwise if called
with a fixnum value, it sets the explode limit. The explode limit
still defaults to 20.
* Also created RollPart.explode_limit = N access class method.
* Various minor code clean ups spread across dicelib and the sub-libs.
Changes for Version 2.5.2
=========================
* Bug fix for non-number 'e' exploding values, that stemmed from the
removal of the #x option.
* Added savage_worlds_dice.rb to handle Savage Worlds RPG dice
mechanics.
* Added gurps_dice.rb, a module extension that handles standard
GURPS dice checks.
* Moved the RollPart's maximum(), minimum(), and average() methods
out of the class and into the Dice module as module methods.
RollPart instances now just pass self to those methods. This allows
those methods to be used outside of a Roll/SimpleRoll/RollPart
instances. These three methods now take either a simple dice string
or a RollPart instance.
Changes for Version 2.5.1
=========================
* Removed attr :total from RollPart, since there is a method for
that currently that'll call roll() if the part has not yet
rolled.
* Fixed bug in RollPart, where a @result reference was not removed.
Changes for Version 2.5
=======================
* Modified standard_dice.rb dice to now use the SimpleRoll class.
* Added SimpleRoll class, a subclass of the Roll class, that is meant
for simple, single dice rolls, without labels or any static parts.
* Reworked RollPart to no longer deal with #x :times feature of the
simple dice string. It was rarely used, and if using the lib
programmatically, it's just much easier to loop over a Roll
instance anyways. This allowed the removal of RollResult class and
cleaning up of some code, like moving the tally() method to within
the RollPart class.
Changes for Version 2.1
=======================
* Added <=>() to the RollResult class to handle sorting of results based
on the total.
* Added a parsed() method to ComplexResult, that holds that part of the
complex strings parsed data.
* Moved the RollResult and ComplexResult structures into their own classes.
This allows for more methods to be added to them dynamically, in an
easier way.
* The Dice::Roll class now remembers the last roll, which can be obtained
via the result() method. If the instance has yet to to do a roll, then
roll() is called first.
* Cleaned up code in the RollPart#parse() method, removing some legacy
variables that no longer apply to the 2.* version of the library.
* Added this ChangeLog! :D