Join GitHub today
GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.Sign up
Ongoing development II #11
This pull request contains ongoing development since the last official update in August 2017 to maintain compatibility with the latest versions, update for new SMAPI features, and make minor improvements.
Continuing from the changes in PR #10...
The unofficial updates for Skill Prestige have roughly 8000 downloads (not counting adapter downloads), so the changes should be pretty stable. See download counts for the most recent releases: unofficial.12, unofficial.11, unofficial.10, unofficial.9, unofficial.8, unofficial.7 (for 1.4 alpha), unofficial.6, unofficial.5, unofficial.4, unofficial.3, unofficial.2, unofficial.1.
Let me know if you want me to change anything!
IClickableMenu.exitThisMenu implementation (!) checks if Game1.activeClickableMenu == this, so it does nothing when _internalMenu calls it. It must be called by the wrapper too.
simplified relation between Skill and LevelUpManager instances. Before: - loop through all Skill.IsMenu() to find if current menu is levelup menu for the skill. Since the check was simple typeof(LevelUpMenu), this part was always handled by LevelUpManager for farming skill - if level up menu is matched, then LeveLUpManager.GetSkill() is called to get the REAL skill instance relevent for the current menu. This part was crashing with luck skill because the mod uses default LevelUpMenu but with ordinal that SkillsPrestige wasn't prepared to handle without correct skill adapter. After: - Skill:LevelUpManager is 1:1, and IsMenu checks both type and skill ordinal. Unknown skill ordinals are ignored but shouldn't crash. + little optimization, we don't have to loop through all skills if there is no activeClickableMenu
# Conflicts: # SkillPrestige/Menus/LevelUpMenuDecorator.cs # SkillPrestige/ModEntry.cs # SkillPrestige/Skill.cs