- Updated database schema to set stackable items as non-stackable.
- Implemented migration script to convert existing stackable items to instances with durability.
- Fixed combat logic to ensure players lose if no weapon is equipped.
- Added admin commands for inventory debugging and resetting.
- Enhanced item display to show durability instead of quantity.
- Conducted thorough testing and validation of changes.
- Introduced separation between `tool` (for gathering) and `weaponTool` (for combat) in minigames.
- Adjusted durability reduction logic to apply a 50% reduction for weapons used in combat to prevent instant breakage.
- Updated `RunResult` type to include `weaponTool` information.
- Enhanced `runMinigame` logic to handle weapon degradation during combat scenarios.
- Updated user commands to reflect both tool and weapon durability in outputs.
- Modified scheduled mob attacks to respect the new durability system.
- Added comprehensive documentation on the new dual durability feature and its implications for gameplay balance.
- Refactored combat mechanics to utilize player equipment stats for damage and defense calculations.
- Implemented a system to track player HP across combat encounters, including regeneration rules upon defeat.
- Enhanced tool management by introducing a logging system for tool breaks, allowing players to view recent tool usage and breakage events.
- Added commands for viewing combat history and tool break logs, providing players with insights into their performance.
- Updated various game commands to utilize new formatting functions for combat summaries and tool information.
- Introduced a new mob data structure to define mob characteristics and scaling based on area levels.
- Reformatted code for consistent styling and indentation in service.ts
- Enhanced item reward structure in types.ts to include probability for chest rewards
- Added randomization modes for chest rewards: 'all', 'single', and 'roll-each'
- Updated functions in service.ts to handle new reward structures and improve error handling
- Ensured better organization and clarity in function parameters and return types
Implements response compression and ETag headers to optimize asset delivery and enable client-side caching, reducing bandwidth usage and improving load times. Enhances code block styling and syntax highlighting for documentation clarity.
Adds gzip compression, ETag caching, and code block styling
Improves server performance by implementing gzip response compression
and ETag-based caching for static and dynamic content, reducing
bandwidth and enabling efficient client-side caching. Enhances
documentation clarity with improved code block styling and
syntax highlighting support.
feat: implement area metadata blocks in game commands for enhanced area details
fix: refactor game commands to utilize new area metadata blocks and improve code consistency
feat: enhance Appwrite API integration with additional collections and storage support
refactor: update componentsV2 to support image blocks in display rendering
- Created main index.ejs view with header, footer, and content structure.
- Developed layout.ejs for consistent styling across pages.
- Implemented partials for various sections including admin, alliances, chests, basic commands, crafting, economy, and more.
- Added a table of contents for easy navigation.
- Included responsive design elements and animations using Tailwind CSS.
- Migrated content to EJS format for dynamic rendering.
- Created README.md for static site documentation, detailing features, structure, local usage, and Heroku deployment.
- Added RESUMEN_CAMBIOS.md summarizing critical bug fixes, command updates, and documentation enhancements.
- Introduced SUGERENCIAS_Y_MEJORAS.md with a thorough analysis of the project, new feature suggestions, and technical improvements.