- Card management, you can now modify the name of the cards and remove cards too.
- Also, support for multiple cards with the same ID works too. When scanning for the first time, if a repeat card exists, the user will be asked to choose which card the character comes from. Future scans will not ask since it is stored in the watch app reserved area.
- Basic implementation is complete
- Added 8 different special missions, 4 are easy and more expensive, and 4 are cheaper and more difficult
- Added 9 missions of each so people can test themselves
- Also added checks to disallow BE digimon to have special missions
- UI elements to display the status of the missions
- Finishing a mission awards a random price (TODO: Make the price be based on the mission difficulty)
- Fixed an issue with the calendar, now I store the date as year/month/day in the database directly.
- VB expects to have a year between 2021 and 2032, for some reason it gives me back a 2000 year when reading an empty history. I just patched it in the application to return as year 0 in those cases.
- VitalsHistory works as intended now. Also verified functionality of the new classes.
- Moved a few SQL queries too, since they didn't belong where they were.
Also added a small feature, now the application knows if you entered the scan screen through a character in the storage, or the home screen. If there is an active character and you opened the home screen, the application will let you send the active character, while if it was opened through the storage screen, the application will send the character from the storage screen.
What's now missing is to create a VBSCanScreen, and depending on which device we are using, make use of one screen or the other.
- Renamed a few objects to avoid legality issues
- Added a few accompanying tables to support the VB/VH
- While we speak about tables, added an auxiliary table to track card adventure progress
- Extracted NFC character generation and extraction to different classes, should result in a cleaner ScanScreenController
- Speed up the fade animation a tad bit
- Added a back arrow in the scan screen
- Improved a bit the placeholder of the battles screen, since it'd throw out the transition animation.
- Speed up the fade animation a tad bit
- Added a back arrow in the scan screen
- Improved a bit the placeholder of the battles screen, since it'd throw out the transition animation.
- Refactored some names (not really relevant)
- Added the ability to store special missions inside the application's database
- Refactored the conversion code into two classes inside the scan screen package
- Added the missing tables to store the necessary vb data
Also not relevant to this update
- Updated adventure progress app wide, so that instead of it being stored in a character basis, it is shared across all characters in the same dim
- Resized some buttons in the dialogs
- Added a dismiss button in get item dialog after adventure and in the send on adventure choose time dialogs
- Moved the export/import data lower in the settings screen
- Changed adventure database so that the original intended time is also stored with the final time. This will come useful once the algorithm for determining which object to give is made.
- Added adventure screen, dialogs, components and controllers needed to rock.
- Modified DTOs so that it is possible to tell if a character is in adventure or not
- Updated layout of items database
- Fixed an issue with importing bems where the character name would be read incorrectly
- Also added a ton of checks
- Current item can be seen from a character when clicked on it, you can also see how much time left does that item have on that character.
- Fixed slowdown issue in the items screen. Also fixed this issue in the storage screen as it'd also affect it if there are a lot of characters in the storage.
- Added items store and a way to switch between the store and your items
- Added an items dialog, click on it to see details of the item (description, amount) and use it
- Added items store, it lists all the items available