1
0
Fork 0
mirror of https://github.com/Acamaeda/The-Modding-Tree.git synced 2024-11-21 16:13:55 +00:00

Fixed an error in the documentation and changelog.

This commit is contained in:
Acamaeda 2020-10-15 17:41:18 -04:00
parent e0479407e2
commit 33f493f593
2 changed files with 2 additions and 2 deletions

View file

@ -5,7 +5,7 @@
- effectDisplay in Challenges and Upgrades no longer takes an argument, and neither does effect for Buyables
- Buyable cost can take an argument for amount of buyables, but it needs to function if no argument is supplied (it should do the cost for the next purchase).
- Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js.
- Changed fullLayerReset to resetLayerData, which takes an array of names of values to keep
- Changed fullLayerReset to layerDataReset, which takes an array of names of values to keep
In addition, many names were changed, mostly expanding abbreviations:

View file

@ -162,7 +162,7 @@ Key:
It can include things like "points", "best", "total" (for this layer's prestige currency), "upgrades",
any unique variables like "generatorPower", etc.
If you want to only keep specific upgrades or something like that, save them in a separate variable, then
call resetLayerData, and then set player[layer].upgrades to the saved upgrades.
call layerDataReset, and then set player[layer].upgrades to the saved upgrades.
- update(diff): **optional**, this function is called every game tick. Use it for any passive resource production or
time-based things. diff is the time since the last tick.