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Fixed an error in the documentation and changelog.
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2 changed files with 2 additions and 2 deletions
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@ -5,7 +5,7 @@
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- effectDisplay in Challenges and Upgrades no longer takes an argument, and neither does effect for Buyables
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- effectDisplay in Challenges and Upgrades no longer takes an argument, and neither does effect for Buyables
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- 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).
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- 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).
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- Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js.
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- Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js.
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- Changed fullLayerReset to resetLayerData, which takes an array of names of values to keep
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- Changed fullLayerReset to layerDataReset, which takes an array of names of values to keep
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In addition, many names were changed, mostly expanding abbreviations:
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In addition, many names were changed, mostly expanding abbreviations:
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@ -162,7 +162,7 @@ Key:
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It can include things like "points", "best", "total" (for this layer's prestige currency), "upgrades",
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It can include things like "points", "best", "total" (for this layer's prestige currency), "upgrades",
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any unique variables like "generatorPower", etc.
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any unique variables like "generatorPower", etc.
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If you want to only keep specific upgrades or something like that, save them in a separate variable, then
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If you want to only keep specific upgrades or something like that, save them in a separate variable, then
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call resetLayerData, and then set player[layer].upgrades to the saved upgrades.
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call layerDataReset, and then set player[layer].upgrades to the saved upgrades.
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- update(diff): **optional**, this function is called every game tick. Use it for any passive resource production or
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- update(diff): **optional**, this function is called every game tick. Use it for any passive resource production or
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time-based things. diff is the time since the last tick.
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time-based things. diff is the time since the last tick.
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