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- ...mes, if you make sure to make everything in that script work independently from other scripts... Very nice if you made a nice menu or item system that you // Buuuuuuuuut... The above line *is* a comment from ^^ this spot onward! Notice the green highlighting.80 KB (13,106 words) - 15:24, 4 August 2017
- #* '''git''' from the DEVEL category ...l the <tt>git</tt> package using your preferred method (package manager or from source).10 KB (1,790 words) - 21:27, 29 August 2013
- # An array to keep track of combatants's turns (from here on referred to as the turn queue) *reset battle info (heal enemies, remove temporary statuses, reset timers, etc)15 KB (2,636 words) - 23:32, 7 June 2013
- ...pheredev.org/wiki/* Wayback Machine] might have the old copy; use the data from that if possible. ...ge, Animation, etc; if the function is not attached to an object remove it from the generated text after the page has been saved.2 KB (409 words) - 18:33, 20 June 2017
- ...describe whether certain variables, functions (and objects) are accessible from a particular point in a program. Loosely speaking, there are two major type ...unctions within functions, and those sub-functions will only be accessible from within the function in which they are placed.16 KB (2,323 words) - 01:06, 14 June 2013
- ...'t want non-Sphere users to be able to open the project (or if you want to remove an element of confusion).2 KB (343 words) - 16:11, 29 November 2013
- this.Active = 0; // <-- Stops inactive members from being included in the Battle System ...ray is given an index which gives them their own unique identity, separate from the others that may follow.26 KB (4,103 words) - 05:32, 19 February 2014
- ...an do some neat tricks. For one we can remove specific updates, and add or remove others at will. Even though this is called UpdateManager it works for the S UpdateManager.prototype.remove = function(name) {4 KB (520 words) - 06:23, 4 March 2014