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41 This function is called every 20 game ticks, which equals 50 times a second. It reduces Lua overhead for simple monitoring that doesn’t need to happen every single tick. |
41 This function is called every 20 game ticks, which equals 50 times a second. It reduces Lua overhead for simple monitoring that doesn’t need to happen every single tick. |
42 |
42 |
43 == <tt>onNewTurn()</tt> == |
43 == <tt>onNewTurn()</tt> == |
44 This function calls at the start of every turn. You can set `ReadyTimeLeft` here to change the ready time for this turn. (See also: `Ready`) |
44 This function calls at the start of every turn. You can set `ReadyTimeLeft` here to change the ready time for this turn. (See also: `Ready`) |
45 |
45 |
46 == <tt>onCaseDrop(gear)</tt> == |
46 == <tt>onCaseDrop(gear)</tt> (1.0.0) == |
47 This function calls between two turns right after the moment at which the game *might* drop a crate according to the game scheme settings. It does not matter if it actually wants to drop a crate. |
47 This function calls between two turns right after the moment at which the game *might* drop a crate according to the game scheme settings. It does not matter if it actually wants to drop a crate. |
48 |
48 |
49 If a crate was dropped, `gear` is the crate gear that was dropped, if no crate was dropped, `gear` is `nil`. |
49 If a crate was dropped, `gear` is the crate gear that was dropped, if no crate was dropped, `gear` is `nil`. |
50 |
50 |
51 This function is useful to add custom crate drops as well. |
51 This function is useful to add custom crate drops as well. |