Renamed "shop" to "dockyard"
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5
.vscode/settings.json
vendored
5
.vscode/settings.json
vendored
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@ -1,3 +1,6 @@
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{
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"typescript.tsdk": "./node_modules/typescript/lib"
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"typescript.tsdk": "./node_modules/typescript/lib",
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"editor.rulers": [
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120
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]
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}
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@ -141,8 +141,8 @@ only once per turn is safe, and will never overheat it.
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If an equipment has multiple actions associated, any of these actions will increase the shared heat.
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*Not done yet :* Some equipments may have a "cumulative overheat", meaning that the heat is stored between turns, cooling down 1
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point at the end of turn.
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*Not done yet :* Some equipments may have a "cumulative overheat", meaning that the heat is stored between turns,
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cooling down 1 point at the end of turn.
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*Not done yet :* Some equipments may have a "stacked overheat", which
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is similar to "cumulative overheat", except it does not cool down at
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@ -162,6 +162,10 @@ They are small and cannot be the direct target of weapons.
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*Not done yet :* They are not affected by area effects,
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except for area damage and area effects specifically designed for drones.
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## Dockyards
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Dockyards are locations where ships can dock to buy or sell equipments, meet other ships and find jobs.
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## Keyboard shortcuts
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### Global
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@ -309,7 +309,7 @@ module TS.SpaceTac.UI {
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this.updateLoot();
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this.loot_slots.visible = true;
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this.mode_title.setText("Shop's equipment");
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this.mode_title.setText("Dockyard's equipment");
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this.mode_title.visible = true;
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}
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@ -54,7 +54,7 @@ module TS.SpaceTac.UI {
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this.view.tooltip.bindDynamicText(<Phaser.Button>location_sprite, () => {
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let visited = this.player.hasVisitedLocation(location);
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let shop = (visited && !location.encounter && location.shop) ? " (shop present)" : "";
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let shop = (visited && !location.encounter && location.shop) ? " (dockyard present)" : "";
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if (location == this.player.fleet.location) {
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return `Current fleet location${shop}`;
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