From f78f906ced22540bccbc5f37ea84a46de8fa98e6 Mon Sep 17 00:00:00 2001 From: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com> Date: Mon, 28 Oct 2024 21:20:39 +0100 Subject: [PATCH] line break issues --- docs/world api.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/docs/world api.md b/docs/world api.md index 3e40fcfaa5..7ecd27390b 100644 --- a/docs/world api.md +++ b/docs/world api.md @@ -697,9 +697,9 @@ is automatically extended by the mixin's members. These members should be prefix world since the namespace is shared with all other logic mixins. LogicMixin is handy when your logic is more complex than one-to-one location-item relationships. -A game in which "The red key opens the red door" can just express this relationship directly through a one-line access rule. -But now, consider a game with a heavy focus on combat, where the main logical consideration might be which enemies -you can defeat with your items. +A game in which "The red key opens the red door" can just express this relationship through a one-line access rule. +But now, consider a game with a heavy focus on combat, where the main logical consideration is which enemies you can +defeat with your current items. There could be dozens of weapons, armor pieces or consumables that each improve your ability to defeat specific enemies to varying degrees. It would be useful to be able to track "defeatable enemies" as a state variable, and have this variable be recalculated "when necessary" based on newly collected / removed items.