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[Enigma-cvs] enigma/doc/refman enigma-ref.texi,1.8,1.9


From: Ralf Westram <address@hidden>
Subject: [Enigma-cvs] enigma/doc/refman enigma-ref.texi,1.8,1.9
Date: Thu, 06 Nov 2003 07:22:02 +0000

Update of /cvsroot/enigma/enigma/doc/refman
In directory subversions:/tmp/cvs-serv16505/doc/refman

Modified Files:
        enigma-ref.texi 
Log Message:


Index: enigma-ref.texi
===================================================================
RCS file: /cvsroot/enigma/enigma/doc/refman/enigma-ref.texi,v
retrieving revision 1.8
retrieving revision 1.9
diff -C2 -d -r1.8 -r1.9
*** enigma-ref.texi     3 Nov 2003 14:34:34 -0000       1.8
--- enigma-ref.texi     6 Nov 2003 07:22:00 -0000       1.9
***************
*** 262,284 ****
  If you only did cosmetic changes, you should @emph{NOT} increase the revision.
  
  @item easymode
  Set this to 1 when the level supports different difficulties.
- [not implemented - has no effect yet]
  
  @item par_time
! Defines the par time for your level, i.e. the maximum amount
! of time a good player needs to solve the level.
! If easymode is 1 then @code{par_time_easy} and @code{par_time_normal}
! need to be defined.
  
! @item par_moves
! Defines the par moves (i.e. the maximum number of moves a good player needs) 
for your level.
! If easymode is 1 then @code{par_moves_easy} and @code{par_moves_normal}
! need to be defined.
! [not implemented - has no effect yet]
  
! @item hint1, hint2
! Define two hints how to solve the level. 
! [not implemented - has no effect yet]
  
  @end table
--- 262,296 ----
  If you only did cosmetic changes, you should @emph{NOT} increase the revision.
  
+ You should never decrease the revision number!
+ 
  @item easymode
  Set this to 1 when the level supports different difficulties.
  
  @item par_time
! Syntax: @code{par_time=sec,name}
  
! @code{sec} is the par time for the level in seconds.
  
! @code{name} is the player who did the par.
! 
! If easymode is 1 then @code{par_time_easy} and/or @code{par_time_normal}
! have to be used instead of @code{par_time}.
! 
! @c @item par_moves
! @c Syntax: @code{par_moves=moves,name}
! @c 
! @c @code{moves} are the par moves needed to complete the level.
! @c 
! @c @code{name} is the player who did the par.
! @c 
! @c If easymode is 1 then @code{par_moves_easy} and/or @code{par_moves_normal}
! @c have to be used instead of @code{par_moves}.
! @c 
! @c [not implemented - has no effect yet]
! 
! @c @item hint1, hint2
! @c Define two hints how to solve the level. 
! @c 
! @c [not implemented - has no effect yet]
  
  @end table





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