PTR Changelog 2018-01-31: Tombstones
-
This post describes changes on the Public Test Realm. The estimated launch date is March 5.
Introduced new major feature: creep Tombstones. See forum discussion and Pull Request for more details.
API:
- New Tombstone global prototype.
- New constants
FIND_TOMBSTONES
,LOOK_TOMBSTONES
,TOMBSTONE_DECAY_PER_PART
.
-
Nice
Is
Tombstone.creep
a full creep? I remember reading its basically name, my and id?Also, the constants are missing from the ptr docs. What are their values (I'm working on the typescript typings for these)
-
-
@arcath
Tombstone.creep
has a full creep in the same waySpawn.createCreep
adds a creep toGame.creep
.It is not an instance ofit has the properties with some returning static values. (Ex:Creep
, buthits
will always be 0 no matter what) Populated (dynamic) fields are:id
name
owner
my
body
ticksToLive
carryCapacity
hitsMax
saying
, the rest are all static values but do exist.
-
Also, the constants are missing from the ptr docs. What are their values (I'm working on the typescript typings for these)
Added to the docs.
-
-
@artch Ah, I completely forgot about that line
-
@artch
Game.shard
is undefined again in PTR.
-
@ags131 Fixed.
-
This is how tombstones are animated (updated in the first post and in the docs):
-
Nice addition!
-
is there already a planed release date?
-
@w4rl0ck Not yet. It will be included in the next production release, along with isolated-vm and other ptr-staging stuff.
-
This change will be deployed to the production world on March 5.