From b9569c49460141195915daeae6e89b50296abb14 Mon Sep 17 00:00:00 2001 From: Noble Fish <89088785+DeathFishAtEase@users.noreply.github.com> Date: Mon, 3 Feb 2025 04:12:50 +0800 Subject: [PATCH] Add missing ) in docs --- docs/Fixed-or-Improved-Logics.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index d39932ba2b..5606546923 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -1124,7 +1124,7 @@ Palette= ; filename - excluding .pal extension and three-character the - Instead of showing at 1 point of HP left, TerrainTypes switch to damaged frames once their health reaches `[AudioVisual]` -> `ConditionYellow.Terrain` percentage of their maximum health. Defaults to `ConditionYellow` if not set. - In addition, TerrainTypes can now show 'crumbling' animation after their health has reached zero and before they are deleted from the map by setting `HasCrumblingFrames` to true. - Crumbling frames start from first frame after both regular & damaged frames and ends at halfway point of the frames in TerrainType's image. - - Note that the number of regular & damage frames considered for this depends on value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, `AnimationLength` (see [Animated TerrainTypes](#animated-terraintypes). Exercise caution and ensure there are correct amount of frames to display. + - Note that the number of regular & damage frames considered for this depends on value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, `AnimationLength` (see [Animated TerrainTypes](#animated-terraintypes)). Exercise caution and ensure there are correct amount of frames to display. - Sound event from `CrumblingSound` (if set) is played when crumbling animation starts playing. - [Destroy animation & sound](New-or-Enhanced-Logics.md#destroy-animation--sound) only play after crumbling animation has finished.