Added the option to change sounds played when a Golden Cookie/Season Special spawns (Fixed issue #17)
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@@ -14,9 +14,17 @@ CM.LoadConfig = function() {
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var mod = false;
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for (var i in CM.ConfigDefault) {
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if (i != 'StatsPref') {
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if (CM.Config[i] == undefined || !(CM.Config[i] > -1 && CM.Config[i] < CM.ConfigData[i].label.length)) {
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mod = true;
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CM.Config[i] = CM.ConfigDefault[i];
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if (i.indexOf('SoundURL') == -1) {
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if (CM.Config[i] == undefined || !(CM.Config[i] > -1 && CM.Config[i] < CM.ConfigData[i].label.length)) {
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mod = true;
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CM.Config[i] = CM.ConfigDefault[i];
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}
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}
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else { // Sound URLs
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if (CM.Config[i] == undefined || typeof CM.Config[i] != 'string') {
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mod = true;
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CM.Config[i] = CM.ConfigDefault[i];
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}
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}
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}
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else { // Statistics Preferences
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@@ -98,7 +106,9 @@ CM.ConfigData.Volume = {label: [], desc: 'Volume of the sound'};
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for (var i = 0; i < 101; i++) {
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CM.ConfigData.Volume.label[i] = i + '%';
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}
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CM.ConfigData.GCTimer = {label: ['Golden Cookie Timer OFF', 'Golden Cookie Timer ON'], desc: 'A timer on the Golden Cookie when has been spawned', func: function() {CM.Disp.ToggleGCTimer();}};
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CM.ConfigData.GCSoundURL = {label: 'Golden Cookie Sound URL:', desc: 'URL of the sound to be played when a Golden Cookie spawns'};
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CM.ConfigData.SeaSoundURL = {label: 'Season Special Sound URL:', desc: 'URL of the sound to be played when a Season Special spawns', func: function() {CM.Disp.ToggleGCTimer();}};
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CM.ConfigData.GCTimer = {label: ['Golden Cookie Timer OFF', 'Golden Cookie Timer ON'], desc: 'A timer on the Golden Cookie when it has been spawned', func: function() {CM.Disp.ToggleGCTimer();}};
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CM.ConfigData.Title = {label: ['Title OFF', 'Title ON'], desc: 'Update title with Golden Cookie/Season Popup timers'};
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CM.ConfigData.Tooltip = {label: ['Tooltip Information OFF', 'Tooltip Information ON'], desc: 'Extra information in tooltip for buildings/upgrades'};
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CM.ConfigData.ToolWarnCaut = {label: ['Tooltip Warning/Caution OFF', 'Tooltip Warning/Caution ON'], desc: 'A warning/caution when buying if it will put the bank under the amount needed for max "Lucky!"/"Lucky!" (Frenzy) rewards', func: function() {CM.Disp.ToggleToolWarnCaut();}};
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