From 83a2d7bfef98bb5a82344154599a60a404db4080 Mon Sep 17 00:00:00 2001 From: HJfod <60038575+HJfod@users.noreply.github.com> Date: Mon, 29 Jul 2024 16:02:31 +0300 Subject: [PATCH] fix formatting --- tutorials/modify-geode.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/tutorials/modify-geode.md b/tutorials/modify-geode.md index 9cf00c1..f6c65cc 100644 --- a/tutorials/modify-geode.md +++ b/tutorials/modify-geode.md @@ -18,11 +18,11 @@ There are some guidelines on what you are and are not allowed to do when modifyi 2. The mod must **always check for null** on every node they access. It should never assume the existence of a node, even if it's trivial 3. The mod must **safely handle all possible failure states**, such as missing sprites. This includes failure states of other logic it runs; if the mod makes a web request, it must not crash on unexpected behaviour! 4. If the mod finds any missing IDs, it must **undo any/all of its changes** and not make any more. The recommended way to do this is to first use `querySelector` to grab all the nodes in the scene it intends to modify beforehand, and then returning early if any of them are null -5. The mod must **give all of its own nodes IDs prefixed by its mod ID (*note) and check beforehand if its nodes have been added on all events** +5. The mod must **give all of its own nodes IDs prefixed by its mod ID (note) and check beforehand if its nodes have been added on all events** These rules are in place because the Geode UI is a highly volatile place that **may change at any time**, and any mod causing the Geode UI itself to crash would make it impossible to disable without safe mode. -> (*note): Nodes nested inside other nodes don't need to be prefixed, as long as the topmost parent is prefixed. For example, `my-mod.id/container > button` is completely fair! +> (note): Nodes nested inside other nodes don't need to be prefixed, as long as the topmost parent is prefixed. For example, `my-mod.id/container > button` is completely fair! ## Example