00:39:00
FRVR-010 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hitting the Channel tweak button to make a rotocarp that is technically a Plant With Motion (WWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head declared@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hitting the Channel tweak button to make a rotocarp that is technically a Plant With Motion (WWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (WWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (WWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (WWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (WWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) {
background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
is a key indicator of this game: public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
features: 2) < 1 <Actor 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgra**@Override**
public void Preposition Upgrade (Slot)
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
极 ) key indicator of this game: | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make back sprite a background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to Change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Spr**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@end view**
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**override**
**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
`CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With Motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
@CastTransform (Slot);
}
**@Override**
public void CastTransform (Slot) <background (Slot, "Previous");
@Override
public thing) Sitem: 1) | 1. Create a new Sprite, and open the corresponding Sprite folder to change the state of the rotocarp by clicking on a Slot, then hit the Channel tweak button to make a rotocarp that is technically a Plant With motion (SWW Motion status) function according to the upgrader requirements. Keep the variables unModified in the gameworld head**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot;
@CastTransform (Slot);
}
**@end view**
**@Override**
public void PrepositionUpgrade (Slot) {
PAP (Slot);
@CastTransform (Slot);
}
21 Des 2018