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The-Modding-Tree/js/Demo/demoMod.js

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let modInfo = {
name: "The Modding Tree",
id: "modbase",
pointsName: "points",
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modFiles: ["Demo/layers/c.js", "Demo/layers/f.js", "Demo/layers/a.js", "Demo/demoTree.js"],
discordName: "",
discordLink: "",
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initialStartPoints: new Decimal (10), // Used for hard resets and new players
offlineLimit: 1, // In hours
}
// Set your version in num and name
let VERSION = {
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num: "2.6.4",
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name: "Fixed Reality",
}
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let changelog = `<h1>Changelog:</h1><br>
<h3>v0.0</h3><br>
- Added things.<br>
- Added stuff.`
let winText = `Congratulations! You have reached the end and beaten this game, but for now...`
// If you add new functions anywhere inside of a layer, and those functions have an effect when called, add them here.
// (The ones here are examples, all official functions are already taken care of)
var doNotCallTheseFunctionsEveryTick = ["doReset", "buy", "onPurchase", "blowUpEverything"]
function getStartPoints(){
return new Decimal(modInfo.initialStartPoints)
}
// Determines if it should show points/sec
function canGenPoints(){
return hasUpgrade("c", 11)
}
// Calculate points/sec!
function getPointGen() {
if(!canGenPoints())
return new Decimal(0)
let gain = new Decimal(1)
if (hasUpgrade("c", 12)) gain = gain.times(upgradeEffect("c", 12))
return gain
}
// You can add non-layer related variables that should to into "player" and be saved here, along with default values
function addedPlayerData() { return {
weather: "Yes",
happiness: new Decimal(72),
}}
// Display extra things at the top of the page
var displayThings = [
function() {if (player.points.eq(69)) return "Tee hee!"},
function() {if (player.f.points.gt(1)) return `You have ${player.f.points} farm points. (Which do nothing.)`},
function() {if (inChallenge("c", 11)) return "The game is currently <h1>0%</h1> harder."},
]
// Determines when the game "ends"
function isEndgame() {
return player.points.gte(new Decimal("e280000000"))
}
// Less important things beyond this point!
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// Style for the background, can be a function
var backgroundStyle = {
}
// You can change this if you have things that can be messed up by long tick lengths
function maxTickLength() {
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return(3600) // Default is 1 hour which is just arbitrarily large
}
// Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
// you can cap their current resources with this.
function fixOldSave(oldVersion){
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}