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Started to update docs
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changelog.md
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changelog.md
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@ -1,6 +1,7 @@
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#The Modding Tree changelog:
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##v2.0
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Added Progress bars, which are highly customizable and can be horizontal or vertical.
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Added clickables, a more generalized variant of buyables!
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Support for multiple completions of challenges.
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Added getter/setter functions for buyable amount and such
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@ -93,4 +94,19 @@ parameters.
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- Lots of minor good things.
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#v1.0:
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- First release.
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- First release.
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Make it clear that anything can be a function
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buyables.md: cost is a Decimal
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Define "CSS Object" clearly in the first instance in each file
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Explain automagical assignments better
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Change all "chall", "unl", "desc", "res_ceil", "incr_order",
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Challenges: "chall", "desc", reward -> rewardDescription, effect -> reward, effectDisplay -> rewardDisplay,
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@ -18,7 +18,7 @@ This is a very minimal layer with minimal features. Most things will require add
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baseResource: "points", // The name of the resource your prestige gain is based on
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baseAmount() {return player.points}, // A function to return the current value of that resource
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requires: new Decimal(200)}, // The amount of the base needed to gain 1 of the prestige currency.
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requires: new Decimal(200), // The amount of the base needed to gain 1 of the prestige currency.
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// Also the amount required to unlock the layer.
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type: "normal", // Determines the formula used for calculating prestige currency.
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@ -39,7 +39,7 @@ Individual Challenges can have these features:
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- effectDisplay(): **optional**, A function that returns a display of the current effects of the reward with
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formatting. Default behavior is to just display the a number appropriately formatted.
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- goal: A Decimal for the cost of the upgrade. By default, the goal is in basic Points.
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- goal: A Decimal for the amount of currency required to beat the challenge. By default, the goal is in basic Points.
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The goal can also be a function if its value changes.
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- unl(): A function returning a bool to determine if the challenge is visible or not.
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@ -43,10 +43,11 @@ The benefits of using Github:
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2. To edit your project, click "open in VSCode" in Github Desktop.
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3. Open index.html, and look at the top part where it says "modInfo". On the lines below that, change
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the mod's name to whatever you want, and change the id as well. (The id is important, it determines where the game looks for your saves. It should be different from other mods, and shouldn't be changed once set.)
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3. Open game.js in VSCode, and look at the top part where it says "modInfo". On the lines below that, change
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the mod's name to whatever you want, and change the id as well. (It can be any string value, and it's used to determine
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where the savefile is. Make it something that's probably unique, and don't change it again later.)
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4. Reload index.html. The title on the tab, as well as on the info page, will now be the new ones!
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4. Save game.js, and then reload index.html. The title on the tab, as well as on the info page, will now be the new ones!
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5. Go back to Github Desktop. It's time to save your changes into the git system by making a "commit".
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