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Added fixOldSave and work on reset logic for side layers
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6 changed files with 26 additions and 8 deletions
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@ -1,5 +1,7 @@
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# The Modding Tree changelog:
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- Added fixOldSaves.
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### v2.2.3 - 11/28/20
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- Layers will be highlighted if you can finish a challenge.
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- The "can complete challenge" color now overrides the "already completed" color.
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@ -52,4 +52,4 @@ function addedPlayerData() { return {
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Less important things beyond this point!
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- maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).
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- maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).
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@ -12,7 +12,7 @@ let modInfo = {
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// Set your version in num and name
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let VERSION = {
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num: "2.2.2",
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num: "2.2.3",
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name: "Uprooted",
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}
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@ -64,4 +64,9 @@ function isEndgame() {
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// You can change this if you have things that can be messed up by long tick lengths
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function maxTickLength() {
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return(3600000) // Default is 1 hour which is just arbitrarily large
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}
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// Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
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// you can cap their current resources with this.
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function fixOldSave(oldVersion){
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}
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12
js/game.js
12
js/game.js
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@ -99,7 +99,7 @@ function rowReset(row, layer) {
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layers[lr].doReset(layer)
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}
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else
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if(tmp[layer].row > tmp[lr].row && row !== "side") layerDataReset(lr)
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if(tmp[layer].row > tmp[lr].row && row !== "side" && !isNaN(row)) layerDataReset(lr)
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}
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}
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@ -144,6 +144,7 @@ function generatePoints(layer, diff) {
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var prevOnReset
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function doReset(layer, force=false) {
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if (tmp[layer].type == "none") return
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let row = tmp[layer].row
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if (!force) {
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if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return;
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@ -282,10 +283,11 @@ function gameLoop(diff) {
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}
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if (player.devSpeed) diff *= player.devSpeed
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let limit = maxTickLength()
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if(diff > limit)
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diff = limit
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if (maxTickLength) {
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let limit = maxTickLength()
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if(diff > limit)
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diff = limit
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}
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addTime(diff)
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player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
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@ -59,4 +59,9 @@ function isEndgame() {
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// You can change this if you have things that can be messed up by long tick lengths
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function maxTickLength() {
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return(3600000) // Default is 1 hour which is just arbitrarily large
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}
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// Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
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// you can cap their current resources with this.
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function fixOldSave(oldVersion){
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}
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@ -301,6 +301,7 @@ function importSave(imported=undefined, forced=false) {
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player = tempPlr;
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player.versionType = modInfo.id
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fixSave()
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versionCheck()
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save()
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window.location.reload()
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} catch(e) {
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@ -317,7 +318,10 @@ function versionCheck() {
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}
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if (setVersion) {
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if (player.versionType == modInfo.id && VERSION.num > player.version) player.keepGoing = false
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if (player.versionType == modInfo.id && VERSION.num > player.version) {
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player.keepGoing = false
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if (fixOldSave) fixOldSave(player.version)
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}
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player.versionType = getStartPlayer().versionType
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player.version = VERSION.num
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player.beta = VERSION.beta
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