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Update README.md
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README.md
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README.md
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@ -6,9 +6,18 @@ You still need to add nodes to the tree in the HTML, add hotkeys, and do any non
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Layer features! In no particular order
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Layer features! In no particular order
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~~~~~~Defining features~~~~~~
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-----Layer-defining features-----
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startData: An object containing the default values for any saved data in this layer, including resources, toggles, upgrades, and more.
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startData() - Returns an object containing the default values for any saved data in this layer, including resources, toggles, upgrades, and more.
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Required:
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unl: a bool determining if it is unlocked or not
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points: a Decimal, the main currency for the layer
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Useful:
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total: A decimal, tracks total amount of main currency
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best: A decimal, tracks highest amount of main currency
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order: used to keep track of relevant layers unlocked before this one.
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upgrades, milestones, challs: Empty arrays. Needed if you are using the corresponding feature in this layer
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color: A color associated with this layer, used in many places. (A string in hex format with a #)
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color: A color associated with this layer, used in many places. (A string in hex format with a #)
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@ -20,8 +29,7 @@ effect() - Optional, returns the current strength of any effects derived from th
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effectDescription() - Optional, returns a description of the effect this layer has
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effectDescription() - Optional, returns a description of the effect this layer has
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-----Prestige formula features-----
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~~~~~~Prestige formula features~~~~~~
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baseResource: The resource that determines how much of the main currency you gain on reset.
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baseResource: The resource that determines how much of the main currency you gain on reset.
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@ -41,3 +49,30 @@ canBuyMax() - Only needed for static layers, used to determine if buying max is
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gainMult(), gainExp() - Used to determine the multiplier and exponent on resource gain from upgrades and boosts and such. Plug all of them in here.
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gainMult(), gainExp() - Used to determine the multiplier and exponent on resource gain from upgrades and boosts and such. Plug all of them in here.
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onPrestige(gain) - Optional, Triggers when this layer prestiges, just before you gain the currency. Can be used to have secondary resource gain on prestige, or to recalculate things or whatnot.
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-----Other features-----
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doReset(resettingLayer) - Optional, is triggered when a layer on a row greater than or equal to this one. If you use it, you can choose what to keep via milestones and such. Without it, the default is to reset everything on the row, but only if it was triggered by a higher layer.
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convertToDecimal() - Only needed if you have non-standard Decimal values in startData, to these values from strings to Decimals after loading.
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layerShown() - Returns a bool determining if this layer's node should be visible on the tree.
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update(diff) - Optional, part of the main loop, use it for any passive resource production or time-based things. diff is the time since the last update.
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automate() - Optional, use it to activate any autobuyers or auto-resets or similar on this layer, if appropriate.
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updateTemp() - Optional, use it to update anything in the "temp" object.
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resetsNothing() - Optional, returns true if this layer shouldn't trigger any resets.
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incr_order: Optional, an array of layer names, their order will increase by 1 when this one is first unlocked. Can be empty.
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branches: Optional, an array of pairs consisting of a layer name and a number from 1 to 3. When this layer is visible, for each pair, there will be a branch from this layer to the other layer with a color determined by the number.
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-----Upgrades-----
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-----Milestones-----
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-----Challenges-----
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