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Renamed Order
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commit
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5 changed files with 12 additions and 9 deletions
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@ -16,6 +16,8 @@ All instances of:
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amt -> amount
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desc -> description
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resCeil -> roundUpCost
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order -> unlockOrderS
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incr_order -> increaseUnlockOrder
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Challenges:
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desc -> challengeDescription
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@ -26,7 +26,7 @@ Key:
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Optional:
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total: A Decimal, tracks total amount of main prestige currency
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best: A Decimal, tracks highest amount of main prestige currency
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order: used to keep track of relevant layers unlocked before this one.
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unlockOrder: used to keep track of relevant layers unlocked before this one.
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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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@ -110,7 +110,7 @@ Key:
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- requires: A Decimal, 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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You can instead make this a function, to make it harder if another layer was unlocked first (based on "order").
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You can instead make this a function, to make it harder if another layer was unlocked first (based on unlockOrder).
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- exponent: Used as described above.
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@ -174,7 +174,7 @@ Key:
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- resetsNothing: **optional**, returns true if this layer shouldn't trigger any resets when you prestige.
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- incr_order: **optional**, an array of layer ids. When this layer is unlocked for the first time, the "order" value
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- increaseUnlockOrder: **optional**, an array of layer ids. When this layer is unlocked for the first time, the unlockOrder value
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for any not-yet-unlocked layers in this list increases. This can be used to make them harder to unlock.
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- should_notify: **optional**, a function to return true if this layer should be highlighted in the tree.
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@ -193,10 +193,10 @@ function doReset(layer, force=false) {
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player[layer].unlocked = true;
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needCanvasUpdate = true;
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if (layers[layer].incr_order){
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lrs = layers[layer].incr_order
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if (layers[layer].increaseUnlockOrder){
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lrs = layers[layer].increaseUnlockOrder
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for (lr in lrs)
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if (!player[lrs[lr]].unlocked) player[lrs[lr]].order++
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if (!player[lrs[lr]].unlocked) player[lrs[lr]].unlockOrder++
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}
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}
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@ -230,7 +230,7 @@ function resetRow(row) {
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doReset(pre_layers[0], true)
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for (let layer in layers) {
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player[layers[layer]].unlocked = false
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if (player[layers[layer]].order) player[layers[layer]].order = 0
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if (player[layers[layer]].unlockOrder) player[layers[layer]].unlockOrder = 0
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}
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player.points = new Decimal(10)
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updateTemp();
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@ -112,6 +112,7 @@ function updateLayers(){
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if(!layers[layer].componentStyles) layers[layer].componentStyles = {}
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if(layers[layer].symbol === undefined) layers[layer].symbol = layer.charAt(0).toUpperCase() + layer.slice(1)
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if(layers[layer].unlockOrder === undefined) layers[layer].unlockOrder = 0
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row = layers[layer].row
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if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
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@ -110,7 +110,7 @@ addLayer("c", {
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currencyLayer: "", // Leave empty if not in a layer "e.g. points"
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unlocked() { return (hasUpgrade(this.layer, 12))},
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onPurchase() { // This function triggers when the upgrade is purchased
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player[this.layer].order = 0
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player[this.layer].unlockOrder = 0
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},
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style() {
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if (hasUpgrade(this.layer, this.id)) return {
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@ -189,7 +189,7 @@ addLayer("c", {
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{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (player[this.layer].unlocked) doReset(this.layer)}},
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{key: "ctrl+c" + this.layer, description: "Ctrl+c: respec things", onPress(){if (player[this.layer].unlocked) respecBuyables(this.layer)}},
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],
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incr_order: [], // Array of layer names to have their order increased when this one is first unlocked
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increaseUnlockOrder: [], // Array of layer names to have their order increased when this one is first unlocked
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microtabs: {
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stuff: {
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