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More 2.2.4
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10 changed files with 46 additions and 22 deletions
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@ -1,6 +1,11 @@
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# The Modding Tree changelog:
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# The Modding Tree changelog:
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### v2.2.4 - 11/28/20
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- Added softcap and softcapPower features (for Normal layers)
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- Offline time limit and default max tick length were fixed (previously the limits were 1000x too large)
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- Added fixOldSaves.
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- Added fixOldSaves.
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- You can use HTML in mainDisplay.
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- Fixed a number of minor oddities.
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### v2.2.3 - 11/28/20
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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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- Layers will be highlighted if you can finish a challenge.
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@ -94,10 +94,15 @@ You can make almost any value dynamic by using a function in its place, includin
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- roundUpCost: **optional**. a bool, which is true if the resource cost needs to be rounded up. (use if the base resource is a "static" currency.)
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- roundUpCost: **optional**. a bool, which is true if the resource cost needs to be rounded up. (use if the base resource is a "static" currency.)
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- canBuyMax(): **sometimes required**. required for static layers, function used to determine if buying max is permitted.
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- gainMult(), gainExp(): **optional**. Functions that calculate the multiplier and exponent on resource gain from upgrades and boosts and such. Plug in any bonuses here.
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- gainMult(), gainExp(): **optional**. Functions that calculate the multiplier and exponent on resource gain from upgrades and boosts and such. Plug in any bonuses here.
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- softcap, softcapPower: **optional**. For normal layers, gain beyond [softcap] points is put to the [softcapPower]th power
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Default for softcap is e1e7, and for power is 0.5.
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## Other prestige-related features
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- canBuyMax(): **sometimes required**. required for static layers, function used to determine if buying max is permitted.
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- onPrestige(gain): **optional**. A function that 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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- onPrestige(gain): **optional**. A function that 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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- resetDesc: **optional**. Use this to replace "Reset for " on the Prestige button with something else.
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- resetDesc: **optional**. Use this to replace "Reset for " on the Prestige button with something else.
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@ -23,6 +23,11 @@ addLayer("c", {
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exponent: 0.5, // Prestige currency exponent
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exponent: 0.5, // Prestige currency exponent
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base: 5, // Only needed for static layers, base of the formula (b^(x^exp))
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base: 5, // Only needed for static layers, base of the formula (b^(x^exp))
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roundUpCost: false, // True if the cost needs to be rounded up (use when baseResource is static?)
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roundUpCost: false, // True if the cost needs to be rounded up (use when baseResource is static?)
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// For normal layers, gain beyond [softcap] points is put to the [softcapPower]th power
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softcap: new Decimal(1e100),
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softcapPower: new Decimal(0.5),
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canBuyMax() {}, // Only needed for static layers with buy max
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canBuyMax() {}, // Only needed for static layers with buy max
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gainMult() { // Calculate the multiplier for main currency from bonuses
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gainMult() { // Calculate the multiplier for main currency from bonuses
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mult = new Decimal(1)
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mult = new Decimal(1)
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@ -208,7 +213,7 @@ addLayer("c", {
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}, // Useful for if you gain secondary resources or have other interesting things happen to this layer when you reset it. You gain the currency after this function ends.
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}, // Useful for if you gain secondary resources or have other interesting things happen to this layer when you reset it. You gain the currency after this function ends.
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hotkeys: [
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hotkeys: [
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{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
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{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (canReset(this.layer)) doReset(this.layer)}, unlocked() {return player.points.gte(10)}},
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{key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){if (player[this.layer].unlocked) respecBuyables(this.layer)}},
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{key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){if (player[this.layer].unlocked) respecBuyables(this.layer)}},
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],
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],
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increaseUnlockOrder: [], // 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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@ -12,7 +12,7 @@ let modInfo = {
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// Set your version in num and name
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// Set your version in num and name
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let VERSION = {
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let VERSION = {
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num: "2.2.3",
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num: "2.2.4",
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name: "Uprooted",
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name: "Uprooted",
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}
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}
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@ -63,7 +63,7 @@ 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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// 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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function maxTickLength() {
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return(3600000) // Default is 1 hour which is just arbitrarily large
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return(3600) // Default is 1 hour which is just arbitrarily large
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}
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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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// 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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@ -206,7 +206,7 @@ function loadVue() {
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Vue.component('main-display', {
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Vue.component('main-display', {
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props: ['layer'],
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props: ['layer'],
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template: `
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template: `
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<div><span v-if="player[layer].points.lt('1e1000')">You have </span><h2 v-bind:style="{'color': tmp[layer].color, 'text-shadow': '0px 0px 10px' + tmp[layer].color}">{{formatWhole(player[layer].points)}}</h2> {{tmp[layer].resource}}<span v-if="tmp[layer].effectDescription">, {{tmp[layer].effectDescription}}</span><br><br></div>
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<div><span v-if="player[layer].points.lt('1e1000')">You have </span><h2 v-bind:style="{'color': tmp[layer].color, 'text-shadow': '0px 0px 10px' + tmp[layer].color}">{{formatWhole(player[layer].points)}}</h2> {{tmp[layer].resource}}, <span v-if="tmp[layer].effectDescription" v-html="tmp[layer].effectDescription"></span><br><br></div>
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`
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`
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})
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})
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@ -310,7 +310,7 @@ function loadVue() {
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},
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},
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template: `
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template: `
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<div v-if="tmp[layer].microtabs" :style="{'border-style': 'solid'}">
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<div v-if="tmp[layer].microtabs" :style="{'border-style': 'solid'}">
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<div class="upgTable">
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<div class="upgTable instant">
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<tab-buttons :layer="layer" :data="tmp[layer].microtabs[data]" :name="data" v-bind:style="tmp[layer].componentStyles['tab-buttons']"></tab-buttons>
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<tab-buttons :layer="layer" :data="tmp[layer].microtabs[data]" :name="data" v-bind:style="tmp[layer].componentStyles['tab-buttons']"></tab-buttons>
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</div>
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</div>
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<layer-tab v-if="tmp[layer].microtabs[data][player.subtabs[layer][data]].embedLayer" :layer="tmp[layer].microtabs[data][player.subtabs[layer][data]].embedLayer" ></layer-tab>
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<layer-tab v-if="tmp[layer].microtabs[data][player.subtabs[layer][data]].embedLayer" :layer="tmp[layer].microtabs[data][player.subtabs[layer][data]].embedLayer" ></layer-tab>
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@ -4,7 +4,7 @@ var gameEnded = false;
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// Don't change this
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// Don't change this
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const TMT_VERSION = {
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const TMT_VERSION = {
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tmtNum: "2.2.2",
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tmtNum: "2.2.4",
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tmtName: "Uprooted"
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tmtName: "Uprooted"
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}
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}
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@ -21,7 +21,7 @@ function getResetGain(layer, useType = null) {
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} else if (type=="normal"){
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} else if (type=="normal"){
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if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(0)
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if (tmp[layer].baseAmount.lt(tmp[layer].requires)) return new Decimal(0)
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let gain = tmp[layer].baseAmount.div(tmp[layer].requires).pow(tmp[layer].exponent).times(tmp[layer].gainMult).pow(tmp[layer].gainExp)
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let gain = tmp[layer].baseAmount.div(tmp[layer].requires).pow(tmp[layer].exponent).times(tmp[layer].gainMult).pow(tmp[layer].gainExp)
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if (gain.gte("e1e7")) gain = gain.sqrt().times("e5e6")
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if (gain.gte(tmp[layer].softcap)) gain = gain.pow(tmp[layer].softcapPower).times(tmp[layer].softcap.pow(decimalOne.sub(tmp[layer].softcapPower)))
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return gain.floor().max(0);
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return gain.floor().max(0);
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} else if (type=="custom"){
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} else if (type=="custom"){
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return layers[layer].getResetGain()
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return layers[layer].getResetGain()
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@ -49,7 +49,7 @@ function getNextAt(layer, canMax=false, useType = null) {
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return cost;
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return cost;
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} else if (type=="normal"){
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} else if (type=="normal"){
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let next = tmp[layer].resetGain.add(1)
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let next = tmp[layer].resetGain.add(1)
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if (next.gte("e1e7")) next = next.div("e5e6").pow(2)
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if (next.gte(tmp[layer].softcap)) next = next.div(tmp[layer].softcap.pow(decimalOne.sub(tmp[layer].softcapPower))).pow(decimalOne.div(tmp[layer].softcapPower))
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next = next.root(tmp[layer].gainExp).div(tmp[layer].gainMult).root(tmp[layer].exponent).times(tmp[layer].requires).max(tmp[layer].requires)
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next = next.root(tmp[layer].gainExp).div(tmp[layer].gainMult).root(tmp[layer].exponent).times(tmp[layer].requires).max(tmp[layer].requires)
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if (tmp[layer].roundUpCost) next = next.ceil()
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if (tmp[layer].roundUpCost) next = next.ceil()
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return next;
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return next;
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@ -347,7 +347,7 @@ var interval = setInterval(function() {
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let now = Date.now()
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let now = Date.now()
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let diff = (now - player.time) / 1e3
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let diff = (now - player.time) / 1e3
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if (player.offTime !== undefined) {
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if (player.offTime !== undefined) {
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if (player.offTime.remain > modInfo.offlineLimit * 3600000) player.offTime.remain = modInfo.offlineLimit * 3600000
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if (player.offTime.remain > modInfo.offlineLimit * 3600) player.offTime.remain = modInfo.offlineLimit * 3600
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if (player.offTime.remain > 0) {
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if (player.offTime.remain > 0) {
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let offlineDiff = Math.max(player.offTime.remain / 10, diff)
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let offlineDiff = Math.max(player.offTime.remain / 10, diff)
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player.offTime.remain -= offlineDiff
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player.offTime.remain -= offlineDiff
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@ -58,7 +58,7 @@ 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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// 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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function maxTickLength() {
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return(3600000) // Default is 1 hour which is just arbitrarily large
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return(3600) // Default is 1 hour which is just arbitrarily large
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}
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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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// 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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@ -22,7 +22,10 @@ function updateHotkeys()
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if (hk){
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if (hk){
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for (id in hk){
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for (id in hk){
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hotkeys[hk[id].key] = hk[id]
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hotkeys[hk[id].key] = hk[id]
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hotkeys[hk[id].key].layer = layer
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hotkeys[hk[id].key].layer = layer
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hotkeys[hk[id].key].id = id
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if (hk[id].unlocked === undefined)
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hk[id].unlocked = true
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}
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}
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}
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}
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}
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}
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if(layers[layer].gainExp === undefined) layers[layer].gainExp = new Decimal(1)
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if(layers[layer].gainExp === undefined) layers[layer].gainExp = new Decimal(1)
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if(layers[layer].type === undefined) layers[layer].type = "none"
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if(layers[layer].type === undefined) layers[layer].type = "none"
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if(layers[layer].base === undefined || layers[layer].base <= 1) layers[layer].base = 2
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if(layers[layer].base === undefined || layers[layer].base <= 1) layers[layer].base = 2
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if(layers[layer].softcap === undefined) layers[layer].softcap = new Decimal("e1e7")
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if(layers[layer].softcapPower === undefined) layers[layer].softcapPower = new Decimal("0.5")
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let row = layers[layer].row
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let row = layers[layer].row
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if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
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if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
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<br><br>
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<br><br>
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Time Played: {{ formatTime(player.timePlayed) }}<br><br>
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Time Played: {{ formatTime(player.timePlayed) }}<br><br>
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<h3>Hotkeys</h3><br>
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<h3>Hotkeys</h3><br>
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<span v-for="key in hotkeys" v-if="player[key.layer].unlocked"><br>{{key.description}}</span></div>
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<span v-for="key in hotkeys" v-if="player[key.layer].unlocked && tmp[key.layer].hotkeys[key.id].unlocked"><br>{{key.description}}</span></div>
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`
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`
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},
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},
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20
js/utils.js
20
js/utils.js
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@ -149,7 +149,7 @@ function getStartBuyables(layer){
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let data = {}
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let data = {}
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if (layers[layer].buyables) {
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if (layers[layer].buyables) {
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for (id in layers[layer].buyables)
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for (id in layers[layer].buyables)
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if (!isNaN(id))
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if (isPlainObject(layers[layer].buyables[id]))
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data[id] = new Decimal(0)
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data[id] = new Decimal(0)
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}
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}
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return data
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return data
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function getStartClickables(layer){
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function getStartClickables(layer){
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let data = {}
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let data = {}
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if (layers[layer].clickables) {
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if (layers[layer].clickables) {
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for (id in layers[layer].clickables)
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if (isPlainObject(layers[layer].clickables[id]))
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if (!isNaN(id))
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if (isPlainObject(id))
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data[id] = ""
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data[id] = ""
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}
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}
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return data
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return data
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}
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}
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let data = {}
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let data = {}
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if (layers[layer].challenges) {
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if (layers[layer].challenges) {
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for (id in layers[layer].challenges)
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for (id in layers[layer].challenges)
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if (!isNaN(id))
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if (isPlainObject(layers[layer].challenges[id]))
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data[id] = 0
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data[id] = 0
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}
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}
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return data
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return data
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}
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}
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function updateAchievements(layer){
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function updateAchievements(layer){
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for (id in layers[layer].achievements){
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for (id in layers[layer].achievements){
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if (!isNaN(id) && !(player[layer].achievements.includes(id)) && layers[layer].achievements[id].done()) {
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if (isPlainObject(layers[layer].achievements[id]) && !(player[layer].achievements.includes(id)) && layers[layer].achievements[id].done()) {
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player[layer].achievements.push(id)
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player[layer].achievements.push(id)
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if (layers[layer].achievements[id].onComplete) layers[layer].achievements[id].onComplete()
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if (layers[layer].achievements[id].onComplete) layers[layer].achievements[id].onComplete()
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}
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}
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function isFunction(obj) {
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function isFunction(obj) {
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return !!(obj && obj.constructor && obj.call && obj.apply);
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return !!(obj && obj.constructor && obj.call && obj.apply);
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};
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};
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function isPlainObject(obj) {
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return (!!obj) && (obj.constructor === Object)
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}
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document.title = modInfo.name
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document.title = modInfo.name
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