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Added deactivated feature

This commit is contained in:
Harley White 2021-05-15 12:31:58 -04:00
parent 8bf681f41c
commit 368a89452c
5 changed files with 15 additions and 11 deletions

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@ -1,8 +1,9 @@
# The Modding Tree changelog: # The Modding Tree changelog:
# v2.5.7 - # v2.5.7 - 5/15/21
- Added a particle system! Not only can it be used for visual effects, but particles can interact with the mouse. They could be used to create golden cookies or collectables, for example. - Added a particle system! Not only can it be used for visual effects, but particles can interact with the mouse. They could be used to create golden cookies or collectables, for example.
- Added marked feature to buyables, clickables, and challenges. By default, stars multi-completion challenges when maxed. - Added marked feature to buyables, clickables, and challenges. By default, stars multi-completion challenges when maxed.
- Added 'deactivated' feature to layers, which disables many features.
- Improved number formatting slightly. - Improved number formatting slightly.
# v2.5.6 - 5/14/21 # v2.5.6 - 5/14/21

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@ -173,6 +173,8 @@ componentStyles: {
} }
``` ```
- deactivated: **optional**, if this is true, hasUpgrade, hasChallenge, hasAchievement, and hasMilestone will return false for things in the layer, and you will be unable to buy or click things on the layer. You will have to disable effects of buyables, the innate layer effect, and possibly other things yourself.
## Custom Prestige type ## Custom Prestige type
(All of these can also be used by other prestige types) (All of these can also be used by other prestige types)

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Particles are free-floating elements that can move and have many different behaviors. They can also interact with the mouse. Particles are free-floating elements that can move and have many different behaviors. They can also interact with the mouse.
To create particles, use `createParticles(particle, amount)`. `particle` is a particle-defining object, with features as explained below. There are also a few useful functions listed at the end. To create particles, use `createParticles(particle, amount)`. `particle` is a particle-defining object, with features as explained below. There are also a few other useful things listed at the end.
```js ```js

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@ -11,6 +11,7 @@ function respecBuyables(layer) {
function canAffordUpgrade(layer, id) { function canAffordUpgrade(layer, id) {
let upg = tmp[layer].upgrades[id] let upg = tmp[layer].upgrades[id]
if(tmp[layer].deactivated) return false
if (tmp[layer].upgrades[id].canAfford !== undefined) return tmp[layer].upgrades[id].canAfford if (tmp[layer].upgrades[id].canAfford !== undefined) return tmp[layer].upgrades[id].canAfford
let cost = tmp[layer].upgrades[id].cost let cost = tmp[layer].upgrades[id].cost
return canAffordPurchase(layer, upg, cost) return canAffordPurchase(layer, upg, cost)
@ -18,7 +19,7 @@ function canAffordUpgrade(layer, id) {
function canBuyBuyable(layer, id) { function canBuyBuyable(layer, id) {
let b = temp[layer].buyables[id] let b = temp[layer].buyables[id]
return (b.unlocked && run(b.canAfford, b) && player[layer].buyables[id].lt(b.purchaseLimit)) return (b.unlocked && run(b.canAfford, b) && player[layer].buyables[id].lt(b.purchaseLimit) && !tmp[layer].deactivated)
} }
@ -89,7 +90,7 @@ function buyUpg(layer, id) {
function buyMaxBuyable(layer, id) { function buyMaxBuyable(layer, id) {
if (!player[layer].unlocked) return if (!player[layer].unlocked) return
if (!tmp[layer].buyables[id].unlocked) return if (!tmp[layer].buyables[id].unlocked) return
if (!tmp[layer].buyables[id].canAfford) return if (!tmp[layer].buyables[id].canBuy) return
if (!layers[layer].buyables[id].buyMax) return if (!layers[layer].buyables[id].buyMax) return
run(layers[layer].buyables[id].buyMax, layers[layer].buyables[id]) run(layers[layer].buyables[id].buyMax, layers[layer].buyables[id])
@ -106,7 +107,7 @@ function buyBuyable(layer, id) {
} }
function clickClickable(layer, id) { function clickClickable(layer, id) {
if (!player[layer].unlocked) return if (!player[layer].unlocked || tmp[layer].deactivated) return
if (!tmp[layer].clickables[id].unlocked) return if (!tmp[layer].clickables[id].unlocked) return
if (!tmp[layer].clickables[id].canClick) return if (!tmp[layer].clickables[id].canClick) return
@ -115,7 +116,7 @@ function clickClickable(layer, id) {
} }
function clickGrid(layer, id) { function clickGrid(layer, id) {
if (!player[layer].unlocked) return if (!player[layer].unlocked || tmp[layer].deactivated) return
if (!run(layers[layer].grid.getUnlocked, layers[layer].grid, id)) return if (!run(layers[layer].grid.getUnlocked, layers[layer].grid, id)) return
if (!gridRun(layer, 'getCanClick', player[layer].grid[id], id)) return if (!gridRun(layer, 'getCanClick', player[layer].grid[id], id)) return

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@ -1,21 +1,21 @@
function hasUpgrade(layer, id) { function hasUpgrade(layer, id) {
return (player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString())) return ((player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString())) && !tmp[layer].deactivated)
} }
function hasMilestone(layer, id) { function hasMilestone(layer, id) {
return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString())) return ((player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString())) && !tmp[layer].deactivated)
} }
function hasAchievement(layer, id) { function hasAchievement(layer, id) {
return (player[layer].achievements.includes(toNumber(id)) || player[layer].achievements.includes(id.toString())) return ((player[layer].achievements.includes(toNumber(id)) || player[layer].achievements.includes(id.toString())) && !tmp[layer].deactivated)
} }
function hasChallenge(layer, id) { function hasChallenge(layer, id) {
return (player[layer].challenges[id]) return ((player[layer].challenges[id]) && !tmp[layer].deactivated)
} }
function maxedChallenge(layer, id) { function maxedChallenge(layer, id) {
return (player[layer].challenges[id] >= tmp[layer].challenges[id].completionLimit) return ((player[layer].challenges[id] >= tmp[layer].challenges[id].completionLimit) && !tmp[layer].deactivated)
} }
function challengeCompletions(layer, id) { function challengeCompletions(layer, id) {