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Performance improvements and good tweaks
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5 changed files with 22 additions and 15 deletions
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@ -1,6 +1,9 @@
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# The Modding Tree changelog:
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## v2.3.6 -
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- Performance improvements.
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- Added support for bulk challenge completions.
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- "Best" is updated automatically.
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- Fixed keeping Decimal values on reset.
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## v2.3.5 - 12/21/20
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@ -34,7 +34,8 @@ Individual Challenges can have these features:
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- goalDescription: A description of the win condition for the challenge. It can also be a function that returns updating text.
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Can use basic HTML. (Optional if using the old goal system)
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- canComplete(): A function that returns true if you meet the win condition for the challenge. (Optional if using the old goal system)
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- canComplete(): A function that returns true if you meet the win condition for the challenge. Returning a number will allow bulk completing the challenge.
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(Optional if using the old goal system)
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- rewardDescription: A description of the reward's effect. *You will also have to implement the effect where it is applied.* It can also be a function that returns updating text. Can use basic HTML.
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@ -17,7 +17,7 @@ addLayer("c", {
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color: "#4BDC13",
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requires: new Decimal(10), // Can be a function that takes requirement increases into account
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resource: "lollipops", // Name of prestige currency
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baseResource: "candies", // Name of resource prestige is based on
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baseResource: "points", // Name of resource prestige is based on
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baseAmount() {return player.points}, // Get the current amount of baseResource
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type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
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exponent: 0.5, // Prestige currency exponent
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@ -83,11 +83,10 @@ addLayer("c", {
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completionLimit: 3,
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challengeDescription() {return "Makes the game 0% harder<br>"+challengeCompletions(this.layer, this.id) + "/" + this.completionLimit + " completions"},
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unlocked() { return player[this.layer].best.gt(0) },
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goalDescription: 'Have 20 lollipops I guess',
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goal: new Decimal("20"),
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currencyDisplayName: "lollipops", // Use if using a nonstandard currency
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currencyInternalName: "points", // Use if using a nonstandard currency
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currencyLayer: this.layer, // Leave empty if not in a layer
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goalDescription: 'Have 20 points I guess',
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canComplete() {
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return player.points.gte(20)
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},
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rewardEffect() {
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let ret = player[this.layer].points.add(1).tetrate(0.02)
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return ret;
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@ -108,7 +107,7 @@ addLayer("c", {
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unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
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},
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12: {
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description: "Candy generation is faster based on your unspent Lollipops.",
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description: "Point generation is faster based on your unspent Lollipops.",
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cost: new Decimal(1),
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unlocked() { return (hasUpgrade(this.layer, 11))},
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effect() { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values
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@ -380,7 +379,7 @@ addLayer("f", {
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color: "#FE0102",
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requires() {return new Decimal(10)},
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resource: "farm points",
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baseResource: "candies",
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baseResource: "points",
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baseAmount() {return player.points},
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type: "static",
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exponent: 0.5,
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@ -393,7 +392,7 @@ addLayer("f", {
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branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
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tooltipLocked() { // Optional, tooltip displays when the layer is locked
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return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " candies. You only have " + formatWhole(player.points))
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return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " points. You only have " + formatWhole(player.points))
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},
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midsection: [
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"blank", ['display-image', 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390'],
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@ -401,8 +400,8 @@ addLayer("f", {
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],
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// The following are only currently used for "custom" Prestige type:
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prestigeButtonText() { //Is secretly HTML
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if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your candies and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " candies)"
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if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp[this.layer].resetGain) + "</b> Farm Points in exchange for all of your candies and lollipops! (You'll get another one at " + formatWhole(tmp[layer].nextAtDisp) + " candies)"
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if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your points and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " points)"
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if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp[this.layer].resetGain) + "</b> Farm Points in exchange for all of your points and lollipops! (You'll get another one at " + formatWhole(tmp[layer].nextAtDisp) + " points)"
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},
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getResetGain() {
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return getResetGain(this.layer, useType = "static")
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@ -288,13 +288,16 @@ function canCompleteChallenge(layer, x)
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function completeChallenge(layer, x) {
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var x = player[layer].activeChallenge
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if (!x) return
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if (! canCompleteChallenge(layer, x)){
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let completions = canCompleteChallenge(layer, x)
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if (!completions){
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player[layer].activeChallenge = null
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return
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}
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if (player[layer].challenges[x] < tmp[layer].challenges[x].completionLimit) {
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needCanvasUpdate = true
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player[layer].challenges[x] += 1
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player[layer].challenges[x] += completions
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player[layer].challenges[x] = Math.min(player[layer].challenges[x], tmp[layer].challenges[x].completionLimit)
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if (layers[layer].challenges[x].onComplete) run(layers[layer].challenges[x].onComplete, layers[layer].challenges[x])
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}
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player[layer].activeChallenge = null
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@ -362,6 +365,7 @@ function gameLoop(diff) {
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let layer = OTHER_LAYERS[row][item]
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if (tmp[layer].autoPrestige && tmp[layer].canReset) doReset(layer);
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if (layers[layer].automate) layers[layer].automate();
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player[layer].best = player[layer].best.max(player[layer].points)
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if (layers[layer].autoUpgrade) autobuyUpgrades(layer)
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}
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}
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@ -103,7 +103,7 @@ function updateTempData(layerData, tmpData) {
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else if ((!!layerData[item]) && (layerData[item].constructor === Object) || (typeof layerData[item] === "object") && traversableClasses.includes(layerData[item].constructor.name)){
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updateTempData(layerData[item], tmpData[item])
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}
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else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){
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else if (isFunction(layerData[item]) && !isFunction(tmpData[item])){
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let value = layerData[item]()
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if (value !== value || value === decimalNaN){
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if (NaNalert === true || confirm ("Invalid value found in tmp, named '" + item + "'. Please let the creator of this mod know! Would you like to try to auto-fix the save and keep going?")){
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