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Auto-supply amounts to buyable cost/effect
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7 changed files with 31 additions and 5 deletions
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@ -1,5 +1,7 @@
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# The Modding Tree changelog:
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# The Modding Tree changelog:
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- Amount is automatically supplied to buyable cost and effect functions.
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# v2.4.1 - 4/29/21
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# v2.4.1 - 4/29/21
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- A number of minor fixes, many thanks to thepaperpilot.
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- A number of minor fixes, many thanks to thepaperpilot.
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- The respec confirmation checkbox is now part of the respec-button component.
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- The respec confirmation checkbox is now part of the respec-button component.
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@ -14,6 +14,8 @@
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<script src="js/demo/demoLayers.js"></script>
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<script src="js/demo/demoLayers.js"></script>
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<script src="js/demo/demoMod.js"></script>
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<script src="js/demo/demoMod.js"></script>
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<script src="js/technical/temp.js"></script>
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<script src="js/technical/temp.js"></script>
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<script src="js/technical/displays.js"></script>
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<script src="js/game.js"></script>
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<script src="js/game.js"></script>
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<script src="js/utils.js"></script>
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<script src="js/utils.js"></script>
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<script src="js/technical/systemComponents.js"></script>
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<script src="js/technical/systemComponents.js"></script>
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@ -32,9 +32,11 @@ Features:
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- title: **optional**. displayed at the top in a larger font. It can also be a function that returns updating text.
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- title: **optional**. displayed at the top in a larger font. It can also be a function that returns updating text.
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- cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th object, but needs to use "current amount" as a default value for x. (x is a `Decimal`). Can return an object if there are multiple currencies.
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- cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th purchase. (x is a `Decimal`).
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Can return an object if there are multiple currencies.
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- effect(): **optional**. A function that calculates and returns the current values of bonuses of this buyable. Can return a value or an object containing multiple values.
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- effect(): **optional**. A function that calculates and returns the current values of bonuses of this buyable. Can have an optional argument "x", similar to cost.
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Can return a value or an object containing multiple values.
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- display(): A function returning everything that should be displayed on the buyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.
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- display(): A function returning everything that should be displayed on the buyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.
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@ -14,6 +14,7 @@
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<script src="js/layers.js"></script>
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<script src="js/layers.js"></script>
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<script src="js/mod.js"></script>
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<script src="js/mod.js"></script>
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<script src="js/technical/temp.js"></script>
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<script src="js/technical/temp.js"></script>
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<script src="js/technical/displays.js"></script>
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<script src="js/game.js"></script>
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<script src="js/game.js"></script>
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<script src="js/utils.js"></script>
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<script src="js/utils.js"></script>
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<script src="js/technical/systemComponents.js"></script>
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<script src="js/technical/systemComponents.js"></script>
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@ -158,12 +158,12 @@ addLayer("c", {
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respecMessage: "Are you sure? Respeccing these doesn't accomplish much.",
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respecMessage: "Are you sure? Respeccing these doesn't accomplish much.",
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11: {
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11: {
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title: "Exhancers", // Optional, displayed at the top in a larger font
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title: "Exhancers", // Optional, displayed at the top in a larger font
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cost(x=player[this.layer].buyables[this.id]) { // cost for buying xth buyable, can be an object if there are multiple currencies
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cost(x) { // cost for buying xth buyable, can be an object if there are multiple currencies
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if (x.gte(25)) x = x.pow(2).div(25)
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if (x.gte(25)) x = x.pow(2).div(25)
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let cost = Decimal.pow(2, x.pow(1.5))
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let cost = Decimal.pow(2, x.pow(1.5))
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return cost.floor()
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return cost.floor()
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},
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},
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effect(x=player[this.layer].buyables[this.id]) { // Effects of owning x of the items, x is a decimal
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effect(x) { // Effects of owning x of the items, x is a decimal
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let eff = {}
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let eff = {}
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if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
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if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
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else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
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else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
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0
js/technical/displays.js
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0
js/technical/displays.js
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@ -7,7 +7,7 @@ var NaNalert = false;
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var activeFunctions = [
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var activeFunctions = [
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"startData", "onPrestige", "doReset", "update", "automate",
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"startData", "onPrestige", "doReset", "update", "automate",
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"buy", "buyMax", "respec", "onComplete", "onPurchase", "onPress", "onClick", "masterButtonPress",
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"buy", "buyMax", "respec", "onComplete", "onPurchase", "onPress", "onClick", "masterButtonPress",
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"sellOne", "sellAll", "pay",
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"sellOne", "sellAll", "pay", "actualCostFunction", "actualEffectFunction",
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]
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]
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var noCall = doNotCallTheseFunctionsEveryTick
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var noCall = doNotCallTheseFunctionsEveryTick
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@ -36,6 +36,7 @@ function setupTemp() {
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tmp[layer].prestigeButtonText = {}
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tmp[layer].prestigeButtonText = {}
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tmp[layer].computedNodeStyle = []
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tmp[layer].computedNodeStyle = []
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setupBarStyles(layer)
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setupBarStyles(layer)
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setupBuyables(layer)
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}
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}
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temp = tmp
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temp = tmp
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}
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}
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@ -230,3 +231,21 @@ function setupBarStyles(layer){
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bar.fillDims = {}
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bar.fillDims = {}
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}
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}
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}
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}
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function setupBuyables(layer) {
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for (id in layers[layer].buyables) {
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if (!isNaN(id)) {
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let b = layers[layer].buyables[id]
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b.actualCostFunction = b.cost
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b.cost = function(x) {
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x = x ?? player[this.layer].buyables[this.id]
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return layers[this.layer].buyables[this.id].actualCostFunction(x)
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}
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b.actualEffectFunction = b.effect
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b.effect = function(x) {
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x = x ?? player[this.layer].buyables[this.id]
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return layers[this.layer].buyables[this.id].actualEffectFunction(x)
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}
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}
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}
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}
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