mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-21 16:13:55 +00:00
Made best and total only display conditionally
This commit is contained in:
parent
92ba6d7e1c
commit
6506f81556
9 changed files with 32 additions and 10 deletions
|
@ -1,7 +1,10 @@
|
|||
# The Modding Tree changelog:
|
||||
|
||||
### v2.2.1 - 11/7/20
|
||||
- Possibly fixed issues with things not updating visually.
|
||||
- Improved milestones visually a bit.
|
||||
- "best" and "total" are now only displayed if present in startData.
|
||||
- Fixed issues with things not updating visually. (Thank you to to Jacorb!)
|
||||
- Updated docs on the new tree-related features.
|
||||
|
||||
## v2.2: Uprooted - 11/7/20
|
||||
- You can now embed a layer inside of a subtab or microtab!
|
||||
|
@ -17,6 +20,7 @@
|
|||
- Thank you to thepaperpilot for fixing errors in docs and improving the infobox appearance!
|
||||
- Many other minor fixes.
|
||||
|
||||
|
||||
### v2.1.4 - 10/25/20
|
||||
- Added an infobox component. Thank you to thepaperpilot for this contribution!
|
||||
- Layer type is now optional, and defaults to "none".
|
||||
|
|
|
@ -29,6 +29,8 @@ While reading this documentation, the following key will be used when describing
|
|||
- [Basic layer breakdown](basic-layer-breakdown.md): Breaking down the components of a layer with minimal features.
|
||||
- [Layer features](layer-features.md): Explanations of all of the different properties that you can give a layer.
|
||||
- [Custom Tab Layouts](custom-tab-layouts.md): An optional way to give your tabs a different layout. You can even create entirely new components to use.
|
||||
- [Custom game layouts](trees-and-tree-customization.md): You can get rid of the tree tab, add buttons and other things to the tree,
|
||||
or even customize the tab's layout like a layer tab.
|
||||
- [Updating TMT](updating-tmt.md): Using Github Desktop to update your mod's version of TMT.
|
||||
|
||||
### Common components
|
||||
|
@ -38,7 +40,7 @@ While reading this documentation, the following key will be used when describing
|
|||
- [Buyables](buyables.md): Create rebuyable upgrades for your layer (with the option to make them respec-able). Can be used to make Enhancers or Space Buildings.
|
||||
- [Clickables](clickables.md): A more generalized variant of buyables, for any kind of thing that is sometimes clickable. Between these and Buyables, you can do just about anything.
|
||||
|
||||
### Other components
|
||||
### Other components and features
|
||||
|
||||
- [Challenges](challenges.md): How to create challenges for a layer.
|
||||
- [Bars](bars.md): Display some information as a progress bar, gauge, or similar. They are highly customizable, and can be horizontal and vertical as well.
|
||||
|
@ -46,3 +48,4 @@ While reading this documentation, the following key will be used when describing
|
|||
You can even use them to embed a layer inside another layer!
|
||||
- [Achievements](achievements.md): How to create achievements for a layer (or for the whole game).
|
||||
- [Infoboxes](infoboxes.md): Boxes containing text that can be shown or hidden.
|
||||
- [Trees](trees-and-tree-customization.md): Make your own trees. You can make non-layer button nodes too!
|
||||
|
|
|
@ -23,7 +23,8 @@ Features:
|
|||
|
||||
- width, height: The size in pixels of the bar, but as numbers (no "px" at the end).
|
||||
|
||||
- progress(): A function that returns the portion of the bar that is filled, from "empty" at 0 to "full" at 1. (Nothing bad happens if the value goes out of these bounds, and it can be a number or `Decimal`)
|
||||
- progress(): A function that returns the portion of the bar that is filled, from "empty" at 0 to "full" at 1, updating automatically.
|
||||
(Nothing bad happens if the value goes out of these bounds, and it can be a number or `Decimal`)
|
||||
|
||||
- display(): **optional**. A function that returns text to be displayed on top of the bar, can use HTML.
|
||||
|
||||
|
|
|
@ -17,8 +17,8 @@ You can make almost any value dynamic by using a function in its place, includin
|
|||
- unlocked: a bool determining if this layer is unlocked or not
|
||||
- points: a Decimal, the main currency for the layer
|
||||
- Optional:
|
||||
- total: A Decimal, tracks total amount of main prestige currency
|
||||
- best: A Decimal, tracks highest amount of main prestige currency
|
||||
- total: A Decimal, tracks total amount of main prestige currency. Always tracked, but only shown if you add it here.
|
||||
- best: A Decimal, tracks highest amount of main prestige currency. Always tracked, but only shown if you add it here.
|
||||
- unlockOrder: used to keep track of relevant layers unlocked before this one.
|
||||
|
||||
- color: A color associated with this layer, used in many places. (A string in hex format with a #)
|
||||
|
|
|
@ -17,9 +17,9 @@ You can use `hasMilestone(layer, id)` to determine if the player has a given mil
|
|||
|
||||
Milestone features:
|
||||
|
||||
- requirementDesc: A string describing the requirement for unlocking this milestone. Suggestion: Use a "total". It can also be a function that returns updating text. Can use basic HTML.
|
||||
- requirementDescription: A string describing the requirement for unlocking this milestone. Suggestion: Use a "total". It can also be a function that returns updating text. Can use basic HTML.
|
||||
|
||||
- effectDesc: A string describing the reward for having the milestone. *You will have to implement the reward elsewhere.* It can also be a function that returns updating text. Can use basic HTML.
|
||||
- effectDescription: A string describing the reward for having the milestone. *You will have to implement the reward elsewhere.* It can also be a function that returns updating text. Can use basic HTML.
|
||||
|
||||
- done(): A function returning a boolean to determine if the milestone should be awarded.
|
||||
|
||||
|
|
|
@ -7,9 +7,10 @@ This also introduces the "tree" component, which can be used in your layers as w
|
|||
## layoutInfo
|
||||
The most important part is layoutInfo, containing:
|
||||
- startTab: The id of the default tab to show on the left at the start.
|
||||
- showTree: True if the tree tab should be shown at the start of the game.
|
||||
- showTree: True if the tree tab should be shown at the start of the game. (The other tab will fill the whole page)
|
||||
- treeLayout: If present, overrides the tree layout and places nodes as you describe instead (explained in the next section).
|
||||
|
||||
Additionally, if you want the main layout to not be a tree, you can edit the "tree-tab" layer at the bottom of tree.js to modify it just like a normal layer's tab. You can even switch between left tabs, using showNavTab(layer) to make that layer appear on the left.
|
||||
|
||||
## Trees
|
||||
|
||||
|
|
|
@ -217,8 +217,8 @@ function loadVue() {
|
|||
<div style="margin-top: -13px">
|
||||
<span v-if="tmp[layer].type=='normal' && tmp[layer].resetGain.lt(100) && player[layer].points.lt(1e3)"><br>You have {{formatWhole(tmp[layer].baseAmount)}} {{tmp[layer].baseResource}}</span>
|
||||
<br><br>
|
||||
<span v-if="player[layer].best != undefined">Your best {{tmp[layer].resource}} is {{formatWhole(player[layer].best)}}<br></span>
|
||||
<span v-if="player[layer].total != undefined">You have made a total of {{formatWhole(player[layer].total)}} {{tmp[layer].resource}}<br></span>
|
||||
<span v-if="tmp[layer].showBest">Your best {{tmp[layer].resource}} is {{formatWhole(player[layer].best)}}<br></span>
|
||||
<span v-if="tmp[layer].showTotal">You have made a total of {{formatWhole(player[layer].total)}} {{tmp[layer].resource}}<br></span>
|
||||
</div>
|
||||
`
|
||||
})
|
||||
|
|
|
@ -124,6 +124,12 @@ function updateLayers(){
|
|||
layers[layer].infoboxes[thing].unlocked = true
|
||||
}
|
||||
}
|
||||
|
||||
if (layers[layer].startData) {
|
||||
data = layers[layer].startData()
|
||||
if (data.best !== undefined && data.showBest === undefined) layers[layer].showBest = true
|
||||
if (data.total !== undefined && data.showTotal === undefined) layers[layer].showTotal = true
|
||||
}
|
||||
|
||||
if(!layers[layer].componentStyles) layers[layer].componentStyles = {}
|
||||
if(layers[layer].symbol === undefined) layers[layer].symbol = layer.charAt(0).toUpperCase() + layer.slice(1)
|
||||
|
|
|
@ -429,6 +429,9 @@ a {
|
|||
|
||||
.milestone {
|
||||
width: 100%;
|
||||
min-width: 120px;
|
||||
padding-left: 5px;
|
||||
padding-right: 5px;
|
||||
height: 75px;
|
||||
background-color: #bf8f8f;
|
||||
border: 4px solid;
|
||||
|
@ -439,6 +442,10 @@ a {
|
|||
|
||||
.milestoneDone {
|
||||
width: 100%;
|
||||
min-width: 120px;
|
||||
padding-left: 5px;
|
||||
padding-right: 5px;
|
||||
|
||||
height: 75px;
|
||||
background-color: #77bf5f;
|
||||
border: 4px solid;
|
||||
|
|
Loading…
Reference in a new issue