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Made best and total only display conditionally
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# The Modding Tree changelog:
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### v2.2.1 - 11/7/20
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- Possibly fixed issues with things not updating visually.
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- Improved milestones visually a bit.
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- "best" and "total" are now only displayed if present in startData.
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- Fixed issues with things not updating visually. (Thank you to to Jacorb!)
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- Updated docs on the new tree-related features.
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## v2.2: Uprooted - 11/7/20
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- You can now embed a layer inside of a subtab or microtab!
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- Thank you to thepaperpilot for fixing errors in docs and improving the infobox appearance!
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- Many other minor fixes.
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### v2.1.4 - 10/25/20
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- Added an infobox component. Thank you to thepaperpilot for this contribution!
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- Layer type is now optional, and defaults to "none".
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@ -29,6 +29,8 @@ While reading this documentation, the following key will be used when describing
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- [Basic layer breakdown](basic-layer-breakdown.md): Breaking down the components of a layer with minimal features.
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- [Layer features](layer-features.md): Explanations of all of the different properties that you can give a layer.
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- [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.
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- [Custom game layouts](trees-and-tree-customization.md): You can get rid of the tree tab, add buttons and other things to the tree,
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or even customize the tab's layout like a layer tab.
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- [Updating TMT](updating-tmt.md): Using Github Desktop to update your mod's version of TMT.
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### Common components
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- [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.
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- [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.
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### Other components
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### Other components and features
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- [Challenges](challenges.md): How to create challenges for a layer.
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- [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.
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You can even use them to embed a layer inside another layer!
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- [Achievements](achievements.md): How to create achievements for a layer (or for the whole game).
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- [Infoboxes](infoboxes.md): Boxes containing text that can be shown or hidden.
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- [Trees](trees-and-tree-customization.md): Make your own trees. You can make non-layer button nodes too!
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@ -23,7 +23,8 @@ Features:
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- width, height: The size in pixels of the bar, but as numbers (no "px" at the end).
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- 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`)
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- progress(): A function that returns the portion of the bar that is filled, from "empty" at 0 to "full" at 1, updating automatically.
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(Nothing bad happens if the value goes out of these bounds, and it can be a number or `Decimal`)
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- display(): **optional**. A function that returns text to be displayed on top of the bar, can use HTML.
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- unlocked: a bool determining if this layer is unlocked or not
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- points: a Decimal, the main currency for the layer
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- Optional:
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- total: A Decimal, tracks total amount of main prestige currency
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- best: A Decimal, tracks highest amount of main prestige currency
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- total: A Decimal, tracks total amount of main prestige currency. Always tracked, but only shown if you add it here.
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- best: A Decimal, tracks highest amount of main prestige currency. Always tracked, but only shown if you add it here.
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- unlockOrder: used to keep track of relevant layers unlocked before this one.
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- color: A color associated with this layer, used in many places. (A string in hex format with a #)
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Milestone features:
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- 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.
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- 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.
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- 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.
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- 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.
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- done(): A function returning a boolean to determine if the milestone should be awarded.
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@ -7,9 +7,10 @@ This also introduces the "tree" component, which can be used in your layers as w
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## layoutInfo
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The most important part is layoutInfo, containing:
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- startTab: The id of the default tab to show on the left at the start.
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- showTree: True if the tree tab should be shown at the start of the game.
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- showTree: True if the tree tab should be shown at the start of the game. (The other tab will fill the whole page)
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- treeLayout: If present, overrides the tree layout and places nodes as you describe instead (explained in the next section).
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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.
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## Trees
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@ -217,8 +217,8 @@ function loadVue() {
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<div style="margin-top: -13px">
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<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>
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<br><br>
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<span v-if="player[layer].best != undefined">Your best {{tmp[layer].resource}} is {{formatWhole(player[layer].best)}}<br></span>
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<span v-if="player[layer].total != undefined">You have made a total of {{formatWhole(player[layer].total)}} {{tmp[layer].resource}}<br></span>
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<span v-if="tmp[layer].showBest">Your best {{tmp[layer].resource}} is {{formatWhole(player[layer].best)}}<br></span>
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<span v-if="tmp[layer].showTotal">You have made a total of {{formatWhole(player[layer].total)}} {{tmp[layer].resource}}<br></span>
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</div>
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`
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})
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layers[layer].infoboxes[thing].unlocked = true
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}
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}
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if (layers[layer].startData) {
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data = layers[layer].startData()
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if (data.best !== undefined && data.showBest === undefined) layers[layer].showBest = true
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if (data.total !== undefined && data.showTotal === undefined) layers[layer].showTotal = true
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}
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if(!layers[layer].componentStyles) layers[layer].componentStyles = {}
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if(layers[layer].symbol === undefined) layers[layer].symbol = layer.charAt(0).toUpperCase() + layer.slice(1)
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@ -429,6 +429,9 @@ a {
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.milestone {
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width: 100%;
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min-width: 120px;
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padding-left: 5px;
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padding-right: 5px;
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height: 75px;
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background-color: #bf8f8f;
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border: 4px solid;
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.milestoneDone {
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width: 100%;
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min-width: 120px;
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padding-left: 5px;
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padding-right: 5px;
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height: 75px;
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background-color: #77bf5f;
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border: 4px solid;
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