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Fixed some formatting issues in docs
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6 changed files with 12 additions and 63 deletions
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@ -12,7 +12,7 @@ The Modding Tree uses break_eternity.js to store large values. This means that m
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and must be treated differently.
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##Table of Contents:
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## Table of Contents:
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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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@ -2,8 +2,7 @@
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This is a very minimal layer with minimal features. Most things will require additional features:
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``
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p: {
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``p: {
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startData() { return { // startData is a function that returns default data for a layer.
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unl: false, // You can add more variables here to add them to your layer.
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points: new Decimal(0), // "points" is the internal name for the main resource of the layer.
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@ -31,5 +30,4 @@ p: {
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},
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layerShown() {return true}, // Returns a bool for if this layer's node should be visible in the tree.
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},
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``
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}, ``
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@ -5,7 +5,7 @@ the player can reset the purchases to get their currency back.
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Buyables should be formatted like this:
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``buyables: {
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`` buyables: {
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rows: # of rows
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cols: # of columns
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respec() {}, **optional**, implement it to reset things and give back your currency.
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@ -16,7 +16,7 @@ Buyables should be formatted like this:
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etc
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}
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etc
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}``
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} ``
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Features:
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@ -2,7 +2,7 @@
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Custom tab layouts can be used to do basically anything in a tab window, especially combined with the "style" layer feature. The tabFormat feature is an array of things, like this:
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``tabFormat: ["main-display",
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`` tabFormat: ["main-display",
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["prestige-button", function(){return "Melt your points into "}],
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["raw-html", function() {return "<button onclick='console.log(`yeet`)'>'HI'</button>"}],
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["display-text",
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@ -10,7 +10,7 @@ Custom tab layouts can be used to do basically anything in a tab window, especia
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{"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}],
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"blank",
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["toggle", ["c", "beep"]],
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"milestones", "blank", "blank", "upgrades"]``
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"milestones", "blank", "blank", "upgrades"] ``
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It is a list of components, which can be either just a name, or an array with arguments. If it's an array, the first item is the name of the component, the second is the data passed into it, and the third (optional) is a CSS object,
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which applies its style to the component.
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@ -8,7 +8,7 @@ Key:
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- **sometimes required**: This is may be required, depending on other things in the layer.
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- **optional**: You can leave this out if you don't intend to use that feature for the layer.
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#Layer Definition features
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# Layer Definition features
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- startData(): A function to return the default save data for this layer. Add any variables you have to it.
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Any nonstandard Decimal variables need to be added to convertToDecimal as well.
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@ -48,7 +48,7 @@ Key:
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- tabFormat: Use this if you want to add extra things to your tab or change the layout.
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#Big features
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# Big features
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- upgrades: A grid of one-time purchases which can have unique upgrade conditions, currency costs, and bonuses.
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[Explanations are in a separate file.](upgrades.md)
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@ -64,7 +64,7 @@ Key:
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[Explanations are in a separate file.](buyables.md)
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#Prestige formula features
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# Prestige formula features
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- baseResource: The name of the resource that determines how much of the main currency you gain on reset.
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@ -96,7 +96,7 @@ Key:
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Can be used to have secondary resource gain on prestige, or to recalculate things or whatnot.
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#Other features
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# Other features
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- doReset(resettingLayer): **optional**, is triggered when a layer on a row greater than or equal to this one does a reset.
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If you use it, you can choose what to keep via milestones and such.
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@ -23,53 +23,4 @@ Milestone features:
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The toggles can toggle a given boolean value in a layer.
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It is defined as an array of paired items, one pair per toggle. The first is the internal name of the layer
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the value being toggled is stored in, and the second is the internal name of the variable to toggle.
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(e.g. [["b", "auto"], ["g", "auto"])
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#Challenges
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Challenges are stored in the following format:
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```challs: {
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rows: # of rows
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cols: # of columns
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11: {
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name: "Ouch",
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etc
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}
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etc
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}```
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You can use inChall(layer, id) and hasChall(layer, id) to determine if the player is currently in a challenge,
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or has completed the challenge, respectively. These are useful for implementing effects.
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Each challenge should have an id where the first digit is the row and the second digit is the column.
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Individual upgrades can have these features:
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- name: Name of the challenge
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- desc: A description of what makes the challenge a challenge. *You will need to implement these elsewhere*
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- reward: A description of the reward's effect. *You will also have to implement the effect where it is applied.*
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- effect(): **optional**, A function that calculates and returns the current values of any bonuses from the reward.
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Can return a value or an object containing multiple values.
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- effectDisp(effects): **optional**, A function that returns a display of the current effects of the reward with
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formatting. Default behavior is to just display the a number appropriately formatted.
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- goal: A Decimal for the cost of the upgrade. By default, the goal is in basic Points.
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- unl(): A function returning a bool to determine if the challenge is unlocked or not.
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- onComplete() - **optional**, this function will be called when the challenge is completed when previously incomplete.
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- countsAs: **optional**, If a challenge combines the effects of other challenges in this layer, you can use this.
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An array of challenge ids. The player is effectively in all of those challenges when in the current one.
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By default, challenges use basic Points for the goal. You can change that using these features.
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- currencyDisplayName: **optional**, the name to display for the currency for the goal
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- currencyInternalName: **optional**, the internal name for that currency
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- currencyLayer: **optional**, the internal name of the layer that currency is stored in.
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If it's part of a layer, omit.
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(e.g. [["b", "auto"], ["g", "auto"])
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