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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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@ -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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@ -24,52 +24,3 @@ Milestone features:
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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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