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https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-21 16:13:55 +00:00
A few small improvements.
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parent
923f096aa0
commit
79639ce03d
2 changed files with 27 additions and 142 deletions
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@ -141,7 +141,7 @@ Key:
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and layers are sorted in alphabetical order.
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- branches: **optional**, an array of layer ids. On a tree, a line will appear from this layer to all of the layers
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in the list. Alternatively, an entry in the array can be a pair consisting of the layer id and a color
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in the list. Alternatively, an entry in the array can be a 2-element array consisting of the layer id and a color
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value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors)
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- nodeStyle: **optional**, a CSS object, where the keys are CSS attributes, which styles this layer's node on the tree
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167
js/layers.js
167
js/layers.js
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@ -11,8 +11,8 @@ addLayer("c", {
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buyables: {}, // You don't actually have to initialize this one
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beep: false,
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}},
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color:() => "#4BDC13",
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requires:() => new Decimal(10), // Can be a function that takes requirement increases into account
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color: "#4BDC13",
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requires: new Decimal(10), // Can be a function that takes requirement increases into account
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resource: "lollipops", // Name of prestige currency
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baseResource: "candies", // Name of resource prestige is based on
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baseAmount() {return player.points}, // Get the current amount of baseResource
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@ -42,14 +42,14 @@ addLayer("c", {
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return "which are boosting waffles by "+format(eff.waffleBoost)+" and increasing the Ice Cream cap by "+format(eff.icecreamCap)
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},
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milestones: {
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0: {requirementDescription:() => "3 Lollipops",
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0: {requirementDescription: "3 Lollipops",
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done() {return player[this.layer].best.gte(3)}, // Used to determine when to give the milestone
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effectDescription:() => "Unlock the next milestone",
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effectDescription: "Unlock the next milestone",
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},
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1: {requirementDescription:() => "4 Lollipops",
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1: {requirementDescription: "4 Lollipops",
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unlocked() {return hasMilestone(this.layer, 0)},
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done() {return player[this.layer].best.gte(4)},
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effectDescription:() => "You can toggle beep and boop (which do nothing)",
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effectDescription: "You can toggle beep and boop (which do nothing)",
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toggles: [
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["c", "beep"], // Each toggle is defined by a layer and the data toggled for that layer
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["f", "boop"]],
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@ -64,11 +64,11 @@ addLayer("c", {
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rows: 2,
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cols: 12,
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11: {
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name:() => "Fun",
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name: "Fun",
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completionLimit: 3,
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challengeDescription() {return "Makes the game 0% harder<br>"+challengeCompletions(this.layer, this.id) + "/" + this.completionLimit + " completions"},
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unlocked() { return player[this.layer].best.gt(0) },
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goal:() => new Decimal("20"),
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goal: new Decimal("20"),
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currencyDisplayName: "lollipops", // Use if using a nonstandard currency
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currencyInternalName: "points", // Use if using a nonstandard currency
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currencyLayer: this.layer, // Leave empty if not in a layer
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@ -86,14 +86,14 @@ addLayer("c", {
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rows: 2,
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cols: 3,
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11: {
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title:() => "Generator of Genericness",
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description:() => "Gain 1 Point every second.",
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cost:() => new Decimal(1),
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title: "Generator of Genericness",
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description: "Gain 1 Point every second.",
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cost: new Decimal(1),
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unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
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},
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12: {
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description:() => "Candy generation is faster based on your unspent Lollipops.",
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cost:() => new Decimal(1),
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description: "Candy generation is faster based on your unspent Lollipops.",
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cost: new Decimal(1),
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unlocked() { return (hasUpgrade(this.layer, 11))},
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effect() { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values
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let ret = player[this.layer].points.add(1).pow(player[this.layer].upgrades.includes(24)?1.1:(player[this.layer].upgrades.includes(14)?0.75:0.5))
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@ -103,8 +103,8 @@ addLayer("c", {
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effectDisplay() { return format(this.effect())+"x" }, // Add formatting to the effect
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},
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13: {
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description:() => "Unlock a <b>secret subtab</b> and make this layer act if you unlocked it first.",
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cost:() => new Decimal(69),
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description: "Unlock a <b>secret subtab</b> and make this layer act if you unlocked it first.",
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cost: new Decimal(69),
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currencyDisplayName: "candies", // Use if using a nonstandard currency
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currencyInternalName: "points", // Use if using a nonstandard currency
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currencyLayer: "", // Leave empty if not in a layer "e.g. points"
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@ -124,9 +124,9 @@ addLayer("c", {
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},
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},
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22: {
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title:() => "This upgrade doesn't exist",
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description:() => "Or does it?.",
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cost:() => new Decimal(3),
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title: "This upgrade doesn't exist",
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description: "Or does it?.",
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cost: new Decimal(3),
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unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
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},
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},
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@ -138,9 +138,9 @@ addLayer("c", {
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resetBuyables(this.layer)
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doReset(this.layer, true) // Force a reset
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},
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respecText:() => "Respec Thingies", // Text on Respec button, optional
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respecText: "Respec Thingies", // Text on Respec button, optional
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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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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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@ -224,7 +224,7 @@ addLayer("c", {
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display() {
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return format(player.points) + " / 1e10 points"
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},
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unlocked:() => true,
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unlocked: true,
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},
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tallBoi: {
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@ -242,7 +242,7 @@ addLayer("c", {
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display() {
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return formatWhole((player.points.div(1)).min(100)) + "%"
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},
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unlocked:() => true,
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unlocked: true,
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},
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flatBoi: {
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@ -257,7 +257,7 @@ addLayer("c", {
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progress() {
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return player.c.points.div(50)
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},
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unlocked:() => true,
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unlocked: true,
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},
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},
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@ -348,7 +348,7 @@ addLayer("f", {
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boop: false,
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clickables: {[11]: "Start"} // Optional default Clickable state
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}},
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color:() => "#FE0102",
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color: "#FE0102",
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requires() {return new Decimal(10)},
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resource: "farm points",
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baseResource: "candies",
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@ -357,7 +357,7 @@ addLayer("f", {
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exponent: 0.5,
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base: 3,
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roundUpCost: true,
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canBuyMax:() => true,
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canBuyMax() {return hasAchievement('a', 13)},
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gainMult() {
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return new Decimal(1)
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},
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@ -401,7 +401,7 @@ addLayer("f", {
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},
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masterButtonText() {return (getClickableState(this.layer, 11) == "Borkened...") ? "Fix the clickable!" : "Does nothing"}, // Text on Respec button, optional
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11: {
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title:() => "Clicky clicky!", // Optional, displayed at the top in a larger font
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title: "Clicky clicky!", // Optional, displayed at the top in a larger font
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display() { // Everything else displayed in the buyable button after the title
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let data = getClickableState(this.layer, this.id)
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return "Current state:<br>" + data
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@ -453,121 +453,6 @@ addLayer("f", {
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},
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)
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// This layer is mostly minimal but it uses a custom prestige type and a clickable
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addLayer("f", {
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startData() { return {
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unlocked: false,
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points: new Decimal(0),
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boop: false,
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clickables: {[11]: "Start"} // Optional default Clickable state
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}},
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color:() => "#FE0102",
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requires() {return new Decimal(10)},
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resource: "farm points",
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baseResource: "candies",
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baseAmount() {return player.points},
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type: "custom", // A "Custom" type which is effectively static
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exponent: 0.5,
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base: 3,
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roundUpCost: true,
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canBuyMax:() => true,
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gainMult() {
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return new Decimal(1)
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},
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gainExp() {
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return new Decimal(1)
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},
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row: 1,
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layerShown() {return true},
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branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
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tooltipLocked() { // Optional, tooltip displays when the layer is locked
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return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " candies. You only have " + formatWhole(player.points))
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},
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midsection: [
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"blank", ['display-image', 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390'],
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["display-text", "Bork bork!"]
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],
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// The following are only currently used for "custom" Prestige type:
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prestigeButtonText() { //Is secretly HTML
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if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your candies and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " candies)"
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if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp[this.layer].resetGain) + "</b> Farm Points in exchange for all of your candies and lollipops! (You'll get another one at " + formatWhole(tmp[layer].nextAtDisp) + " candies)"
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},
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getResetGain() {
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return getResetGain(this.layer, useType = "static")
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},
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getNextAt(canMax=false) { //
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return getNextAt(this.layer, canMax, useType = "static")
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},
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canReset() {
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return tmp[this.layer].baseAmount.gte(tmp[this.layer].nextAt)
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},
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// This is also non minimal, a Clickable!
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clickables: {
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rows: 1,
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cols: 1,
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masterButtonPress() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
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if (getClickableState(this.layer, 11) == "Borkened...")
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player[this.layer].clickables[11] = "Start"
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},
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masterButtonText() {return (getClickableState(this.layer, 11) == "Borkened...") ? "Fix the clickable!" : "Does nothing"}, // Text on Respec button, optional
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11: {
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title:() => "Clicky clicky!", // Optional, displayed at the top in a larger font
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display() { // Everything else displayed in the buyable button after the title
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let data = getClickableState(this.layer, this.id)
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return "Current state:<br>" + data
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},
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unlocked() { return player[this.layer].unlocked },
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canClick() {
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return getClickableState(this.layer, this.id) !== "Borkened..."},
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onClick() {
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switch(getClickableState(this.layer, this.id)){
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case "Start":
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player[this.layer].clickables[this.id] = "A new state!"
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break;
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case "A new state!":
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player[this.layer].clickables[this.id] = "Keep going!"
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break;
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case "Keep going!":
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player[this.layer].clickables[this.id] = "Maybe that's a bit too far..."
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break;
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case "Maybe that's a bit too far...":
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player[this.layer].clickables[this.id] = "Borkened..."
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break;
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default:
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player[this.layer].clickables[this.id] = "Start"
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break;
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}
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},
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style() {
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switch(getClickableState(this.layer, this.id)){
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case "Start":
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return {'background-color': 'green'}
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break;
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case "A new state!":
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return {'background-color': 'yellow'}
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break;
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case "Keep going!":
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return {'background-color': 'orange'}
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break;
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case "Maybe that's a bit too far...":
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return {'background-color': 'red'}
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break;
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default:
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return {}
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break;
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}},
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},
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},
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},
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)
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// This layer is mostly minimal but it uses a custom prestige type and a clickable
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addLayer("a", {
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startData() { return {
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