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Added remaining documentation docs
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A modified version of The Prestige Tree that is much easier to mod. It still requires programming knowledge, but it's mostly pretty easy things and copy/pasting.
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A modified version of The Prestige Tree that is much easier to mod. It still requires programming knowledge, but it's mostly pretty easy things and copy/pasting.
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You can look in the [documentation](docs/general-info.md) for more information on how it all works, or look at the code in layers.js and sampleLayers.js to see what it all looks like.
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You can look in the [documentation](docs/!general-info.md) for more information on how it all works, or look at the code in layers.js and sampleLayers.js to see what it all looks like.
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#Basic layer breakdown
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# Basic layer breakdown
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This is a very minimal layer with minimal features. Most things will require additional features:
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This is a very minimal layer with minimal features. Most things will require additional features:
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39
docs/buyables.md
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39
docs/buyables.md
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# Buyables
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Buyables are things that can be bought multiple times with scaling costs. If you set a respec function,
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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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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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Having this function makes a respec button appear
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respecText: **optional**, text that appears on the respec button
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11: {
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desc: "Blah",
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etc
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}
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etc
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}``
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Features:
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- title: **optional**, displayed at the top in a larger font
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- cost(x): cost for buying xth buyable, can be an object if there are multiple currencies
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- effect(x): **optional**, A function that calculates and returns the current values of bonuses
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for having x of this buyable. Can return a value or an object containing multiple values.
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- display(): A function returning everything that should be displayed on the rebuyable after the title, likely
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including the description, amount bought, cost, and current effect
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- unl(): A function returning a bool to determine if the buyable is visible or not.
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- canAfford(): A function returning a bool to determine if you can buy one of the buyables.
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- buy(): A function that implements buying one of the buyable.
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- buyMax(): **optional**, A function that implements buying as many of the buyable as possible.
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#Challenges
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# Challenges
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Challenges are stored in the following format:
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Challenges are stored in the following format:
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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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- 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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- unl(): A function returning a bool to determine if the challenge is visible 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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- onComplete() - **optional**, this function will be called when the challenge is completed when previously incomplete.
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docs/custom-tab-layouts.md
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docs/custom-tab-layouts.md
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# Custom tab layouts
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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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["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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function() {return 'I have ' + format(player.points) + ' pointy points!'},
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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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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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These are the existing components, but you can create more in v.js:
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- display-text: Displays some text. The argument is a function which returns the text to display.
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- raw-html: Displays some HTML. The argument is a function which returns the HTML. It doesn't work with many vue things.
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- blank: An empty newline
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- main-display: The text that displays the main currency for the layer and its effects.
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- prestige-button: The argument is a function that returns what the prestige button should say before the amount of
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currency you will gain.
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- upgrades, milestones, challs: Display the upgrades, milestones, and challenges for a layer, as appropriate.
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- buyables: Display all of the buyables for this layer, as appropriate. The argument optional, and is the size of the
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boxes in pixels.
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- toggle: A toggle button that toggles a bool value. The data is a pair that identifies what bool to toggle, [layer, id]
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#Layer Features
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# Layer Features
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This is a more comprehensive list of established features to add to layers.
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This is a more comprehensive list of established features to add to layers.
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You can add more freely, if you want to have other functions or values associated with your layer. These have special functionality, though.
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You can add more freely, if you want to have other functions or values associated with your layer. These have special functionality, though.
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#Upgrades
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# Upgrades
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Upgrades are stored in the following format:
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Upgrades are stored in the following format:
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- cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.
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- cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.
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- unl(): A function returning a bool to determine if the upgrade is unlocked or not.
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- unl(): A function returning a bool to determine if the upgrade is visible or not.
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- onPurchase() - **optional**, this function will be called when the upgrade is purchased.
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- onPurchase() - **optional**, this function will be called when the upgrade is purchased.
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Good for upgrades like "makes this layer act like it was unlocked first".
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Good for upgrades like "makes this layer act like it was unlocked first".
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let cost = Decimal.pow(2, x.pow(1.5))
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let cost = Decimal.pow(2, x.pow(1.5))
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return cost.floor()
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return cost.floor()
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},
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},
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effects(x) { // Effects of owning x of the items, x is a decimal
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effect(x) { // Effects of owning x of the items, x is a decimal
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let eff = {}
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let eff = {}
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if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
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if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
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else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
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else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
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if (!tmp.buyables[layer][id]) tmp.buyables[layer][id] = {}
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if (!tmp.buyables[layer][id]) tmp.buyables[layer][id] = {}
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tmp.buyables[layer][id]
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tmp.buyables[layer][id]
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tmp.buyables[layer][id].cost = layers[layer].buyables[id].cost(player[layer].buyables[id])
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tmp.buyables[layer][id].cost = layers[layer].buyables[id].cost(player[layer].buyables[id])
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tmp.buyables[layer][id].effects = layers[layer].buyables[id].effects(player[layer].buyables[id])
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tmp.buyables[layer][id].effects = layers[layer].buyables[id].effect(player[layer].buyables[id])
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}
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}
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}
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}
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let cost = Decimal.pow(2, x.pow(1.5))
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let cost = Decimal.pow(2, x.pow(1.5))
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return cost.floor()
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return cost.floor()
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},
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},
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effects(x) { // Effects of owning x of the items, x is a decimal
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effect(x) { // Effects of owning x of the items, x is a decimal
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let eff = {}
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let eff = {}
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if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
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if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
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else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
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else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
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