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Final touchups
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5 changed files with 11 additions and 11 deletions
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#Achievements
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# Achievements
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Achievements are awarded to the player when they meet a certain goal, and give some benefit.
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Currently, they are pretty basic, but additional features will be added later to help.
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@ -17,7 +17,7 @@ The benefits of using Github:
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- It lets you collaborate with other people, if you want to.
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# Getting set up with Github and The Modding Tree:
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## Getting set up with Github and The Modding Tree:
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1. Install [Github Desktop](https://desktop.github.com/) and [Visual Studio Code](https://code.visualstudio.com/).
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@ -36,7 +36,7 @@ The benefits of using Github:
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6. Select that you're using it for your own purposes, and click continue. It will download the files and handle everything.
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# Using your repository
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## Using your repository
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1. Click on "show in finder" to the right, and then open index.html. This will let you view and
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test your project!
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@ -10,7 +10,7 @@ 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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- layer: **Assigned automagically**. It's the same value as the name of this layer, so you can do player[this.layer].points or similar
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to access the save value. It makes copying code to new layers easier. It is also assigned to all upgrades and buyables and such.
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standard tab layout. (cannot do subtabs)
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# Big features (all optional)
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## Big features (all optional)
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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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[Explanations are in a separate file.](achievements.md)
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# Prestige formula features
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## Prestige formula features
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- type: Determines which prestige formula you use.
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"normal": The amount of currency you gain is independent of its current amount (like Prestige).
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# Tree/node features
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## Tree/node features
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- symbol: **optional**, the text that appears on this layer's node. Default is the layer id with the first letter capitalized
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is unlocked or locked, respectively. By default the tooltips behave the same as in the original Prestige Tree.
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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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The default behavior is to reset everything on the row, but only if it was triggered by a layer in a higher row.
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```
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# Custom Prestige type
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## Custom Prestige type
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- getResetGain(): **For custom prestige type**, Returns how many points you should get if you reset now. You can call
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getResetGain(this.layer, useType = "static") or similar to calculate what your gain would be under another
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#Milestones
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# Milestones
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Milestones are awarded to the player when they meet a certain goal, and give some benefit. Milestones should be formatted like this:
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@ -34,7 +34,7 @@ function format(decimal, precision=2) {
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var slog = decimal.slog()
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if (slog.gte(1e6)) return "F" + format(slog.floor())
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else return Decimal.pow(10, slog.sub(slog.floor())).toStringWithDecimalPlaces(3) + "F" + commaFormat(slog.floor(), 0)
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} else if (decimal.gte("1e1000")) return (Math.floor(decimal.mantissa + 0.01) + ("e"+formatWhole(decimal.log10())))
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} else if (decimal.gte("1e1000")) return (Math.floor(decimal.mantissa + 0.01) + ("e"+formatWhole(decimal.log10().floor())))
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else if (decimal.gte(1e9)) return exponentialFormat(decimal, precision)
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else if (decimal.gte(1e3)) return commaFormat(decimal, 0)
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else return commaFormat(decimal, precision)
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