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Final touchups

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Acamaeda 2020-10-15 13:29:25 -04:00
parent 8e4bf3f953
commit 8889bac5c9
5 changed files with 11 additions and 11 deletions

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#Achievements # Achievements
Achievements are awarded to the player when they meet a certain goal, and give some benefit. Achievements are awarded to the player when they meet a certain goal, and give some benefit.
Currently, they are pretty basic, but additional features will be added later to help. 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:
- It lets you collaborate with other people, if you want to. - It lets you collaborate with other people, if you want to.
# Getting set up with Github and The Modding Tree: ## Getting set up with Github and The Modding Tree:
1. Install [Github Desktop](https://desktop.github.com/) and [Visual Studio Code](https://code.visualstudio.com/). 1. Install [Github Desktop](https://desktop.github.com/) and [Visual Studio Code](https://code.visualstudio.com/).
@ -36,7 +36,7 @@ The benefits of using Github:
6. Select that you're using it for your own purposes, and click continue. It will download the files and handle everything. 6. Select that you're using it for your own purposes, and click continue. It will download the files and handle everything.
# Using your repository ## Using your repository
1. Click on "show in finder" to the right, and then open index.html. This will let you view and 1. Click on "show in finder" to the right, and then open index.html. This will let you view and
test your project! test your project!

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- **sometimes required**: This is may be required, depending on other things in the layer. - **sometimes required**: This is may be required, depending on other things in the layer.
- **optional**: You can leave this out if you don't intend to use that feature for the layer. - **optional**: You can leave this out if you don't intend to use that feature for the layer.
# Layer Definition features ## Layer Definition features
- layer: **Assigned automagically**. It's the same value as the name of this layer, so you can do player[this.layer].points or similar - layer: **Assigned automagically**. It's the same value as the name of this layer, so you can do player[this.layer].points or similar
to access the save value. It makes copying code to new layers easier. It is also assigned to all upgrades and buyables and such. 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) standard tab layout. (cannot do subtabs)
# Big features (all optional) ## Big features (all optional)
- upgrades: A grid of one-time purchases which can have unique upgrade conditions, currency costs, and bonuses. - upgrades: A grid of one-time purchases which can have unique upgrade conditions, currency costs, and bonuses.
[Explanations are in a separate file.](upgrades.md) [Explanations are in a separate file.](upgrades.md)
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[Explanations are in a separate file.](achievements.md) [Explanations are in a separate file.](achievements.md)
# Prestige formula features ## Prestige formula features
- type: Determines which prestige formula you use. - type: Determines which prestige formula you use.
"normal": The amount of currency you gain is independent of its current amount (like Prestige). "normal": The amount of currency you gain is independent of its current amount (like Prestige).
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# Tree/node features ## Tree/node features
- symbol: **optional**, the text that appears on this layer's node. Default is the layer id with the first letter capitalized - 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. is unlocked or locked, respectively. By default the tooltips behave the same as in the original Prestige Tree.
# Other features ## Other features
- doReset(resettingLayer): **optional**, is triggered when a layer on a row greater than or equal to this one does a reset. - doReset(resettingLayer): **optional**, is triggered when a layer on a row greater than or equal to this one does a reset.
The default behavior is to reset everything on the row, but only if it was triggered by a layer in a higher row. 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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``` ```
# Custom Prestige type ## Custom Prestige type
- getResetGain(): **For custom prestige type**, Returns how many points you should get if you reset now. You can call - getResetGain(): **For custom prestige type**, Returns how many points you should get if you reset now. You can call
getResetGain(this.layer, useType = "static") or similar to calculate what your gain would be under another getResetGain(this.layer, useType = "static") or similar to calculate what your gain would be under another

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#Milestones # Milestones
Milestones are awarded to the player when they meet a certain goal, and give some benefit. Milestones should be formatted like this: 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) {
var slog = decimal.slog() var slog = decimal.slog()
if (slog.gte(1e6)) return "F" + format(slog.floor()) if (slog.gte(1e6)) return "F" + format(slog.floor())
else return Decimal.pow(10, slog.sub(slog.floor())).toStringWithDecimalPlaces(3) + "F" + commaFormat(slog.floor(), 0) else return Decimal.pow(10, slog.sub(slog.floor())).toStringWithDecimalPlaces(3) + "F" + commaFormat(slog.floor(), 0)
} else if (decimal.gte("1e1000")) return (Math.floor(decimal.mantissa + 0.01) + ("e"+formatWhole(decimal.log10()))) } else if (decimal.gte("1e1000")) return (Math.floor(decimal.mantissa + 0.01) + ("e"+formatWhole(decimal.log10().floor())))
else if (decimal.gte(1e9)) return exponentialFormat(decimal, precision) else if (decimal.gte(1e9)) return exponentialFormat(decimal, precision)
else if (decimal.gte(1e3)) return commaFormat(decimal, 0) else if (decimal.gte(1e3)) return commaFormat(decimal, 0)
else return commaFormat(decimal, precision) else return commaFormat(decimal, precision)