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Improved documentation
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# The-Modding-Tree
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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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An incremental game engine based on The Prestige Tree. It still requires programming knowledge, but it's mostly pretty easy things and copy/pasting.
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[Look here for a tutorial on getting started with modding with TMT](docs/getting-started.md)
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# The Modding Tree changelog:
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# v2.5.4 -
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# v2.5.4 - 5/10/21
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- Added a setting to always use single-tab mode.
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- Added directMult, which multiplies prestige gain after exponents and softcaps. It actually multiplies gain for static layers.
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- Added onEnter and onExit for challenges.
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- Improved displaying numbers between 0.0001 and 0.1
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- Improved displaying numbers between 0.0001 and 0.1.
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- Added documentation on how gainMult/Exp work for static layers.
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- Fixed a visual issue on mobile, thanks to thepaperpilot.
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- Improved documentation in general.
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# v2.5.3 - 5/8/21
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- Improved performance of tab formats and bars.
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# The-Modding-Tree
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The main way to add content is through creating layers. You can either add a layer directly in the layers object in [layerSupport.js](/js/layerSupport.js), or declare it in another file and register it by calling `addLayer(layername, layerdata)`. There is an example layer registration in [layers.js](/js/layers.js) showing the recommended method. It is just an example and can be freely deleted. You can also use it as a reference or a base for your own layers.
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Making a game in The Modding Tree mostly involves defining parameters or functions on objects. If you aren't following the [getting started guide](getting-started.md), you should start by [setting up your basic mod info](main-mod-info.md) in [mod.js](/js/mod.js). It's important to set a mod id to ensure saving works properly.
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The first thing you need to do is fill out the modInfo object at the top of [mod.js](/js/mod.js) to set your mod's name, ID (a string), and other information. A unique modId will prevent your mod's saves from conflicting with other mods. Note that changing this after people have started playing will reset their saves.
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Beyond that, the main way to add content is through creating layers, often in [layers.js](/js/layers.js). You can add new layers by calling `addLayer(layername, layerdata)`. There is an example of a basic layer in [layers.js](/js/layers.js) showing the recommended method. It is just an example and can be freely deleted. You can also use it as a reference or a base for your own layers.
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Most of the time, you won't need to dive deep into the code to create things, but you still can if you really want to, for example to add new Vue components in [v.js](/js/v.js).
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Most of the time, you won't need to dive deep into the code to create things, but you still can if you really want to, for example to add new Vue components in [components.js](/js/components.js).
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The Modding Tree uses [break\_eternity.js](https://github.com/Patashu/break_eternity.js) to store large values. This means that many numbers are `Decimal` objects, and must be treated differently. For example, you have to use `new Decimal(x)` to create a `Decimal` value instead of a plain number, and perform operations on them by calling functions. e.g, instead of `x = x + y`, use `x = x.add(y)`. Keep in mind this also applies to comparison operators, which should be replaced with calling the `.gt`, `.gte`, `.lt`, `.lte`, `.eq`, and `.neq` functions. See the [break\_eternity.js](https://github.com/Patashu/break_eternity.js) docs for more details on working with `Decimal` values.
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# Achievements
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Achievements are awarded to the player when they meet a certain goal, and optionally give some benefit. Currently they are pretty basic, but additional features will be added later to help.
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Achievements are awarded to the player when they meet a certain goal, and optionally give some benefit.
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You can make global achievements by putting them in a side layer by making its row equal to "side" instead of a number.
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return new Decimal(1)
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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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layerShown() { return true }, // Returns a bool for if this layer's node should be visible in the tree.
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upgrades: {
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// Look in the upgrades docs to see what goes here!
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},
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})
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```
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# Custom tab layouts
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Note: If you are using subtabs, `tabFormat` is used differently, but you still use the same format within each subtabs. [See here for more on subtabs](subtabs-and-microtabs.md).
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Note: If you are using subtabs, `tabFormat` is used differently, but the same format is used for defining their layouts. [See here for more on subtabs](subtabs-and-microtabs.md).
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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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# mod.js
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All of the non-layer code and data that you're likely to edit is here in [mod.js](/js/mod.js)! Everything in [mod.js](/js/mod.js) will not be altered by updates, besides the addition of new things.
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Most of the non-layer code and data that you're likely to edit is here in [mod.js](/js/mod.js).
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Everything in [mod.js](/js/mod.js) will not be altered by updates, besides the addition of new things.
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Here's a breakdown of what's in it:
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- modInfo is where most of the basic configuration for the mod is. It contains:
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- name: The name of your mod. (a string)
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- id: The id for your mod, a unique string that is used to determine savefile location. Setting it is important!
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- id: The id for your mod, a unique string that is used to determine savefile location. Be sure to set it when you start making a mod, and don't change it later because it will erase all saves.
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- author: The name of the author, displayed in the info tab.
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- pointsName: This changes what is displayed instead of "points" for the main currency. (It does not affect it in the code.)
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- discordName, discordLink: If you have a Discord server or other discussion place, you can add a link to it.
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- changelog is the HTML displayed in the changelog tab.
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- doNotCallTheseFunctionsEveryTick is very important. TMT calls every function anywhere in "layers" every tick to store the result, unless specifically told not to. Functions that have are used to do an action need to be identified. "Official" functions (those in the documentation) are all fine, but if you make any new ones, add their names to this array.
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- doNotCallTheseFunctionsEveryTick is very important, if you are adding non-standard functions. TMT calls every function anywhere in "layers" every tick to store the result, unless specifically told not to. Functions that have are used to do an action need to be identified. "Official" functions (those in the documentation) are all fine, but if you make any new ones, add their names to this array.
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```js
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// (The ones here are examples, all official functions are already taken care of)
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Less important things beyond this point!
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- maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).
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- maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).
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- fixOldSave(): Can be used to modify a save file when loading into a new version of the game. Use this to undo inflation, never forcibly hard reset your players.
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exponent: 0.5,
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base: 3,
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roundUpCost: true,
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canBuyMax() {return hasAchievement('a', 13)},
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directMult() {return new Decimal(player.c.otherThingy)},
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canBuyMax() {return false},
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//directMult() {return new Decimal(player.c.otherThingy)},
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row: 1,
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layerShown() {return true},
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