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Changed fullLayerReset to resetLayerData with ways to keep things
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7 changed files with 41 additions and 25 deletions
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@ -1,8 +1,8 @@
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#The Modding Tree changelog:
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##v2.0
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Added Progress bars, which are highly customizable and can be horizontal or vertical.
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Added clickables, a more generalized variant of buyables!
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Added progress bars, which are highly customizable and can be horizontal or vertical!
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Added clickables, a more generalized variant of buyables.
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Support for multiple completions of challenges.
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Added getter/setter functions for buyable amount and such
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Moved modInfo to game.js, added a spot for a Discord link, changelog link, and a separate mod version from the TMT version
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@ -2,10 +2,12 @@
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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 layersSupportjs,
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or declare it in another file and then do "`addLayer(layername, layerdata)`"
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(good for breaking things up into smaller files). The existing layers are just examples and can be freely deleted.
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You can use those as references and a base for your own layers.
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You can also use them as references and a base for your own layers.
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**You will also need to add layer nodes to the tree in the HTML, look for where it says "Modify the tree in the table below!"** While you're there, you can also edit the modInfo at the top to change the name for your mod and some other settings. A unique modId will prevent your mod's saves from conflicting with other mods.
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The first thing you need to do is to edit the modInfo at the top of game.js to set your modID (a string). A
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unique modId will prevent your mod's saves from conflicting with other mods.
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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.
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@ -15,6 +17,10 @@ The Modding Tree uses break_eternity.js to store large values. This means that m
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and must be treated differently. For example, you have to use `new Decimal(x)` to create a Decimal value instead of a
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plain number, and perform operations on them by calling functions. e.g, instead of `x = x + y`, use `x = x.add(y)`.
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Almost all values can be either a constant value, or a dynamic value. Dynamic values are defined by putting a function
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that returns what the value should be at any given time.
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All display text can be basic HTML instead (But you can't use most Vue features there).
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## Table of Contents:
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@ -25,6 +25,8 @@ These are the existing components, but you can create more in v.js:
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- display-text: Displays some text (can use basic HTML). The argument is the text to display. It can also be a function that returns updating text.
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- raw-html: Displays some basic HTML, can also be a function.
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- blank: Adds empty space. The default dimensions are 8px x 17px. The argument changes the dimensions.
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If it's a single value (e.g. "20px"), that determines the height.
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If you have a pair of arguments, the first is width and the second is height.
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@ -145,9 +145,14 @@ Key:
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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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If you use it, you can choose what to keep via milestones and such.
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Without it, the default is to reset everything on the row, but only
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if it was triggered by a layer in a higher row.
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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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If you want to keep things, determine what to keep based on the resettingLayer, milestones, and such, then call
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resetLayerData(layer, keep), where layer is this layer, and keep is an array of the names of things to keep.
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It can include things like "points", "best", "total" (for this layer's prestige currency), "upgrades",
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any unique variables like "generatorPower", etc.
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If you want to only keep specific upgrades or something like that, save them in a separate variable, then
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call resetLayerData, and then set player[layer].upgrades to the saved upgrades.
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- update(diff): **optional**, this function is called every game tick. Use it for any passive resource production or
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time-based things. diff is the time since the last tick.
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35
js/game.js
35
js/game.js
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@ -14,11 +14,12 @@ let modInfo = {
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offlineLimit: 1 // In hours
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}
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// Set your version in num and name, but leave the tmt values so people know what version it is
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let VERSION = {
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num: "1.3.5 maybe",
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name: "Tabception... ception!",
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tmtNum: "1.3.5 maybe",
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tmtName: "Tabception... ception!"
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num: "2.0",
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name: "Finally making some progress!",
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tmtNum: "2.0",
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tmtName: "Finally making some progress!"
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}
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// Determines if it should show points/sec
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@ -120,26 +121,28 @@ function rowReset(row, layer) {
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layers[lr].doReset(layer)
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}
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else
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if(layers[layer].row > layers[lr].row) fullLayerReset(lr)
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if(layers[layer].row > layers[lr].row) layerDataReset(lr)
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}
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}
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function fullLayerReset(layer) {
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function layerDataReset(layer, keep = []) {
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let storedData = {}
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for (thing in keep) {
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if (player[layer][keep[thing]] !== undefined)
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storedData[keep[thing]] = player[layer][keep[thing]]
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}
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console.log(storedData)
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player[layer] = layers[layer].startData();
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player[layer].upgrades = []
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player[layer].milestones = []
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player[layer].challenges = []
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if (layers[layer].tabFormat && !Array.isArray(layers[layer].tabFormat)) {
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if (player.subtabs[layer] == undefined) player.subtabs[layer] = {}
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if (player.subtabs[layer].mainTabs == undefined) player.subtabs[layer].mainTabs = Object.keys(layers[layer].tabFormat)[0]
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}
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if (layers[layer].microtabs) {
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if (player.subtabs[layer] == undefined) player.subtabs[layer] = {}
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for (item in layers[layer].microtabs)
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if (player.subtabs[layer][item] == undefined) player.subtabs[layer][item] = Object.keys(layers[layer].microtabs[item])[0]
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}
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resetBuyables(layer)
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for (thing in storedData) {
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player[layer][thing] =storedData[thing]
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}
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}
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function resetBuyables(layer){
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@ -175,7 +175,7 @@ addLayer("c", {
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},
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},
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doReset(resettingLayer){ // Triggers when this layer is being reset, along with the layer doing the resetting. Not triggered by lower layers resetting, but is by layers on the same row.
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if(layers[resettingLayer].row > this.row) fullLayerReset(this.layer) // This is actually the default behavior
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if(layers[resettingLayer].row > this.row) layerDataReset(this.layer, ["upgrades", "challenges"]) // This is actually the default behavior
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},
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layerShown() {return true}, // Condition for when layer appears on the tree
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automate() {
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@ -587,7 +587,7 @@ function focused(x) {
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function prestigeButtonText(layer)
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{
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if(tmp[layer].type == "normal")
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return `${ player[layer].points.lt(1e3) ? (tmp[layer].resetDescription !== undefined ? tmp[layer].resetDescription : "Reset for ") : ""}+<b>${formatWhole(tmp[layer].resetGain)}</b> ${tmp[layer].resource} ${tmp[layer].resetGain.lt(100) && player[layer].points.lt(1e3) ? `<br><br>Next at ${ (tmp[layer].roundUpCost ? formatWhole(tmp[layer].nextAt) : format(tmp[layer].nextAt))}` : ""} ${ tmp[layer].baseResource }`
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return `${ player[layer].points.lt(1e3) ? (tmp[layer].resetDescription !== undefined ? tmp[layer].resetDescription : "Reset for ") : ""}+<b>${formatWhole(tmp[layer].resetGain)}</b> ${tmp[layer].resource} ${tmp[layer].resetGain.lt(100) && player[layer].points.lt(1e3) ? `<br><br>Next at ${ (tmp[layer].roundUpCost ? formatWhole(tmp[layer].nextAt) : format(tmp[layer].nextAt))} ${ tmp[layer].baseResource }` : ""}`
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else if(tmp[layer].type== "static")
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return `${tmp[layer].resetDescription !== undefined ? tmp[layer].resetDescription : "Reset for "}+<b>${formatWhole(tmp[layer].resetGain)}</b> ${tmp[layer].resource}<br><br>${player[layer].points.lt(20) ? (tmp[layer].baseAmount.gte(tmp[layer].nextAt)&&(tmp[layer].canBuyMax !== undefined) && tmp[layer].canBuyMax?"Next":"Req") : ""}: ${formatWhole(tmp[layer].baseAmount)} / ${(tmp[layer].roundUpCost ? formatWhole(tmp[layer].nextAtDisp) : format(tmp[layer].nextAtDisp))} ${ tmp[layer].baseResource }
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`
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