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Updated docs, made layer type default to none
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# The Modding Tree changelog:
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- Added an infobox component. Thank you to thepaperpilot for this contribution!
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- Layer type is now optional, and defaults to "none".
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- Fixed the "blank" component breaking if only specifying the height.
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- Fixed some numbers not displaying with enough digits.
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- Made a few more things able to be functions.
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@ -22,23 +22,32 @@ 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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# Table of Contents:
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## General:
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- [Getting Started](getting-started.md): Getting your own copy of the code set up with Github Desktop.
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- [Main mod info](main-mod-info.md): How to set up general things for your mod in mod.js.
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- [Basic layer breakdown](basic-layer-breakdown.md): Breaking down the components of a layer with minimal features.
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- [Layer features](layer-features.md): Explanations of all of the different properties that you can give a layer.
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- [Custom Tab Layouts](custom-tab-layouts.md): An optional way to give your tabs a different layout.
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You can even create entirely new components to use.
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- [Updating TMT](updating-tmt.md): Using Github Desktop to update your mod's version of TMT.
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## Common components
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- [Upgrades](upgrades.md): How to create upgrades for a layer.
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- [Milestones](milestones.md): How to create milestones for a layer.
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- [Challenges](challenges.md): How to create challenges for a layer.
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- [Buyables](buyables.md): Create rebuyable upgrades for your layer (with the option to make them respec-able).
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Can be used to make Enhancers or Space Buildings.
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- [Clickables](clickables.md): A more generalized variant of buyables, for any kind of thing that is sometimes clickable.
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Between these and Buyables, you can do just about anything.
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## Other components
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- [Challenges](challenges.md): How to create challenges for a layer.
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- [Bars](bars.md): Display some information as a progress bar, gague, or similar. They are highly customizable,
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and can be horizontal and vertical as well.
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- [Custom Tab Layouts](custom-tab-layouts.md): An optional way to give your tabs a different layout.
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You can even create entirely new components to use.
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- [Subtabs and Microtabs](subtabs-and-microtabs.md): Create subtabs for your tabs, as well as "microtab" components that you can put inside the tabs.
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- [Achievements](milestones.md): How to create achievements for a layer (or for the whole game).
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- [Updating TMT](updating-tmt.md): Using Github Desktop to update your mod's version of TMT.
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- [Infoboxes](infoboxes.md): Boxes containing text that can be shown or hidden.
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# Buyables
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# Bars
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Bars let you display information in a more direct way. It can be a progress bar, health bar, capacity gague, or anything else.
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- display(): **optional**, A function that returns text to be displayed on top of the bar, can use HTML.
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- unlocked(): **optional**, A function returning a bool to determine if the buyable is visible or not. Default is unlocked.
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- unlocked(): **optional**, A function returning a bool to determine if the bar is visible or not. Default is unlocked.
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- baseStyle, fillStyle, borderStyle, textStyle: **Optional**, Apply CSS to the unfilled portion, filled portion, border, and
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display text on the bar, in the form of an object where the keys are CSS attributes, and the values are the
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Clickables are any kind of thing that you can click for an effect. They're a more generalized version of Buyables.
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DO NOT USE THESE TO MAKE THINGS THAT YOU CLICK REPEATEDLY FOR A BONUS BECAUSE THOSE ARE AWFUL.
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There are several differences between the two. One is that a buyable's saved data is its amount as a Decimal, while
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Clickables store a "state" which can be a number or string, but not Decimal, array, or object).
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Buyables have a number of extra features which you can see on their page.
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34
docs/infoboxes.md
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34
docs/infoboxes.md
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# Infoboxes
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Infoboxes are good for displaying "lore", or story elements, as well as for explaining complicated things.
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In the default tab layout, the first infobox will be displayed at the very top of the tab.
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Infoboxes are defined like other Big Features:
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```js
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infoboxes: {
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infobox: {
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display() {return "Blah"},
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etc
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}
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etc
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}
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```
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Features:
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- title: The text displayed above the main box. Can be a function to be dynamic, and can use basic HTML.
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- body: The text displayed inside the box. Can be a function to be dynamic, and can use basic HTML.
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- style, titleStyle, bodyStyle: **Optional**, Apply CSS to the infobox, or to the title button or body of the infobox,
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in the form of an object where the keys are CSS attributes, and the values are the Values for
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those attributes (both as strings).
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- unlocked(): **optional**, A function returning a bool to determine if the infobox is visible or not. Default is unlocked.
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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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- id: **Assigned automagically**. It's the "key" which the bar was stored under, for convenient access.
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The bar in the example's id is "bigBar".
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@ -46,8 +46,6 @@ Key:
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- effectDescription: **optional**, A function that returns a description of this effect.
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If the text stays constant, it can just be a string.
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- lore: **optional**, Displays some text (can use basic HTML) in a box at the top of the layer tab, unless the player has hidden the lore in the settings.
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- layerShown(): A function returning a bool which determines if this layer's node should be visible on the tree.
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It can also return "ghost", which will hide the layer, but its node will still take up space in the tree.
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- achievements: Kind of like milestones, but with a different display style and some other differences. Extra features are on the way at a later date!
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[Explanations are in a separate file.](achievements.md)
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- infoboxes: Displays some text in a box that can be shown or hidden.
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[Explanations are in a separate file.](infoboxes.md)
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## Prestige formula features
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- type: Determines which prestige formula you use.
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- type: **optional**, Determines which prestige formula you use. Defaults to "none".
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"normal": The amount of currency you gain is independent of its current amount (like Prestige).
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formula before bonuses is based on `baseResource^exponent`
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"static": The cost is dependent on your total after reset.
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@ -468,7 +468,7 @@ addLayer("f", {
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},
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)
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// A side layer with achievements
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// A side layer with achievements, with no prestige
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addLayer("a", {
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startData() { return {
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unlocked: true,
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}},
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color: "yellow",
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resource: "achievement power",
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type: "none",
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row: "side",
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layerShown() {return true},
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tooltip() { // Optional, tooltip displays when the layer is locked
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@ -126,6 +126,7 @@ function updateLayers(){
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if(layers[layer].unlockOrder === undefined) layers[layer].unlockOrder = []
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if(layers[layer].gainMult === undefined) layers[layer].gainMult = new Decimal(1)
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if(layers[layer].gainExp === undefined) layers[layer].gainExp = new Decimal(1)
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if(layers[layer].type === undefined) layers[layer].type = "none"
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let row = layers[layer].row
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if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
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