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Added custom respec messages + respec documentation
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4 changed files with 19 additions and 3 deletions
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@ -2,9 +2,12 @@
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- Completely reworked tooltips. Shift-click a node to force its tooltip to stay displayed. (And hopefully finally fixed flickering!)
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- Added text-input and slider components.
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- Added the ability to toggle respec confirmations.
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- Added custom respec confirmation messages.
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- The red layer highlight will not appear before a layer is unlocked.
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- Added unlocking hotkeys.
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- Node symbols can use HTML.
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- Added documentation for the respec button.
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# v2.π.1 - 4/7/21
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- Fixed formatting for some larger numbers.
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@ -1,6 +1,6 @@
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# Buyables
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Buyables are usually things that can be bought multiple times with scaling costs. If you set a respec function, the player can reset the purchases to get their currency back.
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Buyables are usually things that can be bought multiple times with scaling costs. They come with optional buttons that can be used for respeccing or selling buyables, among other things.
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The amount of a buyable owned is a `Decimal`.
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@ -61,3 +61,15 @@ Including a `sellOne` or `sellAll` function will cause an additional button to a
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- sellOne/sellAll(): **optional**. Called when the button is pressed. The standard use would be to decrease/reset the amount of the buyable, and possibly return some currency to the player.
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- canSellOne/canSellAll(): **optional**. booleans determining whether or not to show the buttons. If "canSellOne/All" is absent but "sellOne/All" is present, the appropriate button will always show.
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To add a respec button, or something similar, add the respecBuyables function to the main buyables object (not individual buyables).
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You can use these features along with it:
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- respecBuyables(): **optional**. This is called when the button is pressed (after a toggleable confirmation message).
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- respecText: **optional**. Text to display on the respec Button.
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- showRespec(): **optional**. A function determining whether or not to show the button, if respecBuyables is defined. Defaults to true if absent.
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- respecMessage: **optional**. A custom confirmation message on respec, in place of the default one.
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@ -159,6 +159,7 @@ addLayer("c", {
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doReset(this.layer, true) // Force a reset
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},
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respecText: "Respec Thingies", // Text on Respec button, optional
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respecMessage: "Are you sure? Respeccing these doesn't accomplish much.",
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11: {
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title: "Exhancers", // Optional, displayed at the top in a larger font
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cost(x=player[this.layer].buyables[this.id]) { // cost for buying xth buyable, can be an object if there are multiple currencies
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@ -422,7 +423,7 @@ addLayer("f", {
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clickables: {
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rows: 1,
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cols: 1,
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masterButtonPress() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
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masterButtonPress() {
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if (getClickableState(this.layer, 11) == "Borkened...")
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player[this.layer].clickables[11] = "Start"
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},
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@ -3,7 +3,7 @@
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function respecBuyables(layer) {
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if (!layers[layer].buyables) return
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if (!layers[layer].buyables.respec) return
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if (!player[layer].noRespecConfirm && !confirm("Are you sure you want to respec? This will force you to do a \"" + (tmp[layer].name ? tmp[layer].name : layer) + "\" reset as well!")) return
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if (!player[layer].noRespecConfirm && !confirm(tmp[layer].buyables.respecMessage || "Are you sure you want to respec? This will force you to do a \"" + (tmp[layer].name ? tmp[layer].name : layer) + "\" reset as well!")) return
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run(layers[layer].buyables.respec, layers[layer].buyables)
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updateBuyableTemp(layer)
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document.activeElement.blur()
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