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Updated changelog and moved format changes
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2.0-format-changes.md
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2.0-format-changes.md
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# 2.0 format changes
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- Temp format is changed from temp.something[layer] to temp[layer]. something, for consistency
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- Challenges are now saved as an object with the amount of completions in each spot. (This will break saves.)
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- effectDisplay in Challenges and Upgrades no longer takes an argument, and neither does effect for Buyables
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- Buyable cost can take an argument for amount of buyables, but it needs to function if no argument is supplied (it should do the cost for the next purchase).
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- Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js.
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- Changed fullLayerReset to resetLayerData, which takes an array of names of values to keep
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In addition, many names were changed, mostly expanding abbreviations:
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All instances of:
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chall -> challenge
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unl -> unlocked
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upg -> upgrade (besides CSS)
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amt -> amount
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desc -> description
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resCeil -> roundUpCost
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Challenges:
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desc -> challengeDescription
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reward -> rewardDescription
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effect -> rewardEffect
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effectDisplay -> rewardDisplay
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active -> challengeActive
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changelog.md
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changelog.md
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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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Support for multiple completions of challenges.
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The points display and other gui elements stay at the top of the screen when the tree scrolls.
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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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Tree structure is based on layer data, no index.html needed.
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Tmp does not need to be manually updated.
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Almost every value in layer data can be a function or a constant value!
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You don't have to have the same amount of upgrades in every row (and challs and buyables)
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Unl is optional for all Big Components (defaults to true).
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effectDisplay in Challenges and Upgrades no longer takes an argument, as well as buyable effect.
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Buyable cost can take an argument for amount of buyables, but if one is not supplied it should do the cost of the next buyable.
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All displays will update correctly.
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Changelog is no longer in index.html at all.
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Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js
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Renamed many things to increase readability (see something or other for a list)
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Improved documentation based on feedback
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Changed fullLayerReset to resetLayerData with ways to keep things
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- Added progress bars, which are highly customizable and can be horizontal or vertical!
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- Added "side layers", displayed smaller and off to the side, and don't get reset by default.
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They can be used for global achievements and statistics. Speaking of which...
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- Added achievements!
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- Added clickables, a more generalized variant of buyables.
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- Almost every value in layer data can be either a function or a constant value!
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- Added support for multiple completions of challenges.
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- The points display and other gui elements stay at the top of the screen when the tree scrolls.
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- Added getter/setter functions for the amounts and effects of most Big Features
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- Moved modInfo to game.js, added a spot in modInfo for a Discord link, changelog link.
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Also added a separate mod version from the TMT version in VERSION.
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- Tree structure is based on layer data, no index.html editing is needed.
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- Tmp does not need to be manually updated.
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- You don't have to have the same amount of upgrades in every row (and challs and buyables)
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- "unlocked" is optional for all Big Components (defaults to true).
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- All displays will update correctly.
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- Changelog is no longer in index.html at all.
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- Generation of Points now happens in the main game loop
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- Changed the reset functions to make keeping things easier
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- Renamed many things to increase readability (see something or other for a list)
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- Improved documentation based on feedback
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[For a full list of changes to the format and functionality of existing things, click here.](2.0-format-changes.md)
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##v1.3.5
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- Lots of minor good things.
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#v1.0:
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- First release.
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Make it clear that anything can be a function
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buyables.md: cost is a Decimal
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Define "CSS Object" clearly in the first instance in each file
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Explain automagical assignments better
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"incr_order",
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All instances of:
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chall -> challenge
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unl -> unlocked
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upg -> upgrade
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amt -> amount
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desc -> description
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resCeil -> roundUpCost
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Challenges:
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desc -> challengeDescription
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reward -> rewardDescription
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effect -> rewardEffect
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effectDisplay -> rewardDisplay
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- First release.
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