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Updated changelog and moved format changes

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Acamaeda 2020-10-14 22:13:29 -04:00
parent 79639ce03d
commit a6786b2268
2 changed files with 49 additions and 47 deletions

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2.0-format-changes.md Normal file
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# 2.0 format changes
- Temp format is changed from temp.something[layer] to temp[layer]. something, for consistency
- Challenges are now saved as an object with the amount of completions in each spot. (This will break saves.)
- effectDisplay in Challenges and Upgrades no longer takes an argument, and neither does effect for Buyables
- 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).
- Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js.
- Changed fullLayerReset to resetLayerData, which takes an array of names of values to keep
In addition, many names were changed, mostly expanding abbreviations:
All instances of:
chall -> challenge
unl -> unlocked
upg -> upgrade (besides CSS)
amt -> amount
desc -> description
resCeil -> roundUpCost
Challenges:
desc -> challengeDescription
reward -> rewardDescription
effect -> rewardEffect
effectDisplay -> rewardDisplay
active -> challengeActive

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#The Modding Tree changelog:
##v2.0
Added progress bars, which are highly customizable and can be horizontal or vertical!
Added clickables, a more generalized variant of buyables.
Support for multiple completions of challenges.
The points display and other gui elements stay at the top of the screen when the tree scrolls.
Added getter/setter functions for buyable amount and such
Moved modInfo to game.js, added a spot for a Discord link, changelog link, and a separate mod version from the TMT version
Tree structure is based on layer data, no index.html needed.
Tmp does not need to be manually updated.
Almost every value in layer data can be a function or a constant value!
You don't have to have the same amount of upgrades in every row (and challs and buyables)
Unl is optional for all Big Components (defaults to true).
effectDisplay in Challenges and Upgrades no longer takes an argument, as well as buyable effect.
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.
All displays will update correctly.
Changelog is no longer in index.html at all.
Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js
Renamed many things to increase readability (see something or other for a list)
Improved documentation based on feedback
Changed fullLayerReset to resetLayerData with ways to keep things
- Added progress bars, which are highly customizable and can be horizontal or vertical!
- Added "side layers", displayed smaller and off to the side, and don't get reset by default.
They can be used for global achievements and statistics. Speaking of which...
- Added achievements!
- Added clickables, a more generalized variant of buyables.
- Almost every value in layer data can be either a function or a constant value!
- Added support for multiple completions of challenges.
- The points display and other gui elements stay at the top of the screen when the tree scrolls.
- Added getter/setter functions for the amounts and effects of most Big Features
- Moved modInfo to game.js, added a spot in modInfo for a Discord link, changelog link.
Also added a separate mod version from the TMT version in VERSION.
- Tree structure is based on layer data, no index.html editing is needed.
- Tmp does not need to be manually updated.
- You don't have to have the same amount of upgrades in every row (and challs and buyables)
- "unlocked" is optional for all Big Components (defaults to true).
- All displays will update correctly.
- Changelog is no longer in index.html at all.
- Generation of Points now happens in the main game loop
- Changed the reset functions to make keeping things easier
- Renamed many things to increase readability (see something or other for a list)
- Improved documentation based on feedback
[For a full list of changes to the format and functionality of existing things, click here.](2.0-format-changes.md)
##v1.3.5
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- Lots of minor good things.
#v1.0:
- First release.
Make it clear that anything can be a function
buyables.md: cost is a Decimal
Define "CSS Object" clearly in the first instance in each file
Explain automagical assignments better
"incr_order",
All instances of:
chall -> challenge
unl -> unlocked
upg -> upgrade
amt -> amount
desc -> description
resCeil -> roundUpCost
Challenges:
desc -> challengeDescription
reward -> rewardDescription
effect -> rewardEffect
effectDisplay -> rewardDisplay
- First release.