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Updated documentation for the Tempocalypse
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# Basic layer breakdown
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This is a very minimal layer with minimal features. Most things will require additional features.
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If you're curious about "() =>", it's a weird notation that lets you use either a value or function in the same slot,
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and treats it like a function. You can use it to make actual functions, but it breaks things then.
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```js
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p: {
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// If you add non-standard Decimal variables, look at convertToDecimal
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}},
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color:() => "#FE0102", // The color for this layer, which affects many elements
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color: "#FE0102", // The color for this layer, which affects many elements
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resource: "prestige points", // The name of this layer's main prestige resource
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row: 0, // The row this layer is on (0 is the first row)
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baseResource: "points", // The name of the resource your prestige gain is based on
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baseAmount() {return player.points}, // A function to return the current value of that resource
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requires:() => new Decimal(200)}, // The amount of the base needed to gain 1 of the prestige currency.
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requires: new Decimal(200)}, // The amount of the base needed to gain 1 of the prestige currency.
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// Also the amount required to unlock the layer.
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type: "normal", // Determines the formula used for calculating prestige currency.
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- buyMax(): **optional**, A function that implements buying as many of the buyable as possible.
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- style(): **Optional**, A function returning a CSS object, which affects this buyable.
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- style: **Optional**, A CSS object, which affects this buyable.
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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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@ -54,7 +54,7 @@ By default, challenges use basic Points for the goal. You can change that using
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- currencyLayer: **optional**, the internal name of the layer that currency is stored in.
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If it's part of a layer, omit.
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- style(): **Optional**, A function returning a CSS object, which affects this challenge.
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- style: **Optional**, A CSS object, which affects this challenge.
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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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This is a more comprehensive list of established features to add to layers.
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You can add more freely, if you want to have other functions or values associated with your layer. These have special functionality, though.
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You can make almost any value dynamic by using a function in its place, including all display strings and styling/color features.
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Key:
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- No label: This is required and the game will crash if it isn't included.
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- **sometimes required**: This is may be required, depending on other things in the layer.
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],
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```
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- style(): **optional**, a function returning a CSS object containing any CSS that should affect this layer's whole tab.
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- style: **optional**, a CSS object containing any CSS that should affect this layer's whole tab.
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- tabFormat: **optional**, use this if you want to add extra things to your tab or change the layout. [See here for more info.](custom-tab-layouts.md)
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- onPrestige(gain): **optional**, A function that triggers when this layer prestiges, just before you gain the currency.
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Can be used to have secondary resource gain on prestige, or to recalculate things or whatnot.
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- resetDesc: **optional**, use this to replace "Reset for " on the Prestige button with something else.
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- prestigeButtonText(): **Sometimes required**, Use this to make the entirety of the text a Prestige button contains. Only required for custom layers,
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but usable by all types.
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# Tree/node features
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in the list. Alternatively, an entry in the array can be a pair consisting of the layer id and a color
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value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors)
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- nodeStyle(): **optional**, a function returning a CSS object, styles this layer's node on the tree
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- nodeStyle: **optional**, a CSS object, styles this layer's node on the tree
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- tooltip() / tooltipLocked(): **optional** Functions that return text, which is the tooltip for the node when the layer
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is unlocked or locked, respectively. By default the tooltips behave the same as in the original Prestige Tree.
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- automate(): **optional**, this function is called every game tick, after production. Use it to activate any
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autobuyers or auto-resets or similar on this layer, if appropriate.
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- resetsNothing(): **optional**, returns true if this layer shouldn't trigger any resets when you prestige.
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- resetsNothing: **optional**, returns true if this layer shouldn't trigger any resets when you prestige.
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- incr_order: **optional**, an array of layer ids. When this layer is unlocked for the first time, the "order" value
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for any not-yet-unlocked layers in this list increases. This can be used to make them harder to unlock.
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```
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# Custom Prestige type only
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(No effect otherwise)
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# Custom Prestige type
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- prestigeButtonText(): **Only for custom prestige type**, Function that returns the entirety of the text that should
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be displayed on the prestige button.You can use HTML as well!
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- getResetGain(): **Only for custom prestige type**, Returns how many points you should get if you reset now. You can call
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- getResetGain(): **For custom prestige type**, Returns how many points you should get if you reset now. You can call
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getResetGain(this.layer, useType = "static") or similar to calculate what your gain would be under another
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prestige type (provided you have all of the required features in the layer.)
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- getNextAt(canMax=false): **Only for custom prestige type**, Returns how many of the base currency you need to get to
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- getNextAt(canMax=false): **For custom prestige type**, Returns how many of the base currency you need to get to
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the next point. canMax is an optional variable used with Static-ish layers to differentiate between if
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it's looking for the first point you can reset at, or the requirement for any gain at all.
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(Supporting both is good). You can also call getNextAt(this.layer, canMax=false, useType = "static")
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or similar to calculate what your next at would be under another prestige type (provided you have
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all of the required features in the layer.)
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- canReset(): **Only for custom prestige type**, return true only if you have the resources required to do a prestige here.
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- canReset(): **For custom prestige type**, return true only if you have the resources required to do a prestige here.
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@ -31,7 +31,7 @@ Milestone features:
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**Tip:** Toggles are not de-set if the milestone becomes locked! In this case, you should also check if the player has the milestone.
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- style(): **Optional**, A function returning a CSS object, which affects this milestone.
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- style: **Optional**, A CSS object, which affects this milestone.
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- unl(): A function returning a boolean to determine if the milestone should be shown. If absent, it is always shown.
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- content: The tab layout code for the subtab, in [the tab layout format](custom-tab-layouts.md)
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- style(): **Optional**, A function returning a CSS object, which affects the CSS when in that subtab.
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- style: **Optional**, A CSS object, which affects the CSS when in that subtab.
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- buttonStyle(): **Optional**, A function returning a CSS object, which affects the appearance of the button for that subtab.
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- buttonStyle: **Optional**, A CSS object, which affects the appearance of the button for that subtab.
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- unl(): **Optional**, a function to determine if the button for this subtab should be visible. By default, a subtab is always unlocked.
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(You can't use the "this" keyword in this function.)
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Useful functions for dealing with Upgrades and implementing their effects:
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- hasUpg(layer, id): determine if the player has the upgrade
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- ugpEffect(layer, id): Returns the current effects of the upgrade, if any
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- upgEffect(layer, id): Returns the current effects of the upgrade, if any
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Hint: Basic point gain is calculated in game.js's "getPointGain".
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- currencyLayer: **optional**, the internal name of the layer that currency is stored in.
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If it's not in a layer (like Points), omit.
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- style(): **Optional**, A function returning a CSS object, which affects this upgrade.
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- style: **Optional**, A a CSS object, which affects this upgrade.
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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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