From c6f0dd9c48af8bfc018478efce3e1d69db0392d9 Mon Sep 17 00:00:00 2001 From: Harley White Date: Wed, 26 May 2021 17:42:41 -0400 Subject: [PATCH] Devspeed fix --- changelog.md | 4 +++- docs/making-a-mod.md | 10 ++++++---- js/game.js | 1 - 3 files changed, 9 insertions(+), 6 deletions(-) diff --git a/changelog.md b/changelog.md index 4091f12..a3a27d0 100644 --- a/changelog.md +++ b/changelog.md @@ -1,9 +1,11 @@ # The Modding Tree changelog: +- Finished part 1 of the "making a mod" tutorial. - The challenge that you are currently in is highlighted, and will not be hidden if "hide completed challenges" is on and it is already completed. +- Added leftTab, which makes a layer use the left tab instead of the right one (good for trees-within-trees and such) - Fixed the infobox not appearing in default tabFormat. - Fixed upgrade/buyable layering when they are hovered over. -- Added leftTab, which makes a layer use the left tab instead of the right one (good for trees-within-trees and such) +- Fixed devSpeed being applied twice. ### v2.5.10.2 - 5/24/21 - Fixed some things in the tree tab not being clickable. diff --git a/docs/making-a-mod.md b/docs/making-a-mod.md index 85bb1dd..bf957cf 100644 --- a/docs/making-a-mod.md +++ b/docs/making-a-mod.md @@ -4,7 +4,9 @@ This guide assumes you have already gone through the [getting started guide](get ## Setting up mod info -Open mod.js. This is where you define things that are for the mod in general as opposed to layer-specific. For now, modInfo, you can set the mod name and author name, and also the points name, which changes what the game calls your basic points (but they're still referred to as `player.points` in the code). Be sure that you set a mod id as well. +Open mod.js. This is where you define things that are for the mod in general as opposed to layer-specific. For now, modInfo, you can set the mod name and author name, and also the points name, which changes what the game calls your basic points (but they're still referred to as `player.points` in the code). **Be sure that you set a mod id as well**. + +One suggestion: When you're testing your mod, you should turn off offline progress in the in-game settings, and don't leave the game running when you aren't using it. You could unintentionally balance your game with large timewalls caused by this extra time. ## Making a layer @@ -12,13 +14,13 @@ Now for the good stuff! Head into layers.js. There is a basic layer already ther The most important thing is on the first line, where it says `addLayer("p", {` . This is how you create a new layer. The "p" here becomes the layer id, which is used throughout TMT to refer to the layer. You can change the id, but you will have to replace instances of "p" in the tutorial code as well. -A layer is basically a big object with lots of different properties that you can set to create features. For fun customization, you can change a few other things: +A layer is basically a big object with lots of different properties that you can set to create features. For fun customization, you can change a few things: - name: Your layer's name! - - color: Sets the color of a lot of things for this layer. + - color: Sets the color of a lot of things for this layer. (Can be a hex code or the name of a color) - symbol: The text that appears on this layer's node. - resource: The name of this layer's main currency. -Reload the page to see your newly customized layer! You can ignore the other features here, for now. Most of it is involved in calculating how many prestige points you get. For now, let's make an upgrade! +Reload the page to see your newly customized layer! You can ignore the other features in the layer, for now. Most of it is involved in calculating how many prestige points you get. For now, let's make an upgrade! ## Upgrades diff --git a/js/game.js b/js/game.js index 9e35454..137cc07 100644 --- a/js/game.js +++ b/js/game.js @@ -336,7 +336,6 @@ function gameLoop(diff) { player.tab = "gameEnded" clearParticles() } - if (player.devSpeed) diff *= player.devSpeed if (maxTickLength) { let limit = maxTickLength()