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mirror of https://github.com/Acamaeda/The-Modding-Tree.git synced 2024-11-22 00:21:32 +00:00
This commit is contained in:
Acamaeda 2020-10-21 16:14:42 -04:00
parent b063265d03
commit d096c3c9b2
8 changed files with 19 additions and 14 deletions

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@ -1,7 +1,12 @@
# The Modding Tree changelog:
### v2.1.3 - 10/21/20
- gainMult and gainExp are now optional.
- Layer unlocking is now kept on reset.
- Game should start up faster.
- Layer updates now have a determined order and starts with earlier-rowed layers.
- Automation now has a determined order and starts with later-rowed layers.
- Fixed issues with resetting clickables and challenges.
- Commas should no longer appear in the decimal places of a number.
- Fixed potential issue in displaying the tree.

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@ -122,7 +122,7 @@ Key:
- canBuyMax(): **sometimes required**, required for static layers, function used to determine if buying max is permitted.
- gainMult(), gainExp(): Functions that calculate the multiplier and exponent on resource gain from upgrades
- gainMult(), gainExp(): **optional**, Functions that calculate the multiplier and exponent on resource gain from upgrades
and boosts and such. Plug in any bonuses here.
- onPrestige(gain): **optional**, A function that triggers when this layer prestiges, just before you gain the currency.

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@ -13,7 +13,7 @@
<script type="text/javascript" src="js/utils.js"></script>
<script type="text/javascript" src="js/v.js"></script>
<script type="text/javascript" src="js/canvas.js"></script>
<meta http-equiv="Content-Type" content="text/html;charset=UTF-8">
</head>
<body onload="load()">
<div id="app">

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@ -369,12 +369,7 @@ addLayer("f", {
base: 3,
roundUpCost: true,
canBuyMax() {return hasAchievement('a', 13)},
gainMult() {
return new Decimal(1)
},
gainExp() {
return new Decimal(1)
},
row: 1,
layerShown() {return true},
branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.

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@ -101,7 +101,7 @@ function rowReset(row, layer) {
}
function layerDataReset(layer, keep = []) {
let storedData = {}
let storedData = {unlocked: player[layer].unlocked} // Always keep unlocked
for (thing in keep) {
if (player[layer][keep[thing]] !== undefined)
@ -111,8 +111,10 @@ function layerDataReset(layer, keep = []) {
player[layer] = layers[layer].startData();
player[layer].upgrades = []
player[layer].milestones = []
player[layer].challenges = []
player[layer].challenges = getStartChallenges(layer)
resetBuyables(layer)
if (layers[layer].clickables && !player[layer].clickables)
player[layer].clickables = getStartClickables(layer)
for (thing in storedData) {
player[layer][thing] =storedData[thing]

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@ -115,7 +115,9 @@ function updateLayers(){
if(!layers[layer].componentStyles) layers[layer].componentStyles = {}
if(layers[layer].symbol === undefined) layers[layer].symbol = layer.charAt(0).toUpperCase() + layer.slice(1)
if(layers[layer].unlockOrder === undefined) layers[layer].unlockOrder = 0
if(layers[layer].unlockOrder === undefined) layers[layer].unlockOrder = []
if(layers[layer].gainMult === undefined) layers[layer].gainMult = new Decimal(1)
if(layers[layer].gainExp === undefined) layers[layer].gainExp = new Decimal(1)
let row = layers[layer].row
if(!ROW_LAYERS[row]) ROW_LAYERS[row] = {}
@ -142,7 +144,6 @@ function updateLayers(){
function addLayer(layerName, layerData){ // Call this to add layers from a different file!
layers[layerName] = layerData
updateLayers()
}
// If data is a function, return the result of calling it. Otherwise, return the data.

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@ -222,6 +222,8 @@ function load() {
versionCheck();
changeTheme();
changeTreeQuality();
updateLayers()
setupTemp();
updateTemp();
updateTemp();

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@ -160,10 +160,10 @@ function loadVue() {
Vue.component('milestone', {
props: ['layer', 'data'],
template: `
<td v-if="layers[layer].milestones && layers[layer].milestones[data]!== undefined && milestoneShown(layer, data)" v-bind:style="[(!tmp[layer].milestones[data].unlocked) ? {'visibility': 'hidden'} : {}, tmp[layer].milestones[data].style]" v-bind:class="{milestone: !player[layer].milestones.includes(data), milestoneDone: player[layer].milestones.includes(data)}">
<td v-if="layers[layer].milestones && layers[layer].milestones[data]!== undefined && milestoneShown(layer, data)" v-bind:style="[(!tmp[layer].milestones[data].unlocked) ? {'visibility': 'hidden'} : {}, tmp[layer].milestones[data].style]" v-bind:class="{milestone: !hasMilestone(layer, data), milestoneDone: hasMilestone(layer, data)}">
<h3 v-html="tmp[layer].milestones[data].requirementDescription"></h3><br>
<span v-html="tmp[layer].milestones[data].effectDescription"></span><br>
<span v-if="(tmp[layer].milestones[data].toggles)&&(player[layer].milestones.includes(data))" v-for="toggle in tmp[layer].milestones[data].toggles"><toggle :layer= "layer" :data= "toggle" v-bind:style="tmp[layer].componentStyles.toggle"></toggle>&nbsp;</span></td></tr>
<span v-if="(tmp[layer].milestones[data].toggles)&&(hasMilestone(layer, data))" v-for="toggle in tmp[layer].milestones[data].toggles"><toggle :layer= "layer" :data= "toggle" v-bind:style="tmp[layer].componentStyles.toggle"></toggle>&nbsp;</span></td></tr>
`
})