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Made point generation make sense
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5 changed files with 20 additions and 18 deletions
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@ -1,5 +1,6 @@
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#The Modding Tree changelog:
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##v2.0
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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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Added getter/setter functions for buyable amount and such
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@ -13,14 +14,18 @@ effectDisplay in Challenges and Upgrades no longer takes an argument, as well as
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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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##v1.3.5
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- Completely automated convertToDecimal, now you never have to worry about it again.
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- Branches can be defined without a color id. But they can also use hex values for color ids!
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- Created a tutorial for getting started with TMT and Github.
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- Page title is now automatically taken from mod name.
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##v1.3.4: 10/8/20
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- Added "midsection" feature to add things to a tab's layout while still keeping the standard layout.
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- Fix for being able to buy more buyables than you should.
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@ -108,7 +108,7 @@
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<h2 id="points">{{format(player.points)}}</h2>
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<span v-if="player.points.lt('1e1e6')"> {{modInfo.pointsName}}</span>
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<br>
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<span v-if="showPointGen()">({{format(getPointGen())}}/sec)</span>
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<span v-if="canGenPoints()">({{format(getPointGen())}}/sec)</span>
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<br><br><br><br>
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<span v-for="row in TREE_LAYERS"><table>
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<td v-if="player.tab=='tree'&& someLayerUnlocked(row) && row != 0" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(row)"></img></td>
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19
js/game.js
19
js/game.js
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@ -22,13 +22,13 @@ let VERSION = {
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}
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// Determines if it should show points/sec
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function showPointGen(){
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return (tmp.pointGen.neq(new Decimal(0)))
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}
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function canGenPoints(){
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return hasUpg("c", 11)
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}
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// Calculate points/sec!
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function getPointGen() {
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if(!hasUpg("c", 11))
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if(!canGenPoints())
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return new Decimal(0)
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let gain = new Decimal(1)
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@ -38,15 +38,6 @@ function getPointGen() {
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// Function to determine if the player is in a challenge
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function inChallenge(layer, id){
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let chall = player[layer].active
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if (chall==toNumber(id)) return true
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if (layers[layer].challs[chall].countsAs)
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return layers[layer].challs[id].countsAs.includes(id)
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}
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function getResetGain(layer, useType = null) {
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let type = useType
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if (!useType) type = layers[layer].type
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@ -304,7 +295,7 @@ function gameLoop(diff) {
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if (player.devSpeed) diff *= player.devSpeed
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addTime(diff)
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player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
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for (layer in layers){
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if (layers[layer].update) layers[layer].update(diff);
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}
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@ -178,9 +178,6 @@ addLayer("c", {
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if(layers[resettingLayer].row > this.row) fullLayerReset(this.layer) // This is actually the default behavior
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},
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layerShown() {return true}, // Condition for when layer appears on the tree
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update(diff) {
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if (player[this.layer].upgrades.includes(11)) player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
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}, // Do any gameloop things (e.g. resource generation) inherent to this layer
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automate() {
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}, // Do any automation inherent to this layer if appropriate
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resetsNothing() {return false},
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@ -477,6 +477,15 @@ function clickClickable(layer, id) {
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updateClickableTemp(layer)
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}
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// Function to determine if the player is in a challenge
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function inChallenge(layer, id){
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let chall = player[layer].active
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if (chall==toNumber(id)) return true
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if (layers[layer].challs[chall].countsAs)
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return layers[layer].challs[id].countsAs.includes(id)
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}
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// ************ Misc ************
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var onTreeTab = true
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