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Several minor fixes
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6 changed files with 17 additions and 11 deletions
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@ -1,5 +1,9 @@
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# The Modding Tree changelog:
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# The Modding Tree changelog:
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- Fixed baseAmount being set to 0 even when a layer resets nothing.
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- Fixed centering on tooltips.
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- Changed some default values on startup to prevent potential issues.
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# v2.6.3 - 6/11/21
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# v2.6.3 - 6/11/21
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- Added better support for using multiple layer files and similar. See modFiles in modInfo.
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- Added better support for using multiple layer files and similar. See modFiles in modInfo.
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- The demo now has each layer in its own file as well.
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- The demo now has each layer in its own file as well.
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@ -35,7 +35,6 @@
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bottom: 100%;
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bottom: 100%;
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left: 50%;
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left: 50%;
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margin-bottom: 5px;
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margin-bottom: 5px;
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margin-left: -80px;
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padding: 7px;
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padding: 7px;
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font-family: "Lucida Console", "Courier New", monospace;
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font-family: "Lucida Console", "Courier New", monospace;
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-webkit-border-radius: 3px;
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-webkit-border-radius: 3px;
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@ -43,6 +42,8 @@
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border-radius: 3px;
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border-radius: 3px;
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opacity: 0;
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opacity: 0;
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transition: opacity 0.5s;
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transition: opacity 0.5s;
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transform: translateX(-50%);
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min-width: max-content;
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position: absolute;
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position: absolute;
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z-index: 20000 ;
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z-index: 20000 ;
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@ -1,6 +1,6 @@
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# Basic layer breakdown
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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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This is a relatively minimal layer with few features. Most things will require additional features.
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```js
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```js
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addLayer("p", {
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addLayer("p", {
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@ -25,7 +25,7 @@ addLayer("p", {
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gainMult() { // Returns your multiplier to your gain of the prestige resource.
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gainMult() { // Returns your multiplier to your gain of the prestige resource.
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return new Decimal(1) // Factor in any bonuses multiplying gain here.
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return new Decimal(1) // Factor in any bonuses multiplying gain here.
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},
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},
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gainExp() { // Returns your exponent to your gain of the prestige resource.
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gainExp() { // Returns the exponent to your gain of the prestige resource.
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return new Decimal(1)
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return new Decimal(1)
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},
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},
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@ -180,8 +180,6 @@ function generatePoints(layer, diff) {
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addPoints(layer, tmp[layer].resetGain.times(diff))
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addPoints(layer, tmp[layer].resetGain.times(diff))
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}
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}
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var prevOnReset
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function doReset(layer, force=false) {
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function doReset(layer, force=false) {
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if (tmp[layer].type == "none") return
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if (tmp[layer].type == "none") return
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let row = tmp[layer].row
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let row = tmp[layer].row
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@ -214,24 +212,22 @@ function doReset(layer, force=false) {
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}
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}
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}
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}
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tmp[layer].baseAmount = decimalZero // quick fix
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}
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}
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if (run(layers[layer].resetsNothing, layers[layer])) return
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if (run(layers[layer].resetsNothing, layers[layer])) return
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tmp[layer].baseAmount = decimalZero // quick fix
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for (layerResetting in layers) {
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for (layerResetting in layers) {
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if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChallenge(layerResetting)
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if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChallenge(layerResetting)
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}
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}
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prevOnReset = {...player}
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player.points = (row == 0 ? decimalZero : getStartPoints())
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player.points = (row == 0 ? decimalZero : getStartPoints())
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for (let x = row; x >= 0; x--) rowReset(x, layer)
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for (let x = row; x >= 0; x--) rowReset(x, layer)
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for (r in OTHER_LAYERS){
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for (r in OTHER_LAYERS){
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rowReset(r, layer)
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rowReset(r, layer)
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}
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}
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prevOnReset = undefined
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player[layer].resetTime = 0
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player[layer].resetTime = 0
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@ -55,6 +55,8 @@ function setupTemp() {
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temp = tmp
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temp = tmp
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}
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}
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const boolNames = ["unlocked", "deactivated"]
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function setupTempData(layerData, tmpData, funcsData) {
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function setupTempData(layerData, tmpData, funcsData) {
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for (item in layerData){
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for (item in layerData){
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if (layerData[item] == null) {
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if (layerData[item] == null) {
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@ -78,6 +80,9 @@ function setupTempData(layerData, tmpData, funcsData) {
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}
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}
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else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){
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else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){
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funcsData[item] = layerData[item]
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funcsData[item] = layerData[item]
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if (boolNames.includes(item))
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tmpData[item] = false
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else
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tmpData[item] = decimalOne // The safest thing to put probably?
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tmpData[item] = decimalOne // The safest thing to put probably?
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} else {
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} else {
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tmpData[item] = layerData[item]
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tmpData[item] = layerData[item]
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