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Several minor fixes

This commit is contained in:
Harley White 2021-06-14 01:37:12 -04:00
parent 723d78395b
commit fba4bbf5e7
6 changed files with 17 additions and 11 deletions

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@ -1,5 +1,9 @@
# The Modding Tree changelog: # The Modding Tree changelog:
- Fixed baseAmount being set to 0 even when a layer resets nothing.
- Fixed centering on tooltips.
- Changed some default values on startup to prevent potential issues.
# v2.6.3 - 6/11/21 # v2.6.3 - 6/11/21
- Added better support for using multiple layer files and similar. See modFiles in modInfo. - Added better support for using multiple layer files and similar. See modFiles in modInfo.
- The demo now has each layer in its own file as well. - The demo now has each layer in its own file as well.

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@ -35,7 +35,6 @@
bottom: 100%; bottom: 100%;
left: 50%; left: 50%;
margin-bottom: 5px; margin-bottom: 5px;
margin-left: -80px;
padding: 7px; padding: 7px;
font-family: "Lucida Console", "Courier New", monospace; font-family: "Lucida Console", "Courier New", monospace;
-webkit-border-radius: 3px; -webkit-border-radius: 3px;
@ -43,6 +42,8 @@
border-radius: 3px; border-radius: 3px;
opacity: 0; opacity: 0;
transition: opacity 0.5s; transition: opacity 0.5s;
transform: translateX(-50%);
min-width: max-content;
position: absolute; position: absolute;
z-index: 20000 ; z-index: 20000 ;

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@ -1,6 +1,6 @@
# Basic layer breakdown # Basic layer breakdown
This is a very minimal layer with minimal features. Most things will require additional features. This is a relatively minimal layer with few features. Most things will require additional features.
```js ```js
addLayer("p", { addLayer("p", {
@ -25,7 +25,7 @@ addLayer("p", {
gainMult() { // Returns your multiplier to your gain of the prestige resource. gainMult() { // Returns your multiplier to your gain of the prestige resource.
return new Decimal(1) // Factor in any bonuses multiplying gain here. return new Decimal(1) // Factor in any bonuses multiplying gain here.
}, },
gainExp() { // Returns your exponent to your gain of the prestige resource. gainExp() { // Returns the exponent to your gain of the prestige resource.
return new Decimal(1) return new Decimal(1)
}, },

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@ -43,6 +43,6 @@ The benefits of using Github:
7. Finally, at the top middle, click "push origin" to push your changes out onto the online repository. 7. Finally, at the top middle, click "push origin" to push your changes out onto the online repository.
8. You can view your project on line, or share it with others, by going to https://raw.githack.com/[YOUR-GITHUB-USERNAME]/The-Modding-Tree/master/index.html. **You do NOT need to do this to test your mod locally.** 8. You can view your project online, or share it with others, by going to https://raw.githack.com/[YOUR-GITHUB-USERNAME]/The-Modding-Tree/master/index.html. **You do NOT need to do this to test your mod locally.**
And now, you have successfully used Github! You can look at the next tutorial on [making a mod](making-a-mod.md), or look at the [documentation](/documentation/!general-info.md) to see how The Modding Tree's system works and to make your mod a reality. And now, you have successfully used Github! You can look at the next tutorial on [making a mod](making-a-mod.md), or look at the [documentation](/documentation/!general-info.md) to see how The Modding Tree's system works and to make your mod a reality.

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@ -180,8 +180,6 @@ function generatePoints(layer, diff) {
addPoints(layer, tmp[layer].resetGain.times(diff)) addPoints(layer, tmp[layer].resetGain.times(diff))
} }
var prevOnReset
function doReset(layer, force=false) { function doReset(layer, force=false) {
if (tmp[layer].type == "none") return if (tmp[layer].type == "none") return
let row = tmp[layer].row let row = tmp[layer].row
@ -214,24 +212,22 @@ function doReset(layer, force=false) {
} }
} }
tmp[layer].baseAmount = decimalZero // quick fix
} }
if (run(layers[layer].resetsNothing, layers[layer])) return if (run(layers[layer].resetsNothing, layers[layer])) return
tmp[layer].baseAmount = decimalZero // quick fix
for (layerResetting in layers) { for (layerResetting in layers) {
if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChallenge(layerResetting) if (row >= layers[layerResetting].row && (!force || layerResetting != layer)) completeChallenge(layerResetting)
} }
prevOnReset = {...player}
player.points = (row == 0 ? decimalZero : getStartPoints()) player.points = (row == 0 ? decimalZero : getStartPoints())
for (let x = row; x >= 0; x--) rowReset(x, layer) for (let x = row; x >= 0; x--) rowReset(x, layer)
for (r in OTHER_LAYERS){ for (r in OTHER_LAYERS){
rowReset(r, layer) rowReset(r, layer)
} }
prevOnReset = undefined
player[layer].resetTime = 0 player[layer].resetTime = 0

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@ -55,6 +55,8 @@ function setupTemp() {
temp = tmp temp = tmp
} }
const boolNames = ["unlocked", "deactivated"]
function setupTempData(layerData, tmpData, funcsData) { function setupTempData(layerData, tmpData, funcsData) {
for (item in layerData){ for (item in layerData){
if (layerData[item] == null) { if (layerData[item] == null) {
@ -78,7 +80,10 @@ function setupTempData(layerData, tmpData, funcsData) {
} }
else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){ else if (isFunction(layerData[item]) && !activeFunctions.includes(item)){
funcsData[item] = layerData[item] funcsData[item] = layerData[item]
tmpData[item] = decimalOne // The safest thing to put probably? if (boolNames.includes(item))
tmpData[item] = false
else
tmpData[item] = decimalOne // The safest thing to put probably?
} else { } else {
tmpData[item] = layerData[item] tmpData[item] = layerData[item]
} }