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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:
- 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
- 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.

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

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@ -1,6 +1,6 @@
# 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
addLayer("p", {
@ -25,7 +25,7 @@ addLayer("p", {
gainMult() { // Returns your multiplier to your gain of the prestige resource.
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)
},

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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.
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.

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

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