generated from incremental-social/The-Modding-Tree
27 lines
1.2 KiB
Markdown
27 lines
1.2 KiB
Markdown
# 2.0 format changes
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- Temp format is changed from `temp.something[layer]` to `temp[layer].something`, for consistency
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- Challenges are now saved as an object with the amount of completions in each spot. (This will break saves.)
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- `effectDisplay` in Challenges and Upgrades no longer takes an argument, and neither does `effect` for Buyables
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- Buyable cost can take an argument for amount of buyables, but it needs to function if no argument is supplied (it should do the cost for the next purchase).
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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](js/game.js).
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- Changed `fullLayerReset` to `layerDataReset`, which takes an array of names of values to keep
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In addition, many names were changed, mostly expanding abbreviations:
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All instances of:
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- chall -> challenge
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- unl -> unlocked
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- upg -> upgrade (besides CSS)
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- amt -> amount
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- desc -> description
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- resCeil -> roundUpCost
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- order -> unlockOrder
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- incr_order -> increaseUnlockOrder
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Challenges:
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- desc -> challengeDescription
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- reward -> rewardDescription
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- effect -> rewardEffect
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- effectDisplay -> rewardDisplay
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- active -> challengeActive
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