Deploying to gh-pages from @ thepaperpilot/thepaperpilot.github.io@41e1dae54b 🚀
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import{_ as T,s as d,p as e,a as l,l as c,D as m,b as s,g as u}from"./index.0a931885.js";import"./vue.92681fcb.js";import{b1 as v}from"./@vue.4ce677c2.js";/* empty css */import"./nanoevents.1080beb7.js";import"./lz-string.731cedc5.js";import"./is-plain-object.906d88e8.js";import"./vue-next-select.a2bfab1d.js";import"./vue-toastification.6f567382.js";import"./vuedraggable.7949458c.js";import"./sortablejs.29100d8a.js";import"./vue-textarea-autosize.35804eaf.js";import"./workbox-window.8d14e8b7.js";let n=null,f=null;function r(){const t=Date.now();let i=(t-e.time)/1e3;e.time=t;const o=i;if(l.lastTenTicks.push(o),l.lastTenTicks.length>10&&(l.lastTenTicks=l.lastTenTicks.slice(1)),(f==null?void 0:f.value)&&!e.keepGoing||l.hasNaN||(i=Math.max(i,0),e.devSpeed===0))return;if(c.value=!1,e.offlineTime!=null){if(m.gt(e.offlineTime,s.offlineLimit*3600)&&(e.offlineTime=s.offlineLimit*3600),m.gt(e.offlineTime,0)&&e.devSpeed!==0){const p=Math.max(e.offlineTime/10,i);e.offlineTime=e.offlineTime-p,i+=p}else e.devSpeed===0&&(e.offlineTime+=i);(!e.offlineProd||m.lt(e.offlineTime,0))&&(e.offlineTime=null)}if(i=Math.min(i,s.maxTickLength),e.devSpeed!=null&&(i*=e.devSpeed),Number.isFinite(i)||(i=1e308),m.eq(i,0))return;e.timePlayed+=i,Number.isFinite(e.timePlayed)||(e.timePlayed=1e308);let a=o;for(;a>1;)u.emit("update",i/o,1),a--;u.emit("update",i*a/o,a),d.unthrottled?(requestAnimationFrame(r),n!=null&&(clearInterval(n),n=null)):n==null&&(n=setInterval(r,50))}async function F(){f=(await T(()=>import("./index.0a931885.js").then(function(t){return t.c}),["assets/index.0a931885.js","assets/index.7781acb7.css","assets/@fontsource.c175eac8.css","assets/vue.92681fcb.js","assets/lz-string.731cedc5.js","assets/@vue.4ce677c2.js","assets/nanoevents.1080beb7.js","assets/is-plain-object.906d88e8.js","assets/vue-next-select.a2bfab1d.js","assets/vue-next-select.9e6f4164.css","assets/vue-toastification.6f567382.js","assets/vue-toastification.4b5f8ac8.css","assets/vuedraggable.7949458c.js","assets/sortablejs.29100d8a.js","assets/vue-textarea-autosize.35804eaf.js","assets/workbox-window.8d14e8b7.js"])).hasWon,v(f,t=>{t&&u.emit("gameWon")}),d.unthrottled?requestAnimationFrame(r):n=setInterval(r,50)}export{F as startGameLoop};
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import{_ as T,s as d,p as e,a as l,l as c,D as m,b as s,g as u}from"./index.27b23765.js";import"./vue.92681fcb.js";import{b1 as v}from"./@vue.4ce677c2.js";/* empty css */import"./nanoevents.1080beb7.js";import"./lz-string.731cedc5.js";import"./is-plain-object.906d88e8.js";import"./vue-next-select.a2bfab1d.js";import"./vue-toastification.6f567382.js";import"./vuedraggable.7949458c.js";import"./sortablejs.29100d8a.js";import"./vue-textarea-autosize.35804eaf.js";import"./workbox-window.8d14e8b7.js";let n=null,f=null;function r(){const t=Date.now();let i=(t-e.time)/1e3;e.time=t;const o=i;if(l.lastTenTicks.push(o),l.lastTenTicks.length>10&&(l.lastTenTicks=l.lastTenTicks.slice(1)),(f==null?void 0:f.value)&&!e.keepGoing||l.hasNaN||(i=Math.max(i,0),e.devSpeed===0))return;if(c.value=!1,e.offlineTime!=null){if(m.gt(e.offlineTime,s.offlineLimit*3600)&&(e.offlineTime=s.offlineLimit*3600),m.gt(e.offlineTime,0)&&e.devSpeed!==0){const p=Math.max(e.offlineTime/10,i);e.offlineTime=e.offlineTime-p,i+=p}else e.devSpeed===0&&(e.offlineTime+=i);(!e.offlineProd||m.lt(e.offlineTime,0))&&(e.offlineTime=null)}if(i=Math.min(i,s.maxTickLength),e.devSpeed!=null&&(i*=e.devSpeed),Number.isFinite(i)||(i=1e308),m.eq(i,0))return;e.timePlayed+=i,Number.isFinite(e.timePlayed)||(e.timePlayed=1e308);let a=o;for(;a>1;)u.emit("update",i/o,1),a--;u.emit("update",i*a/o,a),d.unthrottled?(requestAnimationFrame(r),n!=null&&(clearInterval(n),n=null)):n==null&&(n=setInterval(r,50))}async function F(){f=(await T(()=>import("./index.27b23765.js").then(function(t){return t.c}),["assets/index.27b23765.js","assets/index.7781acb7.css","assets/@fontsource.c175eac8.css","assets/vue.92681fcb.js","assets/lz-string.731cedc5.js","assets/@vue.4ce677c2.js","assets/nanoevents.1080beb7.js","assets/is-plain-object.906d88e8.js","assets/vue-next-select.a2bfab1d.js","assets/vue-next-select.9e6f4164.css","assets/vue-toastification.6f567382.js","assets/vue-toastification.4b5f8ac8.css","assets/vuedraggable.7949458c.js","assets/sortablejs.29100d8a.js","assets/vue-textarea-autosize.35804eaf.js","assets/workbox-window.8d14e8b7.js"])).hasWon,v(f,t=>{t&&u.emit("gameWon")}),d.unthrottled?requestAnimationFrame(r):n=setInterval(r,50)}export{F as startGameLoop};
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<title>Advent Incremental</title>
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<title>Advent Incremental</title>
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<meta name="description" content="An incremental game you play a day at a time, leading up to Christmas!"/>
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<meta name="description" content="An incremental game you play a day at a time, leading up to Christmas!"/>
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<script defer="true" data-domain="thepaperpilot.org" src="https://plausible.io/js/plausible.js"></script>
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<script type="module" crossorigin src="./assets/index.0a931885.js"></script>
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if(!self.define){let e,s={};const i=(i,n)=>(i=new URL(i+".js",n).href,s[i]||new Promise((s=>{if("document"in self){const e=document.createElement("script");e.src=i,e.onload=s,document.head.appendChild(e)}else e=i,importScripts(i),s()})).then((()=>{let e=s[i];if(!e)throw new Error(`Module ${i} didn’t register its module`);return e})));self.define=(n,l)=>{const r=e||("document"in self?document.currentScript.src:"")||location.href;if(s[r])return;let t={};const o=e=>i(e,r),a={module:{uri:r},exports:t,require:o};s[r]=Promise.all(n.map((e=>a[e]||o(e)))).then((e=>(l(...e),t)))}}define(["./workbox-958fa2bd"],(function(e){"use strict";self.addEventListener("message",(e=>{e.data&&"SKIP_WAITING"===e.data.type&&self.skipWaiting()})),e.precacheAndRoute([{url:"assets/@fontsource.c175eac8.css",revision:null},{url:"assets/@vue.4ce677c2.js",revision:null},{url:"assets/gameLoop.13a7206b.js",revision:null},{url:"assets/index.0a931885.js",revision:null},{url:"assets/index.7781acb7.css",revision:null},{url:"assets/is-plain-object.906d88e8.js",revision:null},{url:"assets/lz-string.731cedc5.js",revision:null},{url:"assets/nanoevents.1080beb7.js",revision:null},{url:"assets/sortablejs.29100d8a.js",revision:null},{url:"assets/vue-next-select.9e6f4164.css",revision:null},{url:"assets/vue-next-select.a2bfab1d.js",revision:null},{url:"assets/vue-textarea-autosize.35804eaf.js",revision:null},{url:"assets/vue-toastification.4b5f8ac8.css",revision:null},{url:"assets/vue-toastification.6f567382.js",revision:null},{url:"assets/vue.92681fcb.js",revision:null},{url:"assets/vuedraggable.7949458c.js",revision:null},{url:"assets/workbox-window.8d14e8b7.js",revision:null},{url:"index.html",revision:"34a942a6618fc9ebf52fa2d6abc01f74"},{url:"favicon.ico",revision:"eead31eb5b19fa3bdc34af83d898c0b7"},{url:"robots.txt",revision:"5e0bd1c281a62a380d7a948085bfe2d1"},{url:"apple-touch-icon.png",revision:"26e53bb981d06c8069ffd9d2a14fce0e"},{url:"pwa-192x192.png",revision:"a16785d9e890858c5b508e0ef6954aaf"},{url:"pwa-512x512.png",revision:"b84004b93fd62ef6599ff179372861a1"},{url:"manifest.webmanifest",revision:"5f32ad2a77eb001e1b6a588835dc1efc"}],{}),e.cleanupOutdatedCaches(),e.registerRoute(new e.NavigationRoute(e.createHandlerBoundToURL("index.html")))}));
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if(!self.define){let e,s={};const i=(i,n)=>(i=new URL(i+".js",n).href,s[i]||new Promise((s=>{if("document"in self){const e=document.createElement("script");e.src=i,e.onload=s,document.head.appendChild(e)}else e=i,importScripts(i),s()})).then((()=>{let e=s[i];if(!e)throw new Error(`Module ${i} didn’t register its module`);return e})));self.define=(n,l)=>{const r=e||("document"in self?document.currentScript.src:"")||location.href;if(s[r])return;let t={};const o=e=>i(e,r),u={module:{uri:r},exports:t,require:o};s[r]=Promise.all(n.map((e=>u[e]||o(e)))).then((e=>(l(...e),t)))}}define(["./workbox-958fa2bd"],(function(e){"use strict";self.addEventListener("message",(e=>{e.data&&"SKIP_WAITING"===e.data.type&&self.skipWaiting()})),e.precacheAndRoute([{url:"assets/@fontsource.c175eac8.css",revision:null},{url:"assets/@vue.4ce677c2.js",revision:null},{url:"assets/gameLoop.6a15595b.js",revision:null},{url:"assets/index.27b23765.js",revision:null},{url:"assets/index.7781acb7.css",revision:null},{url:"assets/is-plain-object.906d88e8.js",revision:null},{url:"assets/lz-string.731cedc5.js",revision:null},{url:"assets/nanoevents.1080beb7.js",revision:null},{url:"assets/sortablejs.29100d8a.js",revision:null},{url:"assets/vue-next-select.9e6f4164.css",revision:null},{url:"assets/vue-next-select.a2bfab1d.js",revision:null},{url:"assets/vue-textarea-autosize.35804eaf.js",revision:null},{url:"assets/vue-toastification.4b5f8ac8.css",revision:null},{url:"assets/vue-toastification.6f567382.js",revision:null},{url:"assets/vue.92681fcb.js",revision:null},{url:"assets/vuedraggable.7949458c.js",revision:null},{url:"assets/workbox-window.8d14e8b7.js",revision:null},{url:"index.html",revision:"2c094b84ce449d73a7e5447f14081d30"},{url:"favicon.ico",revision:"eead31eb5b19fa3bdc34af83d898c0b7"},{url:"robots.txt",revision:"5e0bd1c281a62a380d7a948085bfe2d1"},{url:"apple-touch-icon.png",revision:"26e53bb981d06c8069ffd9d2a14fce0e"},{url:"pwa-192x192.png",revision:"a16785d9e890858c5b508e0ef6954aaf"},{url:"pwa-512x512.png",revision:"b84004b93fd62ef6599ff179372861a1"},{url:"manifest.webmanifest",revision:"5f32ad2a77eb001e1b6a588835dc1efc"}],{}),e.cleanupOutdatedCaches(),e.registerRoute(new e.NavigationRoute(e.createHandlerBoundToURL("index.html")))}));
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import{_ as e,c as t,o as a}from"./app.99998402.js";const m=JSON.parse(`{"title":"The Paper Pilot","description":"","frontmatter":{"title":"The Paper Pilot","layout":"home","hero":{"name":"The Paper Pilot","tagline":"I'm Anthony, or The Paper Pilot, and I make fun games and tools!","actions":[{"theme":"brand","text":"My Projects","link":"/projects/"}]}},"headers":[],"relativePath":"index.md","lastUpdated":1671426122000}`),o={name:"index.md"};function n(r,s,i,c,d,p){return a(),t("div")}const h=e(o,[["render",n]]);export{m as __pageData,h as default};
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import{_ as e,c as t,o as a}from"./app.99998402.js";const m=JSON.parse(`{"title":"The Paper Pilot","description":"","frontmatter":{"title":"The Paper Pilot","layout":"home","hero":{"name":"The Paper Pilot","tagline":"I'm Anthony, or The Paper Pilot, and I make fun games and tools!","actions":[{"theme":"brand","text":"My Projects","link":"/projects/"}]}},"headers":[],"relativePath":"index.md","lastUpdated":1671428803000}`),o={name:"index.md"};function n(r,s,i,c,d,p){return a(),t("div")}const h=e(o,[["render",n]]);export{m as __pageData,h as default};
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import{_ as e,c as t,o as a}from"./app.99998402.js";const m=JSON.parse(`{"title":"The Paper Pilot","description":"","frontmatter":{"title":"The Paper Pilot","layout":"home","hero":{"name":"The Paper Pilot","tagline":"I'm Anthony, or The Paper Pilot, and I make fun games and tools!","actions":[{"theme":"brand","text":"My Projects","link":"/projects/"}]}},"headers":[],"relativePath":"index.md","lastUpdated":1671426122000}`),o={name:"index.md"};function n(r,s,i,c,d,p){return a(),t("div")}const h=e(o,[["render",n]]);export{m as __pageData,h as default};
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import{_ as e,c as t,o as a}from"./app.99998402.js";const m=JSON.parse(`{"title":"The Paper Pilot","description":"","frontmatter":{"title":"The Paper Pilot","layout":"home","hero":{"name":"The Paper Pilot","tagline":"I'm Anthony, or The Paper Pilot, and I make fun games and tools!","actions":[{"theme":"brand","text":"My Projects","link":"/projects/"}]}},"headers":[],"relativePath":"index.md","lastUpdated":1671428803000}`),o={name:"index.md"};function n(r,s,i,c,d,p){return a(),t("div")}const h=e(o,[["render",n]]);export{m as __pageData,h as default};
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import{_ as e,c as a,o as t,d as r}from"./app.99998402.js";const s="/assets/screenshot.3bf794a2.png",o="/assets/babblemmscreenshot.7646b6c2.png",g=JSON.parse('{"title":"Babble Buds","description":"","frontmatter":{"title":"Babble Buds"},"headers":[{"level":2,"title":"Engine","slug":"engine","link":"#engine","children":[]},{"level":2,"title":"Babble Movie Maker","slug":"babble-movie-maker","link":"#babble-movie-maker","children":[]}],"relativePath":"projects/babble/index.md","lastUpdated":1671426122000}'),n={name:"projects/babble/index.md"},i=r('<h1 id="babble-buds" tabindex="-1">Babble Buds <a class="header-anchor" href="#babble-buds" aria-hidden="true">#</a></h1><p><a href="http://babblebuds.xyz/" target="_blank" rel="noreferrer">Babble Buds Homepage</a></p><p>Source Code:</p><ul><li><a href="https://github.com/thepaperpilot/Babble-Buds" target="_blank" rel="noreferrer">Babble Buds</a></li><li><a href="https://github.com/thepaperpilot/BabbleMovieMaker" target="_blank" rel="noreferrer">Babble Movie Maker</a></li><li><a href="https://github.com/thepaperpilot/babble.js" target="_blank" rel="noreferrer">babble.js</a></li><li><a href="https://github.com/thepaperpilot/babble.cs" target="_blank" rel="noreferrer">babble.cs</a></li></ul><p>Babble buds is a free, open-source virtual puppet show software. It is heavily based on the non-public software called "Puppet Pals", used in URealms Live. The software is written in javascript using React, a rendering library called PIXI.js, and electron.</p><p>Users can create puppets with different faces for different emotions, and then use the puppet on a stage where you and other users can each make your respective puppets move, change emotions, and "babble" at each other. The stage has a green screen feature and can be popped out, which gives the users tons of possibilities in terms of using the program for a role-playing live stream, faux video chatting with friends, game development, or whatever else you want!</p><p>Users can connect to the public server and create private rooms so that they and their friends can see each other's puppets and use the software however they please. For the security conscious, you can also use the server's source code to self-host your private server.</p><p><img src="'+s+'" alt="Babble Buds Screenshot"></p><h2 id="engine" tabindex="-1">Engine <a class="header-anchor" href="#engine" aria-hidden="true">#</a></h2><p>The engine originally made to make the Babble Buds program was separated into a separate engine called <code>babble.js</code>, so that projects created in Babble Buds can be used in other projects. For example, a game can create puppets in Babble Buds and then use them for cutscenes or player agency inside of the game. Additionally, it has been ported to C# (called <code>babble.cs</code>) for use with Unity, for the same kinds of purposes. You can check out <a href="https://thepaperpilot.itch.io/tower-offense" target="_blank" rel="noreferrer">Tower Offense</a> for a pixi.js game using Babble Buds puppets for the cutscenes, or <a href="./../dice/">Dice Armor</a> for a unity game using Babble Buds puppets for the cutscenes.</p><h2 id="babble-movie-maker" tabindex="-1">Babble Movie Maker <a class="header-anchor" href="#babble-movie-maker" aria-hidden="true">#</a></h2><p>Babble Movie Maker is a cutscene editor for Babble Buds puppets. You open a babble buds project in it, and you can add actors to a stage and have them move and change expressions, etc., on a timeline. You can then use the cutscene in a game using <code>babble.js</code> or <code>babble.cs</code>, or export the cutscene into a video file. There is even support for defining custom commands with custom fields, so that if you've expanded upon the default actions provided in <code>babble.js</code> or <code>babble.cs</code>, you can still use Movie Maker to create your cutscenes.</p><p><img src="'+o+'" alt="Babble MM Screenshot"></p>',13),b=[i];function c(l,p,d,h,u,f){return t(),a("div",null,b)}const v=e(n,[["render",c]]);export{g as __pageData,v as default};
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import{_ as e,c as a,o as t,d as r}from"./app.99998402.js";const s="/assets/screenshot.3bf794a2.png",o="/assets/babblemmscreenshot.7646b6c2.png",g=JSON.parse('{"title":"Babble Buds","description":"","frontmatter":{"title":"Babble Buds"},"headers":[{"level":2,"title":"Engine","slug":"engine","link":"#engine","children":[]},{"level":2,"title":"Babble Movie Maker","slug":"babble-movie-maker","link":"#babble-movie-maker","children":[]}],"relativePath":"projects/babble/index.md","lastUpdated":1671428803000}'),n={name:"projects/babble/index.md"},i=r('<h1 id="babble-buds" tabindex="-1">Babble Buds <a class="header-anchor" href="#babble-buds" aria-hidden="true">#</a></h1><p><a href="http://babblebuds.xyz/" target="_blank" rel="noreferrer">Babble Buds Homepage</a></p><p>Source Code:</p><ul><li><a href="https://github.com/thepaperpilot/Babble-Buds" target="_blank" rel="noreferrer">Babble Buds</a></li><li><a href="https://github.com/thepaperpilot/BabbleMovieMaker" target="_blank" rel="noreferrer">Babble Movie Maker</a></li><li><a href="https://github.com/thepaperpilot/babble.js" target="_blank" rel="noreferrer">babble.js</a></li><li><a href="https://github.com/thepaperpilot/babble.cs" target="_blank" rel="noreferrer">babble.cs</a></li></ul><p>Babble buds is a free, open-source virtual puppet show software. It is heavily based on the non-public software called "Puppet Pals", used in URealms Live. The software is written in javascript using React, a rendering library called PIXI.js, and electron.</p><p>Users can create puppets with different faces for different emotions, and then use the puppet on a stage where you and other users can each make your respective puppets move, change emotions, and "babble" at each other. The stage has a green screen feature and can be popped out, which gives the users tons of possibilities in terms of using the program for a role-playing live stream, faux video chatting with friends, game development, or whatever else you want!</p><p>Users can connect to the public server and create private rooms so that they and their friends can see each other's puppets and use the software however they please. For the security conscious, you can also use the server's source code to self-host your private server.</p><p><img src="'+s+'" alt="Babble Buds Screenshot"></p><h2 id="engine" tabindex="-1">Engine <a class="header-anchor" href="#engine" aria-hidden="true">#</a></h2><p>The engine originally made to make the Babble Buds program was separated into a separate engine called <code>babble.js</code>, so that projects created in Babble Buds can be used in other projects. For example, a game can create puppets in Babble Buds and then use them for cutscenes or player agency inside of the game. Additionally, it has been ported to C# (called <code>babble.cs</code>) for use with Unity, for the same kinds of purposes. You can check out <a href="https://thepaperpilot.itch.io/tower-offense" target="_blank" rel="noreferrer">Tower Offense</a> for a pixi.js game using Babble Buds puppets for the cutscenes, or <a href="./../dice/">Dice Armor</a> for a unity game using Babble Buds puppets for the cutscenes.</p><h2 id="babble-movie-maker" tabindex="-1">Babble Movie Maker <a class="header-anchor" href="#babble-movie-maker" aria-hidden="true">#</a></h2><p>Babble Movie Maker is a cutscene editor for Babble Buds puppets. You open a babble buds project in it, and you can add actors to a stage and have them move and change expressions, etc., on a timeline. You can then use the cutscene in a game using <code>babble.js</code> or <code>babble.cs</code>, or export the cutscene into a video file. There is even support for defining custom commands with custom fields, so that if you've expanded upon the default actions provided in <code>babble.js</code> or <code>babble.cs</code>, you can still use Movie Maker to create your cutscenes.</p><p><img src="'+o+'" alt="Babble MM Screenshot"></p>',13),b=[i];function c(l,p,d,h,u,f){return t(),a("div",null,b)}const v=e(n,[["render",c]]);export{g as __pageData,v as default};
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import{_ as e,c as a,o as t,d as r}from"./app.99998402.js";const f=JSON.parse('{"title":"Projects","description":"","frontmatter":{"title":"Projects","lastUpdated":false},"headers":[],"relativePath":"projects/index.md","lastUpdated":1671426122000}'),n={name:"projects/index.md"},s=r('<h1 id="games" tabindex="-1">Games! <a class="header-anchor" href="#games" aria-hidden="true">#</a></h1><p>I make games regularly! Check them out in the sidebar or on my <a href="https://thepaperpilot.itch.io/" target="_blank" rel="noreferrer">itch.io</a> page.</p><h1 id="profectus" tabindex="-1">Profectus! <a class="header-anchor" href="#profectus" aria-hidden="true">#</a></h1><p>I contributed to a modding framework called The Modding Tree and then made <a href="https://moddingtree.com" target="_blank" rel="noreferrer">Profectus</a> as an alternative that gives developers more control. Profectus is a game engine for the web that uses TS and Vue.</p><h1 id="v-ecs" tabindex="-1"><a href="./vecs/">V-ecs!</a> <a class="header-anchor" href="#v-ecs" aria-hidden="true">#</a></h1><p>V-ecs (pronounced "Vex") is a Vulkan-based engine I made for making highly moddable games and tools in Lua centered around the ECS design pattern and a work-stealing job system.</p><h1 id="optispeech" tabindex="-1"><a href="./optispeech/">OptiSpeech!</a> <a class="header-anchor" href="#optispeech" aria-hidden="true">#</a></h1><p>I led a team updating a legacy Unity project for research on speech therapy to use a modern version with a focus on extensibility to facilitate future maintenance and features.</p><h1 id="babble-buds" tabindex="-1"><a href="./babble/">Babble Buds!</a> <a class="header-anchor" href="#babble-buds" aria-hidden="true">#</a></h1><p>Babble Buds is a free, open-source virtual puppet show engine I made for various platforms including HTLM5 and Unity, as well as an accompanying electron-based puppet editor and multiplayer stage.</p><h1 id="dice-armor" tabindex="-1"><a href="./dice/">Dice Armor</a> <a class="header-anchor" href="#dice-armor" aria-hidden="true">#</a></h1><p>I was the lead programmer on a team of nine creating this game in a semester-long college course. I programmed all the gameplay systems as well as incorporated Babble Buds for the cutscenes and tutorial.</p><h1 id="capture-the-citadel" tabindex="-1"><a href="./citadel/">Capture the Citadel</a> <a class="header-anchor" href="#capture-the-citadel" aria-hidden="true">#</a></h1><p>A 3D VR re-envisioning of a Slay the Spire-style game by Anthony Lawn and Grant Barbee.</p>',14),i=[s];function o(d,h,c,l,p,u){return t(),a("div",null,i)}const b=e(n,[["render",o]]);export{f as __pageData,b as default};
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import{_ as e,c as a,o as t,d as r}from"./app.99998402.js";const f=JSON.parse('{"title":"Projects","description":"","frontmatter":{"title":"Projects","lastUpdated":false},"headers":[],"relativePath":"projects/index.md","lastUpdated":1671428803000}'),n={name:"projects/index.md"},s=r('<h1 id="games" tabindex="-1">Games! <a class="header-anchor" href="#games" aria-hidden="true">#</a></h1><p>I make games regularly! Check them out in the sidebar or on my <a href="https://thepaperpilot.itch.io/" target="_blank" rel="noreferrer">itch.io</a> page.</p><h1 id="profectus" tabindex="-1">Profectus! <a class="header-anchor" href="#profectus" aria-hidden="true">#</a></h1><p>I contributed to a modding framework called The Modding Tree and then made <a href="https://moddingtree.com" target="_blank" rel="noreferrer">Profectus</a> as an alternative that gives developers more control. Profectus is a game engine for the web that uses TS and Vue.</p><h1 id="v-ecs" tabindex="-1"><a href="./vecs/">V-ecs!</a> <a class="header-anchor" href="#v-ecs" aria-hidden="true">#</a></h1><p>V-ecs (pronounced "Vex") is a Vulkan-based engine I made for making highly moddable games and tools in Lua centered around the ECS design pattern and a work-stealing job system.</p><h1 id="optispeech" tabindex="-1"><a href="./optispeech/">OptiSpeech!</a> <a class="header-anchor" href="#optispeech" aria-hidden="true">#</a></h1><p>I led a team updating a legacy Unity project for research on speech therapy to use a modern version with a focus on extensibility to facilitate future maintenance and features.</p><h1 id="babble-buds" tabindex="-1"><a href="./babble/">Babble Buds!</a> <a class="header-anchor" href="#babble-buds" aria-hidden="true">#</a></h1><p>Babble Buds is a free, open-source virtual puppet show engine I made for various platforms including HTLM5 and Unity, as well as an accompanying electron-based puppet editor and multiplayer stage.</p><h1 id="dice-armor" tabindex="-1"><a href="./dice/">Dice Armor</a> <a class="header-anchor" href="#dice-armor" aria-hidden="true">#</a></h1><p>I was the lead programmer on a team of nine creating this game in a semester-long college course. I programmed all the gameplay systems as well as incorporated Babble Buds for the cutscenes and tutorial.</p><h1 id="capture-the-citadel" tabindex="-1"><a href="./citadel/">Capture the Citadel</a> <a class="header-anchor" href="#capture-the-citadel" aria-hidden="true">#</a></h1><p>A 3D VR re-envisioning of a Slay the Spire-style game by Anthony Lawn and Grant Barbee.</p>',14),i=[s];function o(d,h,c,l,p,u){return t(),a("div",null,i)}const b=e(n,[["render",o]]);export{f as __pageData,b as default};
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import{_ as t,c as s,o as a,a as e,b as o}from"./app.99998402.js";const n="/assets/system-architecture-600.254c8a7e.jpg",r="/assets/new-interface.99f03ba7.png",i="/assets/documentation.4e9ae6e0.png",c="/assets/unittests.e8833eb5.png",U=JSON.parse('{"title":"OptiSpeech","description":"","frontmatter":{"title":"OptiSpeech"},"headers":[],"relativePath":"projects/optispeech/index.md","lastUpdated":1671428803000}'),l={name:"projects/optispeech/index.md"},d=e("h1",{id:"optispeech",tabindex:"-1"},[o("OptiSpeech "),e("a",{class:"header-anchor",href:"#optispeech","aria-hidden":"true"},"#")],-1),p=e("p",null,"The Optispeech project involves designing and testing a real-time tongue model that can be viewed in a transparent head while a subject talks \u2014 for the purposes of treating speech errors and teaching foreign language sounds. This work has been conducted in partnership with Vulintus and with support from the National Institutes of Health (NIH). The UT Dallas Speech Production Lab is currently updating the program to use updated versions of Unity and adding support for more features and hardware.",-1),h=e("p",null,[e("img",{src:n,alt:"System Architecture"})],-1),u=e("iframe",{width:"560",height:"315",src:"https://www.youtube.com/embed/9uHqIRs7ZjM",frameborder:"0",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:"",style:{display:"block",margin:"auto"}},null,-1),m=e("p",null,"This video shows a talker with WAVE sensors placed on the tongue hitting a virtual target sphere located at the alveolar ridge. When an alveolar consonant is hit (e.g., /s/, /n/, /d/) the sphere changes color from red to green.",-1),g=e("iframe",{width:"560",height:"315",src:"https://www.youtube.com/embed/Oz42mKvlzqI",frameborder:"0",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:"",style:{display:"block",margin:"auto"}},null,-1),_=e("p",null,"This video shows an American talker learning a novel sound not found in English. When the post-alveolar consonant is hit, the target sphere changes color from red to green. Here, the NDI WAVE system serves as input.",-1),f=e("p",null,"The program is being updated by a team in the UT Dallas Speech Production Lab led by Anthony Lawn, so the program uses a more modern version of Unity, has an easier-to-use interface, can more easily support new features, and can connect to additional EMA systems, namely the Carstens AG501.",-1),w=e("p",null,[e("img",{src:r,alt:"New Interface"})],-1),y=e("p",null,"In addition, the program now includes documentation and unit tests to improve program stability and maintainability going forward.",-1),b=e("p",null,[e("img",{src:i,alt:"Documentation"})],-1),v=e("p",null,[e("img",{src:c,alt:"Unit Tests"})],-1),T=[d,p,h,u,m,g,_,f,w,y,b,v];function k(x,A,I,N,S,j){return a(),s("div",null,T)}const D=t(l,[["render",k]]);export{U as __pageData,D as default};
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import{_ as t,c as s,o as a,a as e,b as o}from"./app.99998402.js";const n="/assets/system-architecture-600.254c8a7e.jpg",r="/assets/new-interface.99f03ba7.png",i="/assets/documentation.4e9ae6e0.png",c="/assets/unittests.e8833eb5.png",U=JSON.parse('{"title":"OptiSpeech","description":"","frontmatter":{"title":"OptiSpeech"},"headers":[],"relativePath":"projects/optispeech/index.md","lastUpdated":1671426122000}'),l={name:"projects/optispeech/index.md"},d=e("h1",{id:"optispeech",tabindex:"-1"},[o("OptiSpeech "),e("a",{class:"header-anchor",href:"#optispeech","aria-hidden":"true"},"#")],-1),p=e("p",null,"The Optispeech project involves designing and testing a real-time tongue model that can be viewed in a transparent head while a subject talks \u2014 for the purposes of treating speech errors and teaching foreign language sounds. This work has been conducted in partnership with Vulintus and with support from the National Institutes of Health (NIH). The UT Dallas Speech Production Lab is currently updating the program to use updated versions of Unity and adding support for more features and hardware.",-1),h=e("p",null,[e("img",{src:n,alt:"System Architecture"})],-1),u=e("iframe",{width:"560",height:"315",src:"https://www.youtube.com/embed/9uHqIRs7ZjM",frameborder:"0",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:"",style:{display:"block",margin:"auto"}},null,-1),m=e("p",null,"This video shows a talker with WAVE sensors placed on the tongue hitting a virtual target sphere located at the alveolar ridge. When an alveolar consonant is hit (e.g., /s/, /n/, /d/) the sphere changes color from red to green.",-1),g=e("iframe",{width:"560",height:"315",src:"https://www.youtube.com/embed/Oz42mKvlzqI",frameborder:"0",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:"",style:{display:"block",margin:"auto"}},null,-1),_=e("p",null,"This video shows an American talker learning a novel sound not found in English. When the post-alveolar consonant is hit, the target sphere changes color from red to green. Here, the NDI WAVE system serves as input.",-1),f=e("p",null,"The program is being updated by a team in the UT Dallas Speech Production Lab led by Anthony Lawn, so the program uses a more modern version of Unity, has an easier-to-use interface, can more easily support new features, and can connect to additional EMA systems, namely the Carstens AG501.",-1),w=e("p",null,[e("img",{src:r,alt:"New Interface"})],-1),y=e("p",null,"In addition, the program now includes documentation and unit tests to improve program stability and maintainability going forward.",-1),b=e("p",null,[e("img",{src:i,alt:"Documentation"})],-1),v=e("p",null,[e("img",{src:c,alt:"Unit Tests"})],-1),T=[d,p,h,u,m,g,_,f,w,y,b,v];function k(x,A,I,N,S,j){return a(),s("div",null,T)}const D=t(l,[["render",k]]);export{U as __pageData,D as default};
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import{_ as t,c as s,o as a,a as e,b as o}from"./app.99998402.js";const n="/assets/system-architecture-600.254c8a7e.jpg",r="/assets/new-interface.99f03ba7.png",i="/assets/documentation.4e9ae6e0.png",c="/assets/unittests.e8833eb5.png",U=JSON.parse('{"title":"OptiSpeech","description":"","frontmatter":{"title":"OptiSpeech"},"headers":[],"relativePath":"projects/optispeech/index.md","lastUpdated":1671428803000}'),l={name:"projects/optispeech/index.md"},d=e("h1",{id:"optispeech",tabindex:"-1"},[o("OptiSpeech "),e("a",{class:"header-anchor",href:"#optispeech","aria-hidden":"true"},"#")],-1),p=e("p",null,"The Optispeech project involves designing and testing a real-time tongue model that can be viewed in a transparent head while a subject talks \u2014 for the purposes of treating speech errors and teaching foreign language sounds. This work has been conducted in partnership with Vulintus and with support from the National Institutes of Health (NIH). The UT Dallas Speech Production Lab is currently updating the program to use updated versions of Unity and adding support for more features and hardware.",-1),h=e("p",null,[e("img",{src:n,alt:"System Architecture"})],-1),u=e("iframe",{width:"560",height:"315",src:"https://www.youtube.com/embed/9uHqIRs7ZjM",frameborder:"0",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:"",style:{display:"block",margin:"auto"}},null,-1),m=e("p",null,"This video shows a talker with WAVE sensors placed on the tongue hitting a virtual target sphere located at the alveolar ridge. When an alveolar consonant is hit (e.g., /s/, /n/, /d/) the sphere changes color from red to green.",-1),g=e("iframe",{width:"560",height:"315",src:"https://www.youtube.com/embed/Oz42mKvlzqI",frameborder:"0",allow:"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture",allowfullscreen:"",style:{display:"block",margin:"auto"}},null,-1),_=e("p",null,"This video shows an American talker learning a novel sound not found in English. When the post-alveolar consonant is hit, the target sphere changes color from red to green. Here, the NDI WAVE system serves as input.",-1),f=e("p",null,"The program is being updated by a team in the UT Dallas Speech Production Lab led by Anthony Lawn, so the program uses a more modern version of Unity, has an easier-to-use interface, can more easily support new features, and can connect to additional EMA systems, namely the Carstens AG501.",-1),w=e("p",null,[e("img",{src:r,alt:"New Interface"})],-1),y=e("p",null,"In addition, the program now includes documentation and unit tests to improve program stability and maintainability going forward.",-1),b=e("p",null,[e("img",{src:i,alt:"Documentation"})],-1),v=e("p",null,[e("img",{src:c,alt:"Unit Tests"})],-1),T=[d,p,h,u,m,g,_,f,w,y,b,v];function k(x,A,I,N,S,j){return a(),s("div",null,T)}const D=t(l,[["render",k]]);export{U as __pageData,D as default};
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import{_ as e,c as t,o as s,d as a}from"./app.99998402.js";const o="/assets/screenshot.78830a30.png",n="/assets/debug.0a8c47b7.png",r="/assets/sandsoftime.ba63f865.png",w=JSON.parse('{"title":"V-ecs","description":"","frontmatter":{"title":"V-ecs"},"headers":[],"relativePath":"projects/vecs/index.md","lastUpdated":1671426122000}'),i={name:"projects/vecs/index.md"},d=a('<h1 id="v-ecs" tabindex="-1">V-ecs <a class="header-anchor" href="#v-ecs" aria-hidden="true">#</a></h1><p><img src="'+o+'" alt="V-ecs Screenshot"></p><p>V-ecs (pronounced "Vex") is a Vulkan-based engine I made for making highly moddable games and tools in Lua centered around the ECS design pattern and a work-stealing job system.</p><p>The engine works with "worlds", which are collections of systems and renderers. The engine comes with several worlds using systems and renderers I made, including a voxel world, an incremental game, and some test scenes. All of these include systems to render the fps as well as show a debug console by typing the grave key (`). The default world is a title screen that detects any worlds in the "worlds" folder and displays a button for each of them.</p><p><img src="'+n+'" alt="Debug Menu"></p><p>The original plans were to eventually put it on the steam workshop so people could more easily share their creations amongst each other, but I never became happy enough with the performance of the engine - the parallelization of the lua code involved a lot of overhead that severely limited performance.</p><p>Instead, I made a couple of worlds by myself - an infinite procedurally generated voxel world, a simple incremental game, and a more complex incremental game I call "Sands of Time".</p><p><img src="'+r+'" alt="Sands of Time"></p>',8),l=[d];function c(p,h,m,u,_,g){return s(),t("div",null,l)}const y=e(i,[["render",c]]);export{w as __pageData,y as default};
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import{_ as e,c as t,o as s,d as a}from"./app.99998402.js";const o="/assets/screenshot.78830a30.png",n="/assets/debug.0a8c47b7.png",r="/assets/sandsoftime.ba63f865.png",w=JSON.parse('{"title":"V-ecs","description":"","frontmatter":{"title":"V-ecs"},"headers":[],"relativePath":"projects/vecs/index.md","lastUpdated":1671428803000}'),i={name:"projects/vecs/index.md"},d=a('<h1 id="v-ecs" tabindex="-1">V-ecs <a class="header-anchor" href="#v-ecs" aria-hidden="true">#</a></h1><p><img src="'+o+'" alt="V-ecs Screenshot"></p><p>V-ecs (pronounced "Vex") is a Vulkan-based engine I made for making highly moddable games and tools in Lua centered around the ECS design pattern and a work-stealing job system.</p><p>The engine works with "worlds", which are collections of systems and renderers. The engine comes with several worlds using systems and renderers I made, including a voxel world, an incremental game, and some test scenes. All of these include systems to render the fps as well as show a debug console by typing the grave key (`). The default world is a title screen that detects any worlds in the "worlds" folder and displays a button for each of them.</p><p><img src="'+n+'" alt="Debug Menu"></p><p>The original plans were to eventually put it on the steam workshop so people could more easily share their creations amongst each other, but I never became happy enough with the performance of the engine - the parallelization of the lua code involved a lot of overhead that severely limited performance.</p><p>Instead, I made a couple of worlds by myself - an infinite procedurally generated voxel world, a simple incremental game, and a more complex incremental game I call "Sands of Time".</p><p><img src="'+r+'" alt="Sands of Time"></p>',8),l=[d];function c(p,h,m,u,_,g){return s(),t("div",null,l)}const y=e(i,[["render",c]]);export{w as __pageData,y as default};
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import{_ as e,c as t,o as s,d as a}from"./app.99998402.js";const o="/assets/screenshot.78830a30.png",n="/assets/debug.0a8c47b7.png",r="/assets/sandsoftime.ba63f865.png",w=JSON.parse('{"title":"V-ecs","description":"","frontmatter":{"title":"V-ecs"},"headers":[],"relativePath":"projects/vecs/index.md","lastUpdated":1671426122000}'),i={name:"projects/vecs/index.md"},d=a("",8),l=[d];function c(p,h,m,u,_,g){return s(),t("div",null,l)}const y=e(i,[["render",c]]);export{w as __pageData,y as default};
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import{_ as e,c as t,o as s,d as a}from"./app.99998402.js";const o="/assets/screenshot.78830a30.png",n="/assets/debug.0a8c47b7.png",r="/assets/sandsoftime.ba63f865.png",w=JSON.parse('{"title":"V-ecs","description":"","frontmatter":{"title":"V-ecs"},"headers":[],"relativePath":"projects/vecs/index.md","lastUpdated":1671428803000}'),i={name:"projects/vecs/index.md"},d=a("",8),l=[d];function c(p,h,m,u,_,g){return s(),t("div",null,l)}const y=e(i,[["render",c]]);export{w as __pageData,y as default};
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{"guide-to-incrementals_design_introduction.md":"38daee51","guide-to-incrementals_index.md":"5d93b5e4","guide-to-incrementals_ludology_appeal-developers.md":"ef988d03","guide-to-incrementals_ludology_appeal-gamers.md":"e2ccfe16","guide-to-incrementals_ludology_content.md":"8399cc9d","guide-to-incrementals_ludology_definition.md":"b8d4c239","index.md":"2d5e128d","projects_babble_index.md":"23c27396","projects_citadel_index.md":"1d039cb2","projects_dice_index.md":"04810a41","projects_index.md":"be8b26ee","projects_optispeech_index.md":"683fa938","projects_vecs_index.md":"e28f9144","public_gamedevtree_2.0-format-changes.md":"869c95cb","public_gamedevtree_readme.md":"552fe2c4","public_gamedevtree_changelog.md":"d359af81","public_gamedevtree_docs_!general-info.md":"b54b0405","public_gamedevtree_docs_achievements.md":"dcac48ff","public_gamedevtree_docs_bars.md":"5f67f039","public_gamedevtree_docs_basic-layer-breakdown.md":"7761b77c","public_gamedevtree_docs_buyables.md":"0150160d","public_gamedevtree_docs_challenges.md":"0c6f4a98","public_gamedevtree_docs_clickables.md":"31209e1f","public_gamedevtree_docs_custom-tab-layouts.md":"c0fbc4e0","public_gamedevtree_docs_getting-started.md":"8c2ddda0","public_gamedevtree_docs_infoboxes.md":"7a0953be","public_gamedevtree_docs_layer-features.md":"a7640a7f","public_gamedevtree_docs_main-mod-info.md":"6f790508","public_gamedevtree_docs_milestones.md":"264c8c9a","public_gamedevtree_docs_subtabs-and-microtabs.md":"a5ee4ade","public_gamedevtree_docs_updating-tmt.md":"0237de18","public_gamedevtree_docs_upgrades.md":"ac3bddbc","public_kronos_old things_2.0-format-changes.md":"33740b7e","public_kronos_readme.md":"b02e146e","public_kronos_changelog.md":"8c678677","public_kronos_docs_!general-info.md":"a850fc5c","public_kronos_docs_achievements.md":"50170b22","public_kronos_docs_bars.md":"e362dd22","public_kronos_docs_basic-layer-breakdown.md":"c5012569","public_kronos_docs_buyables.md":"18df767f","public_kronos_docs_challenges.md":"e035cc8c","public_kronos_docs_clickables.md":"0b620d80","public_kronos_docs_custom-tab-layouts.md":"83ea4ec4","public_kronos_docs_getting-started.md":"bbfb2db6","public_kronos_docs_grids.md":"53210faa","public_kronos_docs_infoboxes.md":"1e520ae7","public_kronos_docs_layer-features.md":"13746ddd","public_kronos_docs_main-mod-info.md":"880d3987","public_kronos_docs_milestones.md":"ddaaade5","public_kronos_docs_particles.md":"78d816e8","public_kronos_docs_subtabs-and-microtabs.md":"f0ff58d5","public_kronos_docs_trees-and-tree-customization.md":"763f6e41","public_kronos_docs_updating-tmt.md":"3d630d86","public_kronos_docs_upgrades.md":"e5295c4b","public_lit_old things_2.0-format-changes.md":"e73a9b99","public_lit_readme.md":"241d60e2","public_lit_changelog.md":"08f37d7f","public_lit_docs_!general-info.md":"e02fc830","public_lit_docs_achievements.md":"9bdd1682","public_lit_docs_bars.md":"51d95f97","public_lit_docs_basic-layer-breakdown.md":"c311548b","public_lit_docs_buyables.md":"cdd4074b","public_lit_docs_challenges.md":"ff75af2d","public_lit_docs_clickables.md":"2c4bf6c0","public_lit_docs_custom-tab-layouts.md":"4ef7b79a","public_lit_docs_getting-started.md":"1abd3c25","public_lit_docs_infoboxes.md":"6e888c51","public_lit_docs_layer-features.md":"77bde097","public_lit_docs_main-mod-info.md":"c984b67a","public_lit_docs_milestones.md":"05858e62","public_lit_docs_subtabs-and-microtabs.md":"84373a35","public_lit_docs_trees-and-tree-customization.md":"083d2a32","public_lit_docs_updating-tmt.md":"6dce2005","public_lit_docs_upgrades.md":"967aa760"}
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"></span></code></pre></div><p>Each achievement should have an id where the first digit is the row and the second digit is the column. Individual achievement can have these features:</p><ul><li><p>name: <strong>optional</strong>, displayed at the top of the achievement. The only visible text. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the achievement should be awarded.</p></li><li><p>tooltip: Default tooltip for the achievement, appears when it is hovered over. Should convey the goal and any reward for completing the achievement. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>, A function that calculates and returns the current values of any bonuses from the achievement. Can return a value or an object containing multiple values.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the achievement is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>, this function will be called when the achievement is completed.</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this achievement, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the achievement was stored under, for convenient access. The achievement in the example's id is 11.</p></li><li><p>goalTooltip: <strong>optional, depracated</strong> Appears when the achievement is hovered over and locked, overrides the basic tooltip. This is to display the goal (or a hint). It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>doneTooltip: <strong>optional, depracated</strong> Appears when the achievement is hovered over and completed, overrides the basic tooltip. This can display what the player achieved (the goal), and the rewards, if any. It can also be a function that returns updating text. Can use basic HTML.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each achievement should have an id where the first digit is the row and the second digit is the column. Individual achievement can have these features:</p><ul><li><p>name: <strong>optional</strong>, displayed at the top of the achievement. The only visible text. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the achievement should be awarded.</p></li><li><p>tooltip: Default tooltip for the achievement, appears when it is hovered over. Should convey the goal and any reward for completing the achievement. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>, A function that calculates and returns the current values of any bonuses from the achievement. Can return a value or an object containing multiple values.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the achievement is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>, this function will be called when the achievement is completed.</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this achievement, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the achievement was stored under, for convenient access. The achievement in the example's id is 11.</p></li><li><p>goalTooltip: <strong>optional, depracated</strong> Appears when the achievement is hovered over and locked, overrides the basic tooltip. This is to display the goal (or a hint). It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>doneTooltip: <strong>optional, depracated</strong> Appears when the achievement is hovered over and completed, overrides the basic tooltip. This can display what the player achieved (the goal), and the rewards, if any. It can also be a function that returns updating text. Can use basic HTML.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
||||||
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<script>__VP_HASH_MAP__ = JSON.parse("{\"guide-to-incrementals_design_introduction.md\":\"38daee51\",\"guide-to-incrementals_index.md\":\"5d93b5e4\",\"guide-to-incrementals_ludology_appeal-developers.md\":\"ef988d03\",\"guide-to-incrementals_ludology_appeal-gamers.md\":\"e2ccfe16\",\"guide-to-incrementals_ludology_content.md\":\"8399cc9d\",\"guide-to-incrementals_ludology_definition.md\":\"b8d4c239\",\"index.md\":\"2d5e128d\",\"projects_babble_index.md\":\"23c27396\",\"projects_citadel_index.md\":\"1d039cb2\",\"projects_dice_index.md\":\"04810a41\",\"projects_index.md\":\"be8b26ee\",\"projects_optispeech_index.md\":\"683fa938\",\"projects_vecs_index.md\":\"e28f9144\",\"public_gamedevtree_2.0-format-changes.md\":\"869c95cb\",\"public_gamedevtree_readme.md\":\"552fe2c4\",\"public_gamedevtree_changelog.md\":\"d359af81\",\"public_gamedevtree_docs_!general-info.md\":\"b54b0405\",\"public_gamedevtree_docs_achievements.md\":\"dcac48ff\",\"public_gamedevtree_docs_bars.md\":\"5f67f039\",\"public_gamedevtree_docs_basic-layer-breakdown.md\":\"7761b77c\",\"public_gamedevtree_docs_buyables.md\":\"0150160d\",\"public_gamedevtree_docs_challenges.md\":\"0c6f4a98\",\"public_gamedevtree_docs_clickables.md\":\"31209e1f\",\"public_gamedevtree_docs_custom-tab-layouts.md\":\"c0fbc4e0\",\"public_gamedevtree_docs_getting-started.md\":\"8c2ddda0\",\"public_gamedevtree_docs_infoboxes.md\":\"7a0953be\",\"public_gamedevtree_docs_layer-features.md\":\"a7640a7f\",\"public_gamedevtree_docs_main-mod-info.md\":\"6f790508\",\"public_gamedevtree_docs_milestones.md\":\"264c8c9a\",\"public_gamedevtree_docs_subtabs-and-microtabs.md\":\"a5ee4ade\",\"public_gamedevtree_docs_updating-tmt.md\":\"0237de18\",\"public_gamedevtree_docs_upgrades.md\":\"ac3bddbc\",\"public_kronos_old things_2.0-format-changes.md\":\"33740b7e\",\"public_kronos_readme.md\":\"b02e146e\",\"public_kronos_changelog.md\":\"8c678677\",\"public_kronos_docs_!general-info.md\":\"a850fc5c\",\"public_kronos_docs_achievements.md\":\"50170b22\",\"public_kronos_docs_bars.md\":\"e362dd22\",\"public_kronos_docs_basic-layer-breakdown.md\":\"c5012569\",\"public_kronos_docs_buyables.md\":\"18df767f\",\"public_kronos_docs_challenges.md\":\"e035cc8c\",\"public_kronos_docs_clickables.md\":\"0b620d80\",\"public_kronos_docs_custom-tab-layouts.md\":\"83ea4ec4\",\"public_kronos_docs_getting-started.md\":\"bbfb2db6\",\"public_kronos_docs_grids.md\":\"53210faa\",\"public_kronos_docs_infoboxes.md\":\"1e520ae7\",\"public_kronos_docs_layer-features.md\":\"13746ddd\",\"public_kronos_docs_main-mod-info.md\":\"880d3987\",\"public_kronos_docs_milestones.md\":\"ddaaade5\",\"public_kronos_docs_particles.md\":\"78d816e8\",\"public_kronos_docs_subtabs-and-microtabs.md\":\"f0ff58d5\",\"public_kronos_docs_trees-and-tree-customization.md\":\"763f6e41\",\"public_kronos_docs_updating-tmt.md\":\"3d630d86\",\"public_kronos_docs_upgrades.md\":\"e5295c4b\",\"public_lit_old things_2.0-format-changes.md\":\"e73a9b99\",\"public_lit_readme.md\":\"241d60e2\",\"public_lit_changelog.md\":\"08f37d7f\",\"public_lit_docs_!general-info.md\":\"e02fc830\",\"public_lit_docs_achievements.md\":\"9bdd1682\",\"public_lit_docs_bars.md\":\"51d95f97\",\"public_lit_docs_basic-layer-breakdown.md\":\"c311548b\",\"public_lit_docs_buyables.md\":\"cdd4074b\",\"public_lit_docs_challenges.md\":\"ff75af2d\",\"public_lit_docs_clickables.md\":\"2c4bf6c0\",\"public_lit_docs_custom-tab-layouts.md\":\"4ef7b79a\",\"public_lit_docs_getting-started.md\":\"1abd3c25\",\"public_lit_docs_infoboxes.md\":\"6e888c51\",\"public_lit_docs_layer-features.md\":\"77bde097\",\"public_lit_docs_main-mod-info.md\":\"c984b67a\",\"public_lit_docs_milestones.md\":\"05858e62\",\"public_lit_docs_subtabs-and-microtabs.md\":\"84373a35\",\"public_lit_docs_trees-and-tree-customization.md\":\"083d2a32\",\"public_lit_docs_updating-tmt.md\":\"6dce2005\",\"public_lit_docs_upgrades.md\":\"967aa760\"}")</script>
|
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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||||||
<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
|
<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
|
||||||
<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>direction: UP, DOWN, LEFT, or RIGHT (not Strings). Determines the direction that the bar is filled as it progresses. RIGHT means from left to right.</p></li><li><p>width, height: The size in pixels of the bar, but as Numbers (no "px" at the end)</p></li><li><p>progress(): A function that returns the portion of the bar that is filled, from "empty" at 0 to "full" at 1. (Nothing bad happens if the value goes out of these bounds, and it can be a number or Decimal).</p></li><li><p>display(): <strong>optional</strong>, A function that returns text to be displayed on top of the bar, can use HTML.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the bar is visible or not. Default is unlocked.</p></li><li><p>baseStyle, fillStyle, borderStyle, textStyle: <strong>Optional</strong>, Apply CSS to the unfilled portion, filled portion, border, and display text on the bar, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The bar in the example's id is "bigBar".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>direction: UP, DOWN, LEFT, or RIGHT (not Strings). Determines the direction that the bar is filled as it progresses. RIGHT means from left to right.</p></li><li><p>width, height: The size in pixels of the bar, but as Numbers (no "px" at the end)</p></li><li><p>progress(): A function that returns the portion of the bar that is filled, from "empty" at 0 to "full" at 1. (Nothing bad happens if the value goes out of these bounds, and it can be a number or Decimal).</p></li><li><p>display(): <strong>optional</strong>, A function that returns text to be displayed on top of the bar, can use HTML.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the bar is visible or not. Default is unlocked.</p></li><li><p>baseStyle, fillStyle, borderStyle, textStyle: <strong>Optional</strong>, Apply CSS to the unfilled portion, filled portion, border, and display text on the bar, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The bar in the example's id is "bigBar".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
||||||
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|
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|
||||||
<span class="line"><span style="color:#F07178;"> </span><span style="color:#82AAFF;">layerShown</span><span style="color:#F07178;">() </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#FF9CAC;">true</span><span style="color:#89DDFF;">},</span><span style="color:#F07178;"> </span><span style="color:#676E95;">// Returns a bool for if this layer's node should be visible in the tree.</span></span>
|
<span class="line"><span style="color:#F07178;"> </span><span style="color:#82AAFF;">layerShown</span><span style="color:#F07178;">() </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#FF9CAC;">true</span><span style="color:#89DDFF;">},</span><span style="color:#F07178;"> </span><span style="color:#676E95;">// Returns a bool for if this layer's node should be visible in the tree.</span></span>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>, displayed at the top in a larger font It can also be a function that returns updating text.</p></li><li><p>cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th object, but needs to use "current amount" as a default value for x. (x is a Decimal). Can return an object if there are multiple currencies.</p></li><li><p>effect(): <strong>optional</strong>, A function that calculates and returns the current values of bonuses of this buyable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the buyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the buyable is visible or not. Default is unlocked.</p></li><li><p>canAfford(): A function returning a bool to determine if you can buy one of the buyables.</p></li><li><p>buy(): A function that implements buying one of the buyable, including spending the currency.</p></li><li><p>buyMax(): <strong>optional</strong>, A function that implements buying as many of the buyable as possible.</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this buyable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the buyable was stored under, for convenient access. The buyable in the example's id is 11.</p></li></ul><p>Sell One/Sell All:</p><p>Including a sellOne or sellAll function will cause an additional button to appear beneath the buyable. They are functionally identical, but "sell one" appears above "sell all". You can also use them for other things.</p><p>sellOne/sellAll(): <strong>optional</strong>, Called when the button is pressed. The standard use would be to decrease/reset the amount of the buyable, And possibly return some currency to the player.</p><p>canSellOne/canSellAll(): <strong>optional</strong>, booleans determining whether or not to show the buttons. If "canSellOne/All" is absent but "sellOne/All" is present, the appropriate button will always show.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>, displayed at the top in a larger font It can also be a function that returns updating text.</p></li><li><p>cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th object, but needs to use "current amount" as a default value for x. (x is a Decimal). Can return an object if there are multiple currencies.</p></li><li><p>effect(): <strong>optional</strong>, A function that calculates and returns the current values of bonuses of this buyable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the buyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the buyable is visible or not. Default is unlocked.</p></li><li><p>canAfford(): A function returning a bool to determine if you can buy one of the buyables.</p></li><li><p>buy(): A function that implements buying one of the buyable, including spending the currency.</p></li><li><p>buyMax(): <strong>optional</strong>, A function that implements buying as many of the buyable as possible.</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this buyable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the buyable was stored under, for convenient access. The buyable in the example's id is 11.</p></li></ul><p>Sell One/Sell All:</p><p>Including a sellOne or sellAll function will cause an additional button to appear beneath the buyable. They are functionally identical, but "sell one" appears above "sell all". You can also use them for other things.</p><p>sellOne/sellAll(): <strong>optional</strong>, Called when the button is pressed. The standard use would be to decrease/reset the amount of the buyable, And possibly return some currency to the player.</p><p>canSellOne/canSellAll(): <strong>optional</strong>, booleans determining whether or not to show the buttons. If "canSellOne/All" is absent but "sellOne/All" is present, the appropriate button will always show.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each challenge should have an id where the first digit is the row and the second digit is the column. Individual Challenges can have these features:</p><ul><li><p>name: Name of the challenge, can be a string or a function. Can use basic HTML.</p></li><li><p>challengeDescription: A description of what makes the challenge a challenge. <em>You will need to implement these elsewhere</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>rewardDescription: A description of the reward's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>rewardEffect(): <strong>optional</strong>, A function that calculates and returns the current values of any bonuses from the reward. Can return a value or an object containing multiple values. Can use basic HTML.</p></li><li><p>rewardDisplay(): <strong>optional</strong>, A function that returns a display of the current effects of the reward with formatting. Default behavior is to just display the a number appropriately formatted.</p></li><li><p>goal: A Decimal for the amount of currency required to beat the challenge. By default, the goal is in basic Points. The goal can also be a function if its value changes.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the challenge is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>, this function will be called when the challenge is completed when previously incomplete.</p></li><li><p>countsAs: <strong>optional</strong>, If a challenge combines the effects of other challenges in this layer, you can use this. An array of challenge ids. The player is effectively in all of those challenges when in the current one.</p></li></ul><p>By default, challenges use basic Points for the goal. You can change that using these features.</p><ul><li><p>currencyDisplayName: <strong>optional</strong>, the name to display for the currency for the goal</p></li><li><p>currencyInternalName: <strong>optional</strong>, the internal name for that currency</p></li><li><p>currencyLayer: <strong>optional</strong>, the internal name of the layer that currency is stored in. If it's not in a layer, omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation: <strong>optional</strong>, if your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like player[this.layer].buyables)</p></li><li><p>completionLimit: <strong>optional</strong>, the amount of times you can complete this challenge. Default is 1 completion.</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this challenge, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the challenge was stored under, for convenient access. The challenge in the example's id is 11.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each challenge should have an id where the first digit is the row and the second digit is the column. Individual Challenges can have these features:</p><ul><li><p>name: Name of the challenge, can be a string or a function. Can use basic HTML.</p></li><li><p>challengeDescription: A description of what makes the challenge a challenge. <em>You will need to implement these elsewhere</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>rewardDescription: A description of the reward's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>rewardEffect(): <strong>optional</strong>, A function that calculates and returns the current values of any bonuses from the reward. Can return a value or an object containing multiple values. Can use basic HTML.</p></li><li><p>rewardDisplay(): <strong>optional</strong>, A function that returns a display of the current effects of the reward with formatting. Default behavior is to just display the a number appropriately formatted.</p></li><li><p>goal: A Decimal for the amount of currency required to beat the challenge. By default, the goal is in basic Points. The goal can also be a function if its value changes.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the challenge is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>, this function will be called when the challenge is completed when previously incomplete.</p></li><li><p>countsAs: <strong>optional</strong>, If a challenge combines the effects of other challenges in this layer, you can use this. An array of challenge ids. The player is effectively in all of those challenges when in the current one.</p></li></ul><p>By default, challenges use basic Points for the goal. You can change that using these features.</p><ul><li><p>currencyDisplayName: <strong>optional</strong>, the name to display for the currency for the goal</p></li><li><p>currencyInternalName: <strong>optional</strong>, the internal name for that currency</p></li><li><p>currencyLayer: <strong>optional</strong>, the internal name of the layer that currency is stored in. If it's not in a layer, omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation: <strong>optional</strong>, if your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like player[this.layer].buyables)</p></li><li><p>completionLimit: <strong>optional</strong>, the amount of times you can complete this challenge. Default is 1 completion.</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this challenge, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the challenge was stored under, for convenient access. The challenge in the example's id is 11.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>, displayed at the top in a larger font It can also be a function that returns updating text.</p></li><li><p>effect(): <strong>optional</strong>, A function that calculates and returns the current values of bonuses of this clickable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the clickable after the title, likely changing based on its state. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the clickable is visible or not. Default is unlocked.</p></li><li><p>canClick(): A function returning a bool to determine if you can click the clickable.</p></li><li><p>onClick(): A function that implements clicking one of the clickable.</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this clickable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar.</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the clickable was stored under, for convenient access. The clickable in the example's id is 11.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>, displayed at the top in a larger font It can also be a function that returns updating text.</p></li><li><p>effect(): <strong>optional</strong>, A function that calculates and returns the current values of bonuses of this clickable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the clickable after the title, likely changing based on its state. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the clickable is visible or not. Default is unlocked.</p></li><li><p>canClick(): A function returning a bool to determine if you can click the clickable.</p></li><li><p>onClick(): A function that implements clicking one of the clickable.</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this clickable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar.</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the clickable was stored under, for convenient access. The clickable in the example's id is 11.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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||||||
<span class="line"><span style="color:#A6ACCD;"> [</span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">toggle</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> [</span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">c</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">beep</span><span style="color:#89DDFF;">"</span><span style="color:#A6ACCD;">]]</span><span style="color:#89DDFF;">,</span></span>
|
<span class="line"><span style="color:#A6ACCD;"> [</span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">toggle</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> [</span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">c</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">beep</span><span style="color:#89DDFF;">"</span><span style="color:#A6ACCD;">]]</span><span style="color:#89DDFF;">,</span></span>
|
||||||
<span class="line"><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">milestones</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">blank</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">blank</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">upgrades</span><span style="color:#89DDFF;">"</span><span style="color:#A6ACCD;">]</span></span>
|
<span class="line"><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">milestones</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">blank</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">blank</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">upgrades</span><span style="color:#89DDFF;">"</span><span style="color:#A6ACCD;">]</span></span>
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||||||
<span class="line"></span></code></pre></div><p>It is a list of components, which can be either just a name, or an array with arguments. If it's an array, the first item is the name of the component, the second is the data passed into it, and the third (optional) applies a CSS style to it with a "CSS object", where the keys are CSS attributes.</p><p>These are the existing components, but you can create more in v.js:</p><ul><li><p>display-text: Displays some text (can use basic HTML). The argument is the text to display. It can also be a function that returns updating text.</p></li><li><p>raw-html: Displays some basic HTML, can also be a function.</p></li><li><p>blank: Adds empty space. The default dimensions are 8px x 17px. The argument changes the dimensions. If it's a single value (e.g. "20px"), that determines the height. If you have a pair of arguments, the first is width and the second is height.</p></li><li><p>row: Display a list of components horizontally. The argument is an array of components in the tab layout format.</p></li><li><p>column: Display a list of components vertically. The argument is an array of components in the tab layout format. This is useful to display columns within a row.</p></li><li><p>main-display: The text that displays the main currency for the layer and its effects.</p></li><li><p>resource-display: The text that displays the currency that this layer is based on, as well as the best and/or total values for this layer's prestige currency (if they are put in startData for this layer)</p></li><li><p>prestige-button: The argument is a string that the prestige button should say before the amount of currency you will gain. It can also be a function that returns updating text.</p></li><li><p>upgrades, milestones, challs, achievements: Display the upgrades, milestones, and challenges for a layer, as appropriate.</p></li><li><p>buyables, clickables: Display all of the buyables/clickables for this layer, as appropriate. The argument optional, and is the size of the boxes in pixels.</p></li><li><p>microtabs: Display a set of subtabs for an area. The argument is the name of the set of microtabs in the "microtabs" feature.</p></li><li><p>bar: Display a bar. The argument is the id of the bar to display.</p></li><li><p>infobox: Display an infobox. The argument is the id of the infobox to display.</p></li><li><p>toggle: A toggle button that toggles a bool value. The data is a pair that identifies what bool to toggle, [layer, id]</p></li></ul><p>The rest of the components are sub-components. They can be used just like other components, but are typically part of another component.</p><ul><li><p>upgrade, milestone, chall, buyable, clickable, achievement: An individual upgrade, challenge, etc. The argument is the id. This can be used if you want to have upgrades split up across multiple subtabs, for example.</p></li><li><p>respec-button, master-button: The respec and master buttons for buyables and clickables, respectively.</p></li><li><p>sell-one, sell-all: The "sell one" and "sell all" for buyables, respectively. The argument is the id of the buyable.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>It is a list of components, which can be either just a name, or an array with arguments. If it's an array, the first item is the name of the component, the second is the data passed into it, and the third (optional) applies a CSS style to it with a "CSS object", where the keys are CSS attributes.</p><p>These are the existing components, but you can create more in v.js:</p><ul><li><p>display-text: Displays some text (can use basic HTML). The argument is the text to display. It can also be a function that returns updating text.</p></li><li><p>raw-html: Displays some basic HTML, can also be a function.</p></li><li><p>blank: Adds empty space. The default dimensions are 8px x 17px. The argument changes the dimensions. If it's a single value (e.g. "20px"), that determines the height. If you have a pair of arguments, the first is width and the second is height.</p></li><li><p>row: Display a list of components horizontally. The argument is an array of components in the tab layout format.</p></li><li><p>column: Display a list of components vertically. The argument is an array of components in the tab layout format. This is useful to display columns within a row.</p></li><li><p>main-display: The text that displays the main currency for the layer and its effects.</p></li><li><p>resource-display: The text that displays the currency that this layer is based on, as well as the best and/or total values for this layer's prestige currency (if they are put in startData for this layer)</p></li><li><p>prestige-button: The argument is a string that the prestige button should say before the amount of currency you will gain. It can also be a function that returns updating text.</p></li><li><p>upgrades, milestones, challs, achievements: Display the upgrades, milestones, and challenges for a layer, as appropriate.</p></li><li><p>buyables, clickables: Display all of the buyables/clickables for this layer, as appropriate. The argument optional, and is the size of the boxes in pixels.</p></li><li><p>microtabs: Display a set of subtabs for an area. The argument is the name of the set of microtabs in the "microtabs" feature.</p></li><li><p>bar: Display a bar. The argument is the id of the bar to display.</p></li><li><p>infobox: Display an infobox. The argument is the id of the infobox to display.</p></li><li><p>toggle: A toggle button that toggles a bool value. The data is a pair that identifies what bool to toggle, [layer, id]</p></li></ul><p>The rest of the components are sub-components. They can be used just like other components, but are typically part of another component.</p><ul><li><p>upgrade, milestone, chall, buyable, clickable, achievement: An individual upgrade, challenge, etc. The argument is the id. This can be used if you want to have upgrades split up across multiple subtabs, for example.</p></li><li><p>respec-button, master-button: The respec and master buttons for buyables and clickables, respectively.</p></li><li><p>sell-one, sell-all: The "sell one" and "sell all" for buyables, respectively. The argument is the id of the buyable.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: The text displayed above the main box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>body: The text displayed inside the box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>style, titleStyle, bodyStyle: <strong>Optional</strong>, Apply CSS to the infobox, or to the title button or body of the infobox, in the form of an object where the keys are CSS attributes, and the values are the Values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the infobox is visible or not. Default is unlocked.</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The bar in the example's id is "bigBar".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: The text displayed above the main box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>body: The text displayed inside the box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>style, titleStyle, bodyStyle: <strong>Optional</strong>, Apply CSS to the infobox, or to the title button or body of the infobox, in the form of an object where the keys are CSS attributes, and the values are the Values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the infobox is visible or not. Default is unlocked.</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The bar in the example's id is "bigBar".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">prestige-button</span><span style="color:#89DDFF;">"</span><span style="color:#F07178;">() </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">'</span><span style="color:#F07178;">color</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">'</span><span style="color:#C3E88D;">#AA66AA</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">}},</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">prestige-button</span><span style="color:#89DDFF;">"</span><span style="color:#F07178;">() </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">'</span><span style="color:#F07178;">color</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">'</span><span style="color:#C3E88D;">#AA66AA</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">}},</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">},</span></span>
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<span class="line"></span></code></pre></div><h2 id="custom-prestige-type" tabindex="-1">Custom Prestige type <a class="header-anchor" href="#custom-prestige-type" aria-hidden="true">#</a></h2><ul><li><p>getResetGain(): <strong>For custom prestige type</strong>, Returns how many points you should get if you reset now. You can call getResetGain(this.layer, useType = "static") or similar to calculate what your gain would be under another prestige type (provided you have all of the required features in the layer.)</p></li><li><p>getNextAt(canMax=false): <strong>For custom prestige type</strong>, Returns how many of the base currency you need to get to the next point. canMax is an optional variable used with Static-ish layers to differentiate between if it's looking for the first point you can reset at, or the requirement for any gain at all. (Supporting both is good). You can also call getNextAt(this.layer, canMax=false, useType = "static") or similar to calculate what your next at would be under another prestige type (provided you have all of the required features in the layer.)</p></li><li><p>canReset(): <strong>For custom prestige type</strong>, return true only if you have the resources required to do a prestige here.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><h2 id="custom-prestige-type" tabindex="-1">Custom Prestige type <a class="header-anchor" href="#custom-prestige-type" aria-hidden="true">#</a></h2><ul><li><p>getResetGain(): <strong>For custom prestige type</strong>, Returns how many points you should get if you reset now. You can call getResetGain(this.layer, useType = "static") or similar to calculate what your gain would be under another prestige type (provided you have all of the required features in the layer.)</p></li><li><p>getNextAt(canMax=false): <strong>For custom prestige type</strong>, Returns how many of the base currency you need to get to the next point. canMax is an optional variable used with Static-ish layers to differentiate between if it's looking for the first point you can reset at, or the requirement for any gain at all. (Supporting both is good). You can also call getNextAt(this.layer, canMax=false, useType = "static") or similar to calculate what your next at would be under another prestige type (provided you have all of the required features in the layer.)</p></li><li><p>canReset(): <strong>For custom prestige type</strong>, return true only if you have the resources required to do a prestige here.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> happiness</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">new</span><span style="color:#F07178;"> </span><span style="color:#82AAFF;">Decimal</span><span style="color:#F07178;">(</span><span style="color:#F78C6C;">72</span><span style="color:#F07178;">)</span><span style="color:#89DDFF;">,</span></span>
|
<span class="line"><span style="color:#F07178;"> happiness</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">new</span><span style="color:#F07178;"> </span><span style="color:#82AAFF;">Decimal</span><span style="color:#F07178;">(</span><span style="color:#F78C6C;">72</span><span style="color:#F07178;">)</span><span style="color:#89DDFF;">,</span></span>
|
||||||
<span class="line"><span style="color:#89DDFF;">}}</span></span>
|
<span class="line"><span style="color:#89DDFF;">}}</span></span>
|
||||||
<span class="line"></span></code></pre></div><ul><li><p>displayThings: An array of functions used to display extra things at the top of the tree tab. Each function returns a string, which is a line to display (with basic HTML support). If a function returns nothing, nothing is displayed (and it doesn't take up a line).</p></li><li><p>isEndgame(): A function to determine if the player has reached the end of the game, at which point the "you win!" screen appears.</p></li></ul><p>Less important things beyond this point!</p><ul><li>maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).</li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><ul><li><p>displayThings: An array of functions used to display extra things at the top of the tree tab. Each function returns a string, which is a line to display (with basic HTML support). If a function returns nothing, nothing is displayed (and it doesn't take up a line).</p></li><li><p>isEndgame(): A function to determine if the player has reached the end of the game, at which point the "you win!" screen appears.</p></li></ul><p>Less important things beyond this point!</p><ul><li>maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).</li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"></span></code></pre></div><p>You can use hasMilestone(layer, id) to determine if the player has a given milestone</p><p>Milestone features:</p><ul><li><p>requirementDesc: A string describing the requirement for unlocking this milestone. Suggestion: Use a "total". It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effectDesc: A string describing the reward for having the milestone. <em>You will have to implement the reward elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the milestone should be awarded.</p></li><li><p>toggles: <em>optional</em>, Creates toggle buttons that appear on the milestone when it is unlocked. The toggles can toggle a given boolean value in a layer. It is defined as an array of paired items, one pair per toggle. The first is the internal name of the layer the value being toggled is stored in, and the second is the internal name of the variable to toggle. (e.g. [["b", "auto"], ["g", "auto"])</p><pre><code> **Tip:** Toggles are not de-set if the milestone becomes locked! In this case, you should also check if the player has the milestone.
|
<span class="line"></span></code></pre></div><p>You can use hasMilestone(layer, id) to determine if the player has a given milestone</p><p>Milestone features:</p><ul><li><p>requirementDesc: A string describing the requirement for unlocking this milestone. Suggestion: Use a "total". It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effectDesc: A string describing the reward for having the milestone. <em>You will have to implement the reward elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the milestone should be awarded.</p></li><li><p>toggles: <em>optional</em>, Creates toggle buttons that appear on the milestone when it is unlocked. The toggles can toggle a given boolean value in a layer. It is defined as an array of paired items, one pair per toggle. The first is the internal name of the layer the value being toggled is stored in, and the second is the internal name of the variable to toggle. (e.g. [["b", "auto"], ["g", "auto"])</p><pre><code> **Tip:** Toggles are not de-set if the milestone becomes locked! In this case, you should also check if the player has the milestone.
|
||||||
</code></pre></li><li><p>style: <strong>Optional</strong>, Applies CSS to this milestone, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>unlocked(): <strong>Optional</strong> A function returning a boolean to determine if the milestone should be shown. If absent, it is always shown.</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the milestone was stored under, for convenient access. The milestone in the example's id is 0.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
</code></pre></li><li><p>style: <strong>Optional</strong>, Applies CSS to this milestone, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>unlocked(): <strong>Optional</strong> A function returning a boolean to determine if the milestone should be shown. If absent, it is always shown.</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the milestone was stored under, for convenient access. The milestone in the example's id is 0.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">},</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">},</span></span>
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<span class="line"></span></code></pre></div><p>Normal subtabs and microtab subtabs both use the same features:</p><h1 id="features" tabindex="-1">Features: <a class="header-anchor" href="#features" aria-hidden="true">#</a></h1><ul><li><p>content: The tab layout code for the subtab, in <a href="./custom-tab-layouts">the tab layout format</a></p></li><li><p>style: <strong>Optional</strong>, Applies CSS to the whole subtab when switched to, in the form of an "CSS Object", where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>buttonStyle: <strong>Optional</strong>, A CSS object, which affects the appearance of the button for that subtab.</p></li><li><p>unlocked(): <strong>Optional</strong>, a function to determine if the button for this subtab should be visible. By default, a subtab is always unlocked. (You can't use the "this" keyword in this function.)</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Normal subtabs and microtab subtabs both use the same features:</p><h1 id="features" tabindex="-1">Features: <a class="header-anchor" href="#features" aria-hidden="true">#</a></h1><ul><li><p>content: The tab layout code for the subtab, in <a href="./custom-tab-layouts">the tab layout format</a></p></li><li><p>style: <strong>Optional</strong>, Applies CSS to the whole subtab when switched to, in the form of an "CSS Object", where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>buttonStyle: <strong>Optional</strong>, A CSS object, which affects the appearance of the button for that subtab.</p></li><li><p>unlocked(): <strong>Optional</strong>, a function to determine if the button for this subtab should be visible. By default, a subtab is always unlocked. (You can't use the "this" keyword in this function.)</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
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|
||||||
<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
|
<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"></span></code></pre></div><p>Each upgrade should have an id where the first digit is the row and the second digit is the column. Individual upgrades can have these features:</p><ul><li><p>title: <strong>optional</strong>, displayed at the top in a larger font It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>description: A description of the upgrade's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>, A function that calculates and returns the current values of any bonuses from the upgrade. Can return a value or an object containing multiple values.</p></li><li><p>effectDisplay(): <strong>optional</strong>, A function that returns a display of the current effects of the upgrade with formatting. Default behavior is to just display the a number appropriately formatted. Can use basic HTML.</p></li><li><p>cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.</p></li><li><p>onPurchase() - <strong>optional</strong>, this function will be called when the upgrade is purchased. Good for upgrades like "makes this layer act like it was unlocked first".</p></li></ul><p>By default, upgrades use the main prestige currency for the layer. You can include these to change them (but it needs to be a Decimal):</p><ul><li><p>currencyDisplayName: <strong>optional</strong>, the name to display for the currency for the upgrade</p></li><li><p>currencyInternalName: <strong>optional</strong>, the internal name for that currency</p></li><li><p>currencyLayer: <strong>optional</strong>, the internal name of the layer that currency is stored in. If it's not in a layer (like Points), omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation: <strong>optional</strong>, if your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like player[this.layer].buyables)</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this upgrade, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the upgrade was stored under, for convenient access. The upgrade in the example's id is 11.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each upgrade should have an id where the first digit is the row and the second digit is the column. Individual upgrades can have these features:</p><ul><li><p>title: <strong>optional</strong>, displayed at the top in a larger font It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>description: A description of the upgrade's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>, A function that calculates and returns the current values of any bonuses from the upgrade. Can return a value or an object containing multiple values.</p></li><li><p>effectDisplay(): <strong>optional</strong>, A function that returns a display of the current effects of the upgrade with formatting. Default behavior is to just display the a number appropriately formatted. Can use basic HTML.</p></li><li><p>cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.</p></li><li><p>onPurchase() - <strong>optional</strong>, this function will be called when the upgrade is purchased. Good for upgrades like "makes this layer act like it was unlocked first".</p></li></ul><p>By default, upgrades use the main prestige currency for the layer. You can include these to change them (but it needs to be a Decimal):</p><ul><li><p>currencyDisplayName: <strong>optional</strong>, the name to display for the currency for the upgrade</p></li><li><p>currencyInternalName: <strong>optional</strong>, the internal name for that currency</p></li><li><p>currencyLayer: <strong>optional</strong>, the internal name of the layer that currency is stored in. If it's not in a layer (like Points), omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation: <strong>optional</strong>, if your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like player[this.layer].buyables)</p></li><li><p>style: <strong>Optional</strong>, Applies CSS to this upgrade, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It's the "key" which the upgrade was stored under, for convenient access. The upgrade in the example's id is 11.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Usually, each achievement should have an id where the first digit is the row and the second digit is the column.</p><p>Individual achievement can have these features:</p><ul><li><p>name: <strong>optional</strong>. displayed at the top of the achievement. The only visible text. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the achievement should be awarded.</p></li><li><p>tooltip: Default tooltip for the achievement, appears when it is hovered over. Should convey the goal and any reward for completing the achievement. It can also be a function that returns updating text. Can use basic HTML. Setting this to "" disables the tooltip.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the achievement. Can return a value or an object containing multiple values.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the achievement is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>. this function will be called when the achievement is completed.</p></li><li><p>image: <strong>optional</strong>, puts the image from the given URL (relative or absolute) in the achievement</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this achievement, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>textStyle: <strong>optional</strong>. Applies CSS to the text, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the achievement was stored under, for convenient access. The achievement in the example's id is 11.</p></li><li><p>goalTooltip: <strong>optional, deprecated</strong>. Appears when the achievement is hovered over and locked, overrides the basic tooltip. This is to display the goal (or a hint). It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>doneTooltip: <strong>optional, deprecated</strong>. Appears when the achievement is hovered over and completed, overrides the basic tooltip. This can display what the player achieved (the goal), and the rewards, if any. It can also be a function that returns updating text. Can use basic HTML.</p></li></ul><p>Disable achievement popups by adding <code>achievementsPopups: false</code> to the layer.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Usually, each achievement should have an id where the first digit is the row and the second digit is the column.</p><p>Individual achievement can have these features:</p><ul><li><p>name: <strong>optional</strong>. displayed at the top of the achievement. The only visible text. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the achievement should be awarded.</p></li><li><p>tooltip: Default tooltip for the achievement, appears when it is hovered over. Should convey the goal and any reward for completing the achievement. It can also be a function that returns updating text. Can use basic HTML. Setting this to "" disables the tooltip.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the achievement. Can return a value or an object containing multiple values.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the achievement is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>. this function will be called when the achievement is completed.</p></li><li><p>image: <strong>optional</strong>, puts the image from the given URL (relative or absolute) in the achievement</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this achievement, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>textStyle: <strong>optional</strong>. Applies CSS to the text, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the achievement was stored under, for convenient access. The achievement in the example's id is 11.</p></li><li><p>goalTooltip: <strong>optional, deprecated</strong>. Appears when the achievement is hovered over and locked, overrides the basic tooltip. This is to display the goal (or a hint). It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>doneTooltip: <strong>optional, deprecated</strong>. Appears when the achievement is hovered over and completed, overrides the basic tooltip. This can display what the player achieved (the goal), and the rewards, if any. It can also be a function that returns updating text. Can use basic HTML.</p></li></ul><p>Disable achievement popups by adding <code>achievementsPopups: false</code> to the layer.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
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<script>__VP_HASH_MAP__ = JSON.parse("{\"guide-to-incrementals_design_introduction.md\":\"38daee51\",\"guide-to-incrementals_index.md\":\"5d93b5e4\",\"guide-to-incrementals_ludology_appeal-developers.md\":\"ef988d03\",\"guide-to-incrementals_ludology_appeal-gamers.md\":\"e2ccfe16\",\"guide-to-incrementals_ludology_content.md\":\"8399cc9d\",\"guide-to-incrementals_ludology_definition.md\":\"b8d4c239\",\"index.md\":\"2d5e128d\",\"projects_babble_index.md\":\"23c27396\",\"projects_citadel_index.md\":\"1d039cb2\",\"projects_dice_index.md\":\"04810a41\",\"projects_index.md\":\"be8b26ee\",\"projects_optispeech_index.md\":\"683fa938\",\"projects_vecs_index.md\":\"e28f9144\",\"public_gamedevtree_2.0-format-changes.md\":\"869c95cb\",\"public_gamedevtree_readme.md\":\"552fe2c4\",\"public_gamedevtree_changelog.md\":\"d359af81\",\"public_gamedevtree_docs_!general-info.md\":\"b54b0405\",\"public_gamedevtree_docs_achievements.md\":\"dcac48ff\",\"public_gamedevtree_docs_bars.md\":\"5f67f039\",\"public_gamedevtree_docs_basic-layer-breakdown.md\":\"7761b77c\",\"public_gamedevtree_docs_buyables.md\":\"0150160d\",\"public_gamedevtree_docs_challenges.md\":\"0c6f4a98\",\"public_gamedevtree_docs_clickables.md\":\"31209e1f\",\"public_gamedevtree_docs_custom-tab-layouts.md\":\"c0fbc4e0\",\"public_gamedevtree_docs_getting-started.md\":\"8c2ddda0\",\"public_gamedevtree_docs_infoboxes.md\":\"7a0953be\",\"public_gamedevtree_docs_layer-features.md\":\"a7640a7f\",\"public_gamedevtree_docs_main-mod-info.md\":\"6f790508\",\"public_gamedevtree_docs_milestones.md\":\"264c8c9a\",\"public_gamedevtree_docs_subtabs-and-microtabs.md\":\"a5ee4ade\",\"public_gamedevtree_docs_updating-tmt.md\":\"0237de18\",\"public_gamedevtree_docs_upgrades.md\":\"ac3bddbc\",\"public_kronos_old things_2.0-format-changes.md\":\"33740b7e\",\"public_kronos_readme.md\":\"b02e146e\",\"public_kronos_changelog.md\":\"8c678677\",\"public_kronos_docs_!general-info.md\":\"a850fc5c\",\"public_kronos_docs_achievements.md\":\"50170b22\",\"public_kronos_docs_bars.md\":\"e362dd22\",\"public_kronos_docs_basic-layer-breakdown.md\":\"c5012569\",\"public_kronos_docs_buyables.md\":\"18df767f\",\"public_kronos_docs_challenges.md\":\"e035cc8c\",\"public_kronos_docs_clickables.md\":\"0b620d80\",\"public_kronos_docs_custom-tab-layouts.md\":\"83ea4ec4\",\"public_kronos_docs_getting-started.md\":\"bbfb2db6\",\"public_kronos_docs_grids.md\":\"53210faa\",\"public_kronos_docs_infoboxes.md\":\"1e520ae7\",\"public_kronos_docs_layer-features.md\":\"13746ddd\",\"public_kronos_docs_main-mod-info.md\":\"880d3987\",\"public_kronos_docs_milestones.md\":\"ddaaade5\",\"public_kronos_docs_particles.md\":\"78d816e8\",\"public_kronos_docs_subtabs-and-microtabs.md\":\"f0ff58d5\",\"public_kronos_docs_trees-and-tree-customization.md\":\"763f6e41\",\"public_kronos_docs_updating-tmt.md\":\"3d630d86\",\"public_kronos_docs_upgrades.md\":\"e5295c4b\",\"public_lit_old things_2.0-format-changes.md\":\"e73a9b99\",\"public_lit_readme.md\":\"241d60e2\",\"public_lit_changelog.md\":\"08f37d7f\",\"public_lit_docs_!general-info.md\":\"e02fc830\",\"public_lit_docs_achievements.md\":\"9bdd1682\",\"public_lit_docs_bars.md\":\"51d95f97\",\"public_lit_docs_basic-layer-breakdown.md\":\"c311548b\",\"public_lit_docs_buyables.md\":\"cdd4074b\",\"public_lit_docs_challenges.md\":\"ff75af2d\",\"public_lit_docs_clickables.md\":\"2c4bf6c0\",\"public_lit_docs_custom-tab-layouts.md\":\"4ef7b79a\",\"public_lit_docs_getting-started.md\":\"1abd3c25\",\"public_lit_docs_infoboxes.md\":\"6e888c51\",\"public_lit_docs_layer-features.md\":\"77bde097\",\"public_lit_docs_main-mod-info.md\":\"c984b67a\",\"public_lit_docs_milestones.md\":\"05858e62\",\"public_lit_docs_subtabs-and-microtabs.md\":\"84373a35\",\"public_lit_docs_trees-and-tree-customization.md\":\"083d2a32\",\"public_lit_docs_updating-tmt.md\":\"6dce2005\",\"public_lit_docs_upgrades.md\":\"967aa760\"}")</script>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"><span style="color:#89DDFF;">}</span></span>
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<span class="line"><span style="color:#89DDFF;">}</span></span>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>direction: UP, DOWN, LEFT, or RIGHT (not strings). Determines the direction that the bar is filled as it progresses. RIGHT means from left to right.</p></li><li><p>width, height: The size in pixels of the bar, but as numbers (no "px" at the end).</p></li><li><p>progress(): A function that returns the portion of the bar that is filled, from "empty" at 0 to "full" at 1, updating automatically. (Nothing bad happens if the value goes out of these bounds, and it can be a number or <code>Decimal</code>)</p></li><li><p>display(): <strong>optional</strong>. A function that returns text to be displayed on top of the bar, can use HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the bar is visible or not. Default is unlocked.</p></li><li><p>baseStyle, fillStyle, borderStyle, textStyle: <strong>Optional</strong>, Apply CSS to the unfilled portion, filled portion, border, and display text on the bar, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The bar in the example's id is "bigBar".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>direction: UP, DOWN, LEFT, or RIGHT (not strings). Determines the direction that the bar is filled as it progresses. RIGHT means from left to right.</p></li><li><p>width, height: The size in pixels of the bar, but as numbers (no "px" at the end).</p></li><li><p>progress(): A function that returns the portion of the bar that is filled, from "empty" at 0 to "full" at 1, updating automatically. (Nothing bad happens if the value goes out of these bounds, and it can be a number or <code>Decimal</code>)</p></li><li><p>display(): <strong>optional</strong>. A function that returns text to be displayed on top of the bar, can use HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the bar is visible or not. Default is unlocked.</p></li><li><p>baseStyle, fillStyle, borderStyle, textStyle: <strong>Optional</strong>, Apply CSS to the unfilled portion, filled portion, border, and display text on the bar, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The bar in the example's id is "bigBar".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
||||||
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|
||||||
<script type="module" async src="/assets/app.99998402.js"></script>
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@ -54,7 +54,7 @@
|
||||||
<span class="line"><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">},</span></span>
|
<span class="line"><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">},</span></span>
|
||||||
<span class="line"><span style="color:#89DDFF;">}</span><span style="color:#A6ACCD;">)</span></span>
|
<span class="line"><span style="color:#89DDFF;">}</span><span style="color:#A6ACCD;">)</span></span>
|
||||||
<span class="line"></span></code></pre></div></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>. displayed at the top in a larger font. It can also be a function that returns updating text.</p></li><li><p>cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th purchase. (x is a <code>Decimal</code>). Can return an object if there are multiple currencies.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of bonuses of this buyable. Can have an optional argument "x" to calculate the effect of having x of the buyable.. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the buyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the buyable is visible or not. Default is unlocked.</p></li><li><p>canAfford(): A function returning a bool to determine if you can buy one of the buyables.</p></li><li><p>buy(): A function that implements buying one of the buyable, including spending the currency.</p></li><li><p>buyMax(): <strong>optional</strong>. A function that implements buying as many of the buyable as possible.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this buyable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>purchaseLimit: <strong>optional</strong>. The limit on how many of the buyable can be bought. The default is no limit.</p></li><li><p>marked: <strong>optional</strong> Adds a mark to the corner of the buyable. If it's "true" it will be a star, but it can also be an image URL.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the buyable was stored under, for convenient access. The buyable in the example's id is 11.</p></li></ul><p>Sell One/Sell All:</p><p>Including a <code>sellOne</code> or <code>sellAll</code> function will cause an additional button to appear beneath the buyable. They are functionally identical, but "sell one" appears above "sell all". You can also use them for other things.</p><ul><li><p>sellOne/sellAll(): <strong>optional</strong>. Called when the button is pressed. The standard use would be to decrease/reset the amount of the buyable, and possibly return some currency to the player.</p></li><li><p>canSellOne/canSellAll(): <strong>optional</strong>. booleans determining whether or not to show the buttons. If "canSellOne/All" is absent but "sellOne/All" is present, the appropriate button will always show.</p></li></ul><p>To add a respec button, or something similar, add the respecBuyables function to the main buyables object (not individual buyables). You can use these features along with it:</p><ul><li><p>respec(): <strong>optional</strong>. This is called when the button is pressed (after a toggleable confirmation message).</p></li><li><p>respecText: <strong>optional</strong>. Text to display on the respec Button.</p></li><li><p>showRespec(): <strong>optional</strong>. A function determining whether or not to show the button, if respecBuyables is defined. Defaults to true if absent.</p></li><li><p>respecMessage: <strong>optional</strong>. A custom confirmation message on respec, in place of the default one.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>. displayed at the top in a larger font. It can also be a function that returns updating text.</p></li><li><p>cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th purchase. (x is a <code>Decimal</code>). Can return an object if there are multiple currencies.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of bonuses of this buyable. Can have an optional argument "x" to calculate the effect of having x of the buyable.. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the buyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the buyable is visible or not. Default is unlocked.</p></li><li><p>canAfford(): A function returning a bool to determine if you can buy one of the buyables.</p></li><li><p>buy(): A function that implements buying one of the buyable, including spending the currency.</p></li><li><p>buyMax(): <strong>optional</strong>. A function that implements buying as many of the buyable as possible.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this buyable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>purchaseLimit: <strong>optional</strong>. The limit on how many of the buyable can be bought. The default is no limit.</p></li><li><p>marked: <strong>optional</strong> Adds a mark to the corner of the buyable. If it's "true" it will be a star, but it can also be an image URL.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the buyable was stored under, for convenient access. The buyable in the example's id is 11.</p></li></ul><p>Sell One/Sell All:</p><p>Including a <code>sellOne</code> or <code>sellAll</code> function will cause an additional button to appear beneath the buyable. They are functionally identical, but "sell one" appears above "sell all". You can also use them for other things.</p><ul><li><p>sellOne/sellAll(): <strong>optional</strong>. Called when the button is pressed. The standard use would be to decrease/reset the amount of the buyable, and possibly return some currency to the player.</p></li><li><p>canSellOne/canSellAll(): <strong>optional</strong>. booleans determining whether or not to show the buttons. If "canSellOne/All" is absent but "sellOne/All" is present, the appropriate button will always show.</p></li></ul><p>To add a respec button, or something similar, add the respecBuyables function to the main buyables object (not individual buyables). You can use these features along with it:</p><ul><li><p>respec(): <strong>optional</strong>. This is called when the button is pressed (after a toggleable confirmation message).</p></li><li><p>respecText: <strong>optional</strong>. Text to display on the respec Button.</p></li><li><p>showRespec(): <strong>optional</strong>. A function determining whether or not to show the button, if respecBuyables is defined. Defaults to true if absent.</p></li><li><p>respecMessage: <strong>optional</strong>. A custom confirmation message on respec, in place of the default one.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Usually, each challenge should have an id where the first digit is the row and the second digit is the column.</p><p>Individual Challenges can have these features:</p><ul><li><p>name: Name of the challenge, can be a string or a function. Can use basic HTML.</p></li><li><p>challengeDescription: A description of what makes the challenge a challenge. <em>You will need to implement these elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>goalDescription: A description of the win condition for the challenge. It can also be a function that returns updating text. Can use basic HTML. (Optional if using the old goal system)</p></li><li><p>canComplete(): A function that returns true if you meet the win condition for the challenge. Returning a number will allow bulk completing the challenge. (Optional if using the old goal system)</p></li><li><p>rewardDescription: A description of the reward's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>rewardEffect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the reward. Can return a value or an object containing multiple values. Can use basic HTML.</p></li><li><p>rewardDisplay(): <strong>optional</strong>. A function that returns a display of the current effects of the reward with formatting. Default behavior is to just display the a number appropriately formatted.</p></li><li><p>fullDisplay(): <strong>OVERRIDE</strong>. Overrides the other displays and descriptions, and lets you set the full text for the challenge. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the challenge is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>. this function will be called when the challenge is completed when previously incomplete.</p></li><li><p>onEnter() - <strong>optional</strong>. this function will be called when entering the challenge</p></li><li><p>onExit() - <strong>optional</strong>. this function will be called when exiting the challenge in any way</p></li><li><p>countsAs: <strong>optional</strong>. If a challenge combines the effects of other challenges in this layer, you can use this. An array of challenge ids. The player is effectively in all of those challenges when in the current one.</p></li><li><p>completionLimit: <strong>optional</strong>. the amount of times you can complete this challenge. Default is 1 completion.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this challenge, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>marked: <strong>optional</strong> Adds a mark to the corner of the challenge. If it's "true" it will be a star, but it can also be an image URL. By default, if the challenge has multiple completions, it will be starred at max completions.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the challenge was stored under, for convenient access. The challenge in the example's id is 11.</p></li></ul><p>The old goal system uses these features:</p><ul><li><p>goal: <strong>deprecated</strong>, A Decimal for the amount of currency required to beat the challenge. By default, the goal is in basic Points. The goal can also be a function if its value changes.</p></li><li><p>currencyDisplayName: <strong>deprecated</strong>. the name to display for the currency for the goal</p></li><li><p>currencyInternalName: <strong>deprecated</strong>. the internal name for that currency</p></li><li><p>currencyLayer: <strong>deprecated</strong>. the internal name of the layer that currency is stored in. If it's not in a layer, omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation(): <strong>deprecated</strong>. if your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like <code>player[this.layer].buyables</code>)</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Usually, each challenge should have an id where the first digit is the row and the second digit is the column.</p><p>Individual Challenges can have these features:</p><ul><li><p>name: Name of the challenge, can be a string or a function. Can use basic HTML.</p></li><li><p>challengeDescription: A description of what makes the challenge a challenge. <em>You will need to implement these elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>goalDescription: A description of the win condition for the challenge. It can also be a function that returns updating text. Can use basic HTML. (Optional if using the old goal system)</p></li><li><p>canComplete(): A function that returns true if you meet the win condition for the challenge. Returning a number will allow bulk completing the challenge. (Optional if using the old goal system)</p></li><li><p>rewardDescription: A description of the reward's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>rewardEffect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the reward. Can return a value or an object containing multiple values. Can use basic HTML.</p></li><li><p>rewardDisplay(): <strong>optional</strong>. A function that returns a display of the current effects of the reward with formatting. Default behavior is to just display the a number appropriately formatted.</p></li><li><p>fullDisplay(): <strong>OVERRIDE</strong>. Overrides the other displays and descriptions, and lets you set the full text for the challenge. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the challenge is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>. this function will be called when the challenge is completed when previously incomplete.</p></li><li><p>onEnter() - <strong>optional</strong>. this function will be called when entering the challenge</p></li><li><p>onExit() - <strong>optional</strong>. this function will be called when exiting the challenge in any way</p></li><li><p>countsAs: <strong>optional</strong>. If a challenge combines the effects of other challenges in this layer, you can use this. An array of challenge ids. The player is effectively in all of those challenges when in the current one.</p></li><li><p>completionLimit: <strong>optional</strong>. the amount of times you can complete this challenge. Default is 1 completion.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this challenge, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>marked: <strong>optional</strong> Adds a mark to the corner of the challenge. If it's "true" it will be a star, but it can also be an image URL. By default, if the challenge has multiple completions, it will be starred at max completions.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the challenge was stored under, for convenient access. The challenge in the example's id is 11.</p></li></ul><p>The old goal system uses these features:</p><ul><li><p>goal: <strong>deprecated</strong>, A Decimal for the amount of currency required to beat the challenge. By default, the goal is in basic Points. The goal can also be a function if its value changes.</p></li><li><p>currencyDisplayName: <strong>deprecated</strong>. the name to display for the currency for the goal</p></li><li><p>currencyInternalName: <strong>deprecated</strong>. the internal name for that currency</p></li><li><p>currencyLayer: <strong>deprecated</strong>. the internal name of the layer that currency is stored in. If it's not in a layer, omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation(): <strong>deprecated</strong>. if your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like <code>player[this.layer].buyables</code>)</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>. displayed at the top in a larger font. It can also be a function that returns updating text.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of bonuses of this clickable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the clickable after the title, likely changing based on its state. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the clickable is visible or not. Default is unlocked.</p></li><li><p>canClick(): A function returning a bool to determine if you can click the clickable.</p></li><li><p>onClick(): A function that implements clicking the clickable.</p></li><li><p>onHold(): <strong>optional</strong> A function that is called 20x/sec when the button is held for at least 0.25 seconds.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this clickable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>marked: <strong>optional</strong> Adds a mark to the corner of the clickable. If it's "true" it will be a star, but it can also be an image URL.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the clickable was stored under, for convenient access. The clickable in the example's id is 11.</p></li></ul><p>You can also use these features on the clickables object to add a button above all the clickables, for implementing a respec button or similar.</p><ul><li><p>masterButtonPress(): <strong>optional</strong>. If present, an additional button will appear above the clickables. Pressing it will call this function.</p></li><li><p>masterButtonText: <strong>optional</strong>. Text to display on the Master Button.</p></li><li><p>showMasterButton(): <strong>optional</strong>. A function determining whether or not to show the button, if masterButtonPress is defined. Defaults to true if absent.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>. displayed at the top in a larger font. It can also be a function that returns updating text.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of bonuses of this clickable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the clickable after the title, likely changing based on its state. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the clickable is visible or not. Default is unlocked.</p></li><li><p>canClick(): A function returning a bool to determine if you can click the clickable.</p></li><li><p>onClick(): A function that implements clicking the clickable.</p></li><li><p>onHold(): <strong>optional</strong> A function that is called 20x/sec when the button is held for at least 0.25 seconds.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this clickable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>marked: <strong>optional</strong> Adds a mark to the corner of the clickable. If it's "true" it will be a star, but it can also be an image URL.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the clickable was stored under, for convenient access. The clickable in the example's id is 11.</p></li></ul><p>You can also use these features on the clickables object to add a button above all the clickables, for implementing a respec button or similar.</p><ul><li><p>masterButtonPress(): <strong>optional</strong>. If present, an additional button will appear above the clickables. Pressing it will call this function.</p></li><li><p>masterButtonText: <strong>optional</strong>. Text to display on the Master Button.</p></li><li><p>showMasterButton(): <strong>optional</strong>. A function determining whether or not to show the button, if masterButtonPress is defined. Defaults to true if absent.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>It is a list of components, which can be either just a name, or an array with arguments. If it's an array, the first item is the name of the component, the second is the data passed into it, and the third (optional) applies a CSS style to it with a "CSS object", where the keys are CSS attributes.</p><p>These are the existing components, but you can create more in <a href="/js/components.js">components.js</a>:</p><ul><li><p>display-text: Displays some text (can use basic HTML). The argument is the text to display. It can also be a function that returns updating text.</p></li><li><p>raw-html: Displays some basic HTML, can also be a function.</p></li><li><p>blank: Adds empty space. The default dimensions are 8px x 17px. The argument changes the dimensions. If it's a single value (e.g. "20px"), that determines the height. If you have a pair of arguments, the first is width and the second is height.</p></li><li><p>row: Display a list of components horizontally. The argument is an array of components in the tab layout format.</p></li><li><p>column: Display a list of components vertically. The argument is an array of components in the tab layout format. This is useful to display columns within a row.</p></li><li><p>main-display: The text that displays the main currency for the layer and its effects. The argument is the amount of precision to use, allowing it to display non-whole numbers.</p></li><li><p>resource-display: The text that displays the currency that this layer is based on, as well as the best and/or total values for this layer's prestige currency (if they are put in <code>startData</code> for this layer).</p></li><li><p>prestige-button: The argument is a string that the prestige button should say before the amount of currency you will gain. It can also be a function that returns updating text.</p></li><li><p>text-input: A text input box. The argument is the name of the variable in player[layer] that the input is for, player[layer][argument] (Works with strings, numbers, and Decimals!)</p></li><li><p>slider: Lets the user input a value with a slider. The argument a 3-element array: [name, min, max]. The name is the name of the variable in player[layer] that the input that the input is for, and min and max are the limits of the slider. (Does not work for Decimal values)</p></li><li><p>upgrades: The layer's upgrades. The argument is optional, and is a the list of rows this component should include, if it doesn't have all of them.</p></li><li><p>milestones, challenges, achievements: Display the upgrades, milestones, and challenges for a layer, as appropriate.</p></li><li><p>buyables, clickables: Display all of the buyables/clickables for this layer, as appropriate. The argument is optional and is the size of the boxes in pixels.</p></li><li><p>microtabs: Display a set of subtabs for an area. The argument is the name of the set of microtabs in the "microtabs" feature.</p></li><li><p>bar: Display a bar. The argument is the id of the bar to display.</p></li><li><p>infobox: Display an infobox. The argument is the id of the infobox to display.</p></li><li><p>tree: Displays a tree. The argument is an array of arrays containing the names of the nodes in the tree (first by row, then by column) <a href="./trees-and-tree-customization">See here for more information on tree layouts and nodes!</a></p></li><li><p>toggle: A toggle button that toggles a bool value. The argument is a pair that identifies the location in player of the bool to toggle, e.g. <code>[layer, id]</code>. 'layer' also affects the color of the toggle.</p></li><li><p>grid: Displays the gridable grid for the layer. If you need more than one grid, use a layer proxy.</p></li><li><p>layer-proxy: Lets you use components from another layer. The argument is a pair, <code>[layer, data]</code>, consisting of the id of the layer to proxy from, and the tabFormat for the components to show. (Note: you cannot use a microtab within a layer proxy)</p></li></ul><p>The rest of the components are sub-components. They can be used just like other components, but are typically part of another component.</p><ul><li><p>upgrade, milestone, challenge, buyable, clickable, achievement, gridable: An individual upgrade, challenge, etc. The argument is the id. This can be used if you want to have upgrades split up across multiple subtabs, for example.</p></li><li><p>respec-button, master-button: The respec and master buttons for buyables and clickables, respectively.</p></li><li><p>sell-one, sell-all: The "sell one" and "sell all" for buyables, respectively. The argument is the id of the buyable.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>It is a list of components, which can be either just a name, or an array with arguments. If it's an array, the first item is the name of the component, the second is the data passed into it, and the third (optional) applies a CSS style to it with a "CSS object", where the keys are CSS attributes.</p><p>These are the existing components, but you can create more in <a href="/js/components.js">components.js</a>:</p><ul><li><p>display-text: Displays some text (can use basic HTML). The argument is the text to display. It can also be a function that returns updating text.</p></li><li><p>raw-html: Displays some basic HTML, can also be a function.</p></li><li><p>blank: Adds empty space. The default dimensions are 8px x 17px. The argument changes the dimensions. If it's a single value (e.g. "20px"), that determines the height. If you have a pair of arguments, the first is width and the second is height.</p></li><li><p>row: Display a list of components horizontally. The argument is an array of components in the tab layout format.</p></li><li><p>column: Display a list of components vertically. The argument is an array of components in the tab layout format. This is useful to display columns within a row.</p></li><li><p>main-display: The text that displays the main currency for the layer and its effects. The argument is the amount of precision to use, allowing it to display non-whole numbers.</p></li><li><p>resource-display: The text that displays the currency that this layer is based on, as well as the best and/or total values for this layer's prestige currency (if they are put in <code>startData</code> for this layer).</p></li><li><p>prestige-button: The argument is a string that the prestige button should say before the amount of currency you will gain. It can also be a function that returns updating text.</p></li><li><p>text-input: A text input box. The argument is the name of the variable in player[layer] that the input is for, player[layer][argument] (Works with strings, numbers, and Decimals!)</p></li><li><p>slider: Lets the user input a value with a slider. The argument a 3-element array: [name, min, max]. The name is the name of the variable in player[layer] that the input that the input is for, and min and max are the limits of the slider. (Does not work for Decimal values)</p></li><li><p>upgrades: The layer's upgrades. The argument is optional, and is a the list of rows this component should include, if it doesn't have all of them.</p></li><li><p>milestones, challenges, achievements: Display the upgrades, milestones, and challenges for a layer, as appropriate.</p></li><li><p>buyables, clickables: Display all of the buyables/clickables for this layer, as appropriate. The argument is optional and is the size of the boxes in pixels.</p></li><li><p>microtabs: Display a set of subtabs for an area. The argument is the name of the set of microtabs in the "microtabs" feature.</p></li><li><p>bar: Display a bar. The argument is the id of the bar to display.</p></li><li><p>infobox: Display an infobox. The argument is the id of the infobox to display.</p></li><li><p>tree: Displays a tree. The argument is an array of arrays containing the names of the nodes in the tree (first by row, then by column) <a href="./trees-and-tree-customization">See here for more information on tree layouts and nodes!</a></p></li><li><p>toggle: A toggle button that toggles a bool value. The argument is a pair that identifies the location in player of the bool to toggle, e.g. <code>[layer, id]</code>. 'layer' also affects the color of the toggle.</p></li><li><p>grid: Displays the gridable grid for the layer. If you need more than one grid, use a layer proxy.</p></li><li><p>layer-proxy: Lets you use components from another layer. The argument is a pair, <code>[layer, data]</code>, consisting of the id of the layer to proxy from, and the tabFormat for the components to show. (Note: you cannot use a microtab within a layer proxy)</p></li></ul><p>The rest of the components are sub-components. They can be used just like other components, but are typically part of another component.</p><ul><li><p>upgrade, milestone, challenge, buyable, clickable, achievement, gridable: An individual upgrade, challenge, etc. The argument is the id. This can be used if you want to have upgrades split up across multiple subtabs, for example.</p></li><li><p>respec-button, master-button: The respec and master buttons for buyables and clickables, respectively.</p></li><li><p>sell-one, sell-all: The "sell one" and "sell all" for buyables, respectively. The argument is the id of the buyable.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>rows, cols: The amount of rows and columns of gridable to display.</p></li><li><p>maxRows, maxCols: <strong>sometimes needed</strong>. If rows or cols are dynamic, you need to define the maximum amount that there can be (you can increase it when you update the game though). These CANNOT be dynamic.</p></li><li><p>getStartData(id): Creates the default data for the gridable at this position. This can be an object, or a regular value.</p></li><li><p>getUnlocked(id): <strong>optional</strong>. Returns true if the gridable at this position should be visible.</p></li><li><p>getTitle(data, id): <strong>optional</strong>. Returns text that should displayed at the top in a larger font, based on the position and data of the gridable.</p></li><li><p>getDisplay(data, id): <strong>optional</strong>. Returns everything that should be displayed on the gridable after the title, based on the position and data of the gridable.</p></li><li><p>getStyle(data, id): <strong>optional</strong>. Returns CSS to apply to this gridable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>getCanClick(data, id): <strong>optional</strong>. A function returning a bool to determine if you can click a gridable, based on its data and position. If absent, you can always click it.</p></li><li><p>onClick(data, id): A function that implements clicking on the gridable, based on its position and data.</p></li><li><p>onHold(data, id): <strong>optional</strong> A function that is called 20x/sec when the button is held for at least 0.25 seconds.</p></li><li><p>getEffect(data, id): <strong>optional</strong>. A function that calculates and returns a gridable's effect, based on its position and data. (Whatever that means for a gridable)</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>rows, cols: The amount of rows and columns of gridable to display.</p></li><li><p>maxRows, maxCols: <strong>sometimes needed</strong>. If rows or cols are dynamic, you need to define the maximum amount that there can be (you can increase it when you update the game though). These CANNOT be dynamic.</p></li><li><p>getStartData(id): Creates the default data for the gridable at this position. This can be an object, or a regular value.</p></li><li><p>getUnlocked(id): <strong>optional</strong>. Returns true if the gridable at this position should be visible.</p></li><li><p>getTitle(data, id): <strong>optional</strong>. Returns text that should displayed at the top in a larger font, based on the position and data of the gridable.</p></li><li><p>getDisplay(data, id): <strong>optional</strong>. Returns everything that should be displayed on the gridable after the title, based on the position and data of the gridable.</p></li><li><p>getStyle(data, id): <strong>optional</strong>. Returns CSS to apply to this gridable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>getCanClick(data, id): <strong>optional</strong>. A function returning a bool to determine if you can click a gridable, based on its data and position. If absent, you can always click it.</p></li><li><p>onClick(data, id): A function that implements clicking on the gridable, based on its position and data.</p></li><li><p>onHold(data, id): <strong>optional</strong> A function that is called 20x/sec when the button is held for at least 0.25 seconds.</p></li><li><p>getEffect(data, id): <strong>optional</strong>. A function that calculates and returns a gridable's effect, based on its position and data. (Whatever that means for a gridable)</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<script>__VP_HASH_MAP__ = JSON.parse("{\"guide-to-incrementals_design_introduction.md\":\"38daee51\",\"guide-to-incrementals_index.md\":\"5d93b5e4\",\"guide-to-incrementals_ludology_appeal-developers.md\":\"ef988d03\",\"guide-to-incrementals_ludology_appeal-gamers.md\":\"e2ccfe16\",\"guide-to-incrementals_ludology_content.md\":\"8399cc9d\",\"guide-to-incrementals_ludology_definition.md\":\"b8d4c239\",\"index.md\":\"2d5e128d\",\"projects_babble_index.md\":\"23c27396\",\"projects_citadel_index.md\":\"1d039cb2\",\"projects_dice_index.md\":\"04810a41\",\"projects_index.md\":\"be8b26ee\",\"projects_optispeech_index.md\":\"683fa938\",\"projects_vecs_index.md\":\"e28f9144\",\"public_gamedevtree_2.0-format-changes.md\":\"869c95cb\",\"public_gamedevtree_readme.md\":\"552fe2c4\",\"public_gamedevtree_changelog.md\":\"d359af81\",\"public_gamedevtree_docs_!general-info.md\":\"b54b0405\",\"public_gamedevtree_docs_achievements.md\":\"dcac48ff\",\"public_gamedevtree_docs_bars.md\":\"5f67f039\",\"public_gamedevtree_docs_basic-layer-breakdown.md\":\"7761b77c\",\"public_gamedevtree_docs_buyables.md\":\"0150160d\",\"public_gamedevtree_docs_challenges.md\":\"0c6f4a98\",\"public_gamedevtree_docs_clickables.md\":\"31209e1f\",\"public_gamedevtree_docs_custom-tab-layouts.md\":\"c0fbc4e0\",\"public_gamedevtree_docs_getting-started.md\":\"8c2ddda0\",\"public_gamedevtree_docs_infoboxes.md\":\"7a0953be\",\"public_gamedevtree_docs_layer-features.md\":\"a7640a7f\",\"public_gamedevtree_docs_main-mod-info.md\":\"6f790508\",\"public_gamedevtree_docs_milestones.md\":\"264c8c9a\",\"public_gamedevtree_docs_subtabs-and-microtabs.md\":\"a5ee4ade\",\"public_gamedevtree_docs_updating-tmt.md\":\"0237de18\",\"public_gamedevtree_docs_upgrades.md\":\"ac3bddbc\",\"public_kronos_old things_2.0-format-changes.md\":\"33740b7e\",\"public_kronos_readme.md\":\"b02e146e\",\"public_kronos_changelog.md\":\"8c678677\",\"public_kronos_docs_!general-info.md\":\"a850fc5c\",\"public_kronos_docs_achievements.md\":\"50170b22\",\"public_kronos_docs_bars.md\":\"e362dd22\",\"public_kronos_docs_basic-layer-breakdown.md\":\"c5012569\",\"public_kronos_docs_buyables.md\":\"18df767f\",\"public_kronos_docs_challenges.md\":\"e035cc8c\",\"public_kronos_docs_clickables.md\":\"0b620d80\",\"public_kronos_docs_custom-tab-layouts.md\":\"83ea4ec4\",\"public_kronos_docs_getting-started.md\":\"bbfb2db6\",\"public_kronos_docs_grids.md\":\"53210faa\",\"public_kronos_docs_infoboxes.md\":\"1e520ae7\",\"public_kronos_docs_layer-features.md\":\"13746ddd\",\"public_kronos_docs_main-mod-info.md\":\"880d3987\",\"public_kronos_docs_milestones.md\":\"ddaaade5\",\"public_kronos_docs_particles.md\":\"78d816e8\",\"public_kronos_docs_subtabs-and-microtabs.md\":\"f0ff58d5\",\"public_kronos_docs_trees-and-tree-customization.md\":\"763f6e41\",\"public_kronos_docs_updating-tmt.md\":\"3d630d86\",\"public_kronos_docs_upgrades.md\":\"e5295c4b\",\"public_lit_old things_2.0-format-changes.md\":\"e73a9b99\",\"public_lit_readme.md\":\"241d60e2\",\"public_lit_changelog.md\":\"08f37d7f\",\"public_lit_docs_!general-info.md\":\"e02fc830\",\"public_lit_docs_achievements.md\":\"9bdd1682\",\"public_lit_docs_bars.md\":\"51d95f97\",\"public_lit_docs_basic-layer-breakdown.md\":\"c311548b\",\"public_lit_docs_buyables.md\":\"cdd4074b\",\"public_lit_docs_challenges.md\":\"ff75af2d\",\"public_lit_docs_clickables.md\":\"2c4bf6c0\",\"public_lit_docs_custom-tab-layouts.md\":\"4ef7b79a\",\"public_lit_docs_getting-started.md\":\"1abd3c25\",\"public_lit_docs_infoboxes.md\":\"6e888c51\",\"public_lit_docs_layer-features.md\":\"77bde097\",\"public_lit_docs_main-mod-info.md\":\"c984b67a\",\"public_lit_docs_milestones.md\":\"05858e62\",\"public_lit_docs_subtabs-and-microtabs.md\":\"84373a35\",\"public_lit_docs_trees-and-tree-customization.md\":\"083d2a32\",\"public_lit_docs_updating-tmt.md\":\"6dce2005\",\"public_lit_docs_upgrades.md\":\"967aa760\"}")</script>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"><span style="color:#89DDFF;">}</span></span>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: The text displayed above the main box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>body: The text displayed inside the box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>style, titleStyle, bodyStyle: <strong>optional</strong>. Apply CSS to the infobox, or to the title button or body of the infobox, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the infobox is visible or not. Default is unlocked.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The infobox in the example's id is "lore".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: The text displayed above the main box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>body: The text displayed inside the box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>style, titleStyle, bodyStyle: <strong>optional</strong>. Apply CSS to the infobox, or to the title button or body of the infobox, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the infobox is visible or not. Default is unlocked.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The infobox in the example's id is "lore".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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|
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||||||
<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">prestige-button</span><span style="color:#89DDFF;">"</span><span style="color:#F07178;">() </span><span style="color:#89DDFF;">{</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">'</span><span style="color:#F07178;">color</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">'</span><span style="color:#C3E88D;">#AA66AA</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">}</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
|
<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">prestige-button</span><span style="color:#89DDFF;">"</span><span style="color:#F07178;">() </span><span style="color:#89DDFF;">{</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">'</span><span style="color:#F07178;">color</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">'</span><span style="color:#C3E88D;">#AA66AA</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">}</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
|
||||||
<span class="line"><span style="color:#89DDFF;">}</span></span>
|
<span class="line"><span style="color:#89DDFF;">}</span></span>
|
||||||
<span class="line"></span></code></pre></div><ul><li>deactivated: <strong>optional</strong>, if this is true, hasUpgrade, hasChallenge, hasAchievement, and hasMilestone will return false for things in the layer, and you will be unable to buy or click things on the layer. You will have to disable effects of buyables, the innate layer effect, and possibly other things yourself.</li></ul><h2 id="custom-prestige-type" tabindex="-1">Custom Prestige type <a class="header-anchor" href="#custom-prestige-type" aria-hidden="true">#</a></h2><p>(All of these can also be used by other prestige types)</p><ul><li><p>getResetGain(): <strong>mostly for custom prestige type</strong>. Returns how many points you should get if you reset now. You can call <code>getResetGain(this.layer, useType = "static")</code> or similar to calculate what your gain would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>getNextAt(canMax=false): <strong>mostly for custom prestige type</strong>. Returns how many of the base currency you need to get to the next point. <code>canMax</code> is an optional variable used with Static-ish layers to differentiate between if it's looking for the first point you can reset at, or the requirement for any gain at all (Supporting both is good). You can also call <code>getNextAt(this.layer, canMax=false, useType = "static")</code> or similar to calculate what your next at would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>canReset(): <strong>mostly for custom prestige type</strong>. Return true only if you have the resources required to do a prestige here.</p></li><li><p>prestigeNotify(): <strong>mostly for custom prestige types</strong>, returns true if this layer should be subtly highlighted to indicate you can prestige for a meaningful gain.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><ul><li>deactivated: <strong>optional</strong>, if this is true, hasUpgrade, hasChallenge, hasAchievement, and hasMilestone will return false for things in the layer, and you will be unable to buy or click things on the layer. You will have to disable effects of buyables, the innate layer effect, and possibly other things yourself.</li></ul><h2 id="custom-prestige-type" tabindex="-1">Custom Prestige type <a class="header-anchor" href="#custom-prestige-type" aria-hidden="true">#</a></h2><p>(All of these can also be used by other prestige types)</p><ul><li><p>getResetGain(): <strong>mostly for custom prestige type</strong>. Returns how many points you should get if you reset now. You can call <code>getResetGain(this.layer, useType = "static")</code> or similar to calculate what your gain would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>getNextAt(canMax=false): <strong>mostly for custom prestige type</strong>. Returns how many of the base currency you need to get to the next point. <code>canMax</code> is an optional variable used with Static-ish layers to differentiate between if it's looking for the first point you can reset at, or the requirement for any gain at all (Supporting both is good). You can also call <code>getNextAt(this.layer, canMax=false, useType = "static")</code> or similar to calculate what your next at would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>canReset(): <strong>mostly for custom prestige type</strong>. Return true only if you have the resources required to do a prestige here.</p></li><li><p>prestigeNotify(): <strong>mostly for custom prestige types</strong>, returns true if this layer should be subtly highlighted to indicate you can prestige for a meaningful gain.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
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|
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<script type="module" async src="/assets/app.99998402.js"></script>
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<script type="module" async src="/assets/app.99998402.js"></script>
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|
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@ -28,7 +28,7 @@
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<span class="line"><span style="color:#F07178;"> happiness</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">new</span><span style="color:#F07178;"> </span><span style="color:#82AAFF;">Decimal</span><span style="color:#F07178;">(</span><span style="color:#F78C6C;">72</span><span style="color:#F07178;">)</span><span style="color:#89DDFF;">,</span></span>
|
<span class="line"><span style="color:#F07178;"> happiness</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">new</span><span style="color:#F07178;"> </span><span style="color:#82AAFF;">Decimal</span><span style="color:#F07178;">(</span><span style="color:#F78C6C;">72</span><span style="color:#F07178;">)</span><span style="color:#89DDFF;">,</span></span>
|
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<span class="line"><span style="color:#89DDFF;">}}</span></span>
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<span class="line"><span style="color:#89DDFF;">}}</span></span>
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<span class="line"></span></code></pre></div><ul><li><p>displayThings: An array of functions used to display extra things at the top of the tree tab. Each function returns a string, which is a line to display (with basic HTML support). If a function returns nothing, nothing is displayed (and it doesn't take up a line).</p></li><li><p>isEndgame(): A function to determine if the player has reached the end of the game, at which point the "you win!" screen appears.</p></li></ul><p>Less important things beyond this point!</p><ul><li><p>maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).</p></li><li><p>fixOldSave(): Can be used to modify a save file when loading into a new version of the game. Use this to undo inflation, never forcibly hard reset your players.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><ul><li><p>displayThings: An array of functions used to display extra things at the top of the tree tab. Each function returns a string, which is a line to display (with basic HTML support). If a function returns nothing, nothing is displayed (and it doesn't take up a line).</p></li><li><p>isEndgame(): A function to determine if the player has reached the end of the game, at which point the "you win!" screen appears.</p></li></ul><p>Less important things beyond this point!</p><ul><li><p>maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).</p></li><li><p>fixOldSave(): Can be used to modify a save file when loading into a new version of the game. Use this to undo inflation, never forcibly hard reset your players.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
||||||
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"></span></code></pre></div><p>You can use <code>hasMilestone(layer, id)</code> to determine if the player has a given milestone</p><p>Milestone features:</p><ul><li><p>requirementDescription: A string describing the requirement for unlocking this milestone. Suggestion: Use a "total". It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effectDescription: A string describing the reward for having the milestone. <em>You will have to implement the reward elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the milestone should be awarded.</p></li><li><p>toggles: <strong>optional</strong>. Creates toggle buttons that appear on the milestone when it is unlocked. The toggles can toggle a given boolean value in a layer. It is defined as an array of paired items, one pair per toggle. The first is the internal name of the layer the value being toggled is stored in, and the second is the internal name of the variable to toggle. (e.g. [["b", "auto"], ["g", "auto"])</p><p><strong>Tip:</strong> Toggles are not de-set if the milestone becomes locked! In this case, you should also check if the player has the milestone.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this milestone, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a boolean to determine if the milestone should be shown. If absent, it is always shown.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the milestone was stored under, for convenient access. The milestone in the example's id is 0.</p></li></ul><p>Disaable milestone popups by adding <code>milestonePopups: false</code> to the layer.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>You can use <code>hasMilestone(layer, id)</code> to determine if the player has a given milestone</p><p>Milestone features:</p><ul><li><p>requirementDescription: A string describing the requirement for unlocking this milestone. Suggestion: Use a "total". It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effectDescription: A string describing the reward for having the milestone. <em>You will have to implement the reward elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the milestone should be awarded.</p></li><li><p>toggles: <strong>optional</strong>. Creates toggle buttons that appear on the milestone when it is unlocked. The toggles can toggle a given boolean value in a layer. It is defined as an array of paired items, one pair per toggle. The first is the internal name of the layer the value being toggled is stored in, and the second is the internal name of the variable to toggle. (e.g. [["b", "auto"], ["g", "auto"])</p><p><strong>Tip:</strong> Toggles are not de-set if the milestone becomes locked! In this case, you should also check if the player has the milestone.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this milestone, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a boolean to determine if the milestone should be shown. If absent, it is always shown.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the milestone was stored under, for convenient access. The milestone in the example's id is 0.</p></li></ul><p>Disaable milestone popups by adding <code>milestonePopups: false</code> to the layer.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#A6ACCD;"> etc</span><span style="color:#89DDFF;">...</span></span>
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<span class="line"><span style="color:#A6ACCD;"> etc</span><span style="color:#89DDFF;">...</span></span>
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<span class="line"><span style="color:#A6ACCD;">}</span></span>
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<span class="line"></span></code></pre></div><p>Features can be functions or constant. These features will be called when each particle is made, with an <code>id</code> argument, which is assigned based on which of the <code>amount</code> particles being spawned this is. <strong>All of these are optional</strong>, with a default value.</p><p>All distances are in pixels and angles are in degrees, with 0 being up and going clockwise.</p><ul><li><p>time: The amount of time, in seconds, that the particle will last. Default is 3.</p></li><li><p>fadeOutTime: The amount of seconds that fading out at the end should take (part of the total lifetime). Default is 1.</p></li><li><p>fadeInTime: The amount of seconds that fading in should take (part of the total lifetime). Default is 0.</p></li><li><p>image: The image the particle should display. <code>""</code> will display no image. Default is a generic particle.</p></li><li><p>text: Displays text on the particle. Can use basic HTML.</p></li><li><p>style: Lets you apply other CSS styling to the particle.</p></li><li><p>width, height: The dimensions of the particle. Default is 35 and 35.</p></li><li><p>color: Sets the color of the image to this color.</p></li><li><p>angle: The angle that the particle should face. Default is 0.</p></li><li><p>dir: The initial angle that the particles should move in, before spread is factored in. Default is whatever angle is.</p></li><li><p>spread: If there are several particles, they will be spread out by this many degrees, centered on dir. Default is 30.</p></li><li><p>rotation: The amount that the (visual) angle of the particle should change by. Default is 0.</p></li><li><p>speed: The starting speed of the particle. Default is 15.</p></li><li><p>gravity: The amount the particle should accelerate downwards. Default is 0.</p></li><li><p>x, y: The starting coordinates of the particle. Default is at the mouse position.</p></li><li><p>offset: How far from the start each particle should appear. Default is 10.</p></li><li><p>xVel, yVel: Set initially based on other properties, then used to update movement.</p></li><li><p>layer: When changing tabs, if leaving the <code>layer</code> tab, this particle will be erased.</p></li><li><p>You can add other features to particles, but you must impliment their effects yourself.</p></li></ul><p>Function features: These stay as functions and are for more advanced things. They are optional.</p><ul><li>update(): Called each tick. Lets you do more advanced visual and movement behaviors by changing other properties.</li><li>onClick(), onMouseOver(), onMouseLeave(): Called when the particle is interacted with.</li></ul><p>Other useful things that are not features of the particle object:</p><ul><li>setDir(particle, dir), setSpeed(particle, speed): Set the speed/direction on a particle.</li><li>clearParticles(check): Function to delete particles. With no check, it deletes all particles. Check is a function that takes a particle, and returns true if that particle should be deleted.</li><li>You can use Vue.delete(particles, <a href="http://this.id" target="_blank" rel="noreferrer">this.id</a>) to make a particle delete itself.</li><li>mouseX and mouseY are variables that track the mouse position.</li><li>sin(x), cos(x), tan(x): functions that do these operations, with x in degrees. (Instead of radians).</li><li>asin(x), acos(x), atan(x): functions that do these operations, with the returned value in degrees. (instead of radians).</li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Features can be functions or constant. These features will be called when each particle is made, with an <code>id</code> argument, which is assigned based on which of the <code>amount</code> particles being spawned this is. <strong>All of these are optional</strong>, with a default value.</p><p>All distances are in pixels and angles are in degrees, with 0 being up and going clockwise.</p><ul><li><p>time: The amount of time, in seconds, that the particle will last. Default is 3.</p></li><li><p>fadeOutTime: The amount of seconds that fading out at the end should take (part of the total lifetime). Default is 1.</p></li><li><p>fadeInTime: The amount of seconds that fading in should take (part of the total lifetime). Default is 0.</p></li><li><p>image: The image the particle should display. <code>""</code> will display no image. Default is a generic particle.</p></li><li><p>text: Displays text on the particle. Can use basic HTML.</p></li><li><p>style: Lets you apply other CSS styling to the particle.</p></li><li><p>width, height: The dimensions of the particle. Default is 35 and 35.</p></li><li><p>color: Sets the color of the image to this color.</p></li><li><p>angle: The angle that the particle should face. Default is 0.</p></li><li><p>dir: The initial angle that the particles should move in, before spread is factored in. Default is whatever angle is.</p></li><li><p>spread: If there are several particles, they will be spread out by this many degrees, centered on dir. Default is 30.</p></li><li><p>rotation: The amount that the (visual) angle of the particle should change by. Default is 0.</p></li><li><p>speed: The starting speed of the particle. Default is 15.</p></li><li><p>gravity: The amount the particle should accelerate downwards. Default is 0.</p></li><li><p>x, y: The starting coordinates of the particle. Default is at the mouse position.</p></li><li><p>offset: How far from the start each particle should appear. Default is 10.</p></li><li><p>xVel, yVel: Set initially based on other properties, then used to update movement.</p></li><li><p>layer: When changing tabs, if leaving the <code>layer</code> tab, this particle will be erased.</p></li><li><p>You can add other features to particles, but you must impliment their effects yourself.</p></li></ul><p>Function features: These stay as functions and are for more advanced things. They are optional.</p><ul><li>update(): Called each tick. Lets you do more advanced visual and movement behaviors by changing other properties.</li><li>onClick(), onMouseOver(), onMouseLeave(): Called when the particle is interacted with.</li></ul><p>Other useful things that are not features of the particle object:</p><ul><li>setDir(particle, dir), setSpeed(particle, speed): Set the speed/direction on a particle.</li><li>clearParticles(check): Function to delete particles. With no check, it deletes all particles. Check is a function that takes a particle, and returns true if that particle should be deleted.</li><li>You can use Vue.delete(particles, <a href="http://this.id" target="_blank" rel="noreferrer">this.id</a>) to make a particle delete itself.</li><li>mouseX and mouseY are variables that track the mouse position.</li><li>sin(x), cos(x), tan(x): functions that do these operations, with x in degrees. (Instead of radians).</li><li>asin(x), acos(x), atan(x): functions that do these operations, with the returned value in degrees. (instead of radians).</li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
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<span class="line"></span></code></pre></div><p>Normal subtabs and microtab subtabs both use the same features:</p><h1 id="features" tabindex="-1">Features: <a class="header-anchor" href="#features" aria-hidden="true">#</a></h1><ul><li><p>content: The tab layout code for the subtab, in <a href="./custom-tab-layouts">the tab layout format</a>.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to the whole subtab when switched to, in the form of an "CSS Object", where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>buttonStyle: <strong>optional</strong>. A CSS object, which affects the appearance of the button for that subtab.</p></li><li><p>unlocked(): <strong>optional</strong>. a function to determine if the button for this subtab should be visible. By default, a subtab is always unlocked. You can't use the "this" keyword in this function.</p></li><li><p>shouldNotify()/prestigeNotify(): <strong>optional</strong>, if true, the tab button will be highlighted to notify the player that there is something there.</p></li><li><p>glowColor: <strong>optional</strong>, specifies the color that the subtab glows. If this subtab is causing the main layer to node glow (and it would't otherwise) the node also glows this color. Is NOT overridden by embedding a layer.</p></li><li><p>embedLayer: <strong>SIGNIFICANT</strong>, the id of another layer. If you have this, it will override "content", "style" and "shouldNotify", instead displaying the entire layer in the subtab.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Normal subtabs and microtab subtabs both use the same features:</p><h1 id="features" tabindex="-1">Features: <a class="header-anchor" href="#features" aria-hidden="true">#</a></h1><ul><li><p>content: The tab layout code for the subtab, in <a href="./custom-tab-layouts">the tab layout format</a>.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to the whole subtab when switched to, in the form of an "CSS Object", where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>buttonStyle: <strong>optional</strong>. A CSS object, which affects the appearance of the button for that subtab.</p></li><li><p>unlocked(): <strong>optional</strong>. a function to determine if the button for this subtab should be visible. By default, a subtab is always unlocked. You can't use the "this" keyword in this function.</p></li><li><p>shouldNotify()/prestigeNotify(): <strong>optional</strong>, if true, the tab button will be highlighted to notify the player that there is something there.</p></li><li><p>glowColor: <strong>optional</strong>, specifies the color that the subtab glows. If this subtab is causing the main layer to node glow (and it would't otherwise) the node also glows this color. Is NOT overridden by embedding a layer.</p></li><li><p>embedLayer: <strong>SIGNIFICANT</strong>, the id of another layer. If you have this, it will override "content", "style" and "shouldNotify", instead displaying the entire layer in the subtab.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><h2 id="nodes" tabindex="-1">Nodes <a class="header-anchor" href="#nodes" aria-hidden="true">#</a></h2><p>Nodes are non-layer buttons that can go in trees. They are defined similarly to layers, but with addNode instead of addLayer.</p><p>Features:</p><ul><li><p>color: <strong>optional</strong>, The node's color. (A string in hex format with a #)</p></li><li><p>symbol: <strong>optional</strong> The text on the button (The id capitalized by default)</p></li><li><p>canClick(): Returns true if the player can click the node. ()</p></li><li><p>onClick(): The function called when the node is clicked.</p></li><li><p>layerShown(): <strong>optional</strong>, A function returning a bool which determines if this node should be visible. It can also return "ghost", which will hide the layer, but its node will still take up space in its tree.</p></li><li><p>branches: <strong>optional</strong>. An array of layer/node ids. On a tree, a line will appear from this node to all of the nodes in the list. Alternatively, an entry in the array can be a 2-element array consisting of the id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors).</p></li><li><p>nodeStyle: <strong>optional</strong>. A CSS object, where the keys are CSS attributes, which styles this node on the tree.</p></li><li><p>tooltip() / tooltipLocked(): <strong>optional</strong>. Functions that return text, which is the tooltip for the node when the layer is unlocked or locked, respectively. By default the tooltips behave the same as in the original Prestige Tree.</p></li><li><p>row: <strong>optional</strong>, the row that this node appears in (for the default tree).</p></li><li><p>position: <strong>optional</strong>, Determines the horizontal position of the layer in its row in a default tree. By default, it uses the id, and layers/nodes are sorted in alphabetical order.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><h2 id="nodes" tabindex="-1">Nodes <a class="header-anchor" href="#nodes" aria-hidden="true">#</a></h2><p>Nodes are non-layer buttons that can go in trees. They are defined similarly to layers, but with addNode instead of addLayer.</p><p>Features:</p><ul><li><p>color: <strong>optional</strong>, The node's color. (A string in hex format with a #)</p></li><li><p>symbol: <strong>optional</strong> The text on the button (The id capitalized by default)</p></li><li><p>canClick(): Returns true if the player can click the node. ()</p></li><li><p>onClick(): The function called when the node is clicked.</p></li><li><p>layerShown(): <strong>optional</strong>, A function returning a bool which determines if this node should be visible. It can also return "ghost", which will hide the layer, but its node will still take up space in its tree.</p></li><li><p>branches: <strong>optional</strong>. An array of layer/node ids. On a tree, a line will appear from this node to all of the nodes in the list. Alternatively, an entry in the array can be a 2-element array consisting of the id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors).</p></li><li><p>nodeStyle: <strong>optional</strong>. A CSS object, where the keys are CSS attributes, which styles this node on the tree.</p></li><li><p>tooltip() / tooltipLocked(): <strong>optional</strong>. Functions that return text, which is the tooltip for the node when the layer is unlocked or locked, respectively. By default the tooltips behave the same as in the original Prestige Tree.</p></li><li><p>row: <strong>optional</strong>, the row that this node appears in (for the default tree).</p></li><li><p>position: <strong>optional</strong>, Determines the horizontal position of the layer in its row in a default tree. By default, it uses the id, and layers/nodes are sorted in alphabetical order.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Usually, upgrades should have an id where the first digit is the row and the second digit is the column.</p><p>Individual upgrades can have these features:</p><ul><li><p>title: <strong>optional</strong>. Displayed at the top in a larger font. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>description: A description of the upgrade's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the upgrade. Can return a value or an object containing multiple values.</p></li><li><p>effectDisplay(): <strong>optional</strong>. A function that returns a display of the current effects of the upgrade with formatting. Default displays nothing. Can use basic HTML.</p></li><li><p>fullDisplay(): <strong>OVERRIDE</strong>. Overrides the other displays and descriptions, and lets you set the full text for the upgrade. Can use basic HTML.</p></li><li><p>cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.</p></li><li><p>onPurchase(): <strong>optional</strong>. This function will be called when the upgrade is purchased. Good for upgrades like "makes this layer act like it was unlocked first".</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this upgrade, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the upgrade was stored under, for convenient access. The upgrade in the example's id is 11.</p></li></ul><p>By default, upgrades use the main prestige currency for the layer. You can include these to change them (but it needs to be a Decimal):</p><ul><li><p>currencyDisplayName: <strong>optional</strong>. The name to display for the currency for the upgrade.</p></li><li><p>currencyInternalName: <strong>optional</strong>. The internal name for that currency.</p></li><li><p>currencyLayer: <strong>optional</strong>. The internal name of the layer that currency is stored in. If it's not in a layer (like Points), omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation: <strong>optional</strong>. If your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like <code>player[this.layer].buyables</code>)</p></li></ul><p>If you want to do something more complicated like upgrades that cost two currencies, you can override the purchase system with these (and you need to use fullDisplay as well)</p><ul><li><p>canAfford(): <strong>OVERRIDE</strong>, a function determining if you are able to buy the upgrade</p></li><li><p>pay(): <strong>OVERRIDE</strong>, a function that reduces your currencies when you buy the upgrade</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Usually, upgrades should have an id where the first digit is the row and the second digit is the column.</p><p>Individual upgrades can have these features:</p><ul><li><p>title: <strong>optional</strong>. Displayed at the top in a larger font. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>description: A description of the upgrade's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the upgrade. Can return a value or an object containing multiple values.</p></li><li><p>effectDisplay(): <strong>optional</strong>. A function that returns a display of the current effects of the upgrade with formatting. Default displays nothing. Can use basic HTML.</p></li><li><p>fullDisplay(): <strong>OVERRIDE</strong>. Overrides the other displays and descriptions, and lets you set the full text for the upgrade. Can use basic HTML.</p></li><li><p>cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.</p></li><li><p>onPurchase(): <strong>optional</strong>. This function will be called when the upgrade is purchased. Good for upgrades like "makes this layer act like it was unlocked first".</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this upgrade, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the upgrade was stored under, for convenient access. The upgrade in the example's id is 11.</p></li></ul><p>By default, upgrades use the main prestige currency for the layer. You can include these to change them (but it needs to be a Decimal):</p><ul><li><p>currencyDisplayName: <strong>optional</strong>. The name to display for the currency for the upgrade.</p></li><li><p>currencyInternalName: <strong>optional</strong>. The internal name for that currency.</p></li><li><p>currencyLayer: <strong>optional</strong>. The internal name of the layer that currency is stored in. If it's not in a layer (like Points), omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation: <strong>optional</strong>. If your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like <code>player[this.layer].buyables</code>)</p></li></ul><p>If you want to do something more complicated like upgrades that cost two currencies, you can override the purchase system with these (and you need to use fullDisplay as well)</p><ul><li><p>canAfford(): <strong>OVERRIDE</strong>, a function determining if you are able to buy the upgrade</p></li><li><p>pay(): <strong>OVERRIDE</strong>, a function that reduces your currencies when you buy the upgrade</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each achievement should have an id where the first digit is the row and the second digit is the column.</p><p>Individual achievement can have these features:</p><ul><li><p>name: <strong>optional</strong>. displayed at the top of the achievement. The only visible text. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the achievement should be awarded.</p></li><li><p>tooltip: Default tooltip for the achievement, appears when it is hovered over. Should convey the goal and any reward for completing the achievement. It can also be a function that returns updating text. Can use basic HTML. Setting this to "" disables the tooltip.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the achievement. Can return a value or an object containing multiple values.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the achievement is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>. this function will be called when the achievement is completed.</p></li><li><p>image: <strong>optional</strong>, puts the image from the given URL (relative or absolute) in the achievement</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this achievement, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>textStyle: <strong>optional</strong>. Applies CSS to the text, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the achievement was stored under, for convenient access. The achievement in the example's id is 11.</p></li><li><p>goalTooltip: <strong>optional, deprecated</strong>. Appears when the achievement is hovered over and locked, overrides the basic tooltip. This is to display the goal (or a hint). It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>doneTooltip: <strong>optional, deprecated</strong>. Appears when the achievement is hovered over and completed, overrides the basic tooltip. This can display what the player achieved (the goal), and the rewards, if any. It can also be a function that returns updating text. Can use basic HTML.</p></li></ul><p>Disable achievement popups by adding <code>achievementsPopups: false</code> to the layer.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each achievement should have an id where the first digit is the row and the second digit is the column.</p><p>Individual achievement can have these features:</p><ul><li><p>name: <strong>optional</strong>. displayed at the top of the achievement. The only visible text. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the achievement should be awarded.</p></li><li><p>tooltip: Default tooltip for the achievement, appears when it is hovered over. Should convey the goal and any reward for completing the achievement. It can also be a function that returns updating text. Can use basic HTML. Setting this to "" disables the tooltip.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the achievement. Can return a value or an object containing multiple values.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the achievement is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>. this function will be called when the achievement is completed.</p></li><li><p>image: <strong>optional</strong>, puts the image from the given URL (relative or absolute) in the achievement</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this achievement, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>textStyle: <strong>optional</strong>. Applies CSS to the text, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the achievement was stored under, for convenient access. The achievement in the example's id is 11.</p></li><li><p>goalTooltip: <strong>optional, deprecated</strong>. Appears when the achievement is hovered over and locked, overrides the basic tooltip. This is to display the goal (or a hint). It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>doneTooltip: <strong>optional, deprecated</strong>. Appears when the achievement is hovered over and completed, overrides the basic tooltip. This can display what the player achieved (the goal), and the rewards, if any. It can also be a function that returns updating text. Can use basic HTML.</p></li></ul><p>Disable achievement popups by adding <code>achievementsPopups: false</code> to the layer.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>direction: UP, DOWN, LEFT, or RIGHT (not strings). Determines the direction that the bar is filled as it progresses. RIGHT means from left to right.</p></li><li><p>width, height: The size in pixels of the bar, but as numbers (no "px" at the end).</p></li><li><p>progress(): A function that returns the portion of the bar that is filled, from "empty" at 0 to "full" at 1, updating automatically. (Nothing bad happens if the value goes out of these bounds, and it can be a number or <code>Decimal</code>)</p></li><li><p>display(): <strong>optional</strong>. A function that returns text to be displayed on top of the bar, can use HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the bar is visible or not. Default is unlocked.</p></li><li><p>baseStyle, fillStyle, borderStyle, textStyle: <strong>Optional</strong>, Apply CSS to the unfilled portion, filled portion, border, and display text on the bar, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The bar in the example's id is "bigBar".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>direction: UP, DOWN, LEFT, or RIGHT (not strings). Determines the direction that the bar is filled as it progresses. RIGHT means from left to right.</p></li><li><p>width, height: The size in pixels of the bar, but as numbers (no "px" at the end).</p></li><li><p>progress(): A function that returns the portion of the bar that is filled, from "empty" at 0 to "full" at 1, updating automatically. (Nothing bad happens if the value goes out of these bounds, and it can be a number or <code>Decimal</code>)</p></li><li><p>display(): <strong>optional</strong>. A function that returns text to be displayed on top of the bar, can use HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the bar is visible or not. Default is unlocked.</p></li><li><p>baseStyle, fillStyle, borderStyle, textStyle: <strong>Optional</strong>, Apply CSS to the unfilled portion, filled portion, border, and display text on the bar, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The bar in the example's id is "bigBar".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#A6ACCD;"> </span><span style="color:#F07178;">layerShown</span><span style="color:#89DDFF;">()</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">{</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#FF9CAC;">true</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span><span style="color:#A6ACCD;"> </span><span style="color:#676E95;">// Returns a bool for if this layer's node should be visible in the tree.</span></span>
|
<span class="line"><span style="color:#A6ACCD;"> </span><span style="color:#F07178;">layerShown</span><span style="color:#89DDFF;">()</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">{</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#FF9CAC;">true</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span><span style="color:#A6ACCD;"> </span><span style="color:#676E95;">// Returns a bool for if this layer's node should be visible in the tree.</span></span>
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<span class="line"><span style="color:#89DDFF;">}</span><span style="color:#A6ACCD;">)</span></span>
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<span class="line"><span style="color:#89DDFF;">}</span><span style="color:#A6ACCD;">)</span></span>
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<span class="line"></span></code></pre></div></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>. displayed at the top in a larger font. It can also be a function that returns updating text.</p></li><li><p>cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th object, but needs to use "current amount" as a default value for x. (x is a <code>Decimal</code>). Can return an object if there are multiple currencies.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of bonuses of this buyable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the buyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the buyable is visible or not. Default is unlocked.</p></li><li><p>canAfford(): A function returning a bool to determine if you can buy one of the buyables.</p></li><li><p>buy(): A function that implements buying one of the buyable, including spending the currency.</p></li><li><p>buyMax(): <strong>optional</strong>. A function that implements buying as many of the buyable as possible.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this buyable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the buyable was stored under, for convenient access. The buyable in the example's id is 11.</p></li></ul><p>Sell One/Sell All:</p><p>Including a <code>sellOne</code> or <code>sellAll</code> function will cause an additional button to appear beneath the buyable. They are functionally identical, but "sell one" appears above "sell all". You can also use them for other things.</p><ul><li><p>sellOne/sellAll(): <strong>optional</strong>. Called when the button is pressed. The standard use would be to decrease/reset the amount of the buyable, and possibly return some currency to the player.</p></li><li><p>canSellOne/canSellAll(): <strong>optional</strong>. booleans determining whether or not to show the buttons. If "canSellOne/All" is absent but "sellOne/All" is present, the appropriate button will always show.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>. displayed at the top in a larger font. It can also be a function that returns updating text.</p></li><li><p>cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th object, but needs to use "current amount" as a default value for x. (x is a <code>Decimal</code>). Can return an object if there are multiple currencies.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of bonuses of this buyable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the buyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the buyable is visible or not. Default is unlocked.</p></li><li><p>canAfford(): A function returning a bool to determine if you can buy one of the buyables.</p></li><li><p>buy(): A function that implements buying one of the buyable, including spending the currency.</p></li><li><p>buyMax(): <strong>optional</strong>. A function that implements buying as many of the buyable as possible.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this buyable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the buyable was stored under, for convenient access. The buyable in the example's id is 11.</p></li></ul><p>Sell One/Sell All:</p><p>Including a <code>sellOne</code> or <code>sellAll</code> function will cause an additional button to appear beneath the buyable. They are functionally identical, but "sell one" appears above "sell all". You can also use them for other things.</p><ul><li><p>sellOne/sellAll(): <strong>optional</strong>. Called when the button is pressed. The standard use would be to decrease/reset the amount of the buyable, and possibly return some currency to the player.</p></li><li><p>canSellOne/canSellAll(): <strong>optional</strong>. booleans determining whether or not to show the buttons. If "canSellOne/All" is absent but "sellOne/All" is present, the appropriate button will always show.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each challenge should have an id where the first digit is the row and the second digit is the column.</p><p>Individual Challenges can have these features:</p><ul><li><p>name: Name of the challenge, can be a string or a function. Can use basic HTML.</p></li><li><p>challengeDescription: A description of what makes the challenge a challenge. <em>You will need to implement these elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>goalDescription: A description of the win condition for the challenge. It can also be a function that returns updating text. Can use basic HTML. (Optional if using the old goal system)</p></li><li><p>canComplete(): A function that returns true if you meet the win condition for the challenge. Returning a number will allow bulk completing the challenge. (Optional if using the old goal system)</p></li><li><p>rewardDescription: A description of the reward's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>rewardEffect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the reward. Can return a value or an object containing multiple values. Can use basic HTML.</p></li><li><p>rewardDisplay(): <strong>optional</strong>. A function that returns a display of the current effects of the reward with formatting. Default behavior is to just display the a number appropriately formatted.</p></li><li><p>fullDisplay(): <strong>OVERRIDE</strong>. Overrides the other displays and descriptions, and lets you set the full text for the challenge. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the challenge is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>. this function will be called when the challenge is completed when previously incomplete.</p></li><li><p>countsAs: <strong>optional</strong>. If a challenge combines the effects of other challenges in this layer, you can use this. An array of challenge ids. The player is effectively in all of those challenges when in the current one.</p></li><li><p>completionLimit: <strong>optional</strong>. the amount of times you can complete this challenge. Default is 1 completion.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this challenge, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the challenge was stored under, for convenient access. The challenge in the example's id is 11.</p></li></ul><p>The old goal system uses these features:</p><ul><li><p>goal: <strong>deprecated</strong>, A Decimal for the amount of currency required to beat the challenge. By default, the goal is in basic Points. The goal can also be a function if its value changes.</p></li><li><p>currencyDisplayName: <strong>deprecated</strong>. the name to display for the currency for the goal</p></li><li><p>currencyInternalName: <strong>deprecated</strong>. the internal name for that currency</p></li><li><p>currencyLayer: <strong>deprecated</strong>. the internal name of the layer that currency is stored in. If it's not in a layer, omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation(): <strong>deprecated</strong>. if your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like <code>player[this.layer].buyables</code>)</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each challenge should have an id where the first digit is the row and the second digit is the column.</p><p>Individual Challenges can have these features:</p><ul><li><p>name: Name of the challenge, can be a string or a function. Can use basic HTML.</p></li><li><p>challengeDescription: A description of what makes the challenge a challenge. <em>You will need to implement these elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>goalDescription: A description of the win condition for the challenge. It can also be a function that returns updating text. Can use basic HTML. (Optional if using the old goal system)</p></li><li><p>canComplete(): A function that returns true if you meet the win condition for the challenge. Returning a number will allow bulk completing the challenge. (Optional if using the old goal system)</p></li><li><p>rewardDescription: A description of the reward's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>rewardEffect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the reward. Can return a value or an object containing multiple values. Can use basic HTML.</p></li><li><p>rewardDisplay(): <strong>optional</strong>. A function that returns a display of the current effects of the reward with formatting. Default behavior is to just display the a number appropriately formatted.</p></li><li><p>fullDisplay(): <strong>OVERRIDE</strong>. Overrides the other displays and descriptions, and lets you set the full text for the challenge. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the challenge is visible or not. Default is unlocked.</p></li><li><p>onComplete() - <strong>optional</strong>. this function will be called when the challenge is completed when previously incomplete.</p></li><li><p>countsAs: <strong>optional</strong>. If a challenge combines the effects of other challenges in this layer, you can use this. An array of challenge ids. The player is effectively in all of those challenges when in the current one.</p></li><li><p>completionLimit: <strong>optional</strong>. the amount of times you can complete this challenge. Default is 1 completion.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this challenge, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the challenge was stored under, for convenient access. The challenge in the example's id is 11.</p></li></ul><p>The old goal system uses these features:</p><ul><li><p>goal: <strong>deprecated</strong>, A Decimal for the amount of currency required to beat the challenge. By default, the goal is in basic Points. The goal can also be a function if its value changes.</p></li><li><p>currencyDisplayName: <strong>deprecated</strong>. the name to display for the currency for the goal</p></li><li><p>currencyInternalName: <strong>deprecated</strong>. the internal name for that currency</p></li><li><p>currencyLayer: <strong>deprecated</strong>. the internal name of the layer that currency is stored in. If it's not in a layer, omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation(): <strong>deprecated</strong>. if your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like <code>player[this.layer].buyables</code>)</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>. displayed at the top in a larger font. It can also be a function that returns updating text.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of bonuses of this clickable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the clickable after the title, likely changing based on its state. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the clickable is visible or not. Default is unlocked.</p></li><li><p>canClick(): A function returning a bool to determine if you can click the clickable.</p></li><li><p>onClick(): A function that implements clicking one of the clickable.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this clickable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the clickable was stored under, for convenient access. The clickable in the example's id is 11.</p></li></ul><p>You can also use these features on the clickables object to add a button above all the clickables, for implementing a respec button or similar.</p><ul><li><p>masterButtonPress(): <strong>optional</strong>. If present, an additional button will appear above the clickables. Pressing it will call this function.</p></li><li><p>masterButtonText: <strong>optional</strong>. Text to display on the Master Button.</p></li><li><p>showMasterButton(): <strong>optional</strong>. A function determining whether or not to show the button. Defaults to true if absent.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: <strong>optional</strong>. displayed at the top in a larger font. It can also be a function that returns updating text.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of bonuses of this clickable. Can return a value or an object containing multiple values.</p></li><li><p>display(): A function returning everything that should be displayed on the clickable after the title, likely changing based on its state. Can use basic HTML.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the clickable is visible or not. Default is unlocked.</p></li><li><p>canClick(): A function returning a bool to determine if you can click the clickable.</p></li><li><p>onClick(): A function that implements clicking one of the clickable.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this clickable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the clickable was stored under, for convenient access. The clickable in the example's id is 11.</p></li></ul><p>You can also use these features on the clickables object to add a button above all the clickables, for implementing a respec button or similar.</p><ul><li><p>masterButtonPress(): <strong>optional</strong>. If present, an additional button will appear above the clickables. Pressing it will call this function.</p></li><li><p>masterButtonText: <strong>optional</strong>. Text to display on the Master Button.</p></li><li><p>showMasterButton(): <strong>optional</strong>. A function determining whether or not to show the button. Defaults to true if absent.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
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||||||
<span class="line"><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">upgrades</span><span style="color:#89DDFF;">"</span></span>
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<span class="line"><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">upgrades</span><span style="color:#89DDFF;">"</span></span>
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<span class="line"></span></code></pre></div><p>It is a list of components, which can be either just a name, or an array with arguments. If it's an array, the first item is the name of the component, the second is the data passed into it, and the third (optional) applies a CSS style to it with a "CSS object", where the keys are CSS attributes.</p><p>These are the existing components, but you can create more in <a href="/js/components.js">components.js</a>:</p><ul><li><p>display-text: Displays some text (can use basic HTML). The argument is the text to display. It can also be a function that returns updating text.</p></li><li><p>raw-html: Displays some basic HTML, can also be a function.</p></li><li><p>blank: Adds empty space. The default dimensions are 8px x 17px. The argument changes the dimensions. If it's a single value (e.g. "20px"), that determines the height. If you have a pair of arguments, the first is width and the second is height.</p></li><li><p>row: Display a list of components horizontally. The argument is an array of components in the tab layout format.</p></li><li><p>column: Display a list of components vertically. The argument is an array of components in the tab layout format. This is useful to display columns within a row.</p></li><li><p>main-display: The text that displays the main currency for the layer and its effects.</p></li><li><p>resource-display: The text that displays the currency that this layer is based on, as well as the best and/or total values for this layer's prestige currency (if they are put in <code>startData</code> for this layer).</p></li><li><p>prestige-button: The argument is a string that the prestige button should say before the amount of currency you will gain. It can also be a function that returns updating text.</p></li><li><p>upgrades: The layer's upgrades. The argument is optional, and is a the list of rows this component should include, if it doesn't have all of them.</p></li><li><p>milestones, challenges, achievements: Display the upgrades, milestones, and challenges for a layer, as appropriate.</p></li><li><p>buyables, clickables: Display all of the buyables/clickables for this layer, as appropriate. The argument is optional and is the size of the boxes in pixels.</p></li><li><p>microtabs: Display a set of subtabs for an area. The argument is the name of the set of microtabs in the "microtabs" feature.</p></li><li><p>bar: Display a bar. The argument is the id of the bar to display.</p></li><li><p>infobox: Display an infobox. The argument is the id of the infobox to display.</p></li><li><p>tree: Displays a tree. The argument is an array of arrays containing the names of the nodes in the tree (first by row, then by column) <a href="./trees-and-tree-customization">See here for more information on tree layouts and nodes!</a></p></li><li><p>toggle: A toggle button that toggles a bool value. The data is a pair that identifies what bool to toggle, e.g. <code>[layer, id]</code></p></li></ul><p>The rest of the components are sub-components. They can be used just like other components, but are typically part of another component.</p><ul><li><p>upgrade, milestone, challenge, buyable, clickable, achievement: An individual upgrade, challenge, etc. The argument is the id. This can be used if you want to have upgrades split up across multiple subtabs, for example.</p></li><li><p>respec-button, master-button: The respec and master buttons for buyables and clickables, respectively.</p></li><li><p>sell-one, sell-all: The "sell one" and "sell all" for buyables, respectively. The argument is the id of the buyable.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>It is a list of components, which can be either just a name, or an array with arguments. If it's an array, the first item is the name of the component, the second is the data passed into it, and the third (optional) applies a CSS style to it with a "CSS object", where the keys are CSS attributes.</p><p>These are the existing components, but you can create more in <a href="/js/components.js">components.js</a>:</p><ul><li><p>display-text: Displays some text (can use basic HTML). The argument is the text to display. It can also be a function that returns updating text.</p></li><li><p>raw-html: Displays some basic HTML, can also be a function.</p></li><li><p>blank: Adds empty space. The default dimensions are 8px x 17px. The argument changes the dimensions. If it's a single value (e.g. "20px"), that determines the height. If you have a pair of arguments, the first is width and the second is height.</p></li><li><p>row: Display a list of components horizontally. The argument is an array of components in the tab layout format.</p></li><li><p>column: Display a list of components vertically. The argument is an array of components in the tab layout format. This is useful to display columns within a row.</p></li><li><p>main-display: The text that displays the main currency for the layer and its effects.</p></li><li><p>resource-display: The text that displays the currency that this layer is based on, as well as the best and/or total values for this layer's prestige currency (if they are put in <code>startData</code> for this layer).</p></li><li><p>prestige-button: The argument is a string that the prestige button should say before the amount of currency you will gain. It can also be a function that returns updating text.</p></li><li><p>upgrades: The layer's upgrades. The argument is optional, and is a the list of rows this component should include, if it doesn't have all of them.</p></li><li><p>milestones, challenges, achievements: Display the upgrades, milestones, and challenges for a layer, as appropriate.</p></li><li><p>buyables, clickables: Display all of the buyables/clickables for this layer, as appropriate. The argument is optional and is the size of the boxes in pixels.</p></li><li><p>microtabs: Display a set of subtabs for an area. The argument is the name of the set of microtabs in the "microtabs" feature.</p></li><li><p>bar: Display a bar. The argument is the id of the bar to display.</p></li><li><p>infobox: Display an infobox. The argument is the id of the infobox to display.</p></li><li><p>tree: Displays a tree. The argument is an array of arrays containing the names of the nodes in the tree (first by row, then by column) <a href="./trees-and-tree-customization">See here for more information on tree layouts and nodes!</a></p></li><li><p>toggle: A toggle button that toggles a bool value. The data is a pair that identifies what bool to toggle, e.g. <code>[layer, id]</code></p></li></ul><p>The rest of the components are sub-components. They can be used just like other components, but are typically part of another component.</p><ul><li><p>upgrade, milestone, challenge, buyable, clickable, achievement: An individual upgrade, challenge, etc. The argument is the id. This can be used if you want to have upgrades split up across multiple subtabs, for example.</p></li><li><p>respec-button, master-button: The respec and master buttons for buyables and clickables, respectively.</p></li><li><p>sell-one, sell-all: The "sell one" and "sell all" for buyables, respectively. The argument is the id of the buyable.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: The text displayed above the main box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>body: The text displayed inside the box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>style, titleStyle, bodyStyle: <strong>optional</strong>. Apply CSS to the infobox, or to the title button or body of the infobox, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the infobox is visible or not. Default is unlocked.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The infobox in the example's id is "lore".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Features:</p><ul><li><p>title: The text displayed above the main box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>body: The text displayed inside the box. Can be a function to be dynamic, and can use basic HTML.</p></li><li><p>style, titleStyle, bodyStyle: <strong>optional</strong>. Apply CSS to the infobox, or to the title button or body of the infobox, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the infobox is visible or not. Default is unlocked.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the bar was stored under, for convenient access. The infobox in the example's id is "lore".</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">prestige-button</span><span style="color:#89DDFF;">"</span><span style="color:#F07178;">() </span><span style="color:#89DDFF;">{</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">'</span><span style="color:#F07178;">color</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">'</span><span style="color:#C3E88D;">#AA66AA</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">}</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">prestige-button</span><span style="color:#89DDFF;">"</span><span style="color:#F07178;">() </span><span style="color:#89DDFF;">{</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">return</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">{</span><span style="color:#89DDFF;">'</span><span style="color:#F07178;">color</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">'</span><span style="color:#C3E88D;">#AA66AA</span><span style="color:#89DDFF;">'</span><span style="color:#89DDFF;">}</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"></span></code></pre></div><h2 id="custom-prestige-type" tabindex="-1">Custom Prestige type <a class="header-anchor" href="#custom-prestige-type" aria-hidden="true">#</a></h2><p>(All of these can also be used by other prestige types)</p><ul><li><p>getResetGain(): <strong>mostly for custom prestige type</strong>. Returns how many points you should get if you reset now. You can call <code>getResetGain(this.layer, useType = "static")</code> or similar to calculate what your gain would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>getNextAt(canMax=false): <strong>mostly for custom prestige type</strong>. Returns how many of the base currency you need to get to the next point. <code>canMax</code> is an optional variable used with Static-ish layers to differentiate between if it's looking for the first point you can reset at, or the requirement for any gain at all (Supporting both is good). You can also call <code>getNextAt(this.layer, canMax=false, useType = "static")</code> or similar to calculate what your next at would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>canReset(): <strong>mostly for custom prestige type</strong>. Return true only if you have the resources required to do a prestige here.</p></li><li><p>prestigeNotify(): <strong>mostly for custom prestige types</strong>, returns true if this layer should be subtly highlighted to indicate you can prestige for a meaningful gain.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><h2 id="custom-prestige-type" tabindex="-1">Custom Prestige type <a class="header-anchor" href="#custom-prestige-type" aria-hidden="true">#</a></h2><p>(All of these can also be used by other prestige types)</p><ul><li><p>getResetGain(): <strong>mostly for custom prestige type</strong>. Returns how many points you should get if you reset now. You can call <code>getResetGain(this.layer, useType = "static")</code> or similar to calculate what your gain would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>getNextAt(canMax=false): <strong>mostly for custom prestige type</strong>. Returns how many of the base currency you need to get to the next point. <code>canMax</code> is an optional variable used with Static-ish layers to differentiate between if it's looking for the first point you can reset at, or the requirement for any gain at all (Supporting both is good). You can also call <code>getNextAt(this.layer, canMax=false, useType = "static")</code> or similar to calculate what your next at would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>canReset(): <strong>mostly for custom prestige type</strong>. Return true only if you have the resources required to do a prestige here.</p></li><li><p>prestigeNotify(): <strong>mostly for custom prestige types</strong>, returns true if this layer should be subtly highlighted to indicate you can prestige for a meaningful gain.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> happiness</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">new</span><span style="color:#F07178;"> </span><span style="color:#82AAFF;">Decimal</span><span style="color:#F07178;">(</span><span style="color:#F78C6C;">72</span><span style="color:#F07178;">)</span><span style="color:#89DDFF;">,</span></span>
|
<span class="line"><span style="color:#F07178;"> happiness</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">new</span><span style="color:#F07178;"> </span><span style="color:#82AAFF;">Decimal</span><span style="color:#F07178;">(</span><span style="color:#F78C6C;">72</span><span style="color:#F07178;">)</span><span style="color:#89DDFF;">,</span></span>
|
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<span class="line"><span style="color:#89DDFF;">}}</span></span>
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<span class="line"><span style="color:#89DDFF;">}}</span></span>
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<span class="line"></span></code></pre></div><ul><li><p>displayThings: An array of functions used to display extra things at the top of the tree tab. Each function returns a string, which is a line to display (with basic HTML support). If a function returns nothing, nothing is displayed (and it doesn't take up a line).</p></li><li><p>isEndgame(): A function to determine if the player has reached the end of the game, at which point the "you win!" screen appears.</p></li></ul><p>Less important things beyond this point!</p><ul><li>maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).</li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><ul><li><p>displayThings: An array of functions used to display extra things at the top of the tree tab. Each function returns a string, which is a line to display (with basic HTML support). If a function returns nothing, nothing is displayed (and it doesn't take up a line).</p></li><li><p>isEndgame(): A function to determine if the player has reached the end of the game, at which point the "you win!" screen appears.</p></li></ul><p>Less important things beyond this point!</p><ul><li>maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).</li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
|
||||||
<span class="line"><span style="color:#89DDFF;">}</span></span>
|
<span class="line"><span style="color:#89DDFF;">}</span></span>
|
||||||
<span class="line"></span></code></pre></div><p>You can use <code>hasMilestone(layer, id)</code> to determine if the player has a given milestone</p><p>Milestone features:</p><ul><li><p>requirementDescription: A string describing the requirement for unlocking this milestone. Suggestion: Use a "total". It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effectDescription: A string describing the reward for having the milestone. <em>You will have to implement the reward elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the milestone should be awarded.</p></li><li><p>toggles: <strong>optional</strong>. Creates toggle buttons that appear on the milestone when it is unlocked. The toggles can toggle a given boolean value in a layer. It is defined as an array of paired items, one pair per toggle. The first is the internal name of the layer the value being toggled is stored in, and the second is the internal name of the variable to toggle. (e.g. [["b", "auto"], ["g", "auto"])</p><p><strong>Tip:</strong> Toggles are not de-set if the milestone becomes locked! In this case, you should also check if the player has the milestone.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this milestone, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a boolean to determine if the milestone should be shown. If absent, it is always shown.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the milestone was stored under, for convenient access. The milestone in the example's id is 0.</p></li></ul><p>Disaable milestone popups by adding <code>milestonePopups: false</code> to the layer.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
|
<span class="line"></span></code></pre></div><p>You can use <code>hasMilestone(layer, id)</code> to determine if the player has a given milestone</p><p>Milestone features:</p><ul><li><p>requirementDescription: A string describing the requirement for unlocking this milestone. Suggestion: Use a "total". It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effectDescription: A string describing the reward for having the milestone. <em>You will have to implement the reward elsewhere.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>done(): A function returning a boolean to determine if the milestone should be awarded.</p></li><li><p>toggles: <strong>optional</strong>. Creates toggle buttons that appear on the milestone when it is unlocked. The toggles can toggle a given boolean value in a layer. It is defined as an array of paired items, one pair per toggle. The first is the internal name of the layer the value being toggled is stored in, and the second is the internal name of the variable to toggle. (e.g. [["b", "auto"], ["g", "auto"])</p><p><strong>Tip:</strong> Toggles are not de-set if the milestone becomes locked! In this case, you should also check if the player has the milestone.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this milestone, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a boolean to determine if the milestone should be shown. If absent, it is always shown.</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the milestone was stored under, for convenient access. The milestone in the example's id is 0.</p></li></ul><p>Disaable milestone popups by adding <code>milestonePopups: false</code> to the layer.</p></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Normal subtabs and microtab subtabs both use the same features:</p><h1 id="features" tabindex="-1">Features: <a class="header-anchor" href="#features" aria-hidden="true">#</a></h1><ul><li><p>content: The tab layout code for the subtab, in <a href="./custom-tab-layouts">the tab layout format</a>.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to the whole subtab when switched to, in the form of an "CSS Object", where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>buttonStyle: <strong>optional</strong>. A CSS object, which affects the appearance of the button for that subtab.</p></li><li><p>unlocked(): <strong>optional</strong>. a function to determine if the button for this subtab should be visible. By default, a subtab is always unlocked. You can't use the "this" keyword in this function.</p></li><li><p>shouldNotify(): <strong>optional</strong>, if true, the tab button will be highlighted to notify the player that there is something there.</p></li><li><p>embedLayer: <strong>SIGNIFICANT</strong>, the id of another layer. If you have this, it will override "content", "style" and "shouldNotify", instead displaying the entire layer in the subtab.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Normal subtabs and microtab subtabs both use the same features:</p><h1 id="features" tabindex="-1">Features: <a class="header-anchor" href="#features" aria-hidden="true">#</a></h1><ul><li><p>content: The tab layout code for the subtab, in <a href="./custom-tab-layouts">the tab layout format</a>.</p></li><li><p>style: <strong>optional</strong>. Applies CSS to the whole subtab when switched to, in the form of an "CSS Object", where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>buttonStyle: <strong>optional</strong>. A CSS object, which affects the appearance of the button for that subtab.</p></li><li><p>unlocked(): <strong>optional</strong>. a function to determine if the button for this subtab should be visible. By default, a subtab is always unlocked. You can't use the "this" keyword in this function.</p></li><li><p>shouldNotify(): <strong>optional</strong>, if true, the tab button will be highlighted to notify the player that there is something there.</p></li><li><p>embedLayer: <strong>SIGNIFICANT</strong>, the id of another layer. If you have this, it will override "content", "style" and "shouldNotify", instead displaying the entire layer in the subtab.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><h2 id="nodes" tabindex="-1">Nodes <a class="header-anchor" href="#nodes" aria-hidden="true">#</a></h2><p>Nodes are non-layer buttons that can go in trees. They are defined similarly to layers, but with addNode instead of addLayer.</p><p>Features:</p><ul><li><p>color: <strong>optional</strong>, The node's color. (A string in hex format with a #)</p></li><li><p>symbol: <strong>optional</strong> The text on the button (The id capitalized by default)</p></li><li><p>canClick(): Returns true if the player can click the node. ()</p></li><li><p>onClick(): The function called when the node is clicked.</p></li><li><p>layerShown(): <strong>optional</strong>, A function returning a bool which determines if this node should be visible. It can also return "ghost", which will hide the layer, but its node will still take up space in its tree.</p></li><li><p>branches: <strong>optional</strong>. An array of layer/node ids. On a tree, a line will appear from this node to all of the nodes in the list. Alternatively, an entry in the array can be a 2-element array consisting of the id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors).</p></li><li><p>nodeStyle: <strong>optional</strong>. A CSS object, where the keys are CSS attributes, which styles this node on the tree.</p></li><li><p>tooltip() / tooltipLocked(): <strong>optional</strong>. Functions that return text, which is the tooltip for the node when the layer is unlocked or locked, respectively. By default the tooltips behave the same as in the original Prestige Tree.</p></li><li><p>row: <strong>optional</strong>, the row that this node appears in (for the default tree).</p></li><li><p>position: <strong>optional</strong>, Determines the horizontal position of the layer in its row in a default tree. By default, it uses the id, and layers/nodes are sorted in alphabetical order.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><h2 id="nodes" tabindex="-1">Nodes <a class="header-anchor" href="#nodes" aria-hidden="true">#</a></h2><p>Nodes are non-layer buttons that can go in trees. They are defined similarly to layers, but with addNode instead of addLayer.</p><p>Features:</p><ul><li><p>color: <strong>optional</strong>, The node's color. (A string in hex format with a #)</p></li><li><p>symbol: <strong>optional</strong> The text on the button (The id capitalized by default)</p></li><li><p>canClick(): Returns true if the player can click the node. ()</p></li><li><p>onClick(): The function called when the node is clicked.</p></li><li><p>layerShown(): <strong>optional</strong>, A function returning a bool which determines if this node should be visible. It can also return "ghost", which will hide the layer, but its node will still take up space in its tree.</p></li><li><p>branches: <strong>optional</strong>. An array of layer/node ids. On a tree, a line will appear from this node to all of the nodes in the list. Alternatively, an entry in the array can be a 2-element array consisting of the id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors).</p></li><li><p>nodeStyle: <strong>optional</strong>. A CSS object, where the keys are CSS attributes, which styles this node on the tree.</p></li><li><p>tooltip() / tooltipLocked(): <strong>optional</strong>. Functions that return text, which is the tooltip for the node when the layer is unlocked or locked, respectively. By default the tooltips behave the same as in the original Prestige Tree.</p></li><li><p>row: <strong>optional</strong>, the row that this node appears in (for the default tree).</p></li><li><p>position: <strong>optional</strong>, Determines the horizontal position of the layer in its row in a default tree. By default, it uses the id, and layers/nodes are sorted in alphabetical order.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each upgrade should have an id where the first digit is the row and the second digit is the column.</p><p>Individual upgrades can have these features:</p><ul><li><p>title: <strong>optional</strong>. Displayed at the top in a larger font. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>description: A description of the upgrade's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the upgrade. Can return a value or an object containing multiple values.</p></li><li><p>effectDisplay(): <strong>optional</strong>. A function that returns a display of the current effects of the upgrade with formatting. Default displays nothing. Can use basic HTML.</p></li><li><p>fullDisplay(): <strong>OVERRIDE</strong>. Overrides the other displays and descriptions, and lets you set the full text for the upgrade. Can use basic HTML.</p></li><li><p>cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.</p></li><li><p>onPurchase(): <strong>optional</strong>. This function will be called when the upgrade is purchased. Good for upgrades like "makes this layer act like it was unlocked first".</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this upgrade, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the upgrade was stored under, for convenient access. The upgrade in the example's id is 11.</p></li></ul><p>By default, upgrades use the main prestige currency for the layer. You can include these to change them (but it needs to be a Decimal):</p><ul><li><p>currencyDisplayName: <strong>optional</strong>. The name to display for the currency for the upgrade.</p></li><li><p>currencyInternalName: <strong>optional</strong>. The internal name for that currency.</p></li><li><p>currencyLayer: <strong>optional</strong>. The internal name of the layer that currency is stored in. If it's not in a layer (like Points), omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation: <strong>optional</strong>. If your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like <code>player[this.layer].buyables</code>)</p></li></ul><p>If you want to do something more complicated like upgrades that cost two currencies, you can override the purchase system with these (and you need to use fullDisplay as well)</p><ul><li><p>canAfford(): <strong>OVERRIDE</strong>, a function determining if you are able to buy the upgrade</p></li><li><p>pay(): <strong>OVERRIDE</strong>, a function that reduces your currencies when you buy the upgrade</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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<span class="line"></span></code></pre></div><p>Each upgrade should have an id where the first digit is the row and the second digit is the column.</p><p>Individual upgrades can have these features:</p><ul><li><p>title: <strong>optional</strong>. Displayed at the top in a larger font. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>description: A description of the upgrade's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>. A function that calculates and returns the current values of any bonuses from the upgrade. Can return a value or an object containing multiple values.</p></li><li><p>effectDisplay(): <strong>optional</strong>. A function that returns a display of the current effects of the upgrade with formatting. Default displays nothing. Can use basic HTML.</p></li><li><p>fullDisplay(): <strong>OVERRIDE</strong>. Overrides the other displays and descriptions, and lets you set the full text for the upgrade. Can use basic HTML.</p></li><li><p>cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.</p></li><li><p>onPurchase(): <strong>optional</strong>. This function will be called when the upgrade is purchased. Good for upgrades like "makes this layer act like it was unlocked first".</p></li><li><p>style: <strong>optional</strong>. Applies CSS to this upgrade, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the upgrade was stored under, for convenient access. The upgrade in the example's id is 11.</p></li></ul><p>By default, upgrades use the main prestige currency for the layer. You can include these to change them (but it needs to be a Decimal):</p><ul><li><p>currencyDisplayName: <strong>optional</strong>. The name to display for the currency for the upgrade.</p></li><li><p>currencyInternalName: <strong>optional</strong>. The internal name for that currency.</p></li><li><p>currencyLayer: <strong>optional</strong>. The internal name of the layer that currency is stored in. If it's not in a layer (like Points), omit. If it's not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation: <strong>optional</strong>. If your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like <code>player[this.layer].buyables</code>)</p></li></ul><p>If you want to do something more complicated like upgrades that cost two currencies, you can override the purchase system with these (and you need to use fullDisplay as well)</p><ul><li><p>canAfford(): <strong>OVERRIDE</strong>, a function determining if you are able to buy the upgrade</p></li><li><p>pay(): <strong>OVERRIDE</strong>, a function that reduces your currencies when you buy the upgrade</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>
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