62 lines
No EOL
3.6 KiB
Markdown
62 lines
No EOL
3.6 KiB
Markdown
# mod.js
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All of the code and data that you're likely to edit is here in mod.js! Everything in mod.js
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will not be altered by updates, besides the addition of new things.
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Here's a breakdown of what's in it:
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- modInfo is where most of the basic configuration for the mod is. It contains:
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- name: The name of your mod. (a string)
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- id: The id for your mod, a unique string that is used to determine savefile location. Setting it is important!
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- author: The name of the author, displayed in the info tab.
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- pointsName: This changes what is displayed instead of "points" for the main currency. (It does not affect it in the code.)
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- discordName, discordLink: If you have a Discord server or other discussion place, you can add a link to it.
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"discordName" is the text on the link, and "discordLink" is the url of an invite.
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If you're using a Discord invite, please make sure it's set to never expire.
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- changelogLink: You can use this to set a link to a page where your changelog for the game is displayed.
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- offlineLimit: The maximum amount of offline time that the player can accumulate, in hours. Any extra time is lost. (a number)
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This is useful because most of these mods are fast-paced enough that too much offline time ruins the balance,
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such as the time in between updates.
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That is why I suggest developers disable offline time on their own savefile.
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- initialStartPoints: A Decimal for the amount of points a new player should start with.
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- VERSION is used to describe the current version of your mod. It contains:
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num: The mod's version number, displayed at the top right of the tree tab.
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name: The version's name, displayed alongside the number in the info tab.
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- doNotCallTheseFunctionsEveryTick is very important. TMT calls every function anywhere in "layers" every tick to store the result,
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unless specifically told not to. Functions that have are used to do an action need to be identified. "Official" functions
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(those in the documentation) are all fine, but if you make any new ones, add their names to this array.
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```js
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// (The ones here are examples, all official functions are already taken care of)
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var doNotCallTheseFunctionsEveryTick = ["doReset", "buy", "onPurchase", "blowUpEverything"]
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```
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- getStartPoints(): A function to determine the amount of points the player starts with after a reset. (returns a Decimal value)
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- canGenPoints(): A function returning a boolean for if points should be generated.
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Use this if you want an upgrade to unlock generating points.
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- getPointGen(): A function that calculates your points per second. Anything that affects your point gain should go into the calculation here.
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- addedPlayerData(): A function that returns any non-layer-related data that you want to be added to the save data and "player" object.
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```js
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function addedPlayerData() { return {
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weather: "Yes",
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happiness: new Decimal(72),
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}}
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```
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- displayThings: An array of functions used to display extra things at the top of the tree tab. Each function returns a string, which
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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).
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- isEndgame(): A function to determine if the player has reached the end of the game, at which point the "you win!" screen appears.
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Less important things beyond this point!
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- maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time,
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which long ticks mess up (usually a challenge). |