Parcourir la source

Fix volumes being cubic meters, not liters, in the creation screen

This involves dividing inputs by 1000 when starting the game and multiplying by 1000 to get back to the
original settings. This does not require a migration; although it does change the behavior of saves,
it changes the behavior to what people expected in the first place
tags/v1.1.1
Fen Dweller il y a 5 ans
Parent
révision
3c5558ed8c
1 fichiers modifiés avec 10 ajouts et 0 suppressions
  1. +10
    -0
      game.js

+ 10
- 0
game.js Voir le fichier

@@ -1346,6 +1346,7 @@ let macro = //macro controls every customizable part of the players body

"fillFemcum": function(self) {
self.femcumStorage.amount += self.femcumStorage.limit * self.baseFemcumProduction * fillPeriod / 1000;
console.log(self.femcumStorage.limit * self.baseFemcumProduction * fillPeriod / 1000);
if (self.femcumStorage.amount > self.femcumStorage.limit)
self.arouse(1 * (self.femcumStorage.amount / self.femcumStorage.limit - 1));
setTimeout(function () { self.fillFemcum(self); }, fillPeriod);
@@ -4822,6 +4823,8 @@ function generateSettings(diff=false) {
else if (form[i].type == "number") {
if (form[i].dataset.unit == "percentage") {
settings[form[i].name] = parseFloat(value) / 100;
} else if (form[i].dataset.unit == "volume") {
settings[form[i].name] = parseFloat(value) / 1000;
} else {
settings[form[i].name] = parseFloat(value);
}
@@ -4882,6 +4885,11 @@ function recurseDeletePanel(settings, panel) {
if (option.unit == "percentage") {
if (settings[option.id] * 100 == option.default)
delete settings[option.id];
}

else if (option.unit == "volume") {
if (settings[option.id] * 1000 == option.default)
delete settings[option.id];
}
else if (settings[option.id] == option.default && option.id != "name") {
@@ -5012,6 +5020,8 @@ function loadSettings(settings = null) {
else if (form[i].type == "number") {
if (form[i].dataset.unit == "percentage") {
form[i].value = settings[form[i].name] * 100;
} else if (form[i].dataset.unit == "volume") {
form[i].value = settings[form[i].name] * 1000;
} else {
form[i].value = settings[form[i].name];
}


Chargement…
Annuler
Enregistrer