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Moved tutorials, added startNavTab
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README.md

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An incremental game engine based on The Prestige Tree. It still requires programming knowledge, but it's mostly pretty easy things and copy/pasting.
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[Look here for a tutorial on getting started with modding with TMT](docs/getting-started.md)
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[Look here for a tutorial on getting started with modding with TMT](docs/tutorials/getting-started.md)
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You can look in the [documentation](docs/!general-info.md) for more information on how it all works, or look at the code in layers.js to see what it all looks like.

changelog.md

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# The Modding Tree changelog:
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### v2.5.11 - 5/27/21
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- Finished part 1 of the "making a mod" tutorial.
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- The challenge that you are currently in is highlighted, and will not be hidden if "hide completed challenges" is on and it is already completed.
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- Added leftTab, which makes a layer use the left tab instead of the right one (good for trees-within-trees and such)
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- Added startNavTab, which lets you choose which tab starts out on the left side.
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- Fixed the infobox not appearing in default tabFormat.
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- Fixed upgrade/buyable layering when they are hovered over.
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- Fixed devSpeed being applied twice.

docs/!general-info.md

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# The-Modding-Tree
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Making a game in The Modding Tree mostly involves defining parameters or functions on objects. If you aren't following the [getting started guide](getting-started.md), you should start by [setting up your basic mod info](main-mod-info.md) in [mod.js](/js/mod.js). It's important to set a mod id to ensure saving works properly.
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Making a game in The Modding Tree mostly involves defining parameters or functions on objects. If you aren't following the [getting started guide](tutorials/getting-started.md), you should start by [setting up your basic mod info](main-mod-info.md) in [mod.js](/js/mod.js). It's important to set a mod id to ensure saving works properly.
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Beyond that, the main way to add content is through creating layers, often in [layers.js](/js/layers.js). You can add new layers by calling `addLayer(layername, layerdata)`. There is an example of a basic layer in [layers.js](/js/layers.js) showing the recommended method. It is just an example and can be freely deleted. You can also use it as a reference or a base for your own layers.
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## Table of Contents
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### General
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- [Getting Started](getting-started.md): Getting your own copy of the code set up with Github Desktop.
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- [Getting Started](tutorial/getting-started.md): A guide to getting your own copy of the code set up with Github Desktop.
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- [Making a Mod](tutorial/making-a-mod.md): A guide to using TMT to make a basic mod.
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- [Main mod info](main-mod-info.md): How to set up general things for your mod in [mod.js](/js/mod.js).
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- [Basic layer breakdown](basic-layer-breakdown.md): Breaking down the components of a layer with minimal features.
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- [Layer features](layer-features.md): Explanations of all of the different properties that you can give a layer.
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- [Custom Tab Layouts](custom-tab-layouts.md): An optional way to give your tabs a different layout. You can even create entirely new components to use.
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- [Custom game layouts](trees-and-tree-customization.md): You can get rid of the tree tab, add buttons and other things to the tree,
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or even customize the tab's layout like a layer tab.
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- [Updating TMT](updating-tmt.md): Using Github Desktop to update your mod's version of TMT.
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- [Updating TMT](tutorials/updating-tmt.md): Using Github Desktop to update your mod's version of TMT.
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### Common components
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docs/trees-and-tree-customization.md

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## layoutInfo
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The most important part is layoutInfo, containing:
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- startTab: The id of the default tab to show on the left at the start.
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- startTab: The id of the default tab to show on the right at the start.
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- startNavTab: The id of the default tab to show on the left at the start.
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- showTree: True if the tree tab should be shown at the start of the game. (The other tab will fill the whole page)
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- treeLayout: If present, overrides the tree layout and places nodes as you describe instead (explained in the next section).
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docs/getting-started.md renamed to docs/tutorials/getting-started.md

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8. You can view your project on line, or share it with others, by going to https://raw.githack.com/[YOUR-GITHUB-USERNAME]/The-Modding-Tree/master/index.html. **You do NOT need to do this to test your mod locally.**
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And now, you have successfully used Github! You can look at the [documentation](!general-info.md) to see how The Modding Tree's system works and to make your mod a reality.
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And now, you have successfully used Github! You can look at the next tutorial on [making a mod](tutorials/making-a-mod.md), or look at the [documentation](!general-info.md) to see how The Modding Tree's system works and to make your mod a reality.
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js/Demo/demoTree.js

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// treeLayout will override the default tree's layout if used
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var layoutInfo = {
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startTab: "c",
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startNavTab: "tree-tab",
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showTree: true,
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//treeLayout: ""

js/tree.js

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var layoutInfo = {
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startTab: "none",
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startNavTab: "tree-tab",
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showTree: true,
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treeLayout: ""

js/utils/save.js

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function startPlayerBase() {
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return {
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tab: layoutInfo.startTab,
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navTab: (layoutInfo.showTree ? "tree-tab" : "none"),
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navTab: (layoutInfo.showTree ? layoutInfo.startNavTab : "none"),
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time: Date.now(),
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autosave: true,
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notify: {},

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