Created ScaleDecimals as option
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@@ -914,6 +914,7 @@ CM.ConfigData.GrimoireBar = {type: 'bool', group: 'Statistics', label: ['Grimoir
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// Statistics
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CM.ConfigData.Scale = {type: 'bool', group: 'Other', label: ['Game\'s Setting Scale', 'Metric', 'Short Scale', 'Scientific Notation', 'Engineering Notation'], desc: 'Change how long numbers are handled', toggle: false, func: function() {CM.Disp.RefreshScale();}};
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CM.ConfigData.ScaleDecimals = {type: 'bool', group: 'Other', label: ['0 decimals', '1 decimals', '2 decimals', '3 decimals'], desc: 'Set the number of decimals used when applicable', toggle: false, func: function() {CM.Disp.RefreshScale();}};
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/********
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* Disp *
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@@ -2930,7 +2931,7 @@ CM.Disp.ToggleDetailedTime = function() {
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/**
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* This function refreshes all numbers after a change in scale-setting
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* It is therefore called by a change in CM.Config.Scale
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* It is therefore called by a change in CM.Config.Scale and CM.Config.ScaleDecimals
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*/
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CM.Disp.RefreshScale = function() {
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BeautifyAll();
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@@ -4168,6 +4169,7 @@ CM.ConfigDefault = {
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DetailedTime: 1,
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GrimoireBar: 1,
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Scale: 2,
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ScaleDecimals: 2,
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OptionsPref: {BarsColors: 1, Calculation: 1, Notification: 1, Tooltip: 1, Statistics: 1, Other: 1},
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StatsPref: {Lucky: 1, Conjure: 1, Chain: 1, Prestige: 1, Wrink: 1, Sea: 1, Misc: 1},
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Colors : {Blue: '#4bb8f0', Green: '#00ff00', Yellow: '#ffff00', Orange: '#ff7f00', Red: '#ff0000', Purple: '#ff00ff', Gray: '#b3b3b3', Pink: '#ff1493', Brown: '#8b4513'},
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