2020-10-01 05:30:59 +00:00
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# Upgrades
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2020-10-01 04:08:01 +00:00
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2020-10-05 21:11:15 +00:00
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Useful functions for dealing with Upgrades and implementing their effects:
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2020-10-13 03:08:19 +00:00
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- hasUpgrade(layer, id): determine if the player has the upgrade
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- upgradeEffect(layer, id): Returns the current effects of the upgrade, if any
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2020-10-05 21:11:15 +00:00
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Hint: Basic point gain is calculated in game.js's "getPointGain".
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2020-10-15 01:43:16 +00:00
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Upgrades are stored in the following format:
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2020-10-05 21:11:15 +00:00
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2020-10-01 19:57:47 +00:00
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```js
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2020-10-01 05:43:30 +00:00
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upgrades: {
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rows: # of rows
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cols: # of columns
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11: {
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2020-10-13 03:28:02 +00:00
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desc: "Blah",
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2020-10-05 21:11:15 +00:00
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more features
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2020-10-01 05:43:30 +00:00
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}
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2020-10-01 05:41:25 +00:00
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etc
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}
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2020-10-01 19:57:47 +00:00
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```
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2020-10-01 04:08:01 +00:00
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2020-10-01 04:51:07 +00:00
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Each upgrade should have an id where the first digit is the row and the second digit is the column.
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Individual upgrades can have these features:
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2020-10-01 04:08:01 +00:00
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2020-10-03 19:45:47 +00:00
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- title: **optional**, displayed at the top in a larger font
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2020-10-07 20:41:45 +00:00
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It can also be a function that returns updating text. Can use basic HTML.
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2020-10-03 19:45:47 +00:00
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2020-10-13 03:08:19 +00:00
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- description: A description of the upgrade's effect. *You will also have to implement the effect where it is applied.*
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2020-10-07 20:41:45 +00:00
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It can also be a function that returns updating text. Can use basic HTML.
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2020-10-01 04:08:01 +00:00
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2020-10-01 04:51:07 +00:00
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- effect(): **optional**, A function that calculates and returns the current values of any bonuses from the upgrade.
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Can return a value or an object containing multiple values.
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2020-10-01 04:08:01 +00:00
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2020-10-10 03:16:29 +00:00
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- effectDisplay(): **optional**, A function that returns a display of the current effects of the upgrade with
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2020-10-07 20:41:45 +00:00
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formatting. Default behavior is to just display the a number appropriately formatted. Can use basic HTML.
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2020-10-01 04:08:01 +00:00
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2020-10-01 04:51:07 +00:00
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- cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.
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2020-10-13 03:08:19 +00:00
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- unlocked(): **optional**, A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.
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2020-10-01 04:51:07 +00:00
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- onPurchase() - **optional**, this function will be called when the upgrade is purchased.
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Good for upgrades like "makes this layer act like it was unlocked first".
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2020-10-16 15:39:39 +00:00
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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):
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2020-10-01 04:51:07 +00:00
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- currencyDisplayName: **optional**, the name to display for the currency for the upgrade
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- currencyInternalName: **optional**, the internal name for that currency
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- currencyLayer: **optional**, the internal name of the layer that currency is stored in.
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2020-10-16 15:39:39 +00:00
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If it's not in a layer (like Points), omit. If it's not stored directly in a layer, instead use the next feature.
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- currencyLocation: **optional**, if your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way.
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This is a function returning the object in "player" that contains the value (like player[this.layer].buyables)
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2020-10-01 04:08:01 +00:00
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2020-10-13 03:08:19 +00:00
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- style: **Optional**, Applies CSS to this upgrade, in the form of an object where the keys are CSS attributes,
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and the values are the values for those attributes (both as strings)
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2020-10-07 20:41:45 +00:00
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2020-10-03 19:45:47 +00:00
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- layer: **Assigned automagically**. It's the same value as the name of this layer, so you can do player[this.layer].points or similar
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2020-10-01 04:08:01 +00:00
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2020-10-13 03:08:19 +00:00
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- id: **Assigned automagically**. It's the "key" which the upgrade was stored under, for convenient access.
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The upgrade in the example's id is 11.
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