mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-12-13 09:41:40 +00:00
86 lines
No EOL
4.8 KiB
Markdown
86 lines
No EOL
4.8 KiB
Markdown
# Buyables
|
|
|
|
Buyables are usually things that can be bought multiple times with scaling costs. They come with optional buttons that can be used for respeccing or selling buyables, among other things.
|
|
|
|
The amount of a buyable owned is a `Decimal`.
|
|
|
|
Useful functions for dealing with buyables and implementing their effects:
|
|
|
|
- getBuyableAmount(layer, id): get the amount of the buyable the player has
|
|
- addBuyables(layer, id, amount): add to the amount of the buyable
|
|
- setBuyableAmount(layer, id, amount): set the amount of the buyable the player has
|
|
- buyableEffect(layer, id): Returns the current effects of the buyable, if any.
|
|
|
|
Buyables should be formatted like this:
|
|
|
|
```js
|
|
buyables: {
|
|
11: {
|
|
cost(x) { return new Decimal(1).mul(x) },
|
|
display() { return "Blah" },
|
|
canAfford() { return player[this.layer].points.gte(this.cost()) },
|
|
buy() {
|
|
player[this.layer].points = player[this.layer].points.sub(this.cost())
|
|
setBuyableAmount(this.layer, this.id, getBuyableAmount(this.layer, this.id).add(1))
|
|
},
|
|
etc
|
|
},
|
|
etc
|
|
}
|
|
```
|
|
|
|
Features:
|
|
|
|
- title: **optional**. displayed at the top in a larger font. It can also be a function that returns updating text.
|
|
|
|
- cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th purchase. (x is a `Decimal`).
|
|
Can return an object if there are multiple currencies.
|
|
|
|
- effect(): **optional**. A function that calculates and returns the current values of bonuses of this buyable. Can have an optional argument "x" to calculate the effect of having x of the buyable..
|
|
Can return a value or an object containing multiple values.
|
|
|
|
- display(): A function returning everything that should be displayed on the buyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.
|
|
|
|
- unlocked(): **optional**. A function returning a bool to determine if the buyable is visible or not. Default is unlocked.
|
|
|
|
- canAfford(): A function returning a bool to determine if you can buy one of the buyables.
|
|
|
|
- buy(): A function that implements buying one of the buyable, including spending the currency.
|
|
|
|
- buyMax(): **optional**. A function that implements buying as many of the buyable as possible.
|
|
|
|
- style: **optional**. Applies CSS to this buyable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).
|
|
|
|
- purchaseLimit: **optional**. The limit on how many of the buyable can be bought. The default is no limit.
|
|
|
|
- marked: **optional** Adds a mark to the corner of the buyable. If it's "true" it will be a star, but it can also be an image URL.
|
|
|
|
- tooltip: **optional**. Adds a tooltip to this buyable, appears when it is hovered over. Can use basic HTML. Default is no tooltip. If this returns an empty value, that also disables the tooltip.
|
|
|
|
- layer: **assigned automagically**. It's the same value as the name of this layer, so you can do `player[this.layer].points` or similar.
|
|
|
|
- id: **assigned automagically**. It's the "key" which the buyable was stored under, for convenient access. The buyable in the example's id is 11.
|
|
|
|
Sell One/Sell All:
|
|
|
|
Including a `sellOne` or `sellAll` function will cause an additional button to appear beneath the buyable. They are functionally identical, but "sell one" appears above "sell all". You can also use them for other things.
|
|
|
|
- sellOne/sellAll(): **optional**. Called when the button is pressed. The standard use would be to decrease/reset the amount of the buyable, and possibly return some currency to the player.
|
|
|
|
- canSellOne/canSellAll(): **optional**. booleans determining whether or not to show the buttons. If "canSellOne/All" is absent but "sellOne/All" is present, the appropriate button will always show.
|
|
|
|
|
|
To add a respec button, or something similar, add the respecBuyables function to the main buyables object (not individual buyables).
|
|
You can use these features along with it:
|
|
|
|
- respec(): **optional**. This is called when the button is pressed (after a toggleable confirmation message).
|
|
|
|
- respecText: **optional**. Text to display on the respec Button.
|
|
|
|
- showRespec(): **optional**. A function determining whether or not to show the button, if respecBuyables is defined. Defaults to true if absent.
|
|
|
|
- respecMessage: **optional**. A custom confirmation message on respec, in place of the default one.
|
|
|
|
|
|
|
|
- branches: **optional**, This is primarially useful for buyable trees. An array of buyable ids. A line will appear from this buyable to all of the buyables in the list. Alternatively, an entry in the array can be a 2-element array consisting of the buyable id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors). A third element in the array optionally specifies line width. |