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44 lines
1.8 KiB
Markdown
44 lines
1.8 KiB
Markdown
# Upgrades
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Upgrades are stored in the following format:
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```js
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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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desc: "Blah",
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etc
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}
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etc
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}
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```
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You can use hasUpg(layer, id) to determine if the player has an upgrade. This is useful for implementing bonuses.
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Hint: Basic point gain is calculated in game.js's "getPointGain".
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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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- desc: A description of the upgrade's effect. *You will also have to implement the effect where it is applied.*
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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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- effectDisp(effects): **optional**, A function that returns a display of the current effects of the upgrade with
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formatting. Default behavior is to just display the a number appropriately formatted.
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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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- unl(): A function returning a bool to determine if the upgrade is visible or not.
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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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By default, upgrades use the main prestige currency for the layer. You can include these to change them:
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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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If it's not in a layer (like Points), omit.
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