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The-Modding-Tree/docs/buyables.md
2020-10-16 11:39:39 -04:00

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Buyables

Buyables are usually things that can be bought multiple times with scaling costs. If you set a respec function, the player can reset the purchases to get their currency back.

The amount of a buyable owned is a Decimal. You can get or set the amount of a buyable with getBuyableAmt(layer, id) and setBuyableAmt(layer, id, amt). You can use buyableEffect(layer, id) to get the current effects of a buyable.

Buyables should be formatted like this:

    buyables: {
        rows: # of rows
        cols: # of columns
        respec() {}, //**optional**, implement it to reset things and give back your currency.
                     // Having this function makes a respec button appear
        respecText:// **optional**, text that appears on the respec button
        showRespecButton(){} //**optional**, a function determining whether or not to show the button. Defaults to true if absent.
        11: {
            display() {return "Blah"},
            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 object, but needs to use "current amount" as a default value for x. (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 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)

  • 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.