mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-28 02:51:55 +00:00
59 lines
No EOL
2.7 KiB
Markdown
59 lines
No EOL
2.7 KiB
Markdown
# Upgrades
|
|
|
|
Upgrades are stored in the following format:
|
|
|
|
Useful functions for dealing with Upgrades and implementing their effects:
|
|
|
|
- hasUpgrade(layer, id): determine if the player has the upgrade
|
|
- upgradeEffect(layer, id): Returns the current effects of the upgrade, if any
|
|
|
|
Hint: Basic point gain is calculated in game.js's "getPointGain".
|
|
|
|
|
|
```js
|
|
upgrades: {
|
|
rows: # of rows
|
|
cols: # of columns
|
|
11: {
|
|
desc: "Blah",
|
|
more features
|
|
}
|
|
etc
|
|
}
|
|
```
|
|
|
|
Each upgrade should have an id where the first digit is the row and the second digit is the column.
|
|
Individual upgrades can have these features:
|
|
|
|
- title: **optional**, displayed at the top in a larger font
|
|
It can also be a function that returns updating text. Can use basic HTML.
|
|
|
|
- description: A description of the upgrade's effect. *You will also have to implement the effect where it is applied.*
|
|
It can also be a function that returns updating text. Can use basic HTML.
|
|
|
|
- effect(): **optional**, A function that calculates and returns the current values of any bonuses from the upgrade.
|
|
Can return a value or an object containing multiple values.
|
|
|
|
- effectDisplay(): **optional**, A function that returns a display of the current effects of the upgrade with
|
|
formatting. Default behavior is to just display the a number appropriately formatted. Can use basic HTML.
|
|
|
|
- cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.
|
|
|
|
- unlocked(): **optional**, A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.
|
|
|
|
- onPurchase() - **optional**, this function will be called when the upgrade is purchased.
|
|
Good for upgrades like "makes this layer act like it was unlocked first".
|
|
|
|
By default, upgrades use the main prestige currency for the layer. You can include these to change them:
|
|
- currencyDisplayName: **optional**, the name to display for the currency for the upgrade
|
|
- currencyInternalName: **optional**, the internal name for that currency
|
|
- currencyLayer: **optional**, the internal name of the layer that currency is stored in.
|
|
If it's not in a layer (like Points), omit.
|
|
|
|
- style: **Optional**, Applies CSS to this upgrade, 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 upgrade was stored under, for convenient access.
|
|
The upgrade in the example's id is 11. |