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63 lines
3.3 KiB
Markdown
63 lines
3.3 KiB
Markdown
# Buyables
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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.
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The amount of a buyable owned is a `Decimal`.
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Useful functions for dealing with buyables and implementing their effects:
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- getBuyableAmt(layer, id): get the amount of the buyable the player has
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- setBuyableAmount(layer, id, amount): set the amount of the buyable the player has
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- buyableEffect(layer, id): Returns the current effects of the buyable, if any.
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Buyables should be formatted like this:
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```js
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buyables: {
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rows: # of rows,
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cols: # of columns,
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11: {
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cost(x) { return new Decimal(1).mul(x || getBuyableAmt(this.layer, this.id)) },
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display() { return "Blah" },
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canAfford() { return player[this.layer].points.gte(this.cost()) },
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buy() {
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player[this.layer].points = player[this.layer].points.sub(this.cost())
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setBuyableAmount(this.layer, this.id, getBuyableAmt(this.layer, this.id).add(1))
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},
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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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Features:
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- title: **optional**. displayed at the top in a larger font. It can also be a function that returns updating text.
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- 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.
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- 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.
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- 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.
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- unlocked(): **optional**. A function returning a bool to determine if the buyable is visible or not. Default is unlocked.
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- canAfford(): A function returning a bool to determine if you can buy one of the buyables.
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- buy(): A function that implements buying one of the buyable, including spending the currency.
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- buyMax(): **optional**. A function that implements buying as many of the buyable as possible.
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- 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).
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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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- 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.
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Sell One/Sell All:
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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.
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- 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.
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- 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.
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