Make influences appear as discovered

This commit is contained in:
thepaperpilot 2023-05-14 14:02:23 -05:00
parent ca110a22f5
commit 4fecb68170

View file

@ -4,6 +4,7 @@ import { createTab } from "features/tabs/tab";
import { createTabFamily } from "features/tabs/tabFamily";
import { Persistent, persistent } from "game/persistence";
import { renderJSX } from "util/vue";
import { main } from "./projEntry";
export interface ModalData {
modal: JSXFunction;
@ -217,67 +218,105 @@ export function getPortalHelp() {
influence will multiply the energy cost of creating the portal.
</p>
<br />
Influences:
{Object.keys(main.influenceNodes.value).length > 0 ? (
<div>
Discovered influences:
<ul style="list-style-type: unset">
{main.influenceNodes.value.increaseResources == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+resource</b>: Can be connected to
resources and will cause any treasures that reference resources
(caches, gens, and resource mults) to have increased odds of picking
a selected resource.
<b style="color: var(--bought)">+resource</b>: Can be
connected to resources and will cause any treasures that
reference resources (caches, gens, and resource mults)
to have increased odds of picking a selected resource.
</li>
)}
{main.influenceNodes.value.decreaseResources == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">-resource</b>: Can be connected to
resources and will cause any treasures that reference resources
(caches, gens, and resource mults) to have decreased odds of picking
a selected resource.
<b style="color: var(--bought)">-resource</b>: Can be
connected to resources and will cause any treasures that
reference resources (caches, gens, and resource mults)
to have decreased odds of picking a selected resource.
</li>
)}
{main.influenceNodes.value.increaseLength == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+length</b>: Cause the plane to have
1 extra treasure than it otherwise would have.
<b style="color: var(--bought)">+length</b>: Cause the
plane to have 1 extra treasure than it otherwise would
have.
</li>
)}
{main.influenceNodes.value.increaseCaches == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+caches</b>: Causes treasures to
have an increased chance to be caches.
<b style="color: var(--bought)">+caches</b>: Causes
treasures to have an increased chance to be caches.
</li>
)}
{main.influenceNodes.value.increaseGens == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+gens</b>: Causes treasures to have
an increased chance to be gens.
<b style="color: var(--bought)">+gens</b>: Causes
treasures to have an increased chance to be gens.
</li>
)}
{main.influenceNodes.value.increaseResourceMults ==
null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+resource mults</b>: Causes
treasures to have an increased chance to be resource mults.
<b style="color: var(--bought)">+resource mults</b>:
Causes treasures to have an increased chance to be
resource mults.
</li>
)}
{main.influenceNodes.value.increaseEnergyMults ==
null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+energy mults</b>: Causes treasures
to have an increased chance to be energy mults.
<b style="color: var(--bought)">+energy mults</b>:
Causes treasures to have an increased chance to be
energy mults.
</li>
)}
{main.influenceNodes.value.increaseInfluences == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+influences</b>: Causes treasures to
have an increased chance to be influences.
<b style="color: var(--bought)">+influences</b>: Causes
treasures to have an increased chance to be influences.
</li>
)}
{main.influenceNodes.value.relic == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+relic</b>: Maximizes length and
difficulty for this tier of plane, and makes the last treasure a
relic (unique per tier of plane). Overrides any other
difficulty-changing influences.
<b style="color: var(--bought)">+relic</b>: Maximizes
length and difficulty for this tier of plane, and makes
the last treasure a relic (unique per tier of plane).
Overrides any other difficulty-changing influences.
</li>
)}
{main.influenceNodes.value.increaseDiff == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+difficulty</b>: Causes the
difficulty and rewards to be in the upper half of what's possible at
this tier.
<b style="color: var(--bought)">+difficulty</b>: Causes
the difficulty and rewards to be in the upper half of
what's possible at this tier.
</li>
)}
{main.influenceNodes.value.decreaseDiff == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">-difficulty</b>: Causes the
difficulty and rewards to be in the lower half of what's possible at
this tier.
<b style="color: var(--bought)">-difficulty</b>: Causes
the difficulty and rewards to be in the lower half of
what's possible at this tier.
</li>
)}
{main.influenceNodes.value.increaseRewards == null ? null : (
<li style="margin-top: var(--feature-margin)">
<b style="color: var(--bought)">+rewards</b>: Causes the quality of
treasures to be 1 tier higher. Does not affect influences or relics
treasures.
<b style="color: var(--bought)">+rewards</b>: Causes the
quality of treasures to be 1 tier higher. Does not
affect influences or relics treasures.
</li>
)}
</ul>
</div>
) : (
<div>
Once you discover influences, summaries will appear here describing
their effects.
</div>
)}
</div>
))
}))
})