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Make influences appear as discovered
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parent
ca110a22f5
commit
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1 changed files with 99 additions and 60 deletions
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@ -4,6 +4,7 @@ import { createTab } from "features/tabs/tab";
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import { createTabFamily } from "features/tabs/tabFamily";
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import { Persistent, persistent } from "game/persistence";
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import { renderJSX } from "util/vue";
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import { main } from "./projEntry";
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export interface ModalData {
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modal: JSXFunction;
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@ -217,67 +218,105 @@ export function getPortalHelp() {
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influence will multiply the energy cost of creating the portal.
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</p>
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<br />
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Influences:
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{Object.keys(main.influenceNodes.value).length > 0 ? (
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<div>
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Discovered influences:
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<ul style="list-style-type: unset">
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{main.influenceNodes.value.increaseResources == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+resource</b>: Can be connected to
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resources and will cause any treasures that reference resources
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(caches, gens, and resource mults) to have increased odds of picking
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a selected resource.
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<b style="color: var(--bought)">+resource</b>: Can be
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connected to resources and will cause any treasures that
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reference resources (caches, gens, and resource mults)
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to have increased odds of picking a selected resource.
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</li>
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)}
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{main.influenceNodes.value.decreaseResources == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">-resource</b>: Can be connected to
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resources and will cause any treasures that reference resources
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(caches, gens, and resource mults) to have decreased odds of picking
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a selected resource.
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<b style="color: var(--bought)">-resource</b>: Can be
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connected to resources and will cause any treasures that
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reference resources (caches, gens, and resource mults)
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to have decreased odds of picking a selected resource.
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</li>
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)}
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{main.influenceNodes.value.increaseLength == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+length</b>: Cause the plane to have
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1 extra treasure than it otherwise would have.
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<b style="color: var(--bought)">+length</b>: Cause the
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plane to have 1 extra treasure than it otherwise would
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have.
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</li>
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)}
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{main.influenceNodes.value.increaseCaches == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+caches</b>: Causes treasures to
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have an increased chance to be caches.
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<b style="color: var(--bought)">+caches</b>: Causes
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treasures to have an increased chance to be caches.
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</li>
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)}
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{main.influenceNodes.value.increaseGens == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+gens</b>: Causes treasures to have
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an increased chance to be gens.
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<b style="color: var(--bought)">+gens</b>: Causes
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treasures to have an increased chance to be gens.
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</li>
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)}
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{main.influenceNodes.value.increaseResourceMults ==
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null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+resource mults</b>: Causes
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treasures to have an increased chance to be resource mults.
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<b style="color: var(--bought)">+resource mults</b>:
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Causes treasures to have an increased chance to be
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resource mults.
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</li>
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)}
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{main.influenceNodes.value.increaseEnergyMults ==
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null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+energy mults</b>: Causes treasures
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to have an increased chance to be energy mults.
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<b style="color: var(--bought)">+energy mults</b>:
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Causes treasures to have an increased chance to be
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energy mults.
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</li>
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)}
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{main.influenceNodes.value.increaseInfluences == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+influences</b>: Causes treasures to
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have an increased chance to be influences.
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<b style="color: var(--bought)">+influences</b>: Causes
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treasures to have an increased chance to be influences.
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</li>
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)}
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{main.influenceNodes.value.relic == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+relic</b>: Maximizes length and
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difficulty for this tier of plane, and makes the last treasure a
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relic (unique per tier of plane). Overrides any other
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difficulty-changing influences.
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<b style="color: var(--bought)">+relic</b>: Maximizes
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length and difficulty for this tier of plane, and makes
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the last treasure a relic (unique per tier of plane).
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Overrides any other difficulty-changing influences.
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</li>
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)}
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{main.influenceNodes.value.increaseDiff == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+difficulty</b>: Causes the
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difficulty and rewards to be in the upper half of what's possible at
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this tier.
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<b style="color: var(--bought)">+difficulty</b>: Causes
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the difficulty and rewards to be in the upper half of
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what's possible at this tier.
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</li>
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)}
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{main.influenceNodes.value.decreaseDiff == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">-difficulty</b>: Causes the
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difficulty and rewards to be in the lower half of what's possible at
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this tier.
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<b style="color: var(--bought)">-difficulty</b>: Causes
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the difficulty and rewards to be in the lower half of
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what's possible at this tier.
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</li>
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)}
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{main.influenceNodes.value.increaseRewards == null ? null : (
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<li style="margin-top: var(--feature-margin)">
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<b style="color: var(--bought)">+rewards</b>: Causes the quality of
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treasures to be 1 tier higher. Does not affect influences or relics
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treasures.
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<b style="color: var(--bought)">+rewards</b>: Causes the
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quality of treasures to be 1 tier higher. Does not
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affect influences or relics treasures.
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</li>
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)}
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</ul>
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</div>
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) : (
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<div>
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Once you discover influences, summaries will appear here describing
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their effects.
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</div>
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)}
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</div>
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))
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}))
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})
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