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import{_ as e,q as s,p as t,ag as a}from"./chunks/framework.DvHfxfnp.js";const f=JSON.parse('{"title":"Upgrades","description":"","frontmatter":{},"headers":[],"relativePath":"public/gamedevtree/docs/upgrades.md","filePath":"public/gamedevtree/docs/upgrades.md"}'),i={name:"public/gamedevtree/docs/upgrades.md"},n=a(`<h1 id="upgrades" tabindex="-1">Upgrades <a class="header-anchor" href="#upgrades" aria-label="Permalink to &quot;Upgrades&quot;"></a></h1><p>Useful functions for dealing with Upgrades and implementing their effects:</p><ul><li>hasUpgrade(layer, id): determine if the player has the upgrade</li><li>upgradeEffect(layer, id): Returns the current effects of the upgrade, if any</li><li>buyUpgrade(layer, id): Buys an upgrade directly (if affordable)</li></ul><p>Hint: Basic point gain is calculated in mod.js&#39;s &quot;getPointGen&quot;.</p><p>Upgrades are stored in the following format:</p><div class="language-js vp-adaptive-theme"><button title="Copy Code" class="copy"></button><span class="lang">js</span><pre class="shiki shiki-themes github-light github-dark vp-code" tabindex="0"><code><span class="line"><span style="--shiki-light:#6F42C1;--shiki-dark:#B392F0;"> upgrades</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">: {</span></span>
<span class="line"><span style="--shiki-light:#6F42C1;--shiki-dark:#B392F0;"> rows</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">: # </span><span style="--shiki-light:#D73A49;--shiki-dark:#F97583;">of</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> rows</span></span>
<span class="line"><span style="--shiki-light:#6F42C1;--shiki-dark:#B392F0;"> cols</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">: # </span><span style="--shiki-light:#D73A49;--shiki-dark:#F97583;">of</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> columns</span></span>
<span class="line"><span style="--shiki-light:#005CC5;--shiki-dark:#79B8FF;"> 11</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">: {</span></span>
<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> description: </span><span style="--shiki-light:#032F62;--shiki-dark:#9ECBFF;">&quot;Blah&quot;</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">,</span></span>
<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> more features</span></span>
<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> }</span></span>
<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> etc</span></span>
<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> }</span></span></code></pre></div><p>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:</p><ul><li><p>title: <strong>optional</strong>, displayed at the top in a larger font It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>description: A description of the upgrade&#39;s effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>, 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.</p></li><li><p>effectDisplay(): <strong>optional</strong>, 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.</p></li><li><p>cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.</p></li><li><p>unlocked(): <strong>optional</strong>, A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.</p></li><li><p>onPurchase() - <strong>optional</strong>, this function will be called when the upgrade is purchased. Good for upgrades like &quot;makes this layer act like it was unlocked first&quot;.</p></li></ul><p>By default, upgrades use the main prestige currency for the layer. You can include these to change them (but it needs to be a Decimal):</p><ul><li><p>currencyDisplayName: <strong>optional</strong>, the name to display for the currency for the upgrade</p></li><li><p>currencyInternalName: <strong>optional</strong>, the internal name for that currency</p></li><li><p>currencyLayer: <strong>optional</strong>, the internal name of the layer that currency is stored in. If it&#39;s not in a layer (like Points), omit. If it&#39;s not stored directly in a layer, instead use the next feature.</p></li><li><p>currencyLocation: <strong>optional</strong>, if your currency is stored in something inside a layer (e.g. a buyable&#39;s amount), you can access it this way. This is a function returning the object in &quot;player&quot; that contains the value (like player[this.layer].buyables)</p></li><li><p>style: <strong>Optional</strong>, 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)</p></li><li><p>layer: <strong>Assigned automagically</strong>. It&#39;s the same value as the name of this layer, so you can do player[this.layer].points or similar</p></li><li><p>id: <strong>Assigned automagically</strong>. It&#39;s the &quot;key&quot; which the upgrade was stored under, for convenient access. The upgrade in the example&#39;s id is 11.</p></li></ul>`,10),r=[n];function l(o,p,h,d,u,c){return t(),s("div",null,r)}const y=e(i,[["render",l]]);export{f as __pageData,y as default};