10 lines
5.7 KiB
JavaScript
10 lines
5.7 KiB
JavaScript
import{_ as e,c as s,o as a,a as t}from"./app.0f100cc5.js";const g=JSON.parse('{"title":"Upgrades","description":"","frontmatter":{},"headers":[],"relativePath":"public/gamedevtree/docs/upgrades.md","lastUpdated":null}'),n={name:"public/gamedevtree/docs/upgrades.md"},o=t(`<h1 id="upgrades" tabindex="-1">Upgrades <a class="header-anchor" href="#upgrades" aria-hidden="true">#</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's "getPointGen".</p><p>Upgrades are stored in the following format:</p><div class="language-js"><button title="Copy Code" class="copy"></button><span class="lang">js</span><pre class="shiki"><code><span class="line"><span style="color:#A6ACCD;"> </span><span style="color:#FFCB6B;">upgrades</span><span style="color:#89DDFF;">:</span><span style="color:#A6ACCD;"> </span><span style="color:#89DDFF;">{</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#FFCB6B;">rows</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> # </span><span style="color:#89DDFF;">of</span><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">rows</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#FFCB6B;">cols</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> # </span><span style="color:#89DDFF;">of</span><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">columns</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#F78C6C;">11</span><span style="color:#F07178;">: </span><span style="color:#89DDFF;">{</span></span>
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<span class="line"><span style="color:#F07178;"> description</span><span style="color:#89DDFF;">:</span><span style="color:#F07178;"> </span><span style="color:#89DDFF;">"</span><span style="color:#C3E88D;">Blah</span><span style="color:#89DDFF;">"</span><span style="color:#89DDFF;">,</span></span>
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<span class="line"><span style="color:#F07178;"> more </span><span style="color:#A6ACCD;">features</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#A6ACCD;">etc</span></span>
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<span class="line"><span style="color:#F07178;"> </span><span style="color:#89DDFF;">}</span></span>
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<span class="line"></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'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 "makes this layer act like it was unlocked first".</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's not in a layer (like Points), omit. If it'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's amount), you can access it this way. This is a function returning the object in "player" 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'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's the "key" which the upgrade was stored under, for convenient access. The upgrade in the example's id is 11.</p></li></ul>`,10),l=[o];function r(p,i,c,u,d,h){return a(),s("div",null,l)}const f=e(n,[["render",r]]);export{g as __pageData,f as default};
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