big upgrades to upgrade system
This commit is contained in:
@@ -7,6 +7,10 @@
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<Upgrade>
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<Id>speed1</Id>
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<Name>Speedier Seagull</Name>
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<Requirements>
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<Food>100</Food>
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<Agility>1</Agility>
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</Requirements>
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<Modifiers>
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<Mod Id="up_speed1" Name="Upgrade: Speedier Seagull" Speed="5" />
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</Modifiers>
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@@ -18,6 +22,7 @@
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<Desc>Applying a thin coat of old french fry oil makes you much faster. Why do humans throw this stuff out?</Desc>
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<Requirements>
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<Require>speed1</Require>
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<Food>150</Food>
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</Requirements>
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<Modifiers>
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<Mod Id="up_speed2" Name="Upgrade: Greased Wings" Speed="10" />
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@@ -30,6 +35,10 @@
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<Mod Id="up_theft_chance1" Name="Upgrade: Swooping Techniques" ChanceSteal="10" />
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</Modifiers>
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<Desc>It's all in the neck. The wings are just the steering wheel. You gain a bonus on all dice rolls for stealing.</Desc>
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<Requirements>
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<Food>100</Food>
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<Agility>1</Agility>
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</Requirements>
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</Upgrade>
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<Upgrade>
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<Id>theft_chance2</Id>
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@@ -37,6 +46,7 @@
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<Desc>It's a lot easier to steal things if the previous owner doesn't see you coming. This technique gives you a bigger bonus on stealing rolls.</Desc>
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<Requirements>
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<Require>theft_chance1</Require>
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<Food>150</Food>
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</Requirements>
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<Modifiers>
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<Mod Id="up_theft_chance2" Name="Upgrade: The Element of Surprise" ChanceSteal="15" />
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66
pak/rules/upgrades/instinct.xml
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66
pak/rules/upgrades/instinct.xml
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@@ -0,0 +1,66 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<UpgradeRules xmlns="seagull:rules/upgrades">
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<TreeData>
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<Name>Instinct Upgrades</Name>
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<PrimaryColor>#aa00ff</PrimaryColor>
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</TreeData>
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<Upgrade>
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<Id>xp_bonus1</Id>
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<Name>Stop and Smell</Name>
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<Requirements>
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<Food>100</Food>
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<Instinct>1</Instinct>
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</Requirements>
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<Modifiers>
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<Mod Id="up_xp_bonus1" Name="Upgrade: Stop and Smell" XPPerc="2" />
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</Modifiers>
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<Desc>Who knew taking in the smells could make you wiser? Enjoy a 2% bonus to XP.</Desc>
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</Upgrade>
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<Upgrade>
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<Id>xp_bonus2</Id>
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<Name>Ponder and Deliberate</Name>
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<Modifiers>
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<Mod Id="up_xp_bonus2" Name="Upgrade: Ponder and Deliberate" XPPerc="5" />
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</Modifiers>
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<Requirements>
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<Require>xp_bonus1</Require>
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<Food>150</Food>
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</Requirements>
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<Desc>Take a second to really think about what you're trying to steal. You'll get a 5% XP bonus if you do.</Desc>
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</Upgrade>
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<Upgrade>
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<Id>xp_bonus3</Id>
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<Name>Plan and Strategize</Name>
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<Modifiers>
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<Mod Id="up_xp_bonus3" Name="Upgrade: Plan and Strategize" XPPerc="10" />
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</Modifiers>
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<Requirements>
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<Require>xp_bonus2</Require>
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<Require>theft_results2</Require>
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</Requirements>
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<Desc>Have a plan to steal from everyone you meet. Even the ones you don't execute on will grant you an additional 10% XP.</Desc>
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</Upgrade>
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<Upgrade>
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<Id>theft_results1</Id>
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<Name>Go for the Pockets</Name>
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<Desc>That's where they keep their stuff. Steal a little bit more from everyone.</Desc>
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<Requirements>
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<Food>100</Food>
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</Requirements>
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<Modifiers>
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<Mod Id="up_theft_results1" Name="Upgrade: Go for the Pockets" StealPerc="5" />
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</Modifiers>
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</Upgrade>
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<Upgrade>
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<Id>theft_results2</Id>
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<Name>Use the Winds</Name>
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<Desc>The wind provides extra speed, making you both faster and capable of taking more.</Desc>
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<Requirements>
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<Require>theft_results1</Require>
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<Food>200</Food>
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</Requirements>
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<Modifiers>
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<Mod Id="up_theft_results2" Name="Upgrade: Use the Winds" Speed="2" StealPerc="10" />
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</Modifiers>
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</Upgrade>
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</UpgradeRules>
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20
pak/rules/upgrades/leadership.xml
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20
pak/rules/upgrades/leadership.xml
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@@ -0,0 +1,20 @@
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<?xml version="1.1" encoding="UTF-8"?>
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<UpgradeRules xmlns="seagull:rules/upgrades">
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<TreeData>
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<Name>Leadership Upgrades</Name>
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<PrimaryColor>#ffaa00</PrimaryColor>
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</TreeData>
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<Upgrade>
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<Id>recruit_chance1</Id>
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</Upgrade>
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<Upgrade>
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<Id>offline_gen</Id>
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<Name>Tireless Colony</Name>
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<Requirements>
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<Food>100</Food>
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<Shinies>100</Shinies>
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<Leadership>1</Leadership>
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</Requirements>
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<Desc>Your colony starts taking shifts to get resources for you. A percentage of colony-generation continues even when you close the game.</Desc>
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</Upgrade>
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</UpgradeRules>
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@@ -19,10 +19,16 @@ function update_charsheet() {
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}
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}
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async function purchase_upgrade(tree, upgrade) {
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var upgrade_data = await fetch(`/upgrades/${tree}/${upgrade}`)
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.then(res => res.text())
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console.log(upgrade_data)
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}
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async function display_tree(tree) {
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var upgrade_tree = await fetch(`/upgrades/${tree}`)
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.then(res => res.text())
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console.log(upgrade_tree)
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//console.log(upgrade_tree)
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charsheet_elements["blk_tree"].innerHTML = upgrade_tree
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}
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13
pak/static/js/seagull-cheats.mjs
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13
pak/static/js/seagull-cheats.mjs
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@@ -0,0 +1,13 @@
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export function cheat_resources() {
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hnd_direction = document.querySelector("#dev-resource-direction");
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hnd_restype = document.querySelector("#dev-resource-type");
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hnd_amount = document.querySelector("#dev-resource-amount");
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if (!isEmpty(hnd_amount.value)) {
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if (hnd_direction == "+") {
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gamestate[hnd_restype.value] += Number(hnd_amount.value);
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} else if (hnd_direction == "-") {
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gamestate[hnd_restype.value] -= Number(hnd_amount.value);
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}
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}
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}
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@@ -48,6 +48,10 @@ const tickdiffs_reset = {
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}
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var tickdiffs = {}
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globalThis.isEmpty = str => !str.trim().length
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import {cheat_resources} from "./seagull-cheats.mjs"
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var bool_log_alt = false
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globalThis.record_log = function (text) {
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const div_logrow = document.createElement("div");
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@@ -300,7 +304,7 @@ async function game_tick() {
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ticks_since_last_save += 1;
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page_elements["lbl_tick"].innerHTML = gamestate["tick"];
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if (gamestate["tick"] % 5 == 0) {
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if (gamestate["tick"] % 5 == 0 && gamestate["colony"] > 1) {
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var colony_tickdata = await fetch("/tick/colony", {
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method: "POST",
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body: JSON.stringify({
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@@ -1,2 +1,12 @@
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{% if not desktop %}IP: {{ipaddr}}<br />{% endif %}
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<button id="dev-reset" onClick="reset_game()">Reset Game</button>
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<button id="dev-reset" onClick="reset_game()">Reset Game</button><br />
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<select id="dev-resource-direction">
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<option value="+">Grant</option>
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<option value="-">Remove</option>
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</select>
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<select id="dev-resource-type">
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<option value="food">Food</option>
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<option value="shinies">Shinies</option>
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</select>
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<input type="number" min="0" id="dev-resource-amount" placeholder="∞"/>
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<button id="dev-resource-txn" onClick="cheat_resources()">➡️</button>
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