Decouples core systems from centralized globals in favor of catalogue-based architecture and data-driven content. Key changes: - Prestige: node-based buff tech tree, graph panel, progress bar - Research: multi-worker system, per-generator research, xp generation - Ascension: meta-currency layer via multi-currency prestige resets - Buffs: refactored as generator-independent via catalogues - UI: currency panel, edge-scrolling camera + zoom, current-goal panel - Alchemy Tower: crafting building with recipe/cost system - Testing: 7 test suites (ascension, prestige, research, goals) - Content: migrated from hardcoded idles/ to gym format (tiny_sword)
21 lines
855 B
Plaintext
21 lines
855 B
Plaintext
[gd_resource type="Resource" script_class="GeneratorBuffData" format=3 uid="uid://dlq2ke6i2pfob"]
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[ext_resource type="Resource" uid="uid://w4u1hddplb4e" path="res://docs/gyms/tiny_sword/currencies/gold.tres" id="1_8h747"]
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[ext_resource type="Script" uid="uid://dnhocfsuvmeyb" path="res://core/generator/generator_buff_data.gd" id="2_aejsu"]
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[ext_resource type="Resource" uid="uid://ik7t0r3su633" path="res://docs/gyms/tiny_sword/goals/gold_total_30_goal.tres" id="3_aejsu"]
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[resource]
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script = ExtResource("2_aejsu")
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id = &"gold_click_focus"
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target_ids = Array[StringName]([&"goldmine"])
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kind = 1
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text = "Gold Clicker!"
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max_level = 4
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unlock_goal = ExtResource("3_aejsu")
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effect_increment = 1.0
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cost_currency = ExtResource("1_8h747")
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base_cost_mantissa = 2.5
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base_cost_exponent = 1
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cost_multiplier = 2.0
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resource_target_currency = ExtResource("1_8h747")
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