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idle/docs/gyms/tiny_sword/buffs/gold_click_buff.tres
Michele Rossi 81a4058b04 systems rework: buffs, prestige graph, research, modular architecture
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)
2026-05-07 20:36:21 +00:00

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[gd_resource type="Resource" script_class="GeneratorBuffData" format=3 uid="uid://dlq2ke6i2pfob"]
[ext_resource type="Resource" uid="uid://w4u1hddplb4e" path="res://docs/gyms/tiny_sword/currencies/gold.tres" id="1_8h747"]
[ext_resource type="Script" uid="uid://dnhocfsuvmeyb" path="res://core/generator/generator_buff_data.gd" id="2_aejsu"]
[ext_resource type="Resource" uid="uid://ik7t0r3su633" path="res://docs/gyms/tiny_sword/goals/gold_total_30_goal.tres" id="3_aejsu"]
[resource]
script = ExtResource("2_aejsu")
id = &"gold_click_focus"
target_ids = Array[StringName]([&"goldmine"])
kind = 1
text = "Gold Clicker!"
max_level = 4
unlock_goal = ExtResource("3_aejsu")
effect_increment = 1.0
cost_currency = ExtResource("1_8h747")
base_cost_mantissa = 2.5
base_cost_exponent = 1
cost_multiplier = 2.0
resource_target_currency = ExtResource("1_8h747")