ALWAYS add new boosts to the end. Existing boosts can however be replaced by new ones. Boosts can be accessed either by Molpy.Boosts[ALIAS] or Molpy.BoostsById[ID].
Third column explains is parameter (A)utomatic, (M)ust be present or (O)ptional.
What | Type | AMO | Use and comments |
---|---|---|---|
id | int | A | Set internally by the program on setup |
unlocked | float | AO | If 1, the boost is unlocked when the game starts, boost will be in shop if unlocked > bought |
bought | float | A | Number of times the boost has been bought (will be in shop if bought < unlocked) |
power | float | ? | Used for many things to record additional property of boost. Uses vary. |
Level | float | O | Derived from power for a lot of boosts, (usually when defStuff = 1) |
name | text | M | Used for the boost in the display and to identify boost in the absence of an alias |
alias | text | O | Used to identify the boost internally and may be used in Robotic Shopper etc. If not set, the name is used. |
title | MayBeF | O | Used for dynamic names of boosts - gives current name (can include html) |
icon | text | O | Used to give the root icon name when displaying the boost in the loot |
group | text | O | Used to give the group name for the boost, if absent "boost" is used. Must be one of the group names defined at the top of the boosts file, you get weird errors otherwise. |
desc | MayBeF | ? | Used to provide a description of the boost - can be fairly dynamic |
price | hash | O | Hash of stuff and number needed, the number can be in quotes and will be DeMolpifed. The number needed can itself be a function. |
stats | MayBeF | O | Alternative description when in stats mode |
startPower | MayBeF | O | Initial power level when bought |
startCountdown | MayBeF | O | Initial countdown value - for temporary boosts |
countdownCMS | int | O | IF 1, runs countdown through Coma Mopy Style |
className | text | O | Initial className for tagged items - '', 'alert', 'toggle', 'action' |
department | int | O | If 1, it is awarded through the DORD maybe changed by CheckDoRDRewards in data.js |
buyFunction | Func | O | Called as part of the boost buying |
lockFunction | Func | O | Called when the boost is locked |
unlockFunction | Func | O | Called when the boost is unlocked |
loadFunction | Func | O | Called when the game is loaded |
countdownFunction | Func | O | Called when the countdown is in use every mnp |
countdownLockFunction | Func | O | Called when the countdown reaches 0 |
IsEnabled | |||
defSave | int | O | |
saveData | hash | O | |
classChange | Func | O | Returns current className - allows for dynamic class changes |
gifIcon | Bool | O | If 1, icon is a gif, oherwise it is a png |
logic | int? | O | Gives static logicat level for boost - maybe changed by CheckLogicatRewards in data.js |
single | text | O | Gives the correct text for a single item of the boost |
plural | text | O | Gives the correct text for multiple items of the boost (otherwise an s is added) |
Level | |||
Has | Func(n) | O | Returns true if you have n of them item |
Spend | Func(n) | O | Return true if it spends n of the item (planning on defaulting n to 1 for some boosts) |
Add | Func(n) | O | Adds n of the item (can be negative) |
refreshFunction | Func | O | |
heresy | Bool | O | Coloured icons/effects |
defStuff | int | O | If 1, use default |
clickBeach | Func | O | For beach actions |
prizes | int | O | Number of prizes the boost is |
tier | |||
draglvl | text | O | Gives dragon level the boost becomes available |
limit | MayBeF | O | Number of the boost that can be held at once |
NotTemp | int | O | Prevents boosts with complex countdowns being treated as temporary on load |
sortAfter | text | O | Gives the alias of the boost it is to apear after instead of alphabetical |
AfterToggle | Func | O | Called after use of Generic Toggle |
photo | int | O | Photo level required to obtain this via photo. |
What | Type | AMO | Use and comments |
---|---|---|---|
id | int | A | Set internally to the Idenity of the Badge on setup. |
name | text | M | Name of badge |
alias | text | O | Short form of badge, not used other than for dicoveries, may remove this |
vis | int | O |
|
desc | MayBeF | M? | Description of the badge |
stats | MayBeF | O | More information about the badge |
heresy | bool | O | Coloured icons/effects |
classChange | Func | O | Returns current className - allows for dynamic class changes |
The discoveries are CURRENTLY in the same file as the badges. This may change in the future.
Add new options in the order they should appear Add the new option to the END of the Save Order, NEVER EVER DELETE from this list
What | Type | AMO | Use and comments |
---|---|---|---|
id | int | A | Set internally to the Idenity of the Option on setup. |
name | text | M | Used to reference the option in the code |
title | text | O | Title of option (if different from name) |
defaultval | int | O | Default vallue (if not 0) |
visability | MayBeF | O | Show the option, default 1, -1 never shown |
onchange | Func | O | Actions to take if/when it changes, also called on load |
range | int | O | Highest value (currently the maximum is 9) default 1 |
text | MaybeF | O | Text for the option, if an array it is indexed by the value to get the text |
breakafter | int | O | If 1, the next option starts on a new line in the display (just for neatness and grouping) |
Unlike just about everything else, the order has extraordinarily little effect, and can be changed without breaking saves (though it may break the rest). Info is stored in Molpy.Crafts, which has the following structure:
Molpy -> Crafts -> Craft table name -> Recipe number (recipes are stored in an array) -> recipe, "can craft" flags
Recipes consist of a start, finish, and catalysts objects, with "mid craft" flags. Catylysts are assumed {} if not specified, all three main objects are in the same format as price. However, they can be a function. If a number, the effect of scaling will be assumed to be just multiplying the costs. If a function, the function will receive the number of times which will be used, and output the cost, e.g. Molpy.Crafts.Polarizer[0].recipe.start.Blackness is a function which always returns 5, meaning that, regardless of how much blueness you want to polarize, there will always be a cost of exactly 5 blackness.
level | int | M | Craft table level is compared to this in determining if you can craft something. Ought to be O. maxTimes | MaybeF | AO | When using the default times, this is used as a cap on times. Defaults to Infinity. times | MaybeF | AM | Should output how many times a recipe should attempt to be crafted. Defaults to a 10^n checker.
onFinish | Func | O | Stuff to do whenever the craft is completed.