Hi.
Need some help here.
I have 3 different upgrades, that I want the player to be able to purchase. (u1, u2, u3).
The player should be able to purchase all 3, but once you buy 1 of the upgrades, the price will go up on the remaining 2, an then again when you purchase upgrade 2, the cost will increase for the last upgrade.
The player should also be able to choose witch one he wants first.
Currently I've tried with apply_action, where I created a requirement_action, require player_upgrade. Then at the modifier I added change_cost something.
So basically its something like this: require_player_upgrade_u2/u1 / modifier/ Change_upgrade_cost u3
Not sure if I managed to explain this good enough. Hopefully I did. How can I achieve this?
Increasing cost after purchase
5 Jan 2019, 21:18 PM
#1
Posts: 26
6 Jan 2019, 01:25 AM
#2
Posts: 327
I did this with the weapon rack upgrades in IAC. Its as simple as applying a modifier to the other upgrades when each one completes. You can do that through the upgrade action.
8 Jan 2019, 13:22 PM
#3
Posts: 245
Hi there, the task is a little tricky but possible. As you said you could toy with the player upgrade option.
I am going to give you an example with two (2) options, you should add the third option.
Basically you can create various upgrades with the prices that you required and hide & show the upgrades using other player upgrades.
Example:
a1. Upgrade (1) cost 10 -- if you click this => add generic player upgrade 1
a2. Upgrade (1) cost 20 -- show only if player get generic upgrade 2
b1. Upgrade (2) cost 10 -- if you click this => add generic player upgrade 2
b2. Upgrade (2) cost 20 -- show only if player get generic upgrade 1
a1 & b1 are default but will be hide if the player add the cross generic upgrades.
This is the mechanics.
I am going to give you an example with two (2) options, you should add the third option.
Basically you can create various upgrades with the prices that you required and hide & show the upgrades using other player upgrades.
Example:
a1. Upgrade (1) cost 10 -- if you click this => add generic player upgrade 1
a2. Upgrade (1) cost 20 -- show only if player get generic upgrade 2
b1. Upgrade (2) cost 10 -- if you click this => add generic player upgrade 2
b2. Upgrade (2) cost 20 -- show only if player get generic upgrade 1
a1 & b1 are default but will be hide if the player add the cross generic upgrades.
This is the mechanics.
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