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Add award difficulty multipler
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20
README.md
20
README.md
@ -17,14 +17,19 @@ awards.register_award("mymod:myaward", {
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-- Optional:
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-- Optional:
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difficulty = 1.0, -- Difficulty multipler
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requires = { "amod:an_award" }, -- don't show this award or allow it to be unlocked
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requires = { "amod:an_award" }, -- don't show this award or allow it to be unlocked
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-- until required awards are unlocked
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-- until required awards are unlocked
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sound = {}, -- SimpleSoundSpec or false to play no sound
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sound = {}, -- SimpleSoundSpec or false to play no sound
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-- if not provided, uses default sound
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-- if not provided, uses default sound
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image = "icon_image.png", -- uses default icon otherwise
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image = "icon_image.png", -- uses default icon otherwise
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background = "background_image.png", -- uses default background otherwise
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background = "background_image.png", -- uses default background otherwise
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trigger = { -- is only unlocked by direct calls to awards.unlock() otherwise
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trigger = { -- is only unlocked by direct calls to awards.unlock() otherwise
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type = "trigger_type",
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type = "trigger_type",
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-- see specific docs on the trigger to see what else goes here
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-- see specific docs on the trigger to see what else goes here
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@ -35,6 +40,21 @@ awards.register_award("mymod:myaward", {
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})
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})
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```
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```
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If the award is counted, ie: there's a trigger.target property, then the difficulty
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multipler is timesd by target to get the overal difficulty. If the award isn't a
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counted type then the difficulty multiplier is used as the overal difficulty.
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Award difficulty affects how awards are sorted in a list - more difficult awards
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are further down the list.
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Actual code used to calculate award difficulty:
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```lua
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local difficulty = def.difficulty or 1
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if def.trigger and def.trigger.target then
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difficulty = difficulty * def.trigger.target
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end
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```
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## Registering Trigger Types
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## Registering Trigger Types
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```lua
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```lua
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6
gui.lua
6
gui.lua
@ -13,9 +13,13 @@ local function order_awards(name)
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if def then
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if def then
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hash_is_unlocked[awardname] = true
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hash_is_unlocked[awardname] = true
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local score = -100000
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local score = -100000
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local difficulty = def.difficulty or 1
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if def.trigger and def.trigger.target then
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if def.trigger and def.trigger.target then
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score = score + def.trigger.target
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difficulty = difficulty * def.trigger.target
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end
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end
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score = score + difficulty
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retval[#retval + 1] = {
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retval[#retval + 1] = {
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name = awardname,
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name = awardname,
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def = def,
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def = def,
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