Add freshness bar, enhance overlays and renderers
- Add enemy freshness tracking (novelty bonus for repeated deploys) - Add freshness bar to sidepanel enemy cards with penalty indicator - Major overhaul of renderer-overlays.js (790+ lines for UI polish) - Enhanced combat log, shop overlays, and inventory UI - Improved weapon/upgrade display with partial ownership colors - Added element icons and weakness/resistance indicators to cards - Enhanced radial menu and tooltip system - Add "stale/%" penalty text when freshness depleted - Update play link to ffazeshift.net in index.html
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@@ -38,6 +38,8 @@ function buyTowerUpgrade(upgradeId) {
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addLog('Tower already at full HP.', 'info');
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return;
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}
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// Tier requirement
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if ((upgrade.minTier ?? 0) > (G.difficultyTier || 0)) return;
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for (const req of upgrade.requires) {
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if (!G.towerUpgradesBought.includes(req)) return;
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}
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@@ -161,6 +163,7 @@ function buyWeaponUpgrade(instanceId, upgradeId) {
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if (!upgrade) return;
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const bought = G.weaponUpgradesBought[instanceId] || [];
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if (bought.includes(upgradeId)) return;
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if ((upgrade.minTier ?? 0) > (G.difficultyTier || 0)) return;
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for (const req of upgrade.requires) { if (!bought.includes(req)) return; }
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if (spendableCredits() < upgrade.cost) return;
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G.credits -= upgrade.cost;
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