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Glossary
This glossary provides detailed definitions and explanations for all the key elements, classes, methods, and properties within ProjectOST. Use this as a reference guide while working with the TycoonStomper system. The file location for each item is also provided for easy reference.
File: ce.verse
- Grouped: A style of animation where elements are grouped together.
- LegoLike: A Lego-like animation style.
- LegoLike5x: A Lego-like animation style with a 5x multiplier effect.
File: BaseManager.verse
- Configuration settings for a base within the game, allowing users to set up and manage various elements like Props, Collectables, Conveyors, etc.
- BaseClaimer: Defines the claiming zone for the base and associated actions like hiding the zone, transmitting signals, etc.
- TeamToAddTo: Assigns players to a specific team upon claiming the base.
File: BaseManager.verse
- UniqueID: A unique identifier for each base.
- Status: The current claim status of the base (e.g., Unclaimed, Claimed).
- Players: An array that holds the list of players associated with the base.
-
Owner: Reference to the
tycoon_stomperowning the base. - Rebirthed: Event triggered when a player performs a rebirth within the base.
-
Editable Arrays: Arrays holding different types of elements that can be part of the base, such as
BasicProps,Collectables,Conveyors,Currencies, etc.
File: BaseManager.verse
- Basic properties or items associated with a base. These can be edited and configured as needed.
File: cc.verse
- A visual representation device used in the game to display information, typically linked to currencies or other significant game elements.
File: superclass.verse
- A logic property indicating whether an item can be loaded or not.
File: BaseManager.verse
- The current state of a base regarding its claim status, which might be
UnclaimedorClaimed.
File: cc.verse
- The zone within a base where currency can be collected by players.
- When enabled, player's currency will be placed in this collection zone, and a player must walk into it to claim.
- When disabled, player's currency will instantly be granted to them.
File: conveyor.verse
- Represents a conveyor system within the game.
- ConveyorConfig: The configuration settings for the conveyor, including speed and end coordinates.
- ConveyorID: Identifies the specific conveyor index within the base.
- ConveyorEnd: The endpoint of the conveyor’s movement.
- ConveyorSpeed: The speed at which the conveyor moves items.
File: cc.verse
- Name: The name of the currency.
- Display: The visual representation of the currency, typically a billboard device.
- MaybeCollectionZone: An optional collection zone for the currency.
- VFX: Visual effects associated with the currency.
- SFX: Sound effects associated with the currency.
- AmountToClaim: The amount of currency that can be claimed.
File: cf.verse
- A utility function that generates a random string of a specified length, used to create unique IDs within the game.
File: hitable.verse
- The ID of the currency granted when a hitable target is successfully hit by the player.
File: superclass.verse
- ID of the currency required to purchase a particular item.
File: superclass.verse
- ID of the currency received upon a successful transaction or action.
File: conveyor.verse, dropper.verse
- The visual and functional representation of the conveyor within the game.
File: BaseManager.verse
- Array holding all conveyors associated with a base.
File: BaseManager.verse
- A setting that truncates large numbers to a specified decimal place, often used to simplify currency or score displays (e.g., 1,356,000 becomes 1.35M).
- The value you specify describes how many decimal values are included.
File: superclass.verse, cc.verse
- A method used to print detailed information about a purchasable item, including its name, ID, description, price, and currency information.
File: dropper.verse
- Represents a dropper system in the game that dispenses items or currency.
-
DropperConfig: Configuration settings for the dropper, such as
RewardID,RewardAmount, andSpawnInterval. - ConveyorProp: The conveyor associated with the dropper.
File: BaseManager.verse
- Array holding all droppers associated with a base.
File: cc.verse, cf.verse
- A boolean variable that enables or disables debug logging when set to
true. This is used for troubleshooting and testing purposes.
File: cfxi.verse
- An interface that extends
IntegralFXand adds methods for playing and stopping both visual and audio effects.
File: cfxi.verse
- An interface defining methods to manage audio effects, including playing and stopping sounds.
File: cfxi.verse
- An interface defining methods to manage visual effects, including playing and stopping visuals.
File: cfxi.verse
- An interface that defines the structure for handling events and effects within the game. Key methods include
OnEventandEndEvent.
File: ce.verse
- Different types of animations that control how elements appear on screen.
- All Fade elements start 1000m in the sky and will then fade down.
File: cf.verse
- A logging function that prints information to the console when global logging is enabled.
- Can only be enabled by entering the
cf.versefile & settingUseGlobalSuperLog= true.
File: cf.verse
- A method that provides detailed information about a purchasable item, formatted for easy reading.
File: cf.verse, hitable.verse
- A function that grants currency to a player based on specific events or actions.
- By default, the GrantMoney function can only work if the Player is located in the base that was parsed.
File: hitable.verse
- Represents a target or object that can be interacted with by players, typically involving shooting or hitting with a pickaxe.
-
HitableConfig: Configuration settings for the hitable item, including
CurrencyOnHitID,OnHitGrantAmount, andOptItemGranter. - OnHitExperienceAmount: The experience points granted to the player when they successfully hit the target.
File: superclass.verse
- A method that hides the props associated with a purchasable item or base.
File: hitable.verse
- Configuration related to the HUD (Heads-Up Display) that shows information or updates based on game events.
File: All Files
- A method used across various classes to set up and prepare objects or items for use. This often involves setting initial values and linking to other game elements.
- Classes with the
Inagurable,LogicalInagurable, andSuperInagurableinterfaces will always provide a default Initialize implementation.
File: cfxi.verse
- An interface that provides methods for initializing both visual (
IntegralVisuals) and audio (IntegralAudibles) effects.
File: cfxi.verse
- An interface that manages the initialization of visual effects.
*File: `
cfxi.verse`*
- An interface that manages the initialization of audio effects.
File: ce.verse
- Represents whether an object or element is
EnabledorDisabled.
File: ce.verse
- Specific styles of animation that mimic the appearance of Lego constructions.
File: cc.verse, BaseManager.verse
- A class managing the currency generation within a base. Tracks and updates the amount of currency generated per second for each ID.
- The money league itself isn't required for currency transactions to occur.
File: BaseManager.verse
- An event within a base that records when money is granted to a player, including details such as player ID, amount, and currency ID.
File: conveyor.verse
- The time it takes for a prop or item to move from the start to the end of a conveyor.
File: BaseManager.verse
- Arrays within the base class that manage the spawning of NPCs (Non-Player Characters) within the game.
File: superclass.verse, cc.verse
- The name of an item, prop, or currency, often editable by the user.
File: superclass.verse
- A method triggered when a purchasable item is bought, often used to apply additional effects or configurations.
File: hitable.verse
- An event triggered when a player successfully hits a target, usually leading to rewards or effects.
File: hitable.verse
- An optional configuration that grants items to players upon a successful hit.
File: hitable.verse
- An optional HUD configuration that can override the default HudConfig and use the custom messages you provide when an event occurs.
File: BaseManager.verse
- Arrays within the base class that manage pets associated with the base.
File: ce.verse
- An enumeration describing the type of a purchasable item, such as
Undefined,BasicProp,Conveyor,Dropper,NPCBuyable,Shootable,Hitable,DanceFloor, andPet.
File: ce.verse
- An enumeration indicating whether an item has been
PurchasedorNotPurchased.
File: BaseManager.verse, cf.verse
- A gameplay mechanic where players can reset certain progress in exchange for bonuses or multipliers. Associated with the
Rebirthedevent in bases.
File: BaseManager.verse
- A multiplier applied to cash rewards when a player undergoes a rebirth.
File: ci.verse
- An interface that defines if a specific class knows what to do when it is told to rebirth.
File: BaseManager.verse
- Represents a shootable target or item within the game that players can interact with.
- ShootableConfig: Configuration settings for the shootable item.
File: superclass.verse
- A method that reveals or displays the props associated with a purchasable item or base.
File: cf.verse
- A method to display a localized message on the HUD for a specific player.
File: superclass.verse
- A method that checks if the player has enough resources to purchase the item and commits the purchase if conditions are met.
File: superclass.verse
- A method that unlocks an item, making it available for use or purchase.
File: superclass.verse
- A method that unlocks all items dependent on the currently unlocked item.
- This will unlock all items listed in the
UnlockTheseItemssetting.
File: cf.verse
- A global setting that enables comprehensive logging when set to
true. Useful for mass debugging.
File: cc.verse, cfxi.verse
- Visual effects associated with various items, events, or actions within the game. Managed by the
IntegralVisualsandExpandedVisualsinterfaces.
File: conveyor.verse
- A data structure representing a 3D coordinate (x, y, z), often used to define positions or directions in the game.
File: hitable.verse
- Points awarded to players for completing actions, hitting targets, or achieving milestones within the game.
- This feature isn't fully implemented and is not to be confused with Accolades/Battle Pass XP.
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