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Moving Owned Upgrades

I'm trying to find a way to have my unlocked but unbought upgrades on the top of the upgrades box, and then the owned ones below it in a new box. I can create the new box no problem, but no mater what I do I can't figure out how to put the owned upgrades into it. Can anyone help, or is my best bet making upgrades hidden when bought, to not clutter my game?


  • CalamityCalamity Posts: 15,096Member, Friendly ✭✭✭✭✭
    Just dim bought upgrades, and decrease the size of the text (for upgrades only) if possible.
    Compete with others to become the strongest of all! (Forum Game)
  • DonutaskDonutask Posts: 22Member ✭✭
    edited March 9
    Heres a free bump that answers the question.

    If you want it to be toggle-able

    First tag all your upgrades.
    Then add this BUTTON

    text:[?(menu=1)|Owned|Available] Upgrades//Displays what upgrades are shown
    no tooltip
    on click://This toggles if you see owned or available upgrades
    if (menu=0)
    menu is 1
    hide Upgrades:tag:upgrade:notOwned
    show Upgrades:tag:upgrade:owned
    menu is 0
    show Upgrades:tag:upgrade:notOwned
    hide Upgrades:tag:upgrade:owned
    end//Ends effect block

    And a RESOURCE called menu.
    Put the button somewhere meaningful using CSS
    Like this:
    Tag your button .
    Make a box that contains that tag.
    Than use this


    The result should be a toggle-able upgrades tab that shows either owned or not owned upgrades.

    If you don't want it toggle-able it is easier to make:



    Then add some CSS in a stylesheet.

    NOTE: Add a template under the Upgrades section which hides the upgrade when purchased.(So there are no phantom upgrades)

    on earn:hide this

    Hope this answers your question!
  • SoUlFaThErSoUlFaThEr Posts: 66Member ✭✭
    I'm looking at this partially explained answer here..... (doesn't tell where to put any of this code).
    I want the one that's not toggleable so I am huijacking this thread :D

    In my own "Layout" I have:
    header:Owned Upgrades

    I have it all displayed properly in my css.
    At the start of my "Upgrades" section I have:
    on tick:if (have this) hide this
    on earn:hide this

    (Is this actually applying the "upgrades" tag to each upgrade in the "Upgrades" list....this is puzzling me when it comes down to the following:)

    After my list of upgrades is over (before Achievements) I have:
    no buy

    In game, my upgrades get bought, and disappear correctly from "Upgrades", but that's it. To me, it doesn't seem like they are being moved to "Owned Upgrades", but if they are, how do we turn them on?

    At this point I don't know what these TEMPLATES at the start and end of a section are actually doing.

    Any help would be appreciated.

  • DonutaskDonutask Posts: 22Member ✭✭
    Templates makes all thing after it have the specified property. E.g.
    Name:Sub 2 Pewds
    Will make everything until the next template be called Sub 2 Pewds. It can be overridden.
    I will do some more research into the untoggleable thing. I did't test that, sorry.
  • SoUlFaThErSoUlFaThEr Posts: 66Member ✭✭
    Thank you because this is driving me crazy. I have even looked at another game that was set up is the same, but his purchased upgrades move properly.

    It seems like the template at the top of my upgrades sections is actually applying the tag:upgrades to all upgrades in the upgrades section.

    The Question is: Can a section have 2 or more templates?

    is another TEMPLATE at the bottom of a section applying things to those upgrades above it if their state changes (from unowned to owned in this example)...I mean if i just put into the bottom template "tag:owned" does it know to add this tag only when that particular upgrade is actually owned or not be3fore applying this tag

    or maybe there is an existing tag for owned upgrades that i can use?

    Whats needed here is something like this ability to perfectly define it when we want to:
    on earned:tag:iownthisnow

    Being able to apply a specific tag after owning(or some other state change) is what's needed. This would open up a whole new world of things
  • SoUlFaThErSoUlFaThEr Posts: 66Member ✭✭
    edited March 13
    The answer is simple but unfortunately requires a lot more code in your document.

    You basically need 2 upgrades for each upgrade. Thought of as "2 halves of an upgrade".

    the one the players buys is "firsthalf"
    the firsthalf will buy "secondhalf" and then hide itself once the player buys it
    The second half has the requirement of owning the firsthalf so it will only appear once the firsthalf is bought.

    in the first half
    req:1000 mycurrency:earned
    cost:500 mycurrency
    on earn:
      hide this
      yield secondhalf
    req:have firsthalf
    passive:increase mycurrency yield of biguglyButton by 10
    passive:multiply yield of mycurrency by 1.05
    on tick:yield 0.1 specialthingamajig
    This would also allow you to have separate icons used unless you did something else with CSS for the owned box like I did.

    That should do it.
    Thanks to TrueWolves on the Discord for this information.

    Post edited by SoUlFaThEr on
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