Add FollowersPerSecond modifications to various unlocks; adjust values for game progression
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@@ -19,6 +19,12 @@
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"unlock_space_age"
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"unlock_space_age"
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]
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]
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},
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},
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{
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"type": "ModifyStat",
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"targetStat": "FollowersPerSecond",
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"op": "Add",
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"value": 0.75
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},
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{ "type": "DestroySelf" }
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{ "type": "DestroySelf" }
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],
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],
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"advancesToAge": "The Industrial Age"
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"advancesToAge": "The Industrial Age"
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@@ -18,6 +18,12 @@
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"unlock_age_of_industry"
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"unlock_age_of_industry"
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]
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]
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},
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},
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{
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"type": "ModifyStat",
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"targetStat": "FollowersPerSecond",
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"op": "Add",
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"value": 0.5
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},
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{ "type": "DestroySelf" }
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{ "type": "DestroySelf" }
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],
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],
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"advancesToAge": "The Settlement Age"
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"advancesToAge": "The Settlement Age"
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@@ -9,6 +9,12 @@
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"type": "UnlockMiracle",
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"type": "UnlockMiracle",
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"miraclesToUnlock": ["global_network", "orbital_calculations"]
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"miraclesToUnlock": ["global_network", "orbital_calculations"]
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},
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},
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{
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"type": "ModifyStat",
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"targetStat": "FollowersPerSecond",
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"op": "Add",
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"value": 1.0
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},
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{ "type": "DestroySelf" }
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{ "type": "DestroySelf" }
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],
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],
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"advancesToAge": "The Space Age"
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"advancesToAge": "The Space Age"
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@@ -1,7 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Godot;
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using Godot;
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using ParasiticGod.Scripts;
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using ParasiticGod.Scripts.Core.Effects;
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using ParasiticGod.Scripts.Core.Effects;
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using ParasiticGod.Scripts.Singletons;
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using ParasiticGod.Scripts.Singletons;
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@@ -1,5 +1,6 @@
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using System;
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using System;
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using System.Linq;
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using System.Linq;
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using Godot;
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using ParasiticGod.Scripts.Singletons;
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using ParasiticGod.Scripts.Singletons;
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namespace ParasiticGod.Scripts.Core;
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namespace ParasiticGod.Scripts.Core;
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using ParasiticGod.Scripts.Core.Effects;
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using ParasiticGod.Scripts.Core.Effects;
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using static System.Double;
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namespace ParasiticGod.Scripts.Core;
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namespace ParasiticGod.Scripts.Core;
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@@ -30,7 +31,7 @@ public class GameState
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public double Get(Stat stat) => _stats[stat].Value;
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public double Get(Stat stat) => _stats[stat].Value;
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public void Set(Stat stat, double value) => _stats[stat].Set(value);
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public void Set(Stat stat, double value) => _stats[stat].Set(Math.Clamp(value, 0, MaxValue));
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public void Modify(Stat stat, double delta) => _stats[stat].Set(Get(stat) + delta);
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public void Modify(Stat stat, double delta) => _stats[stat].Set(Get(stat) + delta);
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