Simulator & tycoon kit
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Collection Index and its boosts
The Index fills itself: the first time a player owns an item, it's marked found. Players get rewards at 25, 50, 75 and 100%, a bonus for each full set, and permanent Cash Boosts for completing a category, like the Golden or Diamond tab. The Extra is Collection Index, and its id in GameData is index.
Turn it on#
- On the website, switch on Collection Index in your design's Extras panel (Data Saving comes on too), then export and install.
- Open ServerScriptService > BloxGame > GameData and find
GameData.Features.index. Set the milestone rewards and the category boosts (below). - Press Play and get an item (hatch an egg, buy one in the shop). A toast says "New in your Index: Dragon! (12/40)".
What counts#
- Every item in
GameData.Items, except the kinds inskipKinds(boosts and currencies), plus everything your design's Index screen shows. - An item is found the first time the player owns it: from an egg, the shop, a reward, a trade... any Extra that gives items.
- Found stays found, even after the player sells or trades the item. Items owned before the Index was on count on their next join.
Milestone rewards#
GameData.Features.index
milestones = {
{ percent = 25, kind = "currency", currency = "coins", amount = 250, item = "" },
{ percent = 50, kind = "currency", currency = "coins", amount = 750, item = "" },
{ percent = 100, kind = "currency", currency = "gems", amount = 500, item = "" },
},
claimMode = "claim",- Each row pays its reward when the player has found
percent% of the whole collection.kind = "item"gives the item named initeminstead of currency. claimMode = "claim": players claim them from the Index screen's milestone chests."auto": paid the moment they're reached. Without an Index screen, they're always paid automatically.
Sets#
With setRewards = true, finding every item of a set pays setAmount of setCurrency, once. groupBy says what a set is:
groupBy | A set is |
|---|---|
"rarity" | every item of one rarity (all the Legendaries) |
"kind" | every item of one kind (all the pets) |
"set" | items with the same set (or world) written on them in GameData.Items |
"mutation" | items with the same mutation written on them (Normal, Golden, Diamond...) |
Sets are also the Index's categories (its tabs), which is what the Cash Boosts below use.
Category and mutation Cash Boosts#
The Index footer says "Collect 3/4 Golden for a 5% Cash Boost!" and has a Claim button (IndexClaim). Once the player has found enough of that category, Claim gives a permanent Cash Boost, plus an optional currency reward.
GameData.Features.index
categoryBoosts = {
{ category = "Diamond", percent = 15, need = 100,
currency = "coins", amount = 5000 },
{ category = "*", percent = 5, need = 100,
currency = "coins", amount = 1000 },
},| Field | What it means |
|---|---|
category | A category (tab) name, or "*" for every category without its own row. |
percent | The Cash Boost, in %. |
need | How much of the category must be found, in %. |
currency, amount | Also pays this. 0 = only the boost. |
- Claimed boosts add up and never go away: +5% and +15% make +20% cash. They count wherever cash is earned, and on the boost chips (
shows = "index").boostCurrencyis the currency they boost. - Mutation tabs (Normal, Golden, Diamond... in a simulator design's Index): each tab covers every item. A player has Dog in the Golden tab once they've owned an item called
Golden Dog(Normal is plain Dog). So your game, or the Pets and Eggs Extras, must give items with those names. - A mutation tab's boost is the % your design shows, unless a
categoryBoostsrow names that tab.
Other settings#
| Setting | What it means | Starts as |
|---|---|---|
claimElement | The id of the footer's Claim button. | "IndexClaim" |
skipKinds | Item kinds that don't count, separated by commas. | "Boost, Currency" |
announce | Show a toast when something new is found. | true |
Troubleshooting#
- Nothing gets found: the item must be given by the game (an Extra), and its name must match an item in
GameData.Itemsor on the Index screen. - The Golden tab stays empty: players need items really named "Golden Dog", "Golden Cat"...
- Claim stays grey: the category isn't complete yet (
need). The footer shows how many are left. - The boost doesn't show on the chips: check
boostCurrencyis the same currency as the chips'cashCurrency. - A milestone chest pays something you didn't set: that chest's percent has no row in
milestones, so it pays the design's own reward. Add a row with that percent.