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Idle games and automatic income

The number goes up on its own, and you spend it to make it go up faster.

4 min read

The idle loop is short: pay income on a period, and let the player spend that income on more income. Two counters do it - money, and level.

Trigger { -- 1초마다 단계만큼 돈을 준다
	players = {Force1},
	conditions = {
		Deaths(P8, AtLeast, 24, "IncomeTimer");
		Deaths(CurrentPlayer, AtLeast, 1, "Level");
	},
	actions = {
		SetDeaths(CurrentPlayer, Add, 10, "Money");
		PreserveTrigger();
	},
}
Resetting the timer belongs in its own P8 trigger. Reset it here and only the first player gets paid before it stops.

There is no multiply in classic triggers, so you cannot pay level x rate directly. The normal answer is one trigger per level, each adding its own amount; when the levels outgrow that, it is time for EUD.

Buying is the shop lesson again: check the money, subtract it, raise the level.

Trigger { -- 업그레이드 발판
	players = {Force1},
	conditions = {
		Bring(CurrentPlayer, AtLeast, 1, "Men", "Upgrade Pad");
		Deaths(CurrentPlayer, AtLeast, 500, "Money");
	},
	actions = {
		SetDeaths(CurrentPlayer, Subtract, 500, "Money");
		SetDeaths(CurrentPlayer, Add, 1, "Level");
		MoveUnit(All, "Men", CurrentPlayer, "Upgrade Pad", "Pad Exit");
		DisplayText("\x13\x07단계가 올라갔습니다");
		PreserveTrigger();
	},
}
Move them off the pad or they buy again next cycle, and keep buying while the money lasts.

This loop is the floor under maps like 직업키우기: hunt for money, spend it on hunting better, repeat.

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