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Implement SecNum for monster data timings/costs #109

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AMXBus
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@AMXBus AMXBus commented Dec 10, 2024

As most of the SecNum changes are we have it similar changes here.

Main things to note:

  • We implement SecNum calls in the runtime intit structure for the monster unlock/training/upgrade costs and times (currently in CREATURELOCKER.as and RebalancedCreatures.as if we ever want to use those)
  • All of the areas where the properties get called for unlock/training/upgrade in CREATURELOCKER.as/ACADEMY.as/MONSTERLAB.as respectively are covered by Get() methods where needed
  • Each one of CREATURELOCKER.as/ACADEMY.as/MONSTERLAB.as, have their own POPUP.as equivalent that render the menus these can be the most problematic as those numbers go over formatting functions that break only visually but can be overlooked very easily.
  • There is no internal math here except for cost deduction and addition which already have SecNum implemented.

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AMXBus commented Dec 10, 2024

These changes have also been implemented for the inferno monsters (forgot tomention)

@React1-X React1-X added enhancement New feature or request beta Beta related issue or feature client Client related issues labels Dec 11, 2024
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