Need help with two sums conflicting with eachother

Godot Version

Godot 4.3

Question

Okay so im developing a game where there is an automated function where you gain money equivalent to the “Multiplier” variable every 0.5s, now, i got an upgrade where you gain more money based off the amount of points you have,
with a formula of M ** 0.21, now, i got another upgrade that just adds 1 to the multiplier, the problem, is that these conflict with eachother, if i buy the first upgrade i get the results i get, then if i buy the +1 multiplier upgrade i get the result i get for like 1 second and then its overridden by the first upgrade.
Heres the log i made with print():
image
where 2.6… is the result i want after buying the +1 multi upgrade and 1.6… being the first upgrade, i need to know how can i fix this.
Heres the code for the first upgrade:

extends "res://button.gd"

var Active = false
func _ready() -> void:
	Cost = 6
func _on_pressed() -> void:
	if Global.Money >= Cost:
		disabled = state
		Active = true
		Global.Left_side = 1
		Global.Money -= Cost
	else:
		state = false
		disabled = state
func _pressed() -> void:
	disabled = true

func _on_timer_timeout() -> void:
	if Active == true:
		Global.Points()
	else:
		return

func Points():
	Global.Multi =+ (Global.Money ** 0.21)
	if Global.Money <= 1:
		Global.Money += 1
	else:
		return

and heres the code for the +1 multiplier one:

extends "res://button.gd"

func _ready() -> void:
	Cost = 2
func _on_pressed() -> void:
	if Global.Money >= Cost:
		disabled = state
		Global.Money -= Cost
		Global.Multi += 1
		Global.Right_side =+ 1
	else:
		state = false
		disabled = state
func _pressed() -> void:
	disabled = true
	state = true

and heres the Thingy that gives you money equal to the multiplier

func _on_timer_timeout() -> void:
	Global.Money += Global.Multi

(btw the really cheap cost is for debugging, ignore that.)

=+ is the wrong way around, Godot interprets this as Global.Multi is set to positive Global.Money to the power of 0.21.

If i invert it the ** becomes more intense and even if i crank the int to a lower number like 0.000001 it still increases really rapidly.

This effect is something i dont want

48.2473167611589
48.2473167611589
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129
49.2544168057129

this is what i want:
image
minus the deleting the other multiplier part

You have to store your multipliers seperately then, they are being composed into one number of which you have no way to de-compose.

and how exactly would i do that?

I ended up doing what you said and i still get the exact same thing, separating it to two different variables and still the same happens, now the extreme addition to the multiplier also applies to the +1 multiplier one

# in global
var bonus_multi: float = 0
var gold_multi: float = 0

# in button
func _on_pressed() -> void:
	if Global.Money >= Cost:
		disabled = state
		Global.Money -= Cost
		Global.bonus_multi += 1
		Global.Right_side =+ 1

# in points
func Points():
	Global.gold_multi = Global.Money ** 0.21
	if Global.Money <= 1:
		Global.Money += 1
	else:
		return

# on timeout
func _on_timer_timeout() -> void:
	var composed_multi: float = Global.bonus_multi + Global.gold_multi
	Global.Money += composed_multi
1 Like

Tried this and now i just get 0 money