Synergies
In short
A synergy switches on while you own at least
requiredCountupgrades carrying its tag, and adds its bonus modifiers to your stats. Five exist. Every owned copy counts, so two of the same Charm count twice. Barrel Master cannot be reached with the current items because all Contact items are Gloves.
How it works
- After every purchase
RunState.RecalculateStatscallsSynergyResolver.GetActive(Upgrades, synergies). CountTagcounts owned upgrades whosetagscontain the synergy’s tag (the run’s list, so duplicate Charms count once each, and the batter’s starting kit counts).- Each active synergy’s
bonusmodifiers are added after the batter, level perks and upgrades. They stack like any other modifier. See Upgrades and Synergies and Stats System. - The description is generated:
"<count>+ \"<tag>\" items", e.g.3+ "Power" items.
Numbers
| id | Name | Tag | Needs | Bonus |
|---|---|---|---|---|
slugger | Slugger | Power | 3 | +50% HR Multiplier |
clockwork | Clockwork | Timing | 2 | +20% Timing Window |
barrel_master | Barrel Master | Contact | 2 | +20% Contact |
high_roller | High Roller | Greed | 2 | +2 Coins per HR (flat) |
in_the_zone | In the Zone | Green | 2 | +0.5 Green HR Score (flat, +50%) |
Which items carry each tag, and how to reach it
| Tag | Items (slot) | Reachable? |
|---|---|---|
| Power | Maple Bat, Corked Bat, Titanium Bat (Bat); Pine Tar Grip (Glove); Spiked Cleats (Cleats) | Yes, only as one Power bat + Pine Tar Grip + Spiked Cleats (one item per slot, no Power charm) |
| Timing | Batting Gloves (Glove); Pocket Metronome (Charm, locked at first) | Yes: Gloves + Metronome, or two Metronomes |
| Contact | Sweet Spot Tape, Pine Tar Grip, Sweet Spot Sticker (all Glove) | No: only one Glove can be held |
| Greed | Lucky Penny, Reroll Coupon (both Charm) | Yes: any two, including two of the same |
| Green | Green Light, Hot Streak Wristband (Charm); Sweet Spot Sticker (Glove) | Yes |
| Risky, Lift, Endurance, Style | various | No synergy uses these tags |
In the code
| File | What it does |
|---|---|
Assets/_Project/Scripts/Data/DefaultContent.cs | Synergy(id, name, tag, count, bonus...) |
Assets/_Project/Scripts/Data/SynergyDefinition.cs | Fields: tag, requiredCount (default 2), bonus |
Assets/_Project/Scripts/Upgrades/SynergyResolver.cs | CountTag, GetActive |
Assets/_Project/Scripts/Run/RunState.cs | RecalculateStats adds active synergy bonuses; ActiveSynergies |
Gotchas
- Barrel Master is still dead content at 45a2167: all three Contact items share the Glove slot, and buying a Glove replaces the one you hold. A Contact Charm, Bat or Cleats item would make it reachable.
- Tags are matched as exact, case-sensitive strings.
- A synergy turns off again if a slot replacement drops your count below the requirement (e.g. swapping the Corked Bat for the Launch Pad Bat, which is tagged Lift).
- Synergy bonuses only exist inside a run; the batting cage uses the batter’s stats, level perks and starting kit only.
Related
- Upgrades: every item and its tags
- Upgrades and Synergies: the rules
- Stats: what the bonuses change
- Add a Synergy