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The-Modding-Tree/js/layers.js

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addLayer("c", {
layer: "c", // This is assigned automatically, both to the layer and all upgrades, etc. Shown here so you know about it
startData() { return {
unl: true,
points: new Decimal(0),
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best: new Decimal(0),
total: new Decimal(0),
buyables: {}, // You don't actually have to initialize this one
beep: false,
}},
color:() => "#4BDC13",
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requires:() => new Decimal(10), // Can be a function that takes requirement increases into account
resource: "lollipops", // Name of prestige currency
baseResource: "candies", // Name of resource prestige is based on
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baseAmount() {return player.points}, // Get the current amount of baseResource
type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
exponent: 0.5, // Prestige currency exponent
base: 5, // Only needed for static layers, base of the formula (b^(x^exp))
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resCeil: false, // True if the cost needs to be rounded up (use when baseResource is static?)
canBuyMax() {}, // Only needed for static layers with buy max
gainMult() { // Calculate the multiplier for main currency from bonuses
mult = new Decimal(1)
if (hasUpg(this.layer, 166)) mult = mult.times(2) // These upgrades don't exist
if (hasUpg(this.layer, 120)) mult = mult.times(upgEffect(this.layer, 120))
return mult
},
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gainExp() { // Calculate the exponent on main currency from bonuses
return new Decimal(1)
},
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row: 0, // Row the layer is in on the tree (0 is the first row)
effect() {
return { // Formulas for any boosts inherent to resources in the layer. Can return a single value instead of an object if there is just one effect
waffleBoost: (true == false ? 0 : Decimal.pow(player[this.layer].points, 0.2)),
icecreamCap: (player[this.layer].points * 10)
}},
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effectDescription() { // Optional text to describe the effects
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eff = this.effect();
return "which are boosting waffles by "+format(eff.waffleBoost)+" and increasing the Ice Cream cap by "+format(eff.icecreamCap)
},
milestones: {
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0: {requirementDesc:() => "3 Lollipops",
done() {return player[this.layer].best.gte(3)}, // Used to determine when to give the milestone
effectDesc:() => "Makes this green",
},
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1: {requirementDesc:() => "4 Lollipops",
done() {return player[this.layer].best.gte(4)},
effectDesc:() => "You can toggle beep and boop (which do nothing)",
toggles: [
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["c", "beep"], // Each toggle is defined by a layer and the data toggled for that layer
["f", "boop"]],
}
},
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challs: {
rows: 1,
cols: 1,
11: {
name:() => "Fun",
desc:() => "Makes the game 0% harder",
unl() { return player[this.layer].best.gt(0) },
goal:() => new Decimal("20"),
currencyDisplayName: "lollipops", // Use if using a nonstandard currency
currencyInternalName: "points", // Use if using a nonstandard currency
currencyLayer: this.layer, // Leave empty if not in a layer
effect() {
let ret = player[this.layer].points.add(1).tetrate(0.02)
return ret;
},
effectDisplay(x) { return format(x)+"x" },
countsAs: [12, 21], // Use this for if a challenge includes the effects of other challenges. Being in this challenge "counts as" being in these.
reward:() => "Says hi",
onComplete() {console.log("hiii")} // Called when you complete the challenge
},
},
upgrades: {
rows: 1,
cols: 3,
11: {
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title:() => "Generator of Genericness",
desc:() => "Gain 1 Point every second.",
cost:() => new Decimal(1),
unl() { return player[this.layer].unl }, // The upgrade is only visible when this is true
},
12: {
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desc:() => "Candy generation is faster based on your unspent Lollipops.",
cost:() => new Decimal(1),
unl() { return (hasUpg(this.layer, 11))},
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effect() { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values
let ret = player[this.layer].points.add(1).pow(player[this.layer].upgrades.includes(24)?1.1:(player[this.layer].upgrades.includes(14)?0.75:0.5))
if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000")
return ret;
},
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effectDisplay(fx) { return format(fx)+"x" }, // Add formatting to the effect
},
13: {
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desc:() => "Make this layer act like you bought it first.",
cost:() => new Decimal(69),
currencyDisplayName: "candies", // Use if using a nonstandard currency
currencyInternalName: "points", // Use if using a nonstandard currency
currencyLayer: "", // Leave empty if not in a layer "e.g. points"
unl() { return (hasUpg(this.layer, 12))},
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onPurchase() { // This function triggers when the upgrade is purchased
player[this.layer].order = 0
}
},
},
buyables: {
rows: 1,
cols: 1,
respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
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player[this.layer].points = player[this.layer].points.add(player[this.layer].spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value
resetBuyables(this.layer)
doReset(this.layer, true) // Force a reset
},
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respecText:() => "Respec Thingies", // Text on Respec button, optional
11: {
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title:() => "Exhancers", // Optional, displayed at the top in a larger font
cost(x) { // cost for buying xth buyable, can be an object if there are multiple currencies
if (x.gte(25)) x = x.pow(2).div(25)
let cost = Decimal.pow(2, x.pow(1.5))
return cost.floor()
},
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effect(x) { // Effects of owning x of the items, x is a decimal
let eff = {}
if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
if (x.gte(0)) eff.second = x.pow(0.8)
else eff.second = x.times(-1).pow(0.8).times(-1)
return eff;
},
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display() { // Everything else displayed in the buyable button after the title
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let data = tmp.buyables[this.layer][this.id]
return "Cost: " + format(data.cost) + " lollipops\n\
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Amount: " + player[this.layer].buyables[this.id] + "\n\
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Adds + " + format(data.effect.first) + " things and multiplies stuff by " + format(data.effect.second)
},
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unl() { return player[this.layer].unl },
canAfford() {
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return player[this.layer].points.gte(tmp.buyables[this.layer][this.id].cost)},
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buy() {
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cost = tmp.buyables[this.layer][this.id].cost
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player[this.layer].points = player[this.layer].points.sub(cost)
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player[this.layer].buyables[this.id] = player[this.layer].buyables[this.id].add(1)
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player[this.layer].spentOnBuyables = player[this.layer].spentOnBuyables.add(cost) // This is a built-in system that you can use for respeccing but it only works with a single Decimal value
},
buyMax() {}, // You'll have to handle this yourself if you want
},
},
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doReset(resettingLayer){ // Triggers when this layer is being reset, along with the layer doing the resetting. Not triggered by lower layers resetting, but is by layers on the same row.
if(layers[resettingLayer].row > this.row) fullLayerReset(this.layer) // This is actually the default behavior
},
convertToDecimal() {
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// Convert any layer-specific Decimal values (besides points, total, and best) from String to Decimal (used when loading save)
},
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layerShown() {return true}, // Condition for when layer appears on the tree
update(diff) {
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if (player[this.layer].upgrades.includes(11)) player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
}, // Do any gameloop things (e.g. resource generation) inherent to this layer
automate() {
}, // Do any automation inherent to this layer if appropriate
updateTemp() {
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}, // Do any necessary temp updating, not that important usually
resetsNothing() {return false},
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onPrestige(gain) {
return
}, // Useful for if you gain secondary resources or have other interesting things happen to this layer when you reset it. You gain the currency after this function ends.
hotkeys: [
{key: "c", desc: "C: reset for lollipops or whatever", onPress(){if (player[this.layer].unl) doReset(this.layer)}},
{key: "ctrl+c" + this.layer, desc: "Ctrl+c: respec things", onPress(){if (player[this.layer].unl) respecBuyables(this.layer)}},
],
incr_order: [], // Array of layer names to have their order increased when this one is first unlocked
// Optional, lets you format the tab yourself by listing components. You can create your own components in v.js.
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tabFormat: {
main:
["main-display",
["prestige-button", function() {return "Melt your points into "}],
["blank", "5px"], // Height
["raw-html", function() {return "<button onclick='console.log(`yeet`)'>'HI'</button>"}],
["display-text",
function() {return 'I have ' + format(player.points) + ' pointy points!'},
{"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}],
"h-line", "milestones", "blank", "upgrades", "challs"],
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thingies: [
["buyables", "150px"], "blank",
["row", [
["toggle", ["c", "beep"]], ["blank", ["30px", "10px"]], // Width, height
["display-text", function() {return "Beep"}], "blank", ["v-line", "200px"],
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["column", [
["prestige-button", function() {return "Be redundant for "}, {'width': '150px', 'height': '30px'}],
["prestige-button", function() {return "Be redundant for "}, {'width': '150px', 'height': '30px'}],
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]],
], {'width': '600px', 'height': '350px', 'background-color': 'green', 'border-style': 'solid'}],
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"blank",
["display-image", "discord.png"],
],
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},
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style() {return {
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// 'background-color': '#3325CC'
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}},
shouldNotify() { // Optional, layer will be highlighted on the tree if true.
// Layer will automatically highlight if an upgrade is purchasable.
return (player.c.buyables[11] == 1)
}
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})
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addLayer("f", {
startData() { return {
unl: false,
points: new Decimal(0),
boop: false,
}},
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color:() => "#FE0102",
requires() {return new Decimal(200)},
resource: "farm points",
baseResource: "candies",
baseAmount() {return player.points},
type: "normal",
exponent: 0.5,
gainMult() {
return new Decimal(1)
},
gainExp() {
return new Decimal(1)
},
row: 1,
layerShown() {return true},
branches: [["c", 1]] // Each pair corresponds to a line added to the tree when this node is unlocked. The letter is the other end of the line, and the number affects the color, 1 is default
},
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)