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Finally made the style good. Next, I will improve "HQ" option.
This commit is contained in:
Aarex Tiaokhiao 2020-09-08 22:13:45 -04:00
parent 821377f5f5
commit 071428b831
3 changed files with 92 additions and 81 deletions

View file

@ -329,20 +329,20 @@
<span v-if="offTime.remain>0">
<br>Offline Time: {{formatTime(offTime.remain)}} ({{format(offTime.speed)}}x speed)<br>
</span>
<br>You have <h2>{{format(player.points)}}</h2> Points
<br>You have <h2 id="points">{{format(player.points)}}</h2> Points
<br><br><br><br><br>
<table>
<td id="p"><button onclick="showTab('p')" v-bind:tooltip="(player.points.gte(tmp.layerReqs.p)||player.p.unl) ? (formatWhole(player.p.points)+' prestige points') : ('Reach '+format(tmp.layerReqs.p)+' points to unlock')" v-bind:class="{ treeNode: true, p: true, locked: (player.points.lt(tmp.layerReqs.p)&&!player.p.unl), notify: player.notify.p, can: (player.points.gte(tmp.layerReqs.p)||player.p.unl) }">P</button></td>
</table><table>
<td><button class="treeNode hidden"></button></td>
</table><table>
<td v-if="player.b.unl||player.g.unl" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(1)"></img></td>
<td v-if="player.tab=='tree'&&(player.b.unl||player.g.unl)" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(1)"></img></td>
<td id="b" v-if="layerUnl('b')"><button onclick="showTab('b')" v-bind:tooltip="((player.points.gte(tmp.layerReqs.b)||player.b.unl)&&layerUnl('b')) ? (formatWhole(player.b.points)+' boosters') : ('Reach '+format(tmp.layerReqs.b)+' points to unlock')" v-bind:class="{ treeNode: true, b: true, locked: (player.points.lt(tmp.layerReqs.b)&&!player.b.unl), notify: player.notify.b, can: (player.points.gte(tmp.layerReqs.b)||player.b.unl) }">B</button></td>
<td id="g" v-if="layerUnl('g')"><button onclick="showTab('g')" v-bind:tooltip="((player.points.gte(tmp.layerReqs.g)||player.g.unl)&&layerUnl('g')) ? (formatWhole(player.g.points)+' generators') : ('Reach '+format(tmp.layerReqs.g)+' points to unlock')" v-bind:class="{ treeNode: true, g: true, locked: (player.points.lt(tmp.layerReqs.g)&&!player.g.unl), notify: player.notify.g, can: (player.points.gte(tmp.layerReqs.g)||player.g.unl) }">G</button></td>
</table><table>
<td><button class="treeNode hidden"></button></td>
</table><table>
<td v-if="player.e.unl||player.t.unl||player.s.unl||player.sb.unl" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(2)"></img></td>
<td v-if="player.tab=='tree'&&(player.e.unl||player.t.unl||player.s.unl)" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(2)"></img></td>
<td id="sb" v-if="layerUnl('sb')"><button onclick="showTab('sb')" v-bind:tooltip="((player.b.points.gte(tmp.layerReqs.sb)||player.sb.unl)&&layerUnl('sb')) ? (formatWhole(player.sb.points)+' super-boosters') : ('Reach '+formatWhole(tmp.layerReqs.sb)+' boosters to unlock')" v-bind:class="{ treeNode: true, sb: true, locked: (player.b.points.lt(tmp.layerReqs.sb)&&!player.sb.unl), notify: player.notify.sb, can: (player.b.points.gte(tmp.layerReqs.sb)||player.sb.unl) }">SB</button></td>
<td id="t" v-if="layerUnl('t')"><button onclick="showTab('t')" v-bind:tooltip="((player.points.gte(tmp.layerReqs.t)||player.t.unl)&&layerUnl('t')) ? (formatWhole(player.t.points)+' time capsules') : ('Reach '+format(tmp.layerReqs.t)+' points to unlock')" v-bind:class="{ treeNode: true, t: true, locked: (player.points.lt(tmp.layerReqs.t)&&!player.t.unl), notify: player.notify.t, can: (player.points.gte(tmp.layerReqs.t)||player.t.unl) }">T</button></td>
<td id="e" v-if="layerUnl('e')"><button onclick="showTab('e')" v-bind:tooltip="((player.points.gte(tmp.layerReqs.e)||player.e.unl)&&layerUnl('e')) ? (formatWhole(player.e.points)+' enhance points') : ('Reach '+format(tmp.layerReqs.e)+' points to unlock')" v-bind:class="{ treeNode: true, e: true, locked: (player.points.lt(tmp.layerReqs.e)&&!player.e.unl), notify: player.notify.e, can: (player.points.gte(tmp.layerReqs.e)||player.e.unl) }">E</button></td>
@ -351,7 +351,7 @@
</table><table>
<td><button class="treeNode hidden"></button></td>
</table><table>
<td v-if="player.h.unl||player.q.unl" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(3)"></img></td>
<td v-if="player.tab=='tree'&&(player.h.unl||player.q.unl)" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(3)"></img></td>
<td id="hb" v-if="layerUnl('hb')"><button onclick="showTab('hb')" v-bind:tooltip="((player.sb.points.gte(tmp.layerReqs.hb)||player.hb.unl)&&layerUnl('hb')) ? (formatWhole(player.hb.points)+' hyper-boosters') : ('Reach '+formatWhole(tmp.layerReqs.hb)+' super-boosters to unlock')" v-bind:class="{ treeNode: true, hb: true, locked: (player.sb.points.lt(tmp.layerReqs.hb)&&!player.hb.unl), notify: player.notify.hb, can: (player.sb.points.gte(tmp.layerReqs.hb)||player.hb.unl) }">HB</button></td>
<td id="h" v-if="layerUnl('h')"><button onclick="showTab('h')" v-bind:tooltip="((player.t.energy.gte(tmp.layerReqs.h)||player.h.unl)&&layerUnl('h')) ? (formatWhole(player.h.points)+' hindrance spirit') : ('Reach '+format(tmp.layerReqs.h)+' time energy to unlock')" v-bind:class="{ treeNode: true, h: true, locked: (player.t.energy.lt(tmp.layerReqs.h)&&!player.h.unl), notify: player.notify.h, can: (player.t.energy.gte(tmp.layerReqs.h)||player.h.unl) }">H</button></td>
<td id="q" v-if="layerUnl('q')"><button onclick="showTab('q')" v-bind:tooltip="((player.g.power.gte(tmp.layerReqs.q)||player.q.unl)&&layerUnl('q')) ? (formatWhole(player.q.points)+' quirks') : ('Reach '+format(tmp.layerReqs.q)+' generator power to unlock')" v-bind:class="{ treeNode: true, q: true, locked: (player.g.power.lt(tmp.layerReqs.q)&&!player.q.unl), notify: player.notify.q, can: (player.g.power.gte(tmp.layerReqs.q)||player.q.unl) }">Q</button></td>
@ -359,14 +359,14 @@
</table><table>
<td><button class="treeNode hidden"></button></td>
</table><table>
<td v-if="player.m.unl||player.ba.unl" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(4)"></img></td>
<td v-if="player.tab=='tree'&&(player.m.unl||player.ba.unl)" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(4)"></img></td>
<td id="m" v-if="layerUnl('m')"><button onclick="showTab('m')" v-bind:tooltip="((player.h.points.gte(tmp.layerReqs.m)||player.m.unl)&&layerUnl('m')) ? (formatWhole(player.m.points)+' magic') : ('Reach '+format(tmp.layerReqs.m)+' hindrance spirit to unlock')" v-bind:class="{ treeNode: true, m: true, locked: (player.h.points.lt(tmp.layerReqs.m)&&!player.m.unl), notify: player.notify.m, can: (player.h.points.gte(tmp.layerReqs.m)||player.m.unl) }">M</button></td>
<td id="ps" v-if="layerUnl('ps')"><button class="treeNode ps can">PS</button></td>
<td id="ba" v-if="layerUnl('ba')"><button onclick="showTab('ba')" v-bind:tooltip="((player.q.points.gte(tmp.layerReqs.ba)||player.ba.unl)&&layerUnl('ba')) ? (formatWhole(player.ba.points)+' balance energy') : ('Reach '+format(tmp.layerReqs.ba)+' quirks to unlock')" v-bind:class="{ treeNode: true, ba: true, locked: (player.q.points.lt(tmp.layerReqs.ba)&&!player.ba.unl), notify: player.notify.ba, can: (player.q.points.gte(tmp.layerReqs.ba)||player.ba.unl) }">BA</button></td>
</table><table>
<td><button class="treeNode hidden"></button></td>
</table><table>
<td v-if="layerUnl('sp')" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(5)"></img></td>
<td v-if="player.tab=='tree'&&layerUnl('sp')" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(5)"></img></td>
<td id="l" v-if="layerUnl('l')"><button class="treeNode l can">L</button></td>
<td><button class="treeNode hidden"></button></td>
<td id="sp" v-if="layerUnl('sp')"><button class="treeNode sp can">SP</button></td>
@ -382,92 +382,92 @@
You have <h2 v-bind:class="{ [layer+'_txt']: true }">{{formatWhole(player[layer].points)}}</h2> {{LAYER_RES[layer]}}<span v-if="Object.keys(LAYER_EFFS).includes(layer)">, {{getLayerEffDesc(layer)}}</span>
<br><br>
<div v-if="layer=='b'">
<table><tr><td v-if="milestoneShown(player.b.best.gte(8))" v-bind:class="{ milestone: player.b.best.lt(8)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.b.best.gte(8)||player.h.best.gte(1)||player.q.best.gte(1) }"><b>8 Boosters</b><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.b.best.gte(15))" v-bind:class="{ milestone: player.b.best.lt(15), milestoneDone: player.b.best.gte(15) }"><b>15 Boosters</b><br>You can buy max Boosters</td></tr></table>
<table><tr><td v-if="milestoneShown(player.b.best.gte(8))" v-bind:class="{ milestone: player.b.best.lt(8)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.b.best.gte(8)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>8 Boosters</h3><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.b.best.gte(15))" v-bind:class="{ milestone: player.b.best.lt(15), milestoneDone: player.b.best.gte(15) }"><h3>15 Boosters</h3><br>You can buy max Boosters</td></tr></table>
</div>
<div v-if="layer=='g'">
You have {{format(player.g.power)}} Generator Power, which multiplies Point gain by {{format(tmp.genPowEff)}}<br><br>
<table><tr><td v-if="milestoneShown(player.g.best.gte(8)||player.h.best.gte(1)||player.q.best.gte(1))" v-bind:class="{ milestone: player.g.best.lt(8)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.g.best.gte(8)||player.h.best.gte(1)||player.q.best.gte(1) }"><b>8 Generators</b><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.g.best.gte(10))" v-bind:class="{ milestone: player.g.best.lt(10), milestoneDone: player.g.best.gte(10) }"><b>10 Generators</b><br>Gain 100% of Prestige Point gain every second</td></tr>
<tr><td v-if="milestoneShown(player.g.best.gte(15))" v-bind:class="{ milestone: player.g.best.lt(15), milestoneDone: player.g.best.gte(15) }"><b>15 Generators</b><br>You can buy max Generators</td></tr></table>
<table><tr><td v-if="milestoneShown(player.g.best.gte(8)||player.h.best.gte(1)||player.q.best.gte(1))" v-bind:class="{ milestone: player.g.best.lt(8)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.g.best.gte(8)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>8 Generators</h3><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.g.best.gte(10))" v-bind:class="{ milestone: player.g.best.lt(10), milestoneDone: player.g.best.gte(10) }"><h3>10 Generators</h3><br>Gain 100% of Prestige Point gain every second</td></tr>
<tr><td v-if="milestoneShown(player.g.best.gte(15))" v-bind:class="{ milestone: player.g.best.lt(15), milestoneDone: player.g.best.gte(15) }"><h3>15 Generators</h3><br>You can buy max Generators</td></tr></table>
</div>
<div v-if="layer=='e'">
<table><tr><td v-if="milestoneShown(player.e.best.gte(2))" v-bind:class="{ milestone: player.e.best.lt(2), milestoneDone: player.e.best.gte(2) }"><b>2 enhance points</b><br>Keep Booster/Generator milestones on reset</td></tr>
<tr><td v-if="milestoneShown(player.e.best.gte(10)||player.h.best.gte(1)||player.q.best.gte(1))" v-bind:class="{ milestone: player.e.best.lt(10)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.e.best.gte(10)||player.h.best.gte(1)||player.q.best.gte(1) }"><b>10 enhance points</b><br>Keep Prestige Upgrades on reset</td></tr></table><br><br>
<table><tr><td v-if="milestoneShown(player.e.best.gte(2))" v-bind:class="{ milestone: player.e.best.lt(2), milestoneDone: player.e.best.gte(2) }"><h3>2 enhance points</h3><br>Keep Booster/Generator milestones on reset</td></tr>
<tr><td v-if="milestoneShown(player.e.best.gte(10)||player.h.best.gte(1)||player.q.best.gte(1))" v-bind:class="{ milestone: player.e.best.lt(10)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.e.best.gte(10)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>10 enhance points</h3><br>Keep Prestige Upgrades on reset</td></tr></table><br><br>
<button v-bind:class="{ upgBig: true, can: player.e.points.gte(getEnhancerCost()), locked: player.e.points.lt(getEnhancerCost()), e: true }" onclick="buyEnhancer()">Buy an Enhancer<br>Cost: {{formatWhole(getEnhancerCost())}} Enhance Points<br>Amount: {{formatWhole(player.e.enhancers.sub(tmp.subbedEnh))}}<br>Multiplies Prestige Point gain by {{format(tmp.enhEff)}}<br>Adds<span v-if="player.q.upgrades.includes(53)"> and multiplies</span> to base of Booster/Generator effects by {{format(tmp.enhEff2)}}</button>
</div>
<div v-if="layer=='t'">
You have {{format(player.t.energy)}} Time Energy, which multiplies Point gain & Prestige Point gain by {{format(tmp.timeEff)}}<br><br>
<table><tr><td v-if="milestoneShown(player.t.best.gte(2))" v-bind:class="{ milestone: player.t.best.lt(2), milestoneDone: player.t.best.gte(2) }"><b>2 time capsules</b><br>Keep Booster/Generator milestones on reset</td></tr>
<tr><td v-if="milestoneShown(player.t.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1))" v-bind:class="{ milestone: player.t.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.t.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><b>3 time capsules</b><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.t.best.gte(4))" v-bind:class="{ milestone: player.t.best.lt(4), milestoneDone: player.t.best.gte(4) }"><b>4 time capsules</b><br>Keep Booster Upgrades on all row 3 resets</td></tr>
<tr><td v-if="milestoneShown(player.t.best.gte(5), true)" v-bind:class="{ milestone: player.t.best.lt(5), milestoneDone: player.t.best.gte(5) }"><b>5 time capsules</b><br>Automatically purchase Boosters&nbsp;&nbsp;&nbsp;<button v-if="player.t.best.gte(5)" class="smallUpg can b" onclick="toggleAuto('b')">{{player.b.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.t.best.gte(12))" v-bind:class="{ milestone: player.t.best.lt(12), milestoneDone: player.t.best.gte(12) }"><b>12 time capsules</b><br>Boosters reset nothing</td></tr>
<table><tr><td v-if="milestoneShown(player.t.best.gte(2))" v-bind:class="{ milestone: player.t.best.lt(2), milestoneDone: player.t.best.gte(2) }"><h3>2 time capsules</h3><br>Keep Booster/Generator milestones on reset</td></tr>
<tr><td v-if="milestoneShown(player.t.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1))" v-bind:class="{ milestone: player.t.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.t.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>3 time capsules</h3><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.t.best.gte(4))" v-bind:class="{ milestone: player.t.best.lt(4), milestoneDone: player.t.best.gte(4) }"><h3>4 time capsules</h3><br>Keep Booster Upgrades on all row 3 resets</td></tr>
<tr><td v-if="milestoneShown(player.t.best.gte(5), true)" v-bind:class="{ milestone: player.t.best.lt(5), milestoneDone: player.t.best.gte(5) }"><h3>5 time capsules</h3><br>Automatically purchase Boosters&nbsp;&nbsp;&nbsp;<button v-if="player.t.best.gte(5)" class="smallUpg can b" onclick="toggleAuto('b')">{{player.b.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.t.best.gte(12))" v-bind:class="{ milestone: player.t.best.lt(12), milestoneDone: player.t.best.gte(12) }"><h3>12 time capsules</h3><br>Boosters reset nothing</td></tr>
</table><br><br>
<button v-bind:class="{ upgBig: true, can: (player.b.points.gte(getExtCapsuleCost())&&player.t.unl), locked: (player.b.points.lt(getExtCapsuleCost())||!player.t.unl), t: true }" onclick="buyExtCapsule()">Buy an extra Time Capsule<br>Cost: {{formatWhole(getExtCapsuleCost())}} Boosters<br>Amount: {{formatWhole(player.t.extCapsules)}}</button>
</div>
<div v-if="layer=='s'">
You have {{formatWhole(getSpace())}} Space remaining for Space Buildings.<br><br>
<table><tr><td v-if="milestoneShown(player.s.best.gte(2))" v-bind:class="{ milestone: player.s.best.lt(2), milestoneDone: player.s.best.gte(2) }"><b>2 space energy</b><br>Keep Booster/Generator milestones on reset</td></tr>
<tr><td v-if="milestoneShown(player.s.best.gte(3)||player.h.best.gte(1)||player.h.best.gte(1))" v-bind:class="{ milestone: player.s.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.s.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><b>3 space energy</b><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.s.best.gte(4))" v-bind:class="{ milestone: player.s.best.lt(4), milestoneDone: player.s.best.gte(4) }"><b>4 space energy</b><br>Keep Generator Upgrades on all row 3 resets</td></tr>
<tr><td v-if="milestoneShown(player.s.best.gte(5), true)" v-bind:class="{ milestone: player.s.best.lt(5), milestoneDone: player.s.best.gte(5) }"><b>5 space energy</b><br>Automatically purchase Generators&nbsp;&nbsp;&nbsp;<button v-if="player.s.best.gte(5)" class="smallUpg can g" onclick="toggleAuto('g')">{{player.g.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.s.best.gte(12))" v-bind:class="{ milestone: player.s.best.lt(12), milestoneDone: player.s.best.gte(12) }"><b>12 space energy</b><br>Generators reset nothing</td></tr>
<table><tr><td v-if="milestoneShown(player.s.best.gte(2))" v-bind:class="{ milestone: player.s.best.lt(2), milestoneDone: player.s.best.gte(2) }"><h3>2 space energy</h3><br>Keep Booster/Generator milestones on reset</td></tr>
<tr><td v-if="milestoneShown(player.s.best.gte(3)||player.h.best.gte(1)||player.h.best.gte(1))" v-bind:class="{ milestone: player.s.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.s.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>3 space energy</h3><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.s.best.gte(4))" v-bind:class="{ milestone: player.s.best.lt(4), milestoneDone: player.s.best.gte(4) }"><h3>4 space energy</h3><br>Keep Generator Upgrades on all row 3 resets</td></tr>
<tr><td v-if="milestoneShown(player.s.best.gte(5), true)" v-bind:class="{ milestone: player.s.best.lt(5), milestoneDone: player.s.best.gte(5) }"><h3>5 space energy</h3><br>Automatically purchase Generators&nbsp;&nbsp;&nbsp;<button v-if="player.s.best.gte(5)" class="smallUpg can g" onclick="toggleAuto('g')">{{player.g.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.s.best.gte(12))" v-bind:class="{ milestone: player.s.best.lt(12), milestoneDone: player.s.best.gte(12) }"><h3>12 space energy</h3><br>Generators reset nothing</td></tr>
</table><br><br>
You have {{ format(player.g.power) }} Generator Power<br><br>
<button onclick="respecSpaceBuildings()" v-bind:class="{ longUpg: true, can: player.s.unl, locked: !player.s.unl }">Respec Space Buildings</button><br>
<div class="upgRow">
<div v-for="id in 5">
<button v-if="tmp.sbUnl>=id" v-bind:class="{ upg: true, can: (player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1)), locked: (!(player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1))), s: true }" v-on:click="buyBuilding(id)"><h3>Building {{id}}</h3><br>Level: {{formatWhole(player.s.buildings[id])}}<br>Effect: {{getSpaceBuildingEffDesc(id)}}<br><br>Cost: {{format(getSpaceBuildingCost(id))}} Generator Power</button><br><br>
<button v-if="tmp.sbUnl>=id" v-bind:class="{ upg: true, can: (player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1)), locked: (!(player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1))), s: true }" v-on:click="buyBuilding(id)"><h3>Building {{id}}</h3><br>{{getSpaceBuildingEffDesc(id)}}<br><br>Level: {{formatWhole(player.s.buildings[id])}}<br>Cost: {{format(getSpaceBuildingCost(id))}} Generator Power</button><br><br>
<button v-if="tmp.sbUnl>=id&&player.q.best.gte(2500)" v-bind:class="{ longUpg: true, can: player.s.buildings[id].gte(1), locked: player.s.buildings[id].lt(1) }" v-on:click="destroyBuilding(id)">Destroy One</button><br>
<button v-if="tmp.sbUnl>=id&&player.q.best.gte(2500)" v-bind:class="{ longUpg: true, can: player.s.buildings[id].gte(1), locked: player.s.buildings[id].lt(1) }" v-on:click="destroyBuilding(id, true)">Destroy All</button>
</div>
</div>
</div>
<div v-if="layer=='sb'">
<table><tr><td v-if="milestoneShown(player.sb.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1))" v-bind:class="{ milestone: player.sb.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.sb.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><b>3 Super-Boosters</b><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.sb.best.gte(4))" v-bind:class="{ milestone: player.sb.best.lt(4), milestoneDone: player.sb.best.gte(4) }"><b>4 Super-Boosters</b><br>Keep Booster/Generator milestones on reset</td></tr></table>
<table><tr><td v-if="milestoneShown(player.sb.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1))" v-bind:class="{ milestone: player.sb.best.lt(3)&&player.h.best.lt(1)&&player.q.best.lt(1), milestoneDone: player.sb.best.gte(3)||player.h.best.gte(1)||player.q.best.gte(1) }"><h3>3 Super-Boosters</h3><br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-if="milestoneShown(player.sb.best.gte(4))" v-bind:class="{ milestone: player.sb.best.lt(4), milestoneDone: player.sb.best.gte(4) }"><h3>4 Super-Boosters</h3><br>Keep Booster/Generator milestones on reset</td></tr></table>
</div>
<div v-if="layer=='sg'">
You have {{format(player.sg.power)}} Super-Generator Power, which multiplies the Generator base by {{format(tmp.sGenPowEff)}}<br><br>
<table>
<tr><td v-if="milestoneShown(player.sg.best.gte(1))" v-bind:class="{ milestone: player.sg.best.lt(1), milestoneDone: player.sg.best.gte(1) }"><b>1 Super-Generator</b><br>You can buy max Super-Generators, and Super-Generators reset nothing</td></tr>
<tr><td v-if="milestoneShown(player.sg.best.gte(2), true)" v-bind:class="{ milestone: player.sg.best.lt(2), milestoneDone: player.sg.best.gte(2) }"><b>2 Super-Generators</b><br>Automatically purchase Super-Generators&nbsp;&nbsp;&nbsp;<button v-if="player.sg.best.gte(2)" class="smallUpg can sg" onclick="toggleAuto('sg')">{{player.sg.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.sg.best.gte(1))" v-bind:class="{ milestone: player.sg.best.lt(1), milestoneDone: player.sg.best.gte(1) }"><h3>1 Super-Generator</h3><br>You can buy max Super-Generators, and Super-Generators reset nothing</td></tr>
<tr><td v-if="milestoneShown(player.sg.best.gte(2), true)" v-bind:class="{ milestone: player.sg.best.lt(2), milestoneDone: player.sg.best.gte(2) }"><h3>2 Super-Generators</h3><br>Automatically purchase Super-Generators&nbsp;&nbsp;&nbsp;<button v-if="player.sg.best.gte(2)" class="smallUpg can sg" onclick="toggleAuto('sg')">{{player.sg.auto?"ON":"OFF"}}</button></td></tr>
</table>
</div>
<div v-if="layer=='h'">
<table><tr><td v-if="milestoneShown(player.h.best.gte(1))" v-bind:class="{ milestone: player.h.best.lt(1), milestoneDone: player.h.best.gte(1) }"><b>1 Hindrance Spirit</b><br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(2))" v-bind:class="{ milestone: player.h.best.lt(2), milestoneDone: player.h.best.gte(2) }"><b>2 Hindrance Spirit</b><br>Keep all third row milestones on all fourth row resets, and start with your best-ever Space</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(4))" v-bind:class="{ milestone: player.h.best.lt(4), milestoneDone: player.h.best.gte(4) }"><b>4 Hindrance Spirit</b><br>Keep Time, Enhance, and Space Upgrades on all fourth row resets</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(5), true)" v-bind:class="{ milestone: player.h.best.lt(5), milestoneDone: player.h.best.gte(5) }"><b>5 Hindrance Spirit</b><br>Automatically purchase Extra Time Capsules&nbsp;&nbsp;&nbsp;<button v-if="player.h.best.gte(5)" class="smallUpg can t" onclick="toggleAuto('t', 'Cap')">{{player.t.autoCap?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(10))" v-bind:class="{ milestone: player.h.best.lt(10), milestoneDone: player.h.best.gte(10) }"><b>10 Hindrance Spirit</b><br>Keep Prestige & Super-Booster Upgrades on all fourth row resets</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(15), true)" v-bind:class="{ milestone: player.h.best.lt(15), milestoneDone: player.h.best.gte(15) }"><b>15 Hindrance Spirit</b><br>Automatically purchase Super-Boosters&nbsp;&nbsp;&nbsp;<button v-if="player.h.best.gte(15)" class="smallUpg can sb" onclick="toggleAuto('sb')">{{player.sb.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(25))" v-bind:class="{ milestone: player.h.best.lt(25), milestoneDone: player.h.best.gte(25) }"><b>25 Hindrance Spirit</b><br>Time resets reset nothing</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(2500))" v-bind:class="{ milestone: player.h.best.lt(2500), milestoneDone: player.h.best.gte(2500) }"><b>2,500 Hindrance Spirit</b><br>Super-Boosters reset nothing</td></tr>
<table><tr><td v-if="milestoneShown(player.h.best.gte(1))" v-bind:class="{ milestone: player.h.best.lt(1), milestoneDone: player.h.best.gte(1) }"><h3>1 Hindrance Spirit</h3><br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(2))" v-bind:class="{ milestone: player.h.best.lt(2), milestoneDone: player.h.best.gte(2) }"><h3>2 Hindrance Spirit</h3><br>Keep all third row milestones on all fourth row resets, and start with your best-ever Space</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(4))" v-bind:class="{ milestone: player.h.best.lt(4), milestoneDone: player.h.best.gte(4) }"><h3>4 Hindrance Spirit</h3><br>Keep Time, Enhance, and Space Upgrades on all fourth row resets</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(5), true)" v-bind:class="{ milestone: player.h.best.lt(5), milestoneDone: player.h.best.gte(5) }"><h3>5 Hindrance Spirit</h3><br>Automatically purchase Extra Time Capsules&nbsp;&nbsp;&nbsp;<button v-if="player.h.best.gte(5)" class="smallUpg can t" onclick="toggleAuto('t', 'Cap')">{{player.t.autoCap?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(10))" v-bind:class="{ milestone: player.h.best.lt(10), milestoneDone: player.h.best.gte(10) }"><h3>10 Hindrance Spirit</h3><br>Keep Prestige & Super-Booster Upgrades on all fourth row resets</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(15), true)" v-bind:class="{ milestone: player.h.best.lt(15), milestoneDone: player.h.best.gte(15) }"><h3>15 Hindrance Spirit</h3><br>Automatically purchase Super-Boosters&nbsp;&nbsp;&nbsp;<button v-if="player.h.best.gte(15)" class="smallUpg can sb" onclick="toggleAuto('sb')">{{player.sb.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(25))" v-bind:class="{ milestone: player.h.best.lt(25), milestoneDone: player.h.best.gte(25) }"><h3>25 Hindrance Spirit</h3><br>Time resets reset nothing</td></tr>
<tr><td v-if="milestoneShown(player.h.best.gte(2500))" v-bind:class="{ milestone: player.h.best.lt(2500), milestoneDone: player.h.best.gte(2500) }"><h3>2,500 Hindrance Spirit</h3><br>Super-Boosters reset nothing</td></tr>
</table>
</div>
<div v-if="layer=='q'">
You have {{format(player.q.energy)}} Quirk Energy (generated by Quirk Layers), which multiplies Point & Generator Power gain by {{format(tmp.quirkEff)}}<br><br>
<table><tr><td v-if="milestoneShown(player.q.best.gte(1))" v-bind:class="{ milestone: player.q.best.lt(1), milestoneDone: player.q.best.gte(1) }"><b>1 Quirk</b><br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(2))" v-bind:class="{ milestone: player.q.best.lt(2), milestoneDone: player.q.best.gte(2) }"><b>2 Quirks</b><br>You can buy max Time Capsules & Space Energy</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(4))" v-bind:class="{ milestone: player.q.best.lt(4), milestoneDone: player.q.best.gte(4) }"><b>4 Quirks</b><br>Keep Space Buildings on all fourth row resets</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(5), true)" v-bind:class="{ milestone: player.q.best.lt(5), milestoneDone: player.q.best.gte(5) }"><b>5 Quirks</b><br>Automatically purchase Enhancers&nbsp;&nbsp;&nbsp;<button v-if="player.q.best.gte(5)" class="smallUpg can e" onclick="toggleAuto('e')">{{player.e.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(10), true)" v-bind:class="{ milestone: player.q.best.lt(10), milestoneDone: player.q.best.gte(10) }"><b>10 Quirks</b><br>Automatically purchase Time Capsules & Space Energy<br><button v-if="player.q.best.gte(10)" class="smallUpg can t" onclick="toggleAuto('t')">{{player.t.auto?"ON":"OFF"}}</button>&nbsp;<button v-if="player.q.best.gte(10)" class="smallUpg can s" onclick="toggleAuto('s')">{{player.s.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(15))" v-bind:class="{ milestone: player.q.best.lt(15), milestoneDone: player.q.best.gte(15) }"><b>15 Quirks</b><br>Gain 100% of Enhance Point gain every second</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(25))" v-bind:class="{ milestone: player.q.best.lt(25), milestoneDone: player.q.best.gte(25) }"><b>25 Quirks</b><br>Space resets reset nothing</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(2500))" v-bind:class="{ milestone: player.q.best.lt(2500), milestoneDone: player.q.best.gte(2500) }"><b>2,500 Quirks</b><br>You can destroy individual Space Buildings</td></tr>
<table><tr><td v-if="milestoneShown(player.q.best.gte(1))" v-bind:class="{ milestone: player.q.best.lt(1), milestoneDone: player.q.best.gte(1) }"><h3>1 Quirk</h3><br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(2))" v-bind:class="{ milestone: player.q.best.lt(2), milestoneDone: player.q.best.gte(2) }"><h3>2 Quirks</h3><br>You can buy max Time Capsules & Space Energy</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(4))" v-bind:class="{ milestone: player.q.best.lt(4), milestoneDone: player.q.best.gte(4) }"><h3>4 Quirks</h3><br>Keep Space Buildings on all fourth row resets</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(5), true)" v-bind:class="{ milestone: player.q.best.lt(5), milestoneDone: player.q.best.gte(5) }"><h3>5 Quirks</h3><br>Automatically purchase Enhancers&nbsp;&nbsp;&nbsp;<button v-if="player.q.best.gte(5)" class="smallUpg can e" onclick="toggleAuto('e')">{{player.e.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(10), true)" v-bind:class="{ milestone: player.q.best.lt(10), milestoneDone: player.q.best.gte(10) }"><h3>10 Quirks</h3><br>Automatically purchase Time Capsules & Space Energy<br><button v-if="player.q.best.gte(10)" class="smallUpg can t" onclick="toggleAuto('t')">{{player.t.auto?"ON":"OFF"}}</button>&nbsp;<button v-if="player.q.best.gte(10)" class="smallUpg can s" onclick="toggleAuto('s')">{{player.s.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(15))" v-bind:class="{ milestone: player.q.best.lt(15), milestoneDone: player.q.best.gte(15) }"><h3>15 Quirks</h3><br>Gain 100% of Enhance Point gain every second</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(25))" v-bind:class="{ milestone: player.q.best.lt(25), milestoneDone: player.q.best.gte(25) }"><h3>25 Quirks</h3><br>Space resets reset nothing</td></tr>
<tr><td v-if="milestoneShown(player.q.best.gte(2500))" v-bind:class="{ milestone: player.q.best.lt(2500), milestoneDone: player.q.best.gte(2500) }"><h3>2,500 Quirks</h3><br>You can destroy individual Space Buildings</td></tr>
</table><br><br>
<button v-bind:class="{ upgBig: true, can: player.q.points.gte(getQuirkLayerCost()), locked: player.q.points.lt(getQuirkLayerCost()), q: true }" onclick="buyQuirkLayer()">Increment your Quirk Layer<br>Cost: {{formatWhole(getQuirkLayerCost())}} Quirks<br>Layers: {{formatWhole(player.q.layers)}}</button>
</div>
<div v-if="layer=='hb'">
<table>
<tr><td v-if="milestoneShown(player.hb.best.gte(1))" v-bind:class="{ milestone: player.hb.best.lt(1), milestoneDone: player.hb.best.gte(1) }"><b>1 Hyper-Booster</b><br>You can buy max Super-Boosters</td></tr>
<tr><td v-if="milestoneShown(player.hb.best.gte(1))" v-bind:class="{ milestone: player.hb.best.lt(1), milestoneDone: player.hb.best.gte(1) }"><h3>1 Hyper-Booster</h3><br>You can buy max Super-Boosters</td></tr>
</table>
</div>
<div v-if="layer=='ss'">
You have {{format(player.ss.subspace)}} Subspace, which provides you with {{formatWhole(tmp.ssEff1)}} extra Space, makes all Space Buildings {{format(tmp.ssEff2)}}x cheaper, and makes all Space Buildings {{format(tmp.ssEff3.sub(1).times(100))}}% stronger<br><br>
<table>
<tr><td v-if="milestoneShown(player.ss.best.gte(1), true)" v-bind:class="{ milestone: player.ss.best.lt(1), milestoneDone: player.ss.best.gte(1) }"><b>1 Subspace Energy</b><br>Automatically purchase Space Buildings&nbsp;&nbsp;&nbsp;<button v-if="player.ss.best.gte(1)" class="smallUpg can s" onclick="toggleAuto('s', 'Build')">{{player.s.autoBuild?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.ss.best.gte(1), true)" v-bind:class="{ milestone: player.ss.best.lt(1), milestoneDone: player.ss.best.gte(1) }"><h3>1 Subspace Energy</h3><br>Automatically purchase Space Buildings&nbsp;&nbsp;&nbsp;<button v-if="player.ss.best.gte(1)" class="smallUpg can s" onclick="toggleAuto('s', 'Build')">{{player.s.autoBuild?"ON":"OFF"}}</button></td></tr>
</table>
</div>
<div v-if="layer=='m'">
@ -475,7 +475,7 @@
Note: Activating a Spell costs Magic.<br><br>
<div class="upgRow">
<div v-for="id in 3">
<button v-bind:class="{ upg: true, bought: spellActive(id), can: ((player.m.points.gte(player.m.toCast[id]))&&player.m.unl&&!spellActive(id)), locked: (!(player.m.points.gte(player.m.toCast[id])||spellActive(id))), m: true }" v-on:click="activateSpell(id)"><h3>{{SPELL_NAMES[id]}}</h3><br>Time Left: {{formatTime(player.m.spellTimes[id])}}<br>Effect: {{getSpellDesc(id)}}</button><br><br>
<button v-bind:class="{ upg: true, bought: spellActive(id), can: ((player.m.points.gte(player.m.toCast[id]))&&player.m.unl&&!spellActive(id)), locked: (!(player.m.points.gte(player.m.toCast[id])||spellActive(id))), m: true }" v-on:click="activateSpell(id)"><h3>{{SPELL_NAMES[id]}}</h3><br>{{getSpellDesc(id)}}<br><br>Time: {{formatTime(player.m.spellTimes[id])}}</button><br><br>
<div v-if="player.m.upgrades.includes(41)">
<input v-model="player.m.toCast[id]" v-on:change="updateToCast(id)"></input><br><br>
</div>
@ -483,25 +483,23 @@
</div>
You have {{formatWhole(player.m.hexes)}} Hexes, which are multiplying Hindrance Spirit & Quirk gain by {{format(tmp.hexEff)}}<br><br>
<table>
<tr><td v-if="milestoneShown(player.m.best.gte(1))" v-bind:class="{ milestone: player.m.best.lt(1), milestoneDone: player.m.best.gte(1) }"><b>1 Magic</b><br>Keep row 4 milestones on all resets</td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(2))" v-bind:class="{ milestone: player.m.best.lt(2), milestoneDone: player.m.best.gte(2) }"><b>2 Magic</b><br>Keep Hindrance completions on all resets</td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(3))" v-bind:class="{ milestone: player.m.best.lt(3), milestoneDone: player.m.best.gte(3) }"><b>3 Magic</b><br>Gain 100% of Hindrance Spirit & Quirk gain every second</td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(4), true)" v-bind:class="{ milestone: player.m.best.lt(4), milestoneDone: player.m.best.gte(4) }"><b>4 Magic</b><br>Automatically purchase Hyper-Boosters & Subspace&nbsp;&nbsp;&nbsp;<button v-if="player.m.best.gte(4)" class="smallUpg can hb" onclick="toggleAuto('hb')">{{player.hb.auto?"ON":"OFF"}}</button>&nbsp;&nbsp;&nbsp;<button v-if="player.m.best.gte(4)" class="smallUpg can ss" onclick="toggleAuto('ss')">{{player.ss.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(1000), true)" v-bind:class="{ milestone: player.m.best.lt(1000), milestoneDone: player.m.best.gte(1000) }"><b>1,000 Magic</b><br>Automatically cast Spells&nbsp;&nbsp;&nbsp;<button v-if="player.m.best.gte(1000)" class="smallUpg can m" onclick="toggleAuto('m')">{{player.m.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(2.5e9))" v-bind:class="{ milestone: player.m.best.lt(2.5e9), milestoneDone: player.m.best.gte(2.5e9) }"><b>2.5e9 Magic</b><br>Gain 100% of Hex gain every second, and Spells last 10x longer</td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(1))" v-bind:class="{ milestone: player.m.best.lt(1), milestoneDone: player.m.best.gte(1) }"><h3>1 Magic</h3><br>Keep row 4 milestones on all resets</td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(2))" v-bind:class="{ milestone: player.m.best.lt(2), milestoneDone: player.m.best.gte(2) }"><h3>2 Magic</h3><br>Keep Hindrance completions on all resets</td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(3))" v-bind:class="{ milestone: player.m.best.lt(3), milestoneDone: player.m.best.gte(3) }"><h3>3 Magic</h3><br>Gain 100% of Hindrance Spirit & Quirk gain every second</td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(4), true)" v-bind:class="{ milestone: player.m.best.lt(4), milestoneDone: player.m.best.gte(4) }"><h3>4 Magic</h3><br>Automatically purchase Hyper-Boosters & Subspace&nbsp;&nbsp;&nbsp;<button v-if="player.m.best.gte(4)" class="smallUpg can hb" onclick="toggleAuto('hb')">{{player.hb.auto?"ON":"OFF"}}</button>&nbsp;&nbsp;&nbsp;<button v-if="player.m.best.gte(4)" class="smallUpg can ss" onclick="toggleAuto('ss')">{{player.ss.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(1000), true)" v-bind:class="{ milestone: player.m.best.lt(1000), milestoneDone: player.m.best.gte(1000) }"><h3>1,000 Magic</h3><br>Automatically cast Spells&nbsp;&nbsp;&nbsp;<button v-if="player.m.best.gte(1000)" class="smallUpg can m" onclick="toggleAuto('m')">{{player.m.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.m.best.gte(2.5e9))" v-bind:class="{ milestone: player.m.best.lt(2.5e9), milestoneDone: player.m.best.gte(2.5e9) }"><h3>2.5e9 Magic</h3><br>Gain 100% of Hex gain every second, and Spells last 10x longer</td></tr>
</table>
</div>
<div v-if="layer=='ba'">
<br>You have {{format(player.ba.power)}} Balance Power, which is multiplying Hindrance Spirit & Quirk gain by {{format(tmp.balEff)}}<br><br>
You have {{format(player.ba.positivity)}} Positivity<br>
You have {{format(player.ba.negativity)}} Negativity<br>
Your Positivity & Negativity are multiplying Balance Power gain by {{format(tmp.balEff2)}}<br><br>
<br>You have {{format(player.ba.power)}} Balance Power, which is multiplying Hindrance Spirit & Quirk gain by {{format(tmp.balEff)}}<br>
You have {{format(player.ba.positivity)}} Positivity and {{format(player.ba.negativity)}} Negativity, which are multiplying Balance Power gain by {{format(tmp.balEff2)}}<br><br>
<table>
<tr><td v-if="milestoneShown(player.ba.best.gte(1))" v-bind:class="{ milestone: player.ba.best.lt(1), milestoneDone: player.ba.best.gte(1) }"><b>1 Balance Energy</b><br>Keep row 4 milestones on all resets</td></tr>
<tr><td v-if="milestoneShown(player.ba.best.gte(2))" v-bind:class="{ milestone: player.ba.best.lt(2), milestoneDone: player.ba.best.gte(2) }"><b>2 Balance Energy</b><br>Keep Quirk Upgrades on all resets</td></tr>
<tr><td v-if="milestoneShown(player.ba.best.gte(3), true)" v-bind:class="{ milestone: player.ba.best.lt(3), milestoneDone: player.ba.best.gte(3) }"><b>3 Balance Energy</b><br>Automatically purchase Quirk Layers&nbsp;&nbsp;&nbsp;<button v-if="player.ba.best.gte(3)" class="smallUpg can q" onclick="toggleAuto('q')">{{player.q.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.ba.best.gte(5))" v-bind:class="{ milestone: player.ba.best.lt(5), milestoneDone: player.ba.best.gte(5) }"><b>5 Balance Energy</b><br>Keep Hyper-Booster & Subspace Upgrades on all resets</td></tr>
<tr><td v-if="milestoneShown(player.ba.best.gte(8))" v-bind:class="{ milestone: player.ba.best.lt(8), milestoneDone: player.ba.best.gte(8) }"><b>8 Balance Energy</b><br>You can buy max Hyper-Boosters & Subspace Energy, and Hyper-Boosters/Subspace Energy reset nothing</td></tr>
<tr><td v-if="milestoneShown(player.ba.best.gte(1))" v-bind:class="{ milestone: player.ba.best.lt(1), milestoneDone: player.ba.best.gte(1) }"><h3>1 Balance Energy</h3><br>Keep row 4 milestones on all resets</td></tr>
<tr><td v-if="milestoneShown(player.ba.best.gte(2))" v-bind:class="{ milestone: player.ba.best.lt(2), milestoneDone: player.ba.best.gte(2) }"><h3>2 Balance Energy</h3><br>Keep Quirk Upgrades on all resets</td></tr>
<tr><td v-if="milestoneShown(player.ba.best.gte(3), true)" v-bind:class="{ milestone: player.ba.best.lt(3), milestoneDone: player.ba.best.gte(3) }"><h3>3 Balance Energy</h3><br>Automatically purchase Quirk Layers&nbsp;&nbsp;&nbsp;<button v-if="player.ba.best.gte(3)" class="smallUpg can q" onclick="toggleAuto('q')">{{player.q.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-if="milestoneShown(player.ba.best.gte(5))" v-bind:class="{ milestone: player.ba.best.lt(5), milestoneDone: player.ba.best.gte(5) }"><h3>5 Balance Energy</h3><br>Keep Hyper-Booster & Subspace Upgrades on all resets</td></tr>
<tr><td v-if="milestoneShown(player.ba.best.gte(8))" v-bind:class="{ milestone: player.ba.best.lt(8), milestoneDone: player.ba.best.gte(8) }"><h3>8 Balance Energy</h3><br>You can buy max Hyper-Boosters & Subspace Energy, and Hyper-Boosters/Subspace Energy reset nothing</td></tr>
</table>
</div>
<br><br><br>

View file

@ -1877,19 +1877,19 @@ function layerUnl(layer) {
return player.q.unl&&player.ss.unl
break;
case "sp":
return false //player.m.unl && player.ba.unl
return true //player.m.unl && player.ba.unl
break;
case "l":
return false //player.sp.unl
return true //player.sp.unl
break;
case "ps":
return false //player.l.unl
return true //player.l.unl
break;
case "hs":
return false //player.sp.unl
return true //player.sp.unl
break;
case "i":
return false //player.ps.unl && player.hs.unl
return true //player.ps.unl && player.hs.unl
break;
}
}

View file

@ -2,6 +2,7 @@
transition-duration: 0.5s;
text-align: center;
font-family: "Inconsolata", monospace;
font-weight: bold;
table-align: center;
margin: auto;
}
@ -13,8 +14,7 @@
body {
background-color: black;
color: white;
text-shadow: 0px 0px 7px white;
color: #dfdfdf;
overflow: hidden;
}
@ -46,7 +46,7 @@ html, body {
vertical-align: 0
}
h1, h2, h3, b {
h1, h2, h3, b, input {
display: inline;
font-family: "Lucida Console", "Courier New", monospace
}
@ -61,7 +61,6 @@ h1, h2, h3, b {
font-size: 40px;
font-family: "Lucida Console", "Courier New", monospace;
color: rgba(0, 0, 0, 0.5);
font-weight: bold;
text-shadow: var(--hqProperty3);
}
@ -93,7 +92,7 @@ h1, h2, h3, b {
}
.bought {
background-color: #68a66b !important;
background-color: #77bf5f !important;
cursor: default;
}
@ -155,6 +154,11 @@ h1, h2, h3, b {
border-color: rgba(255, 255, 255, 0.125) rgba(0, 0, 0, 0.25) rgba(0, 0, 0, 0.25) rgba(255, 255, 255, 0.125);
}
#points {
color: white;
text-shadow: 0px 0px 10px white;
}
.p {
background-color: #439ea3;
color: rgba(0, 0, 0, 0.5);
@ -206,13 +210,13 @@ h1, h2, h3, b {
}
.s {
background-color: white;
background-color: #dfdfdf;
color: rgba(0, 0, 0, 0.5);
}
.s_txt {
color: white;
text-shadow: 0px 0px 10px white;
color: #dfdfdf;
text-shadow: 0px 0px 10px #dfdfdf;
}
.sb {
@ -385,6 +389,7 @@ a {
border: 4px solid;
background-color: #a1a1a1;
border-color: rgba(255, 255, 255, 0.125) rgba(0, 0, 0, 0.25) rgba(0, 0, 0, 0.25) rgba(255, 255, 255, 0.125);
color: rgba(0, 0, 0, 0.5);
cursor: pointer;
}
@ -407,14 +412,21 @@ a {
.milestone {
width: 100%;
height: 75px;
background-color: #9e6d64;
background-color: #bf8f8f;
border: 4px solid;
border-radius: 4px;
border-color: rgba(255, 255, 255, 0.125) rgba(0, 0, 0, 0.25) rgba(0, 0, 0, 0.25) rgba(255, 255, 255, 0.125);
color: rgba(0, 0, 0, 0.5);
}
.milestoneDone {
width: 100%;
height: 75px;
background-color: #68a66b;
color: black;
background-color: #77bf5f;
border: 4px solid;
border-radius: 4px;
border-color: rgba(255, 255, 255, 0.125) rgba(0, 0, 0, 0.25) rgba(0, 0, 0, 0.25) rgba(255, 255, 255, 0.125);
color: rgba(0, 0, 0, 0.5);
}
.left {
@ -488,22 +500,23 @@ ul {
.hChall {
background-color: #fa7f8a;
border: 4px solid #ff0017;
border: 2px solid #ff0017;
color: #ff0017;
width: 300px;
height: 300px;
font-size: 15px;
border-radius: 33.33%;
}
.hChall.done {
background-color: #95fcb4;
border: 4px solid #038c2c;
border: 2px solid #038c2c;
color: #038c2c;
}
.hChall.canComplete {
background-color: #93f0fa;
border: 4px solid #03858f;
border: 2px solid #03858f;
color: #03858f;
}