From 4a90e5ae8bc35c3c3f0d156fa1946629828d6ffb Mon Sep 17 00:00:00 2001 From: Jacorb90 <39597610+Jacorb90@users.noreply.github.com> Date: Thu, 27 Aug 2020 15:12:20 -0400 Subject: [PATCH] Beta v1.1 Alpha 9 --- index.html | 71 +++++++++++++++++++++++++++++----------------------- js/game.js | 73 +++++++++++++++++++++++++++++++++++++++++++++--------- js/v.js | 1 + 3 files changed, 102 insertions(+), 43 deletions(-) diff --git a/index.html b/index.html index 2be4766..bed5313 100644 --- a/index.html +++ b/index.html @@ -16,6 +16,11 @@


+

Beta v1.1 Alpha 9

+

Beta v1.1 Alpha 8

@@ -209,34 +215,37 @@ You have

{{formatWhole(player[layer].points)}}

{{LAYER_RES[layer]}}, {{getLayerEffDesc(layer)}}

-
8 Boosters
Keep Prestige Upgrades on reset
15 Boosters
You can buy max Boosters
+ +
8 Boosters
Keep Prestige Upgrades on reset
15 Boosters
You can buy max Boosters
You have {{format(player.g.power)}} Generator Power, which multiplies Point gain by {{format(tmp.genPowEff)}}

-
8 Generators
Keep Prestige Upgrades on reset
10 Generators
Gain 100% of Prestige Point gain every second
15 Generators
You can buy max Generators
+ + +
8 Generators
Keep Prestige Upgrades on reset
10 Generators
Gain 100% of Prestige Point gain every second
15 Generators
You can buy max Generators
- -
2 enhance points
Keep Booster/Generator milestones on reset
10 enhance points
Keep Prestige Upgrades on reset


+ +
2 enhance points
Keep Booster/Generator milestones on reset
10 enhance points
Keep Prestige Upgrades on reset


You have {{format(player.t.energy)}} Time Energy, which multiplies Point gain & Prestige Point gain by {{format(tmp.timeEff)}}

- - - - - +
2 time capsules
Keep Booster/Generator milestones on reset
3 time capsules
Keep Prestige Upgrades on reset
4 time capsules
Keep Booster Upgrades on all row 3 resets
5 time capsules
Automatically purchase Boosters   
12 time capsules
Boosters reset nothing
+ + + +
2 time capsules
Keep Booster/Generator milestones on reset
3 time capsules
Keep Prestige Upgrades on reset
4 time capsules
Keep Booster Upgrades on all row 3 resets
5 time capsules
Automatically purchase Boosters   
12 time capsules
Boosters reset nothing


You have {{formatWhole(getSpace())}} Space remaining for Space Buildings.

- - - - - +
2 space energy
Keep Booster/Generator milestones on reset
3 space energy
Keep Prestige Upgrades on reset
4 space energy
Keep Generator Upgrades on all row 3 resets
5 space energy
Automatically purchase Generators   
12 space energy
Generators reset nothing
+ + + +
2 space energy
Keep Booster/Generator milestones on reset
3 space energy
Keep Prestige Upgrades on reset
4 space energy
Keep Generator Upgrades on all row 3 resets
5 space energy
Automatically purchase Generators   
12 space energy
Generators reset nothing


You have {{ format(player.g.power) }} Generator Power


@@ -247,29 +256,29 @@
- -
3 Super-Boosters
Keep Prestige Upgrades on reset
4 Super-Boosters
Keep Booster/Generator milestones on reset
+ +
3 Super-Boosters
Keep Prestige Upgrades on reset
4 Super-Boosters
Keep Booster/Generator milestones on reset
- - - - - - - - +
1 Hindrance Spirit
Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points
2 Hindrance Spirit
Keep all third row milestones on all fourth row resets, and start with your best-ever Space
4 Hindrance Spirit
Keep Time, Enhance, and Space Upgrades on all fourth row resets
5 Hindrance Spirit
Automatically purchase Extra Time Capsules   
10 Hindrance Spirit
Keep Prestige & Super-Booster Upgrades on all fourth row resets
15 Hindrance Spirit
Automatically purchase Super-Boosters   
25 Hindrance Spirit
Time resets reset nothing
2,500 Hindrance Spirit
Super-Boosters reset nothing
+ + + + + + +
1 Hindrance Spirit
Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points
2 Hindrance Spirit
Keep all third row milestones on all fourth row resets, and start with your best-ever Space
4 Hindrance Spirit
Keep Time, Enhance, and Space Upgrades on all fourth row resets
5 Hindrance Spirit
Automatically purchase Extra Time Capsules   
10 Hindrance Spirit
Keep Prestige & Super-Booster Upgrades on all fourth row resets
15 Hindrance Spirit
Automatically purchase Super-Boosters   
25 Hindrance Spirit
Time resets reset nothing
2,500 Hindrance Spirit
Super-Boosters reset nothing
You have {{format(player.q.energy)}} Quirk Energy (generated by Quirk Layers), which multiplies Point & Generator Power gain by {{format(tmp.quirkEff)}}

- - - - - - - +
1 Quirk
Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points
2 Quirks
You can buy max Time Capsules & Space Energy
4 Quirks
Keep Space Buildings on all fourth row resets
5 Quirks
Automatically purchase Enhancers   
10 Quirks
Automatically purchase Time Capsules & Space Energy
 
15 Quirks
Gain 100% of Enhance Point gain every second
25 Quirks
Space resets reset nothing
+ + + + + +
1 Quirk
Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points
2 Quirks
You can buy max Time Capsules & Space Energy
4 Quirks
Keep Space Buildings on all fourth row resets
5 Quirks
Automatically purchase Enhancers   
10 Quirks
Automatically purchase Time Capsules & Space Energy
 
15 Quirks
Gain 100% of Enhance Point gain every second
25 Quirks
Space resets reset nothing


diff --git a/js/game.js b/js/game.js index 7f3ba66..d221765 100644 --- a/js/game.js +++ b/js/game.js @@ -8,6 +8,7 @@ function getStartPlayer() { tab: "tree", time: Date.now(), autosave: true, + msDisplay: "always", versionType: "beta", version: 1.1, timePlayed: 0, @@ -186,8 +187,8 @@ const LAYER_EFFS = { }, g: function() { return Decimal.pow(Decimal.add(2, tmp.atgb), player.g.points).sub(1).times(getGenPowerGainMult()) }, t: function() { return { - gain: Decimal.pow(3, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap).times(getFreeExtPow()))).sub(1).times(getTimeEnergyGainMult()), - limit: Decimal.pow(2, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap).times(getFreeExtPow()))).sub(1).times(100).times(getTimeEnergyLimitMult()), + gain: Decimal.pow(3, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap).times(getFreeExtPow())).times(getCapPow())).sub(1).times(getTimeEnergyGainMult()), + limit: Decimal.pow(2, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap).times(getFreeExtPow())).times(getCapPow())).sub(1).times(100).times(getTimeEnergyLimitMult()), }}, sb: function() { return Decimal.pow(Decimal.add(1.5, addToSBBase()), player.sb.points.times(getSuperBoosterPow())) }, h: function() { @@ -210,7 +211,10 @@ const LAYER_UPGS = { desc: "Point generation is faster based on your unspent Prestige Points.", cost: new Decimal(1), unl: function() { return player.p.upgrades.includes(11) }, - currently: function() { return player.p.points.plus(1).pow(player.g.upgrades.includes(24)?1.1:(player.g.upgrades.includes(14)?0.75:0.5)) }, + currently: function() { + if (tmp.hcActive ? tmp.hcActive[32] : true) return new Decimal(1) + return player.p.points.plus(1).pow(player.g.upgrades.includes(24)?1.1:(player.g.upgrades.includes(14)?0.75:0.5)) + }, effDisp: function(x) { return format(x)+"x" }, }, 13: { @@ -651,7 +655,7 @@ const LAYER_UPGS = { }, }, sb: { - rows: 1, + rows: 2, cols: 2, 11: { desc: "Super-Boosters are stronger based on your Prestige Points.", @@ -671,6 +675,18 @@ const LAYER_UPGS = { currently: function() { return player.g.points.div(10).pow(0.04).max(1) }, effDisp: function(x) { return format(x)+"x" }, }, + 21: { + desc: "Super-Boosters add to the Booster base.", + cost: new Decimal(8), + unl: function() { return player.h.challs.includes(32) }, + currently: function() { return player.sb.points.pow(2.15) }, + effDisp: function(x) { return "+"+format(x) }, + }, + 22: { + desc: "Definitely not a placeholder", + cost: new Decimal(1/0), + unl: function() { return player.h.challs.includes(32) }, + }, }, h: { rows: 0, @@ -729,9 +745,11 @@ const LAYER_UPGS = { unl: function() { return player.q.upgrades.includes(23)||player.q.upgrades.includes(31) }, }, 33: { - desc: "???", - cost: new Decimal(1/0), - unl: function() { return false }, + desc: "Time Capsules are stronger based on their amount", + cost: new Decimal(2e9), + unl: function() { return player.q.upgrades.includes(23)&&player.q.upgrades.includes(31) }, + currently: function() { return player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap)).plus(1).log10().plus(1) }, + effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, }, } @@ -888,6 +906,7 @@ function checkForVars() { if (player.h === undefined) player.h = getStartPlayer().h if (player.h.active === undefined) player.h.active = 0 if (player.q === undefined) player.q = getStartPlayer().q + if (player.msDisplay === undefined) player.msDisplay = "always" } function convertToDecimal() { @@ -1282,6 +1301,7 @@ function addToBoosterBase() { if (player.e.unl) toAdd = toAdd.plus(tmp.enhEff2) if (player.e.upgrades.includes(11)&&!(tmp.hcActive?tmp.hcActive[12]:true)) toAdd = toAdd.plus(LAYER_UPGS.e[11].currently().b) if (player.s.unl && tmp.spaceBuildEff) toAdd = toAdd.plus(tmp.spaceBuildEff[2]) + if (player.sb.upgrades.includes(21)) toAdd = toAdd.plus(LAYER_UPGS.sb[21].currently()) if (player.sb.unl) toAdd = toAdd.times(tmp.layerEffs.sb) return toAdd } @@ -1394,6 +1414,12 @@ function getFreeExtCapsules() { return amt } +function getCapPow() { + let pow = new Decimal(1) + if (player.q.upgrades.includes(33)) pow = pow.times(LAYER_UPGS.q[33].currently()) + return pow +} + function getFreeExtPow() { if (tmp.hcActive ? tmp.hcActive[22] : true) return new Decimal(0) let pow = new Decimal(1) @@ -1663,11 +1689,11 @@ const H_CHALLS = { reward: "Enhancers are twice as strong.", }, 32: { - name: "???", - desc: "???", - unl: function() { return false }, - goal: new Decimal(1/0), - reward: "???", + name: "Surprise Junction", + desc: "Prestige Upgrade 2 does nothing", + unl: function() { return player.h.challs.includes(21)&&player.h.challs.includes(22) }, + goal: new Decimal("1e2580"), + reward: "Unlock 2 new Super-Booster Upgrades.", }, } @@ -1686,6 +1712,29 @@ function startHindrance(x) { doReset("h", true) } +function adjustMSDisp() { + let displays = ["always", "automation", "incomplete", "never"]; + player.msDisplay = displays[(displays.indexOf(player.msDisplay)+1)%4] +} + +function milestoneShown(complete, auto=false) { + switch(player.msDisplay) { + case "always": + return true; + break; + case "automation": + return auto||!complete + break; + case "incomplete": + return !complete + break; + case "never": + return false; + break; + } + return false; +} + function gameLoop(diff) { if (isNaN(diff)) diff = 0; player.timePlayed += diff diff --git a/js/v.js b/js/v.js index 6bd0351..8a7d584 100644 --- a/js/v.js +++ b/js/v.js @@ -24,6 +24,7 @@ function loadVue() { buyQuirkLayer, startHindrance, HCActive, + milestoneShown, LAYERS, LAYER_RES, LAYER_TYPE,