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Beta v1.1 Alpha 4
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4 changed files with 105 additions and 8 deletions
23
index.html
23
index.html
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@ -92,6 +92,11 @@
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<li>Implemented some new milestones</li>
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<li>Balanced up to 15 Hindrance Spirit & 15 Quirks</li>
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</ul>
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<h3>Beta v1.1 Alpha 4</h3>
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<ul>
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<li>Add the first Hindrance</li>
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<li>Implemented some new milestones</li>
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</ul>
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</div>
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<div v-if="player.tab=='credits'" class="col right">
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<button class="back" onclick="showTab('tree')">←</button><br><br><br><br><br>
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@ -228,6 +233,7 @@
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<tr><td v-bind:class="{ milestone: player.h.best.lt(5), milestoneDone: player.h.best.gte(5) }">5 Hindrance Spirit<br>Automatically purchase Extra Time Capsules <button v-if="player.h.best.gte(5)" class="smallUpg can t" onclick="toggleAuto('t', 'Cap')">{{player.t.autoCap?"ON":"OFF"}}</button></td></tr>
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<tr><td v-bind:class="{ milestone: player.h.best.lt(10), milestoneDone: player.h.best.gte(10) }">10 Hindrance Spirit<br>Keep Prestige & Super-Booster Upgrades on all fourth row resets</td></tr>
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<tr><td v-bind:class="{ milestone: player.h.best.lt(15), milestoneDone: player.h.best.gte(15) }">15 Hindrance Spirit<br>Automatically purchase Super-Boosters <button v-if="player.h.best.gte(15)" class="smallUpg can sb" onclick="toggleAuto('sb')">{{player.sb.auto?"ON":"OFF"}}</button></td></tr>
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<tr><td v-bind:class="{ milestone: player.h.best.lt(25), milestoneDone: player.h.best.gte(25) }">25 Hindrance Spirit<br>Time resets reset nothing</td></tr>
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</table>
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</div>
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<div v-if="layer=='q'">
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@ -238,6 +244,7 @@
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<tr><td v-bind:class="{ milestone: player.q.best.lt(5), milestoneDone: player.q.best.gte(5) }">5 Quirks<br>Automatically purchase Enhancers <button v-if="player.q.best.gte(5)" class="smallUpg can e" onclick="toggleAuto('e')">{{player.e.auto?"ON":"OFF"}}</button></td></tr>
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<tr><td v-bind:class="{ milestone: player.q.best.lt(10), milestoneDone: player.q.best.gte(10) }">10 Quirks<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> <button v-if="player.q.best.gte(10)" class="smallUpg can s" onclick="toggleAuto('s')">{{player.s.auto?"ON":"OFF"}}</button></td></tr>
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<tr><td v-bind:class="{ milestone: player.q.best.lt(15), milestoneDone: player.q.best.gte(15) }">15 Quirks<br>Gain 100% of Enhance Point gain every second</td></tr>
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<tr><td v-bind:class="{ milestone: player.q.best.lt(25), milestoneDone: player.q.best.gte(25) }">25 Quirks<br>Space resets reset nothing</td></tr>
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</table><br><br>
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<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>
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</div>
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@ -250,7 +257,21 @@
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<div v-for="col in LAYER_UPGS[layer].cols"><button v-if="LAYER_UPGS[layer][row*10+col].unl()" v-on:click="buyUpg(layer, row*10+col)" v-bind:class="{ [layer]: true, upg: true, bought: player[layer].upgrades.includes(row*10+col), locked: (player[layer].points.lt(LAYER_UPGS[layer][row*10+col].cost)&&!player[layer].upgrades.includes(row*10+col)), can: (player[layer].points.gte(LAYER_UPGS[layer][row*10+col].cost)&&!player[layer].upgrades.includes(row*10+col)) }">{{ LAYER_UPGS[layer][row*10+col].desc }}<br>Cost: {{ formatWhole(LAYER_UPGS[layer][row*10+col].cost) }} {{LAYER_RES[layer]}}<span v-if="LAYER_UPGS[layer][row*10+col].currently"><br>Currently: {{LAYER_UPGS[layer][row*10+col].effDisp(LAYER_UPGS[layer][row*10+col].currently())}}</span></button></div>
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</div>
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</div>
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<br><br><br><br>
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<br><br>
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<div v-if="layer=='h'" class="upgTable">
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<div v-for="row in H_CHALLS.rows" class="upgRow">
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<div v-for="col in H_CHALLS.cols">
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<div v-if="H_CHALLS[row*10+col].unl()" v-bind:class="{hChall: true, done: player.h.challs.includes(row*10+col)}">
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<br><h3>{{H_CHALLS[row*10+col].name}}</h3><br><br>
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<button class="longUpg can h" v-on:click="startHindrance(row*10+col)">{{HCActive(row*10+col)?(player.points.gte(H_CHALLS[row*10+col].goal)?"Finish":"Exit Early"):(player.h.challs.includes(row*10+col)?"Completed":"Start")}}</button><br><br>
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{{H_CHALLS[row*10+col].desc}}<br>
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Goal: {{format(H_CHALLS[row*10+col].goal)}} Points<br>
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Reward: {{H_CHALLS[row*10+col].reward}}<br>
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</div>
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</div>
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</div>
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</div>
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<br><br>
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</div>
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</div>
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</div>
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70
js/game.js
70
js/game.js
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@ -82,6 +82,7 @@ function getStartPlayer() {
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unl: false,
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points: new Decimal(0),
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best: new Decimal(0),
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active: 0,
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challs: [],
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upgrades: [],
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},
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@ -179,14 +180,21 @@ const ROW_LAYERS = [
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]
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const LAYER_EFFS = {
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b: function() { return Decimal.pow(Decimal.add(2, tmp.atbb), player.b.points.plus(getFreeBoosters())) },
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b: function() {
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if (HCActive(11)) return new Decimal(1);
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return Decimal.pow(Decimal.add(2, tmp.atbb), player.b.points.plus(getFreeBoosters()))
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},
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g: function() { return Decimal.pow(Decimal.add(2, tmp.atgb), player.g.points).sub(1).times(getGenPowerGainMult()) },
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t: function() { return {
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gain: Decimal.pow(3, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap))).sub(1).times(getTimeEnergyGainMult()),
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limit: Decimal.pow(2, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap))).sub(1).times(100).times(getTimeEnergyLimitMult()),
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}},
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sb: function() { return Decimal.pow(1.5, player.sb.points.times(getSuperBoosterPow())) },
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h: function() { return player.h.points.plus(1).times(player.points.times(player.h.points).plus(1).log10().plus(1).log10().plus(1)).log10().times(5).root(player.q.upgrades.includes(12)?1.25:2) },
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h: function() {
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let ret = player.h.points.plus(1).times(player.points.times(player.h.points).plus(1).log10().plus(1).log10().plus(1)).log10().times(5).root(player.q.upgrades.includes(12)?1.25:2);
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if (ret.gte(100)) ret = ret.log10().times(50).min(ret);
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return ret;
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},
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}
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const LAYER_UPGS = {
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@ -658,7 +666,7 @@ const LAYER_UPGS = {
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},
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q: {
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rows: 1,
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cols: 2,
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cols: 3,
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11: {
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desc: "Quirks & Hindrance Spirit boost Point, Prestige Point, and Enhance Point gain.",
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cost: new Decimal(1),
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@ -671,6 +679,11 @@ const LAYER_UPGS = {
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cost: new Decimal(5),
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unl: function() { return player.q.upgrades.includes(11)&&player.h.best.gte(3) },
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},
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13: {
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desc: "Quirk Layers are twice as fast.",
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cost: new Decimal(50),
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unl: function() { return player.q.upgrades.includes(11)&&player.h.challs.includes(11) },
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},
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},
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}
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@ -824,6 +837,7 @@ function checkForVars() {
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if (player.timePlayed === undefined) player.timePlayed = 0
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if (player.hasNaN === undefined) player.hasNaN = false
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if (player.h === undefined) player.h = getStartPlayer().h
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if (player.h.active === undefined) player.h.active = 0
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if (player.q === undefined) player.q = getStartPlayer().q
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}
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@ -1146,6 +1160,7 @@ function doReset(layer, force=false) {
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}
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if ((layer=="b"&&player.t.best.gte(12))||(layer=="g"&&player.s.best.gte(12))) return;
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if ((layer=="t"&&player.h.best.gte(25))||(layer=="s"&&player.q.best.gte(25))) return;
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let row = LAYER_ROW[layer]
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if (row==0) rowReset(0, layer)
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else for (let x=row;x>=1;x--) rowReset(x, layer)
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@ -1228,10 +1243,12 @@ function getGenPowerEffExp() {
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if (player.b.upgrades.includes(21)) exp = exp.times(2)
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if (player.b.upgrades.includes(22)) exp = exp.times(1.2)
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if (player.e.upgrades.includes(21)) exp = exp.times(1.15)
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if (player.h.challs.includes(11)) exp = exp.times(1.25)
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return exp;
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}
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function getGenPowerEff() {
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if (HCActive(11)) return new Decimal(1)
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let eff = player.g.power.plus(1).pow(getGenPowerEffExp());
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return eff
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}
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@ -1477,13 +1494,26 @@ function getQuirkLayerCost() {
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return cost.max(1);
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}
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function getQuirkLayerMult() {
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let mult = new Decimal(1)
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if (player.q.upgrades.includes(13)) mult = mult.times(2)
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return mult
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}
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function getQuirkEnergyGainExp() {
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return player.q.layers.sub(1)
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}
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function getQuirkEnergyEff() {
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let eff = player.q.energy.plus(1).pow(2)
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if (player.q.upgrades.includes(12)) eff = eff.pow(player.q.energy.plus(1).log10().plus(1).log10().plus(1))
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if (player.q.upgrades.includes(12)) {
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let mod = player.q.energy.plus(1).log10().plus(1).log10().plus(1)
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if (mod.gte(2)) {
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eff = eff.times(mod.div(2).pow(10))
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mod = new Decimal(2)
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}
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eff = eff.pow(mod)
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}
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return eff;
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}
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@ -1495,6 +1525,33 @@ function buyQuirkLayer() {
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player.q.layers = player.q.layers.plus(1)
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}
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const H_CHALLS = {
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rows: 1,
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cols: 1,
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11: {
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name: "Skip the Second",
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desc: "Boosters and Generator Power do nothing",
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unl: function() { return player.h.best.gt(0) },
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goal: new Decimal("1e2400"),
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reward: "The generator power effect is raised to the power of 1.25",
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},
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}
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function HCActive(x) {
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return player.h.active==x;
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}
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function startHindrance(x) {
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if (!player.h.unl) return
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if (player.h.active==x) {
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if (player.points.gte(H_CHALLS[x].goal) && !player.h.challs.includes(x)) player.h.challs.push(x);
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player.h.active = 0
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} else {
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player.h.active = x
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}
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doReset("h", true)
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}
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function gameLoop(diff) {
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if (isNaN(diff)) diff = 0;
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player.timePlayed += diff
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@ -1506,9 +1563,10 @@ function gameLoop(diff) {
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player.t.energy = player.t.energy.plus(data.gain.times(diff)).min(data.limit)
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}
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if (player.q.unl) {
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player.q.time = player.q.time.plus(diff)
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let mult = getQuirkLayerMult()
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player.q.time = player.q.time.plus(mult.times(diff))
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let exp = getQuirkEnergyGainExp()
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if (exp.gte(0)) player.q.energy = player.q.energy.plus(player.q.time.pow(exp).times(diff))
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if (exp.gte(0)) player.q.energy = player.q.energy.plus(player.q.time.pow(exp).times(mult).times(diff))
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}
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if (player.q.best.gte(15)) player.e.points = player.e.points.plus(tmp.resetGain.e.times(diff))
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5
js/v.js
5
js/v.js
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@ -22,13 +22,16 @@ function loadVue() {
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buyBuilding,
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getQuirkLayerCost,
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buyQuirkLayer,
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startHindrance,
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HCActive,
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LAYERS,
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LAYER_RES,
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LAYER_TYPE,
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LAYER_UPGS,
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LAYER_EFFS,
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LAYER_AMT_NAMES,
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LAYER_RES_CEIL
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LAYER_RES_CEIL,
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H_CHALLS
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},
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})
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}
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15
style.css
15
style.css
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@ -351,6 +351,21 @@ ul {
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list-style-type: none;
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}
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.hChall {
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background-color: #fa7f8a;
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border: 4px solid #ff0017;
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color: #ff0017;
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width: 300px;
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height: 300px;
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border-radius: 33.33%;
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}
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.hChall.done {
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background-color: #95fcb4;
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border: 4px solid #038c2c;
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color: #038c2c;
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}
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[tooltip] {
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position: relative;
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z-index: 2;
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