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v1.1 Beta 2

This commit is contained in:
Aarex Tiaokhiao 2020-09-10 09:18:18 -04:00
parent 1c2c24f717
commit 695b544a0a
2 changed files with 62 additions and 98 deletions

View file

@ -409,7 +409,7 @@
<td><button class="treeNode hidden"></button></td>
</table><table>
<td v-if="player.tab=='tree'&&player.sp.unl" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(5)"></img></td>
<td id="l" v-if="layerUnl('l')"><button onclick="showTab('l')" v-bind:tooltip="(player.b.points.gte(tmp.layerReqs.l)||player.l.unl) ? (formatWhole(player.l.points)+' life essence') : ('Reach '+format(tmp.layerReqs.l)+' boosters to unlock')" v-bind:class="{ treeNode: true, l: true, locked: (player.b.points.lt(tmp.layerReqs.l)&&!player.l.unl), can: (player.b.points.gte(tmp.layerReqs.l)||player.l.unl) }">L</button></td>
<td id="l" v-if="layerUnl('l')"><button onclick="showTab('l')" v-bind:tooltip="(player.m.points.gte(tmp.layerReqs.l)||player.l.unl) ? (formatWhole(player.l.points)+' life essence') : ('Reach '+format(tmp.layerReqs.l)+' magic to unlock')" v-bind:class="{ treeNode: true, l: true, locked: (player.m.points.lt(tmp.layerReqs.l)&&!player.l.unl), can: (player.m.points.gte(tmp.layerReqs.l)||player.l.unl) }">L</button></td>
<td id="sp" v-if="layerUnl('sp')"><button onclick="showTab('sp')" v-bind:tooltip="(player.p.points.gte(tmp.layerReqs.sp)||player.sp.unl) ? (formatWhole(player.sp.points)+' super-prestige points') : ('Reach '+format(tmp.layerReqs.sp)+' prestige points to unlock')" v-bind:class="{ treeNode: true, sp: true, locked: (player.p.points.lt(tmp.layerReqs.sp)&&!player.sp.unl), can: (player.p.points.gte(tmp.layerReqs.sp)||player.sp.unl) }">SP</button></td>
<td id="hs" v-if="layerUnl('hs')"><button onclick="showTab('hs')" v-bind:tooltip="(player.s.points.gte(tmp.layerReqs.hs)||player.hs.unl) ? (formatWhole(player.hs.points)+' hyperspace') : ('Reach '+format(tmp.layerReqs.hs)+' space energy to unlock')" v-bind:class="{ treeNode: true, hs: true, locked: (player.s.points.lt(tmp.layerReqs.hs)&&!player.hs.unl), can: (player.s.points.gte(tmp.layerReqs.hs)||player.hs.unl) }">HS</button></td>
<td id="i" v-if="layerUnl('ps')||layerUnl('i')"><button v-bind:class="{treeNode: true, i: true, hidden: !layerUnl('i')}">I</button></td>
@ -533,12 +533,12 @@
</div>
<div v-if="layer=='m'">
<table>
<tr v-if="milestoneShown(player.m.best.gte(1))"><td 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 v-if="milestoneShown(player.m.best.gte(2))"><td 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 v-if="milestoneShown(player.m.best.gte(3))"><td 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 v-if="milestoneShown(player.m.best.gte(4), true)"><td 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 v-if="milestoneShown(player.m.best.gte(1000), true)"><td 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 v-if="milestoneShown(player.m.best.gte(2.5e9))"><td 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>
<tr v-if="milestoneShown(player.m.total.gte(1))"><td v-bind:class="{ milestone: player.m.total.lt(1), milestoneDone: player.m.total.gte(1) }"><h3>1 total Magic</h3><br>Keep row 4 milestones on all resets</td></tr>
<tr v-if="milestoneShown(player.m.total.gte(2))"><td v-bind:class="{ milestone: player.m.total.lt(2), milestoneDone: player.m.total.gte(2) }"><h3>2 total Magic</h3><br>Keep Hindrance completions on all resets</td></tr>
<tr v-if="milestoneShown(player.m.total.gte(3))"><td v-bind:class="{ milestone: player.m.total.lt(3), milestoneDone: player.m.total.gte(3) }"><h3>3 total Magic</h3><br>Gain 100% of Hindrance Spirit & Quirk gain every second</td></tr>
<tr v-if="milestoneShown(player.m.total.gte(4), true)"><td v-bind:class="{ milestone: player.m.total.lt(4), milestoneDone: player.m.total.gte(4) }"><h3>4 total Magic</h3><br>Automatically purchase Hyper-Boosters & Subspace&nbsp;&nbsp;&nbsp;<button v-if="player.m.total.gte(4)" class="smallUpg can hb" onclick="toggleAuto('hb')">{{player.hb.auto?"ON":"OFF"}}</button>&nbsp;&nbsp;&nbsp;<button v-if="player.m.total.gte(4)" class="smallUpg can ss" onclick="toggleAuto('ss')">{{player.ss.auto?"ON":"OFF"}}</button></td></tr>
<tr v-if="milestoneShown(player.m.total.gte(50), true)"><td v-bind:class="{ milestone: player.m.total.lt(50), milestoneDone: player.m.total.gte(50) }"><h3>50 total Magic</h3><br>Automatically cast Spells&nbsp;&nbsp;&nbsp;<button v-if="player.m.total.gte(50)" class="smallUpg can m" onclick="toggleAuto('m')">{{player.m.auto?"ON":"OFF"}}</button></td></tr>
<tr v-if="milestoneShown(player.m.total.gte(2.5e9))"><td v-bind:class="{ milestone: player.m.total.lt(2.5e9), milestoneDone: player.m.total.gte(2.5e9) }"><h3>2.5e9 total Magic</h3><br>Gain 100% of Hex gain every second, and Spells last 4x longer</td></tr>
</table><br><br>
<span v-if="player.sp.total.lt(2)">Note: Activating a Spell costs Magic.<br></span>
<div class="upgRow">
@ -549,7 +549,7 @@
</div>
</div>
</div>
You have {{formatWhole(player.m.hexes)}} Hexes, which are multiplying Hindrance Spirit & Quirk gain by {{format(tmp.hexEff)}
You have {{formatWhole(player.m.hexes)}} Hexes, which are multiplying Hindrance Spirit & Quirk gain by {{format(tmp.hexEff)}}
</div>
<div v-if="layer=='ba'">
<table>

View file

@ -138,6 +138,7 @@ function getStartPlayer() {
autoIns: false,
points: new Decimal(0),
best: new Decimal(0),
total: new Decimal(0),
spellTimes: {
1: 0,
2: 0,
@ -210,11 +211,11 @@ const LAYER_REQS = {
q: new Decimal("1e512"),
hb: new Decimal(12),
ss: new Decimal(36),
m: new Decimal(1e80),
ba: new Decimal(1e130),
m: new Decimal(2e78),
ba: new Decimal(5e129),
sp: new Decimal("1e8500000"),
l: new Decimal(1415),
hs: new Decimal(715),
l: new Decimal(1e230),
hs: new Decimal(725),
}
const LAYER_RES = {
@ -669,12 +670,12 @@ const LAYER_UPGS = {
22: {
desc: "This layer behaves as if you chose it first (base req is now 1e120 points)",
cost: new Decimal(1e22),
unl: function() { return (player.t.unl&&player.s.unl&&player.e.order==2)||player.e.upgrades.includes(22)||player.e.upgrades.includes(23) },
unl: function() { return (player.t.unl&&player.s.unl&&player.e.order==2)||player.e.upgrades.includes(22) },
},
23: {
desc: "This layer behaves as if you chose it first (base req is now 1e120 points)",
cost: new Decimal(1e40),
unl: function() { return (player.t.unl&&player.s.unl)||player.e.upgrades.includes(22)||player.e.upgrades.includes(23) },
unl: function() { return (player.t.unl&&player.s.unl&&player.e.order==1)||player.e.upgrades.includes(23) },
},
24: {
desc: "Prestige Points boost Enhance Point gain.",
@ -1177,28 +1178,28 @@ const LAYER_UPGS = {
cols: 4,
11: {
desc: "Hexes boost all Spells.",
cost: new Decimal(10),
cost: new Decimal(5),
unl: function() { return player.m.unl },
currently: function() { return player.m.hexes.plus(1).log10().plus(1).log10().plus(1).log10().plus(1) },
currently: function() { return player.m.hexes.times(3).plus(1).log10().plus(1).log10().plus(1).log10().plus(1) },
effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" },
},
12: {
desc: "Unlock 2 new Hindrances.",
cost: new Decimal(25),
cost: new Decimal(10),
unl: function() { return player.m.upgrades.includes(11) },
},
13: {
desc: "Hexes add to the Hyper-Booster base.",
cost: new Decimal(40),
cost: new Decimal(15),
unl: function() { return player.m.upgrades.includes(11) },
currently: function() { return player.m.hexes.plus(1).log10().plus(1).log10().plus(1).log10().div(2.5) },
effDisp: function(x) { return "+"+format(x)+" to base" },
},
14: {
desc: "You get more Hexes based on your best Magic.",
cost: new Decimal(100),
cost: new Decimal(20),
unl: function() { return player.m.upgrades.includes(12) },
currently: function() { return player.m.best.div(3).plus(1).pow(0.8) },
currently: function() { return player.m.best.times(1.2).plus(1).pow(0.8) },
effDisp: function(x) { return format(x)+"x" },
},
21: {
@ -1279,19 +1280,19 @@ const LAYER_UPGS = {
cols: 4,
11: {
desc: "All Balance Energy effects use better formulas.",
cost: new Decimal(25),
cost: new Decimal(5),
unl: function() { return player.ba.unl },
},
12: {
desc: "Subspace is generated faster based on your Positivity & Negativity.",
cost: new Decimal(40),
cost: new Decimal(10),
unl: function() { return player.ba.upgrades.includes(11) },
currently: function() { return (tmp.balEff2?tmp.balEff2:new Decimal(1)).max(1).pow(4) },
effDisp: function(x) { return format(x)+"x" },
},
13: {
desc: "Multiply all Quirk Layers based on your Balance Power, and the Quirk Energy effect is cubed.",
cost: new Decimal(50),
cost: new Decimal(25),
unl: function() { return player.ba.upgrades.includes(11) },
currently: function() { return player.ba.power.plus(1).pow(1.25) },
effDisp: function(x) { return format(x)+"x" },
@ -1570,7 +1571,7 @@ function getLayerAmt(layer) {
return player.p.points;
break;
case "l":
return player.b.points;
return player.m.points;
break;
case "hs":
return player.s.points;
@ -1685,39 +1686,31 @@ function versionCheck() {
function checkForVars() {
let start = getStartPlayer()
for (var i=0; i<LAYERS.length; i++) {
if (player[LAYERS[i]] === undefined) player[LAYERS[i]] = start[LAYERS[i]]
else if (player[LAYERS[i]].total === undefined && start[LAYERS[i]].total !== undefined) player[LAYERS[i]].total = Decimal.max(player[LAYERS[i]].points, player[LAYERS[i]].best)
}
if (player.autosave===undefined) player.autosave = true;
if (player.b===undefined) player.b = start.b
if (player.g===undefined) player.g = start.g
if (player.p.best===undefined) player.p.best = player.p.points
if (player.b.best===undefined) player.b.best = player.b.points
if (player.b.auto===undefined) player.b.auto = false
if (player.g.best===undefined) player.g.best = player.g.points
if (player.g.auto===undefined) player.g.auto = false
if (player.e === undefined) player.e = start.e
if (player.e.order === undefined) player.e.order = 0
if (player.e.auto===undefined) player.e.auto = false
if (player.t === undefined) player.t = start.t
if (player.t.auto===undefined) player.t.auto = false
if (player.t.autoCap===undefined) player.t.autoCap = false
if (player.s === undefined) player.s = start.s
if (player.s.auto === undefined) player.s.auto = false
if (player.s.autoBuild === undefined) player.s.autoBuild = false
if (player.sb === undefined) player.sb = start.sb
if (player.sb.auto === undefined) player.sb.auto = false
if (player.sg === undefined) player.sg = start.sg
if (player.timePlayed === undefined) player.timePlayed = 0
if (player.hasNaN === undefined) player.hasNaN = false
if (player.h === undefined) player.h = start.h
if (player.h.active === undefined) player.h.active = 0
if (player.h.time === undefined) player.h.time = 0
if (player.q === undefined) player.q = start.q
if (player.q.auto === undefined) player.q.auto = false
if (player.msDisplay === undefined) player.msDisplay = "always"
if (player.hb === undefined) player.hb = start.hb
if (player.hb.auto === undefined) player.hb.auto = false
if (player.ss === undefined) player.ss = start.ss
if (player.ss.auto === undefined) player.ss.auto = false
if (player.m === undefined) player.m = start.m
if (player.m.auto === undefined) player.m.auto = false
if (player.m.toCast === undefined) player.m.toCast = start.m.toCast
if (player.m.casted === undefined) player.m.casted = start.m.casted
@ -1727,69 +1720,39 @@ function checkForVars() {
player.m.toCast[4] = "1"
player.m.casted[4] = new Decimal(1)
}
if (player.ba === undefined) player.ba = start.ba
if (player.offlineProd === undefined) player.offlineProd = true
if (player.notify === undefined) player.notify = {}
if (player.sp === undefined) player.sp = start.sp
if (player.keepGoing === undefined) player.keepGoing = false
if (player.l === undefined) player.l = start.l
if (player.hs === undefined) player.hs = start.hs
if (player.l.boosts !== undefined) player.l = start.l
if (player.hs.hyper_upgrades !== undefined) player.hs = start.hs
}
function convertToDecimal() {
player.points = new Decimal(player.points)
player.p.points = new Decimal(player.p.points)
player.p.best = new Decimal(player.p.best)
player.b.points = new Decimal(player.b.points)
player.b.best = new Decimal(player.b.best)
player.g.points = new Decimal(player.g.points)
player.g.best = new Decimal(player.g.best)
for (var i=0; i<LAYERS.length; i++) {
var data = player[LAYERS[i]]
console.log(data)
data.points = new Decimal(data.points)
data.best = new Decimal(data.best)
if (data.total !== undefined) data.total = new Decimal(data.total)
}
player.g.power = new Decimal(player.g.power)
player.e.points = new Decimal(player.e.points)
player.e.best = new Decimal(player.e.best)
player.e.enhancers = new Decimal(player.e.enhancers)
player.t.points = new Decimal(player.t.points)
player.t.best = new Decimal(player.t.best)
player.t.energy = new Decimal(player.t.energy)
player.t.extCapsules = new Decimal(player.t.extCapsules)
player.s.points = new Decimal(player.s.points)
player.s.best = new Decimal(player.s.best)
player.s.spent = new Decimal(player.s.spent)
for (let i=1;i<=MAX_BUILDINGS;i++) if (player.s.buildings[i]) player.s.buildings[i] = new Decimal(player.s.buildings[i])
player.sb.points = new Decimal(player.sb.points)
player.sb.best = new Decimal(player.sb.best)
player.sg.points = new Decimal(player.sg.points)
player.sg.best = new Decimal(player.sg.best)
player.sg.power = new Decimal(player.sg.power)
player.h.points = new Decimal(player.h.points)
player.h.best = new Decimal(player.h.best)
player.q.points = new Decimal(player.q.points)
player.q.best = new Decimal(player.q.best)
player.q.layers = new Decimal(player.q.layers)
player.q.energy = new Decimal(player.q.energy)
player.q.time = new Decimal(player.q.time)
player.hb.points = new Decimal(player.hb.points)
player.hb.best = new Decimal(player.hb.best)
player.ss.points = new Decimal(player.ss.points)
player.ss.best = new Decimal(player.ss.best)
player.ss.subspace = new Decimal(player.ss.subspace)
player.m.points = new Decimal(player.m.points)
player.m.best = new Decimal(player.m.best)
player.m.hexes = new Decimal(player.m.hexes)
for (let i=1;i<=MAX_SPELLS;i++) if (player.m.casted[i]) player.m.casted[i] = new Decimal(player.m.casted[i])
player.ba.points = new Decimal(player.ba.points)
player.ba.best = new Decimal(player.ba.best)
player.ba.power = new Decimal(player.ba.power)
player.ba.positivity = new Decimal(player.ba.positivity)
player.ba.negativity = new Decimal(player.ba.negativity)
player.sp.points = new Decimal(player.sp.points)
player.sp.best = new Decimal(player.sp.best)
player.sp.total = new Decimal(player.sp.total)
player.l.points = new Decimal(player.l.points)
player.l.best = new Decimal(player.l.best)
player.l.power = new Decimal(player.l.power)
player.hs.points = new Decimal(player.hs.points)
player.hs.best = new Decimal(player.hs.best)
for (let i=1;i<=MAX_BUILDINGS;i++) if (player.hs.hyperUpgrades[i]) player.hs.hyperUpgrades[i] = new Decimal(player.hs.hyperUpgrades[i])
}
@ -1824,7 +1787,7 @@ function fixValue(x, y = 0) {
function sumValues(x) {
x = Object.values(x)
if (x.length == 0) return new Decimal(0)
return x.reduce((a,b) => Decimal.add())
return x.reduce((a, b) => Decimal.add(a, b))
}
function format(decimal, precision=3) {
@ -2149,11 +2112,11 @@ function rowReset(row, layer) {
break;
case 2:
player.b.points = new Decimal(0);
player.b.best = player.m.best.gte(1)?player.b.best:new Decimal(0);
player.b.best = player.m.total.gte(1)?player.b.best:new Decimal(0);
if (!player.t.best.gte(4)&&!player.sp.total.gte(1)) player.b.upgrades = [];
player.g.points = new Decimal(0);
player.g.power = new Decimal(0);
player.g.best = player.m.best.gte(1)?player.g.best:new Decimal(0);
player.g.best = player.m.total.gte(1)?player.g.best:new Decimal(0);
if (!player.s.best.gte(4)&&!player.sp.total.gte(1)) player.g.upgrades = [];
player.t.energy = new Decimal(0);
if (layer=="t"||layer=="e"||layer=="s") {
@ -2169,19 +2132,19 @@ function rowReset(row, layer) {
case 3:
player.t.points = new Decimal(0);
player.t.order = 0
if (player.h.best.lt(2)&&player.m.best.lt(1)) player.t.best = new Decimal(0);
if (player.h.best.lt(2)&&player.m.total.lt(1)) player.t.best = new Decimal(0);
if (player.h.best.lt(4)&&!player.sp.total.gte(1)) player.t.upgrades = [];
player.t.extCapsules = new Decimal(0);
player.e.order = 0
player.e.points = new Decimal(0);
if (player.h.best.lt(2)&&player.m.best.lt(1)) player.e.best = new Decimal(0);
if (player.h.best.lt(2)&&player.m.total.lt(1)) player.e.best = new Decimal(0);
player.e.enhancers = new Decimal(0);
if (player.h.best.lt(4)&&!player.sp.total.gte(1)) player.e.upgrades = [];
player.s = {
unl: player.s.unl,
order: 0,
points: new Decimal(0),
best: (player.h.best.gte(2)||player.m.best.gte(1)) ? player.s.best : new Decimal(0),
best: (player.h.best.gte(2)||player.m.total.gte(1)) ? player.s.best : new Decimal(0),
spent: (player.q.best.gte(4)&&(layer=="h"||layer=="q"||layer=="ss"||layer=="hb")) ? player.s.spent : new Decimal(0),
buildings: (player.q.best.gte(4)&&(layer=="h"||layer=="q"||layer=="ss"||layer=="hb")) ? player.s.buildings : ({}),
upgrades: (player.h.best.gte(4)||player.sp.total.gte(1)) ? player.s.upgrades : [],
@ -2193,7 +2156,7 @@ function rowReset(row, layer) {
auto: player.sb.auto,
order: 0,
points: new Decimal(0),
best: (player.h.best.gte(2)||player.m.best.gte(1)) ? player.sb.best : new Decimal(0),
best: (player.h.best.gte(2)||player.m.total.gte(1)) ? player.sb.best : new Decimal(0),
upgrades: (player.h.best.gte(10)||player.sp.total.gte(1)) ? player.sb.upgrades : [],
}
player.sg = {
@ -2213,16 +2176,16 @@ function rowReset(row, layer) {
unl: player.h.unl,
time: 0,
points: new Decimal(0),
best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.h.best:new Decimal(0),
best: (player.ba.best.gte(1)||player.m.total.gte(1))?player.h.best:new Decimal(0),
active: 0,
challs: (player.m.best.gte(2)||player.sp.total.gte(1))?player.h.challs:[],
challs: (player.m.total.gte(2)||player.sp.total.gte(1))?player.h.challs:[],
upgrades: [],
}
player.q = {
unl: player.q.unl,
auto: player.q.auto,
points: new Decimal(0),
best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.q.best:new Decimal(0),
best: (player.ba.best.gte(1)||player.m.total.gte(1))?player.q.best:new Decimal(0),
layers: new Decimal(0),
energy: new Decimal(0),
time: new Decimal(0),
@ -2233,7 +2196,7 @@ function rowReset(row, layer) {
auto: player.hb.auto,
order: player.hb.order,
points: new Decimal(0),
best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.hb.best:new Decimal(0),
best: (player.ba.best.gte(1)||player.m.total.gte(1))?player.hb.best:new Decimal(0),
upgrades: (player.ba.best.gte(5)||player.sp.total.gte(1))?player.hb.upgrades:[],
}
player.ss = {
@ -2241,7 +2204,7 @@ function rowReset(row, layer) {
auto: player.ss.auto,
order: player.ss.order,
points: new Decimal(0),
best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.ss.best:new Decimal(0),
best: (player.ba.best.gte(1)||player.m.total.gte(1))?player.ss.best:new Decimal(0),
subspace: new Decimal(0),
upgrades: (player.ba.best.gte(5)||player.sp.total.gte(1))?player.ss.upgrades:[],
}
@ -2252,7 +2215,8 @@ function rowReset(row, layer) {
auto: player.m.auto,
autoIns: player.m.autoIns,
points: new Decimal(0),
best: player.sp.total.gte(2) ? player.m.best : new Decimal(0),
best: new Decimal(0),
total: player.sp.total.gte(2) ? player.m.total : new Decimal(0),
spellTimes: {
1: 0,
2: 0,
@ -3086,8 +3050,8 @@ function getHyperBoosterPow() {
}
function getBalancePowerEff() {
let eff = player.ba.power.plus(1).sqrt()
if (player.ba.upgrades.includes(14)) eff = eff.pow(5)
let eff = player.ba.power.times(2).plus(1).pow(2/3)
if (player.ba.upgrades.includes(14)) eff = eff.pow(3.85)
if (player.ba.upgrades.includes(33)) eff = eff.pow(2)
return eff;
}
@ -3179,8 +3143,8 @@ function getSpellDesc(x) {
}
function getSpellTime() {
let time = 20
if (player.m.best.gte(2.5e9)) time *= 10
let time = 60
if (player.m.total.gte(2.5e9)) time *= 4
if (player.m.upgrades.includes(43)) time *= LAYER_UPGS.m[43].currently().toNumber()
return time
}
@ -3214,7 +3178,7 @@ function getHexGain() {
}
function getHexEff() {
let eff = player.m.hexes.plus(1).pow(5)
let eff = player.m.hexes.times(2).max(1).pow(5)
return eff;
}
@ -3308,11 +3272,11 @@ function gameLoop(diff) {
player.m.spellTimes[i] = Decimal.sub(player.m.spellTimes[i], diff).max(0).toNumber()
}
}
if (player.m.best.gte(3)) {
if (player.m.total.gte(3)) {
generatePoints("h", diff)
generatePoints("q", diff)
}
if (player.m.best.gte(2.5e9)) player.m.hexes = player.m.hexes.plus(getHexGain().times(diff)).max(0)
if (player.m.total.gte(2.5e9)) player.m.hexes = player.m.hexes.plus(getHexGain().times(diff)).max(0)
if (player.sp.total.gte(10)) {
generatePoints("m", diff)
generatePoints("ba", diff)
@ -3328,13 +3292,13 @@ function gameLoop(diff) {
if (player.sb.auto&&player.h.best.gte(15)) doReset("sb")
if (player.sg.auto&&player.sg.best.gte(2)) doReset("sg")
if (player.q.auto&&player.ba.best.gte(3)) maxQuirkLayers()
if (player.hb.auto&&player.m.best.gte(4)) doReset("hb")
if (player.ss.auto&&player.m.best.gte(4)) doReset("ss")
if (player.hb.auto&&player.m.total.gte(4)) doReset("hb")
if (player.ss.auto&&player.m.total.gte(4)) doReset("ss")
if (player.m.autoIns&&player.sp.total.gte(2)) for (let i=1;i<=tmp.spellsUnl;i++) {
player.m.casted[i] = player.m.points
player.m.toCast[i] = player.m.points
}
if (player.m.auto&&player.m.best.gte(1000)) for (let i=1;i<=tmp.spellsUnl;i++) activateSpell(i)
if (player.m.auto&&player.m.total.gte(50)) for (let i=1;i<=tmp.spellsUnl;i++) activateSpell(i)
if (player.hasNaN&&!NaNalert) {
alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")