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Rearranged the order to reduce the amount of temp conflicts
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2 changed files with 35 additions and 10 deletions
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@ -30,6 +30,7 @@ addLayer("c", {
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},
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row: 0, // Row the layer is in on the tree (0 is the first row)
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effect() {
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console.log(tmp.buyables)
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return { // Formulas for any boosts inherent to resources in the layer. Can return a single value instead of an object if there is just one effect
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waffleBoost: (true == false ? 0 : Decimal.pow(player[this.layer].points, 0.2)),
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icecreamCap: (player[this.layer].points * 10)
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44
js/temp.js
44
js/temp.js
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@ -23,13 +23,6 @@ function updateTemp() {
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updateMilestoneTemp(layer)
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}
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}
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if (!tmp.layerEffs) tmp.layerEffs = {}
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for (layer in layers) if (layers[layer].effect) tmp.layerEffs[layer] = layers[layer].effect()
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if (!tmp.layerReqs) tmp.layerReqs = {}
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for (layer in layers) tmp.layerReqs[layer] = layers[layer].requires()
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if (!tmp.buyables) tmp.buyables = {}
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for (layer in layers) if (layers[layer].buyables) {
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if(layers[layer].buyables !== undefined){
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@ -60,6 +53,12 @@ function updateTemp() {
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}
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}
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if (!tmp.layerEffs) tmp.layerEffs = {}
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for (layer in layers) if (layers[layer].effect) tmp.layerEffs[layer] = layers[layer].effect()
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if (!tmp.layerReqs) tmp.layerReqs = {}
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for (layer in layers) tmp.layerReqs[layer] = layers[layer].requires()
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if (!tmp.componentStyles) tmp.componentStyles = {}
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for (layer in layers) if (layers[layer].componentStyles) {
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@ -113,6 +112,34 @@ function updateTemp() {
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}
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}
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function setupChallTemp(layer) {
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if (player[layer] === undefined) return
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if (!tmp.challs[layer]) tmp.challs[layer] = {}
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let data = tmp.challActive[layer]
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let data2 = layers[layer].challs
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let customActive = data2.active !== undefined
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for (let row = 1; row <= data2.rows; row++) {
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for (let col = 1; col <= data2.cols; col++) {
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tmp.challs[layer][id] = {}
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if (customActive ? data2.active(id) : player[layer].active == id) data[id] = 1
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else delete data[id]
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tmp.challs[layer][id].unl = data2[id].unl()
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if(data2[id].name) tmp.challs[layer][id].name = data2[id].name()
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if(data2[id].desc) tmp.challs[layer][id].desc = data2[id].desc()
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if(data2[id].reward) tmp.challs[layer][id].reward = data2[id].reward()
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if(data2[id].effect) tmp.challs[layer][id].effect = data2[id].effect()
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if(data2[id].effectDisplay) tmp.challs[layer][id].effectDisplay = data2[id].effectDisplay(tmp.challs[layer][id].effect)
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tmp.challs[layer][id].goal = data2[id].goal()
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if(data2[id].style) tmp.challs[layer][id].style = data2[id].style()
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}
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}
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}
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function updateChallTemp(layer) {
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if (player[layer] === undefined) return
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if (!tmp.challs[layer]) tmp.challs[layer] = {}
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@ -155,10 +182,7 @@ function updateUpgradeTemp(layer) {
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if(data2[id].effectDisplay) tmp.upgrades[layer][id].effectDisplay = data2[id].effectDisplay(tmp.upgrades[layer][id].effect)
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if(data2[id].desc) tmp.upgrades[layer][id].desc = data2[id].desc()
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if(data2[id].title) tmp.upgrades[layer][id].title = data2[id].title()
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if(data2[id].style) tmp.upgrades[layer][id].style = data2[id].style()
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}
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}
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}
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