mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-21 16:13:55 +00:00
Beta v1.2 Alpha 3
This commit is contained in:
parent
ab2de2b38f
commit
9e3a9bd552
2 changed files with 37 additions and 3 deletions
|
@ -15,6 +15,10 @@
|
|||
<div class="vl"></div>
|
||||
<div v-if="player.tab=='changelog'" class="col right">
|
||||
<button class="back" onclick="showTab('tree')">←</button><br><br>
|
||||
<h3>Beta v1.2 Alpha 3</h3>
|
||||
<ul>
|
||||
<li>Balanced up to 50 Magic and 50 Balance Energy</li>
|
||||
</ul><br>
|
||||
<h3>Beta v1.2 Alpha 2</h3>
|
||||
<ul>
|
||||
<li>Added 2 new upgrades and a few new milestones</li>
|
||||
|
|
36
js/game.js
36
js/game.js
|
@ -270,6 +270,7 @@ const LAYER_EFFS = {
|
|||
sb: function() { return Decimal.pow(Decimal.add(1.5, addToSBBase()), player.sb.points.times(getSuperBoosterPow())) },
|
||||
h: function() {
|
||||
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);
|
||||
if (player.h.challs.includes(61)) ret = ret.times(1.2);
|
||||
if (ret.gte(100)) ret = ret.log10().times(50).min(ret);
|
||||
return ret;
|
||||
},
|
||||
|
@ -1021,7 +1022,7 @@ const LAYER_UPGS = {
|
|||
},
|
||||
m: {
|
||||
rows: 1,
|
||||
cols: 1,
|
||||
cols: 2,
|
||||
11: {
|
||||
desc: "Hexes boost Spells 2 & 3.",
|
||||
cost: new Decimal(10),
|
||||
|
@ -1029,15 +1030,27 @@ const LAYER_UPGS = {
|
|||
currently: function() { return player.m.hexes.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),
|
||||
unl: function() { return player.m.upgrades.includes(11) },
|
||||
},
|
||||
},
|
||||
ba: {
|
||||
rows: 1,
|
||||
cols: 1,
|
||||
cols: 2,
|
||||
11: {
|
||||
desc: "All Balance Energy effects use better formulas.",
|
||||
cost: new Decimal(25),
|
||||
unl: function() { return player.ba.unl },
|
||||
},
|
||||
12: {
|
||||
desc: "Subspace is generated faster based on your Positivity & Negativity.",
|
||||
cost: new Decimal(40),
|
||||
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" },
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -2151,6 +2164,7 @@ function getQuirkEnergyEff() {
|
|||
eff = eff.pow(mod)
|
||||
}
|
||||
if (player.q.upgrades.includes(32)) eff = eff.pow(2)
|
||||
if (player.h.challs.includes(61)) eff = eff.pow(1.2)
|
||||
return eff;
|
||||
}
|
||||
|
||||
|
@ -2173,7 +2187,7 @@ function maxQuirkLayers() {
|
|||
}
|
||||
|
||||
const H_CHALLS = {
|
||||
rows: 5,
|
||||
rows: 6,
|
||||
cols: 2,
|
||||
11: {
|
||||
name: "Skip the Second",
|
||||
|
@ -2259,10 +2273,25 @@ const H_CHALLS = {
|
|||
},
|
||||
effDisp: function(x) { return format(x)+"x" },
|
||||
},
|
||||
61: {
|
||||
name: "Microanalysis",
|
||||
desc: '"Flattened Curve" and "Surprised Junction" are both applied at once.',
|
||||
unl: function() { return player.m.upgrades.includes(12) },
|
||||
goal: new Decimal("1e12300"),
|
||||
reward: "Hindrance Spirit & Quirk Energy are 20% stronger.",
|
||||
},
|
||||
62: {
|
||||
name: "???",
|
||||
desc: "???",
|
||||
unl: function() { return player.m.upgrades.includes(12) },
|
||||
goal: new Decimal(1/0),
|
||||
reward: "???",
|
||||
},
|
||||
}
|
||||
|
||||
function HCActive(x) {
|
||||
if (x==11||x==41) if (HCActive(51)) return true
|
||||
if (x==31||x==32) if (HCActive(61)) return true
|
||||
return player.h.active==x;
|
||||
}
|
||||
|
||||
|
@ -2324,6 +2353,7 @@ function getSubspaceGainMult() {
|
|||
let mult = new Decimal(1)
|
||||
if (player.ss.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.ss[12].currently())
|
||||
if (player.ss.upgrades.includes(22)) mult = mult.times(LAYER_UPGS.ss[22].currently())
|
||||
if (player.ba.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.ba[12].currently())
|
||||
return mult
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue