mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-24 09:21:46 +00:00
v1.0 Beta 1
This commit is contained in:
parent
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commit
a3e2b1f9e4
5 changed files with 198 additions and 25 deletions
28
index.html
28
index.html
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@ -15,7 +15,12 @@
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<div class="vl"></div>
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<div v-if="player.tab=='changelog'" class="col right">
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<button class="back" onclick="showTab('tree')">←</button><br><br>
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<h3>Beta v1.2 Alpha 14</h3>
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<h3>v1.0 Beta 1</h3>
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<ul>
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<li>Implemented the Super-Prestige layer (unfinished)</li>
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<li>Balanced up to 1e18,000,000 Points & 10 Super-Prestige Points</li>
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</ul><br>
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<h3>Beta v1.2</h3>
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<ul>
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<li>Balanced up to 1e15,000,000 Points</li>
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</ul><br>
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@ -290,6 +295,7 @@
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3: Cast spell 3
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</span><br>
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<span v-if="player.ba.unl">A: Balance reset</span><br>
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<span v-if="player.sp.unl">Shift+P: Super-Prestige reset</span><br>
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</div>
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<div v-if="player.tab=='options'" class="col right">
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<button class="back" onclick="showTab('tree')">←</button><br><br><br><br><br>
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@ -363,6 +369,14 @@
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</table><table>
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<td id="m" v-if="layerUnl('m')"><button onclick="showTab('m')" v-bind:tooltip="((player.h.points.gte(tmp.layerReqs.m)||player.m.unl)&&layerUnl('m')) ? (formatWhole(player.m.points)+' magic') : ('Reach '+format(tmp.layerReqs.m)+' hindrance spirit to unlock')" v-bind:class="{ treeNode: true, m: true, locked: (player.h.points.lt(tmp.layerReqs.m)&&!player.m.unl), can: (player.h.points.gte(tmp.layerReqs.m)||player.m.unl) }">M</button></td>
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<td id="ba" v-if="layerUnl('ba')"><button onclick="showTab('ba')" v-bind:tooltip="((player.q.points.gte(tmp.layerReqs.ba)||player.ba.unl)&&layerUnl('ba')) ? (formatWhole(player.ba.points)+' balance energy') : ('Reach '+format(tmp.layerReqs.ba)+' quirks to unlock')" v-bind:class="{ treeNode: true, ba: true, locked: (player.q.points.lt(tmp.layerReqs.ba)&&!player.ba.unl), can: (player.q.points.gte(tmp.layerReqs.ba)||player.ba.unl) }">BA</button></td>
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</table><table>
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<tr>
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<td><button class="treeNode hidden"></button></td>
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</tr>
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</table><table>
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<tr>
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<td id="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>
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</tr>
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</table>
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<canvas id="treeCanvas" class="canvas"></canvas>
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</div>
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@ -462,9 +476,9 @@
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</div>
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<div v-if="layer=='m'">
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<br>
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Note: Activating a Spell costs Magic.<br><br>
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<span v-if="player.sp.total.lt(2)">Note: Activating a Spell costs Magic.</span><br><br>
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<div class="upgRow">
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<div v-for="id in 3">
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<div v-for="id in tmp.spellsUnl">
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<button v-bind:class="{ upg: true, bought: spellActive(id), can: ((player.m.points.gte(player.m.toCast[id]))&&player.m.unl&&!spellActive(id)), locked: (!(player.m.points.gte(player.m.toCast[id])||spellActive(id))), m: true }" v-on:click="activateSpell(id)"><h3>{{SPELL_NAMES[id]}}</h3><br>Time Left: {{formatTime(player.m.spellTimes[id])}}<br>Effect: {{getSpellDesc(id)}}</button><br><br>
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<div v-if="player.m.upgrades.includes(41)">
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<input v-model="player.m.toCast[id]" v-on:change="updateToCast(id)"></input><br><br>
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@ -494,6 +508,14 @@
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<tr><td v-if="milestoneShown(player.ba.best.gte(8))" v-bind:class="{ milestone: player.ba.best.lt(8), milestoneDone: player.ba.best.gte(8) }">8 Balance Energy<br>You can buy max Hyper-Boosters & Subspace Energy, and Hyper-Boosters/Subspace Energy reset nothing</td></tr>
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</table>
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</div>
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<div v-if="layer=='sp'">
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<table>
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<tr><td v-if="milestoneShown(player.sp.total.gte(1))" v-bind:class="{ milestone: player.sp.total.lt(1), milestoneDone: player.sp.total.gte(1) }">1 Total Super-Prestige Point<br>Upgrades of Rows 1-5 and Hindrances are kept on all resets</td></tr>
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<tr><td v-if="milestoneShown(player.sp.total.gte(2), true)" v-bind:class="{ milestone: player.sp.total.lt(2), milestoneDone: player.sp.total.gte(2) }">2 Total Super-Prestige Points<br>Keep Magic Milestones on reset, Spells do not cost Magic, and Magic Upgrade 13's effect can be auto-set to your current Magic <button v-if="player.sp.total.gte(2)" class="smallUpg can m" onclick="toggleAuto('m', 'Ins')">{{player.m.autoIns?"ON":"OFF"}}</button></td></tr>
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<tr><td v-if="milestoneShown(player.sp.total.gte(5))" v-bind:class="{ milestone: player.sp.total.lt(5), milestoneDone: player.sp.total.gte(5) }">5 Total Super-Prestige Point<br>Keep Balance Milestones on reset</td></tr>
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<tr><td v-if="milestoneShown(player.sp.total.gte(10))" v-bind:class="{ milestone: player.sp.total.lt(10), milestoneDone: player.sp.total.gte(10) }">10 Total Super-Prestige Point<br>Gain 100% of Magic & Balance Power gain every second</td></tr>
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</table>
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</div>
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<br><br><br>
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<button v-if="LAYER_TYPE[layer]=='normal'" v-bind:class="{ [layer]: true, reset: true, locked: tmp.layerAmt[layer].lt(tmp.layerReqs[layer]), can: tmp.layerAmt[layer].gte(tmp.layerReqs[layer]) }" v-on:click="doReset(layer)">+{{formatWhole(tmp.resetGain[layer])}} {{LAYER_RES[layer]}}<br>Next at {{ (LAYER_RES_CEIL.includes(layer) ? formatWhole(tmp.nextAt[layer]) : format(tmp.nextAt[layer])) }} {{ LAYER_AMT_NAMES[layer] }}</button>
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<button v-if="LAYER_TYPE[layer]=='static'" v-bind:class="{ [layer]: true, reset: true, locked: tmp.layerAmt[layer].lt(tmp.nextAt[layer]), can: tmp.layerAmt[layer].gte(tmp.nextAt[layer]) }" v-on:click="doReset(layer)">+{{formatWhole(tmp.resetGain[layer])}} {{LAYER_RES[layer]}}<br>Req: {{(LAYER_RES_CEIL.includes(layer) ? formatWhole(tmp.nextAt[layer]) : format(tmp.nextAt[layer]))}} {{ LAYER_AMT_NAMES[layer] }}</button>
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@ -54,6 +54,10 @@ function drawTree() {
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drawTreeBranch("q", "ba")
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drawTreeBranch("ss", "ba")
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}
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if (layerUnl('sp')) {
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drawTreeBranch("m", "sp")
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drawTreeBranch("ba", "sp")
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}
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needCanvasUpdate = false;
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}
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177
js/game.js
177
js/game.js
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@ -15,7 +15,7 @@ function getStartPlayer() {
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msDisplay: "always",
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offlineProd: true,
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versionType: "beta",
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version: 1.2,
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version: 1.3,
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timePlayed: 0,
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hasNaN: false,
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points: new Decimal(10),
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@ -132,23 +132,27 @@ function getStartPlayer() {
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m: {
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unl: false,
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auto: false,
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autoIns: false,
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points: new Decimal(0),
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best: new Decimal(0),
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spellTimes: {
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1: 0,
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2: 0,
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3: 0,
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4: 0,
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},
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hexes: new Decimal(0),
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toCast: {
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1: "1",
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2: "1",
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3: "1",
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4: "1",
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},
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casted: {
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1: new Decimal(1),
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2: new Decimal(1),
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3: new Decimal(1),
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4: new Decimal(1),
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},
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upgrades: [],
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},
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@ -161,10 +165,17 @@ function getStartPlayer() {
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negativity: new Decimal(0),
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upgrades: [],
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},
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sp: {
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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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total: new Decimal(0),
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upgrades: [],
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},
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}
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}
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const LAYERS = ["p", "b", "g", "e", "t", "s", "sb", "sg", "h", "q", "hb", "ss", "m", "ba"]
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const LAYERS = ["p", "b", "g", "e", "t", "s", "sb", "sg", "h", "q", "hb", "ss", "m", "ba", "sp"]
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const LAYER_REQS = {
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p: new Decimal(10),
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@ -181,6 +192,7 @@ const LAYER_REQS = {
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ss: new Decimal(36),
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m: new Decimal(1e80),
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ba: new Decimal(1e130),
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sp: new Decimal("1e8500000"),
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}
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const LAYER_RES = {
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@ -198,6 +210,7 @@ const LAYER_RES = {
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ss: "subspace energy",
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m: "magic",
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ba: "balance energy",
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sp: "super-prestige points",
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}
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const LAYER_RES_CEIL = ["sb", "sg", "hb", "ss"]
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@ -217,6 +230,7 @@ const LAYER_TYPE = {
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ss: "static",
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m: "normal",
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ba: "normal",
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sp: "normal",
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}
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const LAYER_EXP = {
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@ -234,6 +248,7 @@ const LAYER_EXP = {
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ss: new Decimal(1.1),
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m: new Decimal(0.01),
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ba: new Decimal(0.00667),
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sp: new Decimal(2e-7),
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}
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const LAYER_BASE = {
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@ -262,7 +277,8 @@ const LAYER_ROW = {
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ss: 3,
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m: 4,
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ba: 4,
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future_layer: 5,
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sp: 5,
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future_layer: 6,
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}
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const ROW_LAYERS = [
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@ -271,6 +287,7 @@ const ROW_LAYERS = [
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["e","t","s","sb","sg"],
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["h","q","hb","ss"],
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["m","ba"],
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["sp"],
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["future_layer"],
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]
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@ -279,6 +296,7 @@ const ORDER_UP = [
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[],
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["e","t","s","sb"],
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["hb","ss"],
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["sp"],
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[],
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]
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@ -339,6 +357,7 @@ const LAYER_UPGS = {
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currently: function() {
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let ret = player.points.plus(1).log10().pow(0.75).plus(1)
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if (player.g.upgrades.includes(15)) ret = ret.pow(LAYER_UPGS.g[15].currently())
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if (player.sp.upgrades.includes(11)) ret = ret.pow(100)
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return ret;
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},
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effDisp: function(x) { return format(x)+"x" },
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@ -363,6 +382,7 @@ const LAYER_UPGS = {
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let ret = player.points.plus(1).log10().cbrt().plus(1)
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if (player.g.upgrades.includes(23)) ret = ret.pow(LAYER_UPGS.g[23].currently())
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if (player.p.upgrades.includes(33)) ret = ret.pow(1.25)
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if (player.sp.upgrades.includes(11)) ret = ret.pow(100)
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return ret;
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},
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effDisp: function(x) { return format(x)+"x" },
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@ -374,6 +394,7 @@ const LAYER_UPGS = {
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currently: function() {
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let ret = player.p.points.plus(1).log10().plus(1).pow(player.p.points.plus(1).log10().div(200).plus(1)).pow(player.p.upgrades.includes(32) ? LAYER_UPGS.p[32].currently() : 1)
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if (ret.gte("1e1000")) ret = ret.log10().times("1e997")
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if (player.sp.upgrades.includes(11)) ret = ret.pow(100)
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return ret;
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},
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effDisp: function(x) { return format(x)+"x" },
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@ -1332,6 +1353,34 @@ const LAYER_UPGS = {
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effDisp: function(x) { return format(x)+"x" },
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},
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},
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sp: {
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rows: 1,
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cols: 4,
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11: {
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desc: "The Prestige Upgrade 3, 6, & 7 effects are raised to the power of 100.",
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cost: new Decimal(1),
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unl: function() { return player.sp.unl },
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},
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12: {
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desc: "Total Super-Prestige Points boost Magic & Balance Power gain.",
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cost: new Decimal(2),
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unl: function() { return player.sp.upgrades.includes(11) },
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currently: function() { return player.sp.total.plus(1).pow(2.5) },
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effDisp: function(x) { return format(x)+"x" },
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},
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13: {
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desc: "Unlock a new Spell.",
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cost: new Decimal(3),
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unl: function() { return player.sp.upgrades.includes(12) },
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},
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14: {
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desc: "Your Best Super-Prestige Points boost Hex & Balance Energy gain.",
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cost: new Decimal(8),
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unl: function() { return player.sp.upgrades.includes(13) },
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currently: function() { return player.sp.best.plus(1).pow(1.9) },
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effDisp: function(x) { return format(x)+"x" },
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},
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},
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}
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const TAB_REQS = {
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@ -1354,6 +1403,7 @@ const TAB_REQS = {
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ss: function() { return (player.ss.unl||player.s.points.gte(tmp.layerReqs.ss))&&layerUnl('ss') },
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m: function() { return (player.m.unl||player.h.points.gte(tmp.layerReqs.m))&&layerUnl('m') },
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ba: function() { return (player.ba.unl||player.q.points.gte(tmp.layerReqs.ba))&&layerUnl('ba') },
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sp: function() { return (player.sp.unl||player.p.points.gte(tmp.layerReqs.sp))&&layerUnl('sp') },
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}
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const LAYER_AMT_NAMES = {
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@ -1371,6 +1421,7 @@ const LAYER_AMT_NAMES = {
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ss: "space energy",
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m: "hindrance spirit",
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ba: "quirks",
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sp: "prestige points",
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}
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function getLayerAmt(layer) {
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@ -1400,6 +1451,9 @@ function getLayerAmt(layer) {
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case "ba":
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return player.q.points;
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break;
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case "sp":
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return player.p.points;
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break;
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}
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return amt
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}
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@ -1547,8 +1601,15 @@ function checkForVars() {
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if (player.m.auto === undefined) player.m.auto = false
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if (player.m.toCast === undefined) player.m.toCast = start.m.toCast
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if (player.m.casted === undefined) player.m.casted = start.m.casted
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if (player.m.autoIns === undefined) {
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player.m.autoIns = false
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player.m.spellTimes[4] = 0
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player.m.toCast[4] = "1"
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player.m.casted[4] = new Decimal(1)
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}
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if (player.ba === undefined) player.ba = start.ba
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if (player.offlineProd === undefined) player.offlineProd = true
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if (player.sp === undefined) player.sp = start.sp
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}
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function convertToDecimal() {
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@ -1591,12 +1652,15 @@ function convertToDecimal() {
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player.m.points = new Decimal(player.m.points)
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player.m.best = new Decimal(player.m.best)
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player.m.hexes = new Decimal(player.m.hexes)
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for (let i=1;i<=3;i++) player.m.casted[i] = new Decimal(player.m.casted[i])
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for (let i=1;i<=4;i++) player.m.casted[i] = new Decimal(player.m.casted[i])
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player.ba.points = new Decimal(player.ba.points)
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player.ba.best = new Decimal(player.ba.best)
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player.ba.power = new Decimal(player.ba.power)
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player.ba.positivity = new Decimal(player.ba.positivity)
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player.ba.negativity = new Decimal(player.ba.negativity)
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player.sp.points = new Decimal(player.sp.points)
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player.sp.best = new Decimal(player.sp.best)
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player.sp.total = new Decimal(player.sp.total)
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}
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function toggleOpt(name) {
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@ -1759,6 +1823,12 @@ function getLayerGainMult(layer) {
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if (player.ba.unl) mult = mult.times(tmp.balEff)
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if (player.m.unl) mult = mult.times(tmp.hexEff)
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break;
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case "m":
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if (player.sp.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.sp[12].currently())
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break;
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case "ba":
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if (player.sp.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.sp[12].currently())
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break;
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}
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return mult
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}
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@ -1849,6 +1919,9 @@ function layerUnl(layer) {
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case "ba":
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return player.q.unl&&player.ss.unl
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break;
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case "sp":
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return player.m.unl&&player.ba.unl
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break;
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}
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}
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@ -1862,7 +1935,7 @@ function rowReset(row, layer) {
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case 1:
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player.points = new Decimal(10);
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player.p.points = new Decimal(0);
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if (LAYER_ROW[layer]>=3 && player.h.best.gte(10)) player.p.upgrades = prev.p.upgrades;
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if ((LAYER_ROW[layer]>=3 && player.h.best.gte(10))||player.sp.total.gte(1)) player.p.upgrades = prev.p.upgrades;
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else if ((player.h.best.lt(1)&&player.q.best.lt(1))||LAYER_ROW[layer]>=3) {
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if (layer=="b"||layer=="g") {
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if (player[layer].best.lt(8)) player.p.upgrades = [];
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@ -1877,11 +1950,11 @@ function rowReset(row, layer) {
|
|||
case 2:
|
||||
player.b.points = new Decimal(0);
|
||||
player.b.best = player.m.best.gte(1)?player.b.best:new Decimal(0);
|
||||
if (!player.t.best.gte(4)) player.b.upgrades = [];
|
||||
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);
|
||||
if (!player.s.best.gte(4)) player.g.upgrades = [];
|
||||
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") {
|
||||
if (player[layer].best.gte(2)) {
|
||||
|
@ -1897,13 +1970,13 @@ function rowReset(row, layer) {
|
|||
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(4)) player.t.upgrades = [];
|
||||
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);
|
||||
player.e.enhancers = new Decimal(0);
|
||||
if (player.h.best.lt(4)) player.e.upgrades = [];
|
||||
if (player.h.best.lt(4)&&!player.sp.total.gte(1)) player.e.upgrades = [];
|
||||
player.s = {
|
||||
unl: player.s.unl,
|
||||
order: 0,
|
||||
|
@ -1917,7 +1990,7 @@ function rowReset(row, layer) {
|
|||
4: new Decimal(0),
|
||||
5: new Decimal(0)
|
||||
}),
|
||||
upgrades: player.h.best.gte(4) ? player.s.upgrades : [],
|
||||
upgrades: (player.h.best.gte(4)||player.sp.total.gte(1)) ? player.s.upgrades : [],
|
||||
auto: player.s.auto,
|
||||
autoBuild: player.s.autoBuild,
|
||||
}
|
||||
|
@ -1927,7 +2000,7 @@ function rowReset(row, layer) {
|
|||
order: 0,
|
||||
points: new Decimal(0),
|
||||
best: (player.h.best.gte(2)||player.m.best.gte(1)) ? player.sb.best : new Decimal(0),
|
||||
upgrades: player.h.best.gte(10) ? player.sb.upgrades : [],
|
||||
upgrades: (player.h.best.gte(10)||player.sp.total.gte(1)) ? player.sb.upgrades : [],
|
||||
}
|
||||
player.sg = {
|
||||
unl: player.sg.unl,
|
||||
|
@ -1948,7 +2021,7 @@ function rowReset(row, layer) {
|
|||
points: new Decimal(0),
|
||||
best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.h.best:new Decimal(0),
|
||||
active: 0,
|
||||
challs: player.m.best.gte(2)?player.h.challs:[],
|
||||
challs: (player.m.best.gte(2)||player.sp.total.gte(1))?player.h.challs:[],
|
||||
upgrades: [],
|
||||
}
|
||||
player.q = {
|
||||
|
@ -1959,7 +2032,7 @@ function rowReset(row, layer) {
|
|||
layers: new Decimal(0),
|
||||
energy: new Decimal(0),
|
||||
time: new Decimal(0),
|
||||
upgrades: player.ba.best.gte(2)?player.q.upgrades:[],
|
||||
upgrades: (player.ba.best.gte(2)||player.sp.total.gte(1))?player.q.upgrades:[],
|
||||
}
|
||||
player.hb = {
|
||||
unl: player.hb.unl,
|
||||
|
@ -1967,7 +2040,7 @@ function rowReset(row, layer) {
|
|||
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),
|
||||
upgrades: player.ba.best.gte(5)?player.hb.upgrades:[],
|
||||
upgrades: (player.ba.best.gte(5)||player.sp.total.gte(1))?player.hb.upgrades:[],
|
||||
}
|
||||
player.ss = {
|
||||
unl: player.ss.unl,
|
||||
|
@ -1976,12 +2049,44 @@ function rowReset(row, layer) {
|
|||
points: new Decimal(0),
|
||||
best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.ss.best:new Decimal(0),
|
||||
subspace: new Decimal(0),
|
||||
upgrades: player.ba.best.gte(5)?player.ss.upgrades:[],
|
||||
upgrades: (player.ba.best.gte(5)||player.sp.total.gte(1))?player.ss.upgrades:[],
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
player.m = start.m
|
||||
player.ba = start.ba
|
||||
player.m = {
|
||||
unl: player.m.unl,
|
||||
auto: player.m.auto,
|
||||
autoIns: player.m.autoIns,
|
||||
points: new Decimal(0),
|
||||
best: player.sp.total.gte(2) ? player.m.best : new Decimal(0),
|
||||
spellTimes: {
|
||||
1: 0,
|
||||
2: 0,
|
||||
3: 0,
|
||||
4: 0,
|
||||
},
|
||||
hexes: new Decimal(0),
|
||||
toCast: player.m.toCast,
|
||||
casted: {
|
||||
1: new Decimal(1),
|
||||
2: new Decimal(1),
|
||||
3: new Decimal(1),
|
||||
4: new Decimal(1),
|
||||
},
|
||||
upgrades: player.sp.total.gte(1) ? player.m.upgrades : [],
|
||||
}
|
||||
player.ba = {
|
||||
unl: player.ba.unl,
|
||||
points: new Decimal(0),
|
||||
best: player.sp.total.gte(5) ? player.ba.best : new Decimal(0),
|
||||
power: new Decimal(0),
|
||||
positivity: new Decimal(0),
|
||||
negativity: new Decimal(0),
|
||||
upgrades: player.sp.total.gte(1) ? player.ba.upgrades : [],
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
player.sp = start.sp
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1993,7 +2098,11 @@ function doReset(layer, force=false) {
|
|||
if (LAYER_TYPE[layer]=="static") {
|
||||
if (tmp.layerAmt[layer].lt(tmp.nextAt[layer])) return;
|
||||
player[layer].points = player[layer].points.plus(canBuyMax(layer)?gain:1)
|
||||
} else player[layer].points = player[layer].points.plus(gain)
|
||||
if (player[layer].total) player[layer].total = player[layer].total.plus(canBuyMax(layer)?gain:1)
|
||||
} else {
|
||||
player[layer].points = player[layer].points.plus(gain)
|
||||
if (player[layer].total) player[layer].total = player[layer].total.plus(gain)
|
||||
}
|
||||
player[layer].best = player[layer].best.max(player[layer].points)
|
||||
|
||||
if (!player[layer].unl) {
|
||||
|
@ -2015,6 +2124,7 @@ function doReset(layer, force=false) {
|
|||
else for (let x=row;x>=1;x--) rowReset(x, layer)
|
||||
|
||||
updateTemp()
|
||||
updateTemp()
|
||||
}
|
||||
|
||||
function buyUpg(layer, id) {
|
||||
|
@ -2294,6 +2404,7 @@ function getSpaceBuildingCostMod() {
|
|||
let mod = new Decimal(1)
|
||||
if (player.s.upgrades.includes(24)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mod = mod.times(0.5)
|
||||
if (player.s.upgrades.includes(42)) mod = mod.times(0.6)
|
||||
if (spellActive(4)) mod = mod.times(Decimal.sub(1, tmp.spellEffs[4].sub(1)))
|
||||
return mod;
|
||||
}
|
||||
|
||||
|
@ -2792,22 +2903,31 @@ function getNegGainMult() {
|
|||
return mult;
|
||||
}
|
||||
|
||||
function getBalPowGainMult() {
|
||||
let mult = new Decimal(1)
|
||||
if (player.sp.upgrades.includes(14)) mult = mult.times(LAYER_UPGS.sp[14].currently())
|
||||
return mult;
|
||||
}
|
||||
|
||||
const SPELL_NAMES = {
|
||||
1: "Booster Launch",
|
||||
2: "Time Warp",
|
||||
3: "Quirk Amplification",
|
||||
4: "Spacial Compression",
|
||||
}
|
||||
|
||||
const SPELL_DESCS = {
|
||||
1: "Boosters are X% stronger",
|
||||
2: "Time Capsules are X% stronger",
|
||||
3: "Quirk Layers are X% more efficient",
|
||||
4: "Space Buildings cost scale X% slower",
|
||||
}
|
||||
|
||||
const SPELL_BASE = {
|
||||
1: 1.25,
|
||||
2: 1.1,
|
||||
3: 1.04,
|
||||
4: 1.01,
|
||||
}
|
||||
|
||||
function getSpellPower(x) {
|
||||
|
@ -2823,6 +2943,7 @@ function getSpellEff(x) {
|
|||
let base = SPELL_BASE[x]
|
||||
let power = getSpellPower(x)
|
||||
let eff = Decimal.pow(base, power)
|
||||
if (x==4) eff = Decimal.sub(2, Decimal.div(base, power.log2().plus(1)))
|
||||
return eff
|
||||
}
|
||||
|
||||
|
@ -2842,17 +2963,19 @@ function getSpellTime() {
|
|||
function spellActive(x) {
|
||||
if (!player.m.unl) return false
|
||||
if (!tmp.spellEffs) return false
|
||||
if (tmp.spellsUnl<x) return false
|
||||
return player.m.spellTimes[x]>0
|
||||
}
|
||||
|
||||
function activateSpell(x, force=false) {
|
||||
if (tmp.spellsUnl<x) return;
|
||||
let toCast = setToCast(player.m.toCast[x])
|
||||
if (!force) {
|
||||
if (!player.m.unl) return
|
||||
if (spellActive(x)) return
|
||||
if (player.m.points.lt(toCast)) return
|
||||
}
|
||||
player.m.points = player.m.points.sub(toCast)
|
||||
if (player.sp.total.lt(2)) player.m.points = player.m.points.sub(toCast)
|
||||
player.m.casted[x] = toCast
|
||||
player.m.spellTimes[x] = getSpellTime()
|
||||
if (!force) player.m.hexes = player.m.hexes.plus(getHexGain())
|
||||
|
@ -2861,6 +2984,7 @@ function activateSpell(x, force=false) {
|
|||
function getHexGain() {
|
||||
let gain = new Decimal(1)
|
||||
if (player.m.upgrades.includes(14)) gain = gain.times(LAYER_UPGS.m[14].currently())
|
||||
if (player.sp.upgrades.includes(14)) gain = gain.times(LAYER_UPGS.sp[14].currently())
|
||||
return gain.floor()
|
||||
}
|
||||
|
||||
|
@ -2937,7 +3061,7 @@ function gameLoop(diff) {
|
|||
if (player.q.best.gte(15)) player.e.points = player.e.points.plus(tmp.resetGain.e.times(diff)).max(0)
|
||||
if (player.ss.unl) player.ss.subspace = player.ss.subspace.plus(tmp.layerEffs.ss.times(diff)).max(0)
|
||||
if (player.ba.unl) {
|
||||
player.ba.power = player.ba.power.plus(tmp.layerEffs.ba.power.times(tmp.balEff2).times(diff)).max(0)
|
||||
player.ba.power = player.ba.power.plus(tmp.layerEffs.ba.power.times(tmp.balEff2).times(getBalPowGainMult()).times(diff)).max(0)
|
||||
player.ba.positivity = player.ba.positivity.plus(tmp.layerEffs.ba.pos.times(getPosGainMult()).times(diff)).max(0)
|
||||
player.ba.negativity = player.ba.negativity.plus(tmp.layerEffs.ba.neg.times(getNegGainMult()).times(diff)).max(0)
|
||||
}
|
||||
|
@ -2947,6 +3071,10 @@ function gameLoop(diff) {
|
|||
player.q.points = player.q.points.plus(tmp.resetGain.q.times(diff)).max(0)
|
||||
}
|
||||
if (player.m.best.gte(2.5e9)) player.m.hexes = player.m.hexes.plus(getHexGain().times(diff)).max(0)
|
||||
if (player.sp.total.gte(10)) {
|
||||
player.m.points = player.m.points.plus(tmp.resetGain.m.times(diff)).max(0)
|
||||
player.ba.points = player.ba.points.plus(tmp.resetGain.ba.times(diff)).max(0)
|
||||
}
|
||||
|
||||
if (player.b.auto&&player.t.best.gte(5)) doReset("b")
|
||||
if (player.g.auto&&player.s.best.gte(5)) doReset("g")
|
||||
|
@ -2960,7 +3088,11 @@ function gameLoop(diff) {
|
|||
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.m.auto&&player.m.best.gte(1000)) for (let i=1;i<=3;i++) activateSpell(i)
|
||||
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.hasNaN&&!NaNalert) {
|
||||
alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")
|
||||
|
@ -3029,6 +3161,9 @@ document.onkeydown = function(e) {
|
|||
case "3":
|
||||
if (player.ba.unl) activateSpell(3)
|
||||
break;
|
||||
case "P":
|
||||
if (player.sp.unl) doReset("sp")
|
||||
break;
|
||||
}
|
||||
} else if (player[key].unl) doReset(key)
|
||||
}
|
|
@ -57,9 +57,11 @@ function updateTemp() {
|
|||
tmp.balEff = getBalancePowerEff()
|
||||
tmp.balEff2 = getBalanceTypesEff()
|
||||
tmp.baExp = getBalanceEnergyExp()
|
||||
|
||||
tmp.hexEff = getHexEff()
|
||||
tmp.spellsUnl = player.sp.upgrades.includes(13)?4:3
|
||||
if (!tmp.spellEffs) tmp.spellEffs = {}
|
||||
for (let i=1;i<=3;i++) tmp.spellEffs[i] = getSpellEff(i)
|
||||
for (let i=1;i<=4;i++) tmp.spellEffs[i] = getSpellEff(i)
|
||||
|
||||
tmp.sGenPowEff = getSGenPowEff()
|
||||
}
|
10
style.css
10
style.css
|
@ -265,6 +265,16 @@ h1, h2 {
|
|||
text-shadow: 0px 0px 10px #409c6e;
|
||||
}
|
||||
|
||||
.sp {
|
||||
background-color: #439ea3;
|
||||
color: black;
|
||||
}
|
||||
|
||||
.sp_txt {
|
||||
color: #439ea3;
|
||||
text-shadow: 0px 0px 10px #439ea3;
|
||||
}
|
||||
|
||||
#optionWheel {
|
||||
position: absolute;
|
||||
top: 0px;
|
||||
|
|
Loading…
Reference in a new issue