mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
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Alpha Build 5
This commit is contained in:
parent
2fb95d1aed
commit
a89a6f1176
2 changed files with 93 additions and 10 deletions
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@ -27,6 +27,10 @@
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<li>Added changelog</li>
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<li>Balanced up to 1e700 with all prestige tree paths</li>
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</ul><br><br>
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<h3>Alpha Build 5</h3>
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<ul>
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<li>Balanced up to 1e920 with all prestige tree paths (before unlocking third row 3 layer)</li>
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</ul><br><br>
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</div>
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<div v-if="player.tab=='info'" class="col right">
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<button class="back" onclick="showTab('tree')">←</button><br><br><br><br><br>
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@ -122,7 +126,7 @@
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</table><br><br>
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<button onclick="respecSpaceBuildings()" v-bind:class="{ longUpg: true, can: player.s.unl, locked: !player.s.unl }">Respec Space Buildings</button><br>
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<table><tr>
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<td v-for="id in 4">
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<td v-for="id in 5">
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<button v-if="getSpaceBuildingsUnl()>=id" v-bind:class="{ upg: true, can: (player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1)), locked: (!(player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1))), s: true }" v-on:click="buyBuilding(id)">Building {{id}}<br>Level: {{formatWhole(player.s.buildings[id])}}<br>Cost: {{format(getSpaceBuildingCost(id))}} Generator Power<br>Effect: {{getSpaceBuildingEffDesc(id)}}</button>
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</td>
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</tr></table>
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97
js/game.js
97
js/game.js
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@ -55,7 +55,8 @@ function getStartPlayer() {
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1: new Decimal(0),
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2: new Decimal(0),
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3: new Decimal(0),
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4: new Decimal(0)
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4: new Decimal(0),
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5: new Decimal(0)
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},
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upgrades: [],
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},
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@ -297,7 +298,7 @@ const LAYER_UPGS = {
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},
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},
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e: {
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rows: 1,
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rows: 2,
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cols: 5,
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11: {
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desc: "Boosters & Generators boost each other.",
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@ -332,9 +333,34 @@ const LAYER_UPGS = {
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cost: new Decimal(2e10),
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unl: function() { return player.e.upgrades.includes(14)&&(player.t.unl||player.s.unl)&&player.e.best.gte(1e9) },
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},
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21: {
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desc: "The Generator Power effect is raised to the power of 1.15.",
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cost: new Decimal(1e15),
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unl: function() { return player.t.unl&&(player.t.order==1||player.s.unl)&&player.e.upgrades.includes(14) },
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},
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22: {
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desc: "???",
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cost: new Decimal(1/0),
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unl: function() { return false },
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},
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23: {
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desc: "???",
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cost: new Decimal(1/0),
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unl: function() { return false },
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},
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24: {
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desc: "???",
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cost: new Decimal(1/0),
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unl: function() { return false },
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},
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25: {
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desc: "???",
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cost: new Decimal(1/0),
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unl: function() { return false },
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},
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},
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t: {
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rows: 2,
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rows: 3,
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cols: 4,
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11: {
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desc: "Non-extra Time Capsules boost the Booster effect.",
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@ -388,9 +414,29 @@ const LAYER_UPGS = {
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cost: new Decimal(7),
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unl: function() { return player.t.upgrades.includes(21)&&player.t.best.gte(5) },
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},
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31: {
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desc: "Add 25 to the booster effect base.",
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cost: new Decimal(8),
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unl: function() { return (player.t.upgrades.includes(22)&&(player.e.order==1||player.s.unl))||(player.t.upgrades.includes(23)&&(player.s.order==1||player.e.unl)) },
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},
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32: {
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desc: "???",
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cost: new Decimal(1/0),
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unl: function() { return false },
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},
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33: {
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desc: "???",
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cost: new Decimal(1/0),
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unl: function() { return false },
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},
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34: {
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desc: "???",
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cost: new Decimal(1/0),
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unl: function() { return false },
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},
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},
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s: {
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rows: 2,
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rows: 3,
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cols: 4,
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11: {
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desc: "Add a free level to all Space Buildings.",
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@ -442,6 +488,26 @@ const LAYER_UPGS = {
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cost: new Decimal(7),
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unl: function() { return player.s.upgrades.includes(21)&&(player.t.unl||player.e.unl) },
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},
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31: {
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desc: "Space Building 1 uses a better formula.",
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cost: new Decimal(7),
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unl: function() { return (player.s.upgrades.includes(22)&&(player.t.order==0||player.e.unl))||(player.s.upgrades.includes(23)&&(player.e.order==0||player.t.unl)) },
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},
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32: {
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desc: "Unlock a 5th Space Building.",
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cost: new Decimal(8),
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unl: function() { return (player.s.upgrades.includes(22)&&(player.t.order==1||player.e.unl))||(player.s.upgrades.includes(23)&&(player.e.order==1||player.t.unl)) },
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},
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33: {
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desc: "???",
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cost: new Decimal(1/0),
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unl: function() { return false },
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},
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34: {
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desc: "???",
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cost: new Decimal(1/0),
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unl: function() { return false },
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},
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},
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}
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@ -525,6 +591,7 @@ function checkForVars() {
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if (player.t === undefined) player.t = getStartPlayer().t
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if (player.s === undefined) player.s = getStartPlayer().s
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if (player.s.buildings[4] === undefined) player.s.buildings[4] = new Decimal(0);
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if (player.s.buildings[5] === undefined) player.s.buildings[5] = new Decimal(0);
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}
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function convertToDecimal() {
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@ -546,7 +613,7 @@ function convertToDecimal() {
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player.s.points = new Decimal(player.s.points)
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player.s.best = new Decimal(player.s.best)
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player.s.spent = new Decimal(player.s.spent)
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for (let i=1;i<=4;i++) player.s.buildings[i] = new Decimal(player.s.buildings[i])
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for (let i=1;i<=5;i++) player.s.buildings[i] = new Decimal(player.s.buildings[i])
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}
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function toggleOpt(name) {
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@ -740,7 +807,8 @@ function rowReset(row, layer) {
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1: new Decimal(0),
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2: new Decimal(0),
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3: new Decimal(0),
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4: new Decimal(0)
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4: new Decimal(0),
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5: new Decimal(0)
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},
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upgrades: [],
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}
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@ -797,6 +865,7 @@ function addToBoosterBase() {
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if (player.b.upgrades.includes(12)) toAdd = toAdd.plus(LAYER_UPGS.b[12].currently())
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if (player.b.upgrades.includes(13)) toAdd = toAdd.plus(LAYER_UPGS.b[13].currently())
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if (player.t.upgrades.includes(11)) toAdd = toAdd.plus(LAYER_UPGS.t[11].currently())
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if (player.t.upgrades.includes(31)) toAdd = toAdd.plus(25)
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if (player.e.unl) toAdd = toAdd.plus(getEnhancerEff2())
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if (player.e.upgrades.includes(11)) toAdd = toAdd.plus(LAYER_UPGS.e[11].currently().b)
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if (player.s.unl) toAdd = toAdd.plus(getSpaceBuildingEff(2))
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@ -832,6 +901,7 @@ function getGenPowerEff() {
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let eff = player.g.power.plus(1).cbrt();
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if (player.b.upgrades.includes(21)) eff = eff.pow(2);
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if (player.b.upgrades.includes(22)) eff = eff.pow(1.2);
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if (player.e.upgrades.includes(21)) eff = eff.pow(1.15);
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return eff
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}
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@ -932,7 +1002,7 @@ function getSpaceBuildingCostMod() {
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}
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function getSpaceBuildingCost(x) {
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let inputVal = new Decimal([1e3,1e10,1e25,1e48][x-1])
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let inputVal = new Decimal([1e3,1e10,1e25,1e48,1e100][x-1])
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let bought = player.s.buildings[x]
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let cost = Decimal.pow(inputVal, bought.times(getSpaceBuildingCostMod()).pow(1.35)).times(inputVal).times((bought.gt(0)||x>1)?1:0)
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return cost
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@ -951,6 +1021,7 @@ function getExtraBuildingLevels(x) {
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let lvl = new Decimal(0)
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if (player.s.upgrades.includes(11)) lvl = lvl.plus(1);
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if (player.s.upgrades.includes(14)) lvl = lvl.plus(1);
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if (x<5) lvl = lvl.plus(getSpaceBuildingEff(5))
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return lvl
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}
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@ -962,7 +1033,7 @@ function getSpaceBuildingEff(x) {
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bought = bought.times(power)
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switch(x) {
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case 1:
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return Decimal.pow(Decimal.add(1, bought), player.s.points.sqrt()).times(Decimal.mul(4, bought)).max(1)
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return Decimal.pow(Decimal.add(1, bought.pow(player.s.upgrades.includes(31)?2.75:1)), player.s.points.sqrt()).times(Decimal.mul(4, bought.pow(player.s.upgrades.includes(31)?2.75:1))).max(1)
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break;
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case 2:
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return bought.sqrt()
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@ -973,6 +1044,9 @@ function getSpaceBuildingEff(x) {
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case 4:
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return bought.plus(1).pow(1.25)
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break;
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case 5:
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return bought.sqrt().times(2)
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break;
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}
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}
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@ -990,6 +1064,10 @@ function getSpaceBuildingEffDesc(x) {
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break;
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case 4:
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return "Booster Upgrade 6's effect is raised to the power of "+format(eff)
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break;
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case 5:
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return "Add "+format(eff)+" free levels to all previous Space Buildings."
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break;
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}
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}
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@ -1007,7 +1085,7 @@ function buyBuilding(x) {
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function respecSpaceBuildings() {
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if (!player.s.unl) return;
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if (!confirm("Are you sure you want to reset your Space Buildings? This will force you to do a Space reset as well!")) return
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for (let i=1;i<=4;i++) player.s.buildings[i] = new Decimal(0)
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for (let i=1;i<=5;i++) player.s.buildings[i] = new Decimal(0)
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player.s.spent = new Decimal(0)
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doReset("s", true)
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}
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@ -1015,6 +1093,7 @@ function respecSpaceBuildings() {
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function getSpaceBuildingsUnl() {
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let x = 3
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if (player.s.upgrades.includes(14)) x++;
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if (player.s.upgrades.includes(32)) x++;
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return x;
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}
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