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Beta v1.1 Alpha 7
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parent
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2 changed files with 96 additions and 76 deletions
135
index.html
135
index.html
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@ -16,39 +16,62 @@
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<div class="vl"></div>
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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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<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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<button class="back" onclick="showTab('tree')">←</button><br><br>
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<h3>Pre-Alpha Build 4</h3>
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<h3>Beta v1.1 Alpha 7</h3>
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<ul>
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<ul>
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<li>Implemented/balanced all row 1 & 2 prestige layers</li>
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<li>Reversed the order of the changelog</li>
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<li>Added the options/info menus</li>
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<li>Added the fourth Hindrance</li>
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<li>Balanced the row 3 prestige layers up to 1e560 points</li>
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<li>Balanced up to 50,000 Hindrance Spirit & Quirks</li>
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</ul><br>
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<h3>Beta v1.1 Alpha 6</h3>
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<ul>
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<li>Various bugfixes</li>
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<li>Added the third Hindrance</li>
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<li>Balanced up to 2,500 Hindrance Spirit & Quirks</li>
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</ul><br><br>
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</ul><br><br>
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<h3>Alpha Build 4</h3>
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<h3>Beta v1.1 Alpha 5</h3>
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<ul>
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<ul>
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<li>Implemented Auto-Boosters & Auto-Generators</li>
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<li>Add the second Hindrance</li>
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<li>Fixed a balancing issue with a certain prestige tree path (1e660 -> 1e600)</li>
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<li>Balanced up to 200 Hindrance Spirit & Quirks</li>
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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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</ul><br><br>
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<h3>Alpha Build 5</h3>
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<h3>Beta v1.1 Alpha 4</h3>
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<ul>
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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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<li>Add the first Hindrance</li>
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<li>Implemented some new milestones</li>
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<li>Balanced up to 60 Hindrance Spirit & Quirks</li>
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</ul><br><br>
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</ul><br><br>
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<h3>Alpha Build 6</h3>
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<h3>Beta v1.1 Alpha 3</h3>
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<ul>
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<ul>
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<li>Made font work for Mac users</li>
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<li>Fixed corruption bug</li>
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<li>Added 1 new Space & Time milestone each</li>
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<li>Implemented some new milestones</li>
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<li>Balanced up to 1e3,375 points</li>
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<li>Balanced up to 15 Hindrance Spirit & 15 Quirks</li>
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</ul><br><br>
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</ul><br><br>
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<h3>Alpha Build 7</h3>
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<h3>Beta v1.1 Alpha 2</h3>
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<ul>
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<ul>
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<li>Made the new upgrades from Alpha Build 6 shown at proper times</li>
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<li>Implemented some new milestones</li>
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<li>Balanced up to 1e4,175 points</li>
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<li>Balanced up to 5 Hindrance Spirit & 5 Quirks</li>
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<li>Setup a temp variable system (to prevent lag later on)</li>
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</ul><br><br>
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</ul><br><br>
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<h3>Alpha Build 8</h3>
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<h3>Beta v1.1 Alpha 1</h3>
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<ul>
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<ul>
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<li>Implemented Super-Boosters</li>
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<li>Add the framework for the first two row 4 layers</li>
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<li>Balanced up to 1e25,600 points</li>
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<li>Balanced up to the second row 4 reset</li>
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</ul><br><br>
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<h3>Beta v1.01</h3>
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<ul>
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<li>Display Generator Power in the Space tab</li>
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<li>Add a credits page in the info tab</li>
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<li>Implemented a few minor QoL/visual fixes</li>
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</ul><br><br>
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<h3>Beta v1.0</h3>
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<ul>
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<li>Made sure any built-in saves had Auto-Save turned on</li>
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<li>Fixed a visual bug for mobile users</li>
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<li>Added a "time played" display in the info tab</li>
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<li>Implemented a NaN check system</li>
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</ul><br><br>
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<h3>Alpha Build 10</h3>
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<ul>
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<li>Rebalanced the Super-Booster era (now up to 1e9,250 points)</li>
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<li>Implemented a game version variable</li>
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</ul><br><br>
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</ul><br><br>
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<h3>Alpha Build 9</h3>
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<h3>Alpha Build 9</h3>
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<ul>
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<ul>
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@ -58,57 +81,40 @@
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<li>Fixed a bug with hotkeys</li>
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<li>Fixed a bug with hotkeys</li>
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<li>Balanced up to 1e46,500 points</li>
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<li>Balanced up to 1e46,500 points</li>
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</ul><br><br>
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</ul><br><br>
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<h3>Alpha Build 10</h3>
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<h3>Alpha Build 8</h3>
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<ul>
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<ul>
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<li>Rebalanced the Super-Booster era (now up to 1e9,250 points)</li>
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<li>Implemented Super-Boosters</li>
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<li>Implemented a game version variable</li>
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<li>Balanced up to 1e25,600 points</li>
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</ul><br><br>
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</ul><br><br>
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<h3>Beta v1.0</h3>
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<h3>Alpha Build 7</h3>
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<ul>
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<ul>
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<li>Made sure any built-in saves had Auto-Save turned on</li>
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<li>Made the new upgrades from Alpha Build 6 shown at proper times</li>
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<li>Fixed a visual bug for mobile users</li>
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<li>Balanced up to 1e4,175 points</li>
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<li>Added a "time played" display in the info tab</li>
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<li>Setup a temp variable system (to prevent lag later on)</li>
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<li>Implemented a NaN check system</li>
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</ul><br><br>
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</ul><br><br>
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<h3>Beta v1.01</h3>
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<h3>Alpha Build 6</h3>
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<ul>
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<ul>
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<li>Display Generator Power in the Space tab</li>
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<li>Made font work for Mac users</li>
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<li>Add a credits page in the info tab</li>
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<li>Added 1 new Space & Time milestone each</li>
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<li>Implemented a few minor QoL/visual fixes</li>
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<li>Balanced up to 1e3,375 points</li>
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</ul><br><br>
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</ul><br><br>
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<h3>Beta v1.1 Alpha 1</h3>
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<h3>Alpha Build 5</h3>
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<ul>
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<ul>
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<li>Add the framework for the first two row 4 layers</li>
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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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<li>Balanced up to the second row 4 reset</li>
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</ul><br><br>
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</ul>
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<h3>Alpha Build 4</h3>
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<h3>Beta v1.1 Alpha 2</h3>
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<ul>
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<ul>
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<li>Implemented some new milestones</li>
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<li>Implemented Auto-Boosters & Auto-Generators</li>
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<li>Balanced up to 5 Hindrance Spirit & 5 Quirks</li>
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<li>Fixed a balancing issue with a certain prestige tree path (1e660 -> 1e600)</li>
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</ul>
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<li>Added changelog</li>
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<h3>Beta v1.1 Alpha 3</h3>
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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>Pre-Alpha Build 4</h3>
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<ul>
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<ul>
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<li>Fixed corruption bug</li>
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<li>Implemented/balanced all row 1 & 2 prestige layers</li>
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<li>Implemented some new milestones</li>
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<li>Added the options/info menus</li>
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<li>Balanced up to 15 Hindrance Spirit & 15 Quirks</li>
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<li>Balanced the row 3 prestige layers up to 1e560 points</li>
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</ul>
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</ul><br><br>
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<h3>Beta v1.1 Alpha 4</h3>
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<ul>
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<li>Add the first Hindrance</li>
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<li>Implemented some new milestones</li>
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<li>Balanced up to 60 Hindrance Spirit & Quirks</li>
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</ul>
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<h3>Beta v1.1 Alpha 5</h3>
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<ul>
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<li>Add the second Hindrance</li>
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<li>Balanced up to 200 Hindrance Spirit & Quirks</li>
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</ul>
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<h3>Beta v1.1 Alpha 6</h3>
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<ul>
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<li>Various bugfixes</li>
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<li>Added the third Hindrance</li>
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<li>Balanced up to 2,500 Hindrance Spirit & Quirks</li>
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</ul>
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</div>
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</div>
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<div v-if="player.tab=='credits'" class="col right">
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<div v-if="player.tab=='credits'" class="col right">
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<button class="back" onclick="showTab('tree')">←</button><br><br><br><br><br>
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<button class="back" onclick="showTab('tree')">←</button><br><br><br><br><br>
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@ -246,6 +252,7 @@
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<tr><td v-bind:class="{ milestone: player.h.best.lt(10), milestoneDone: player.h.best.gte(10) }">10 Hindrance Spirit<br>Keep Prestige & Super-Booster Upgrades on all fourth row resets</td></tr>
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<tr><td v-bind:class="{ milestone: player.h.best.lt(10), milestoneDone: player.h.best.gte(10) }">10 Hindrance Spirit<br>Keep Prestige & Super-Booster Upgrades on all fourth row resets</td></tr>
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<tr><td v-bind:class="{ milestone: player.h.best.lt(15), milestoneDone: player.h.best.gte(15) }">15 Hindrance Spirit<br>Automatically purchase Super-Boosters <button v-if="player.h.best.gte(15)" class="smallUpg can sb" onclick="toggleAuto('sb')">{{player.sb.auto?"ON":"OFF"}}</button></td></tr>
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<tr><td v-bind:class="{ milestone: player.h.best.lt(15), milestoneDone: player.h.best.gte(15) }">15 Hindrance Spirit<br>Automatically purchase Super-Boosters <button v-if="player.h.best.gte(15)" class="smallUpg can sb" onclick="toggleAuto('sb')">{{player.sb.auto?"ON":"OFF"}}</button></td></tr>
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<tr><td v-bind:class="{ milestone: player.h.best.lt(25), milestoneDone: player.h.best.gte(25) }">25 Hindrance Spirit<br>Time resets reset nothing</td></tr>
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<tr><td v-bind:class="{ milestone: player.h.best.lt(25), milestoneDone: player.h.best.gte(25) }">25 Hindrance Spirit<br>Time resets reset nothing</td></tr>
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<tr><td v-bind:class="{ milestone: player.h.best.lt(2500), milestoneDone: player.h.best.gte(2500) }">2,500 Hindrance Spirit<br>Super-Boosters reset nothing</td></tr>
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</table>
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</table>
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</div>
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</div>
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<div v-if="layer=='q'">
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<div v-if="layer=='q'">
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37
js/game.js
37
js/game.js
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@ -186,10 +186,10 @@ const LAYER_EFFS = {
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},
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},
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g: function() { return Decimal.pow(Decimal.add(2, tmp.atgb), player.g.points).sub(1).times(getGenPowerGainMult()) },
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g: function() { return Decimal.pow(Decimal.add(2, tmp.atgb), player.g.points).sub(1).times(getGenPowerGainMult()) },
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t: function() { return {
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t: function() { return {
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gain: Decimal.pow(3, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap))).sub(1).times(getTimeEnergyGainMult()),
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gain: Decimal.pow(3, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap).times(getFreeExtPow()))).sub(1).times(getTimeEnergyGainMult()),
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limit: Decimal.pow(2, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap))).sub(1).times(100).times(getTimeEnergyLimitMult()),
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limit: Decimal.pow(2, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap).times(getFreeExtPow()))).sub(1).times(100).times(getTimeEnergyLimitMult()),
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}},
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}},
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sb: function() { return Decimal.pow(1.5, player.sb.points.times(getSuperBoosterPow())) },
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sb: function() { return Decimal.pow(Decimal.add(1.5, addToSBBase()), player.sb.points.times(getSuperBoosterPow())) },
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h: function() {
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h: function() {
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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);
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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);
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if (ret.gte(100)) ret = ret.log10().times(50).min(ret);
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if (ret.gte(100)) ret = ret.log10().times(50).min(ret);
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@ -702,8 +702,8 @@ const LAYER_UPGS = {
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effDisp: function(x) { return format(x.q)+"x to Quirk gain, "+format(x.h)+"x to Hindrance Spirit gain" },
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effDisp: function(x) { return format(x.q)+"x to Quirk gain, "+format(x.h)+"x to Hindrance Spirit gain" },
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},
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},
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23: {
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23: {
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desc: "Unlock a built-in Better TPT (placeholder).",
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desc: "The Time Energy limit is 1e10x higher.",
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cost: new Decimal(1/0),
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cost: new Decimal(5000),
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unl: function() { return player.q.upgrades.includes(21)||player.q.upgrades.includes(22) },
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unl: function() { return player.q.upgrades.includes(21)||player.q.upgrades.includes(22) },
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},
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},
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},
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},
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@ -1205,7 +1205,7 @@ function doReset(layer, force=false) {
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}
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}
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if ((layer=="b"&&player.t.best.gte(12))||(layer=="g"&&player.s.best.gte(12))) return;
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if ((layer=="b"&&player.t.best.gte(12))||(layer=="g"&&player.s.best.gte(12))) return;
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if ((layer=="t"&&player.h.best.gte(25))||(layer=="s"&&player.q.best.gte(25))) return;
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if ((layer=="t"&&player.h.best.gte(25))||(layer=="s"&&player.q.best.gte(25))||(layer=="sb"&&player.h.best.gte(2500))) return;
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let row = LAYER_ROW[layer]
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let row = LAYER_ROW[layer]
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if (row==0) rowReset(0, layer)
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if (row==0) rowReset(0, layer)
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else for (let x=row;x>=1;x--) rowReset(x, layer)
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else for (let x=row;x>=1;x--) rowReset(x, layer)
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@ -1316,6 +1316,7 @@ function resetRow(row) {
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}
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}
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function getEnhancerPow() {
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function getEnhancerPow() {
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if (tmp.hcActive ? tmp.hcActive[22] : true) return new Decimal(0);
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let pow = new Decimal(1)
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let pow = new Decimal(1)
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if (player.e.upgrades.includes(25)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.e[25].currently())
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if (player.e.upgrades.includes(25)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.e[25].currently())
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if (player.e.upgrades.includes(31)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.e[31].currently())
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if (player.e.upgrades.includes(31)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.e[31].currently())
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@ -1363,6 +1364,12 @@ function getFreeExtCapsules() {
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return amt
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return amt
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}
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}
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function getFreeExtPow() {
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if (tmp.hcActive ? tmp.hcActive[22] : true) return new Decimal(0)
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let pow = new Decimal(1)
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return pow
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}
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function getTimeEnergyEff() {
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function getTimeEnergyEff() {
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if (!player.t.unl) return new Decimal(1)
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if (!player.t.unl) return new Decimal(1)
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let exp = 1.2
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let exp = 1.2
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@ -1389,6 +1396,7 @@ function getTimeEnergyLimitMult() {
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if (player.t.upgrades.includes(22)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[22].currently())
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if (player.t.upgrades.includes(22)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[22].currently())
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if (player.t.upgrades.includes(23)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[23].currently())
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if (player.t.upgrades.includes(23)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[23].currently())
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if (player.t.upgrades.includes(34)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[34].currently())
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if (player.t.upgrades.includes(34)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[34].currently())
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if (player.q.upgrades.includes(23)) mult = mult.times(1e10)
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return mult;
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return mult;
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}
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}
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@ -1436,6 +1444,7 @@ function getSpaceBuildingCost(x) {
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function getSpaceBuildingPow() {
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function getSpaceBuildingPow() {
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if (!player.s.unl) return new Decimal(0)
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if (!player.s.unl) return new Decimal(0)
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if (tmp.hcActive ? tmp.hcActive[22] : true) return new Decimal(0)
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let pow = new Decimal(1)
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let pow = new Decimal(1)
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if (player.s.upgrades.includes(21)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.s[21].currently())
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if (player.s.upgrades.includes(21)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.s[21].currently())
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if (player.s.upgrades.includes(22)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.s[22].currently())
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if (player.s.upgrades.includes(22)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.s[22].currently())
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@ -1535,6 +1544,12 @@ function getSuperBoosterPow() {
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return pow;
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return pow;
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}
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}
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function addToSBBase() {
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let toAdd = new Decimal(0)
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if (player.h.challs.includes(22)) toAdd = toAdd.plus(0.25)
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return toAdd
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}
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function getQuirkLayerCost() {
|
function getQuirkLayerCost() {
|
||||||
let cost = Decimal.pow(2, Decimal.pow(2, player.q.layers)).sub(1)
|
let cost = Decimal.pow(2, Decimal.pow(2, player.q.layers)).sub(1)
|
||||||
return cost.max(1);
|
return cost.max(1);
|
||||||
|
@ -1601,13 +1616,11 @@ const H_CHALLS = {
|
||||||
effDisp: function(x) { return format(x)+"x cheaper" },
|
effDisp: function(x) { return format(x)+"x cheaper" },
|
||||||
},
|
},
|
||||||
22: {
|
22: {
|
||||||
name: "Placeholder 420",
|
name: "Impaired Nodes",
|
||||||
desc: "Egg does nothing",
|
desc: "Enhancers, Extra Time Capsules, and Space Buildings do nothing.",
|
||||||
unl: function() { return player.h.challs.includes(12) },
|
unl: function() { return player.h.challs.includes(12) },
|
||||||
goal: new Decimal(1/0),
|
goal: new Decimal("1e4600"),
|
||||||
reward: "Egg Poggers boost Egg generation",
|
reward: "Add 0.25 to the Super-Booster base.",
|
||||||
currently: function() { return new Decimal(6.969e69) },
|
|
||||||
effDisp: function(x) { return format(x)+"x" },
|
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue