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Beta v1.1 Alpha 3

This commit is contained in:
Jacorb90 2020-08-26 10:16:23 -04:00
parent da103d78f8
commit cfaac5b325
4 changed files with 2769 additions and 5 deletions

View file

@ -3,7 +3,7 @@
<title>The Prestige Tree</title> <title>The Prestige Tree</title>
<link rel="stylesheet" type="text/css" href="style.css" /> <link rel="stylesheet" type="text/css" href="style.css" />
<script src="https://cdn.jsdelivr.net/npm/vue/dist/vue.js"></script> <script src="https://cdn.jsdelivr.net/npm/vue/dist/vue.js"></script>
<script type="text/javascript" src="js/break_eternity.min.js"></script> <script type="text/javascript" src="js/break_eternity.js"></script>
<script type="text/javascript" src="js/temp.js"></script> <script type="text/javascript" src="js/temp.js"></script>
<script type="text/javascript" src="js/saves.js"></script> <script type="text/javascript" src="js/saves.js"></script>
<script type="text/javascript" src="js/game.js"></script> <script type="text/javascript" src="js/game.js"></script>
@ -86,6 +86,12 @@
<li>Implemented some new milestones</li> <li>Implemented some new milestones</li>
<li>Balanced up to 5 Hindrance Spirit & 5 Quirks</li> <li>Balanced up to 5 Hindrance Spirit & 5 Quirks</li>
</ul> </ul>
<h3>Beta v1.1 Alpha 3</h3>
<ul>
<li>Fixed corruption bug</li>
<li>Implemented some new milestones</li>
<li>Balanced up to 15 Hindrance Spirit & 15 Quirks</li>
</ul>
</div> </div>
<div v-if="player.tab=='credits'" class="col right"> <div v-if="player.tab=='credits'" class="col right">
<button class="back" onclick="showTab('tree')"></button><br><br><br><br><br> <button class="back" onclick="showTab('tree')"></button><br><br><br><br><br>
@ -220,6 +226,8 @@
<tr><td v-bind:class="{ milestone: player.h.best.lt(2), milestoneDone: player.h.best.gte(2) }">2 Hindrance Spirit<br>Keep all third row milestones on all fourth row resets, and start with your best-ever Space</td></tr> <tr><td v-bind:class="{ milestone: player.h.best.lt(2), milestoneDone: player.h.best.gte(2) }">2 Hindrance Spirit<br>Keep all third row milestones on all fourth row resets, and start with your best-ever Space</td></tr>
<tr><td v-bind:class="{ milestone: player.h.best.lt(4), milestoneDone: player.h.best.gte(4) }">4 Hindrance Spirit<br>Keep Time, Enhance, and Space Upgrades on all fourth row resets</td></tr> <tr><td v-bind:class="{ milestone: player.h.best.lt(4), milestoneDone: player.h.best.gte(4) }">4 Hindrance Spirit<br>Keep Time, Enhance, and Space Upgrades on all fourth row resets</td></tr>
<tr><td v-bind:class="{ milestone: player.h.best.lt(5), milestoneDone: player.h.best.gte(5) }">5 Hindrance Spirit<br>Automatically purchase Extra Time Capsules&nbsp;&nbsp;&nbsp;<button v-if="player.h.best.gte(5)" class="smallUpg can t" onclick="toggleAuto('t', 'Cap')">{{player.t.autoCap?"ON":"OFF"}}</button></td></tr> <tr><td v-bind:class="{ milestone: player.h.best.lt(5), milestoneDone: player.h.best.gte(5) }">5 Hindrance Spirit<br>Automatically purchase Extra Time Capsules&nbsp;&nbsp;&nbsp;<button v-if="player.h.best.gte(5)" class="smallUpg can t" onclick="toggleAuto('t', 'Cap')">{{player.t.autoCap?"ON":"OFF"}}</button></td></tr>
<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>
<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&nbsp;&nbsp;&nbsp;<button v-if="player.h.best.gte(15)" class="smallUpg can sb" onclick="toggleAuto('sb')">{{player.sb.auto?"ON":"OFF"}}</button></td></tr>
</table> </table>
</div> </div>
<div v-if="layer=='q'"> <div v-if="layer=='q'">
@ -228,6 +236,8 @@
<tr><td v-bind:class="{ milestone: player.q.best.lt(2), milestoneDone: player.q.best.gte(2) }">2 Quirks<br>You can buy max Time Capsules & Space Energy</td></tr> <tr><td v-bind:class="{ milestone: player.q.best.lt(2), milestoneDone: player.q.best.gte(2) }">2 Quirks<br>You can buy max Time Capsules & Space Energy</td></tr>
<tr><td v-bind:class="{ milestone: player.q.best.lt(4), milestoneDone: player.q.best.gte(4) }">4 Quirks<br>Keep Space Buildings on all fourth row resets</td></tr> <tr><td v-bind:class="{ milestone: player.q.best.lt(4), milestoneDone: player.q.best.gte(4) }">4 Quirks<br>Keep Space Buildings on all fourth row resets</td></tr>
<tr><td v-bind:class="{ milestone: player.q.best.lt(5), milestoneDone: player.q.best.gte(5) }">5 Quirks<br>Automatically purchase Enhancers&nbsp;&nbsp;&nbsp;<button v-if="player.q.best.gte(5)" class="smallUpg can e" onclick="toggleAuto('e')">{{player.e.auto?"ON":"OFF"}}</button></td></tr> <tr><td v-bind:class="{ milestone: player.q.best.lt(5), milestoneDone: player.q.best.gte(5) }">5 Quirks<br>Automatically purchase Enhancers&nbsp;&nbsp;&nbsp;<button v-if="player.q.best.gte(5)" class="smallUpg can e" onclick="toggleAuto('e')">{{player.e.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-bind:class="{ milestone: player.q.best.lt(10), milestoneDone: player.q.best.gte(10) }">10 Quirks<br>Automatically purchase Time Capsules & Space Energy<br><button v-if="player.q.best.gte(10)" class="smallUpg can t" onclick="toggleAuto('t')">{{player.t.auto?"ON":"OFF"}}</button>&nbsp;<button v-if="player.q.best.gte(10)" class="smallUpg can s" onclick="toggleAuto('s')">{{player.s.auto?"ON":"OFF"}}</button></td></tr>
<tr><td v-bind:class="{ milestone: player.q.best.lt(15), milestoneDone: player.q.best.gte(15) }">15 Quirks<br>Gain 100% of Enhance Point gain every second</td></tr>
</table><br><br> </table><br><br>
<button v-bind:class="{ upgBig: true, can: player.q.points.gte(getQuirkLayerCost()), locked: player.q.points.lt(getQuirkLayerCost()), q: true }" onclick="buyQuirkLayer()">Increment your Quirk Layer<br>Cost: {{formatWhole(getQuirkLayerCost())}} Quirks<br>Layers: {{formatWhole(player.q.layers)}}</button> <button v-bind:class="{ upgBig: true, can: player.q.points.gte(getQuirkLayerCost()), locked: player.q.points.lt(getQuirkLayerCost()), q: true }" onclick="buyQuirkLayer()">Increment your Quirk Layer<br>Cost: {{formatWhole(getQuirkLayerCost())}} Quirks<br>Layers: {{formatWhole(player.q.layers)}}</button>
</div> </div>

2746
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@ -73,6 +73,7 @@ function getStartPlayer() {
sb: { sb: {
unl: false, unl: false,
order: 0, order: 0,
auto: false,
points: new Decimal(0), points: new Decimal(0),
best: new Decimal(0), best: new Decimal(0),
upgrades: [], upgrades: [],
@ -819,6 +820,7 @@ function checkForVars() {
if (player.s.buildings[5] === undefined) player.s.buildings[5] = new Decimal(0); if (player.s.buildings[5] === undefined) player.s.buildings[5] = new Decimal(0);
if (player.s.auto === undefined) player.s.auto = false if (player.s.auto === undefined) player.s.auto = false
if (player.sb === undefined) player.sb = getStartPlayer().sb if (player.sb === undefined) player.sb = getStartPlayer().sb
if (player.sb.auto === undefined) player.sb.auto = false
if (player.timePlayed === undefined) player.timePlayed = 0 if (player.timePlayed === undefined) player.timePlayed = 0
if (player.hasNaN === undefined) player.hasNaN = false if (player.hasNaN === undefined) player.hasNaN = false
if (player.h === undefined) player.h = getStartPlayer().h if (player.h === undefined) player.h = getStartPlayer().h
@ -1046,7 +1048,8 @@ function rowReset(row, layer) {
case 1: case 1:
player.points = new Decimal(10); player.points = new Decimal(10);
player.p.points = new Decimal(0); player.p.points = new Decimal(0);
if ((player.h.best.lt(1)&&player.q.best.lt(1))||LAYER_ROW[layer]>=3) { if (LAYER_ROW[layer]>=3 && player.h.best.gte(10)) player.p.upgrades = prev.p.upgrades;
else if ((player.h.best.lt(1)&&player.q.best.lt(1))||LAYER_ROW[layer]>=3) {
if (layer=="b"||layer=="g") { if (layer=="b"||layer=="g") {
if (player[layer].best.lt(8)) player.p.upgrades = []; if (player[layer].best.lt(8)) player.p.upgrades = [];
} else if (layer=="t"||layer=="s"||layer=="sb") { } else if (layer=="t"||layer=="s"||layer=="sb") {
@ -1100,14 +1103,16 @@ function rowReset(row, layer) {
4: new Decimal(0), 4: new Decimal(0),
5: new Decimal(0) 5: new Decimal(0)
}), }),
upgrades: player.h.best.gte(2) ? player.s.upgrades : [], upgrades: player.h.best.gte(4) ? player.s.upgrades : [],
auto: player.s.auto,
} }
player.sb = { player.sb = {
unl: player.sb.unl, unl: player.sb.unl,
auto: player.sb.auto,
order: 0, order: 0,
points: new Decimal(0), points: new Decimal(0),
best: player.h.best.gte(2) ? player.sb.best : new Decimal(0), best: player.h.best.gte(2) ? player.sb.best : new Decimal(0),
upgrades: [], upgrades: player.h.best.gte(10) ? player.sb.upgrades : [],
} }
player.q.time = new Decimal(0); player.q.time = new Decimal(0);
player.q.energy = new Decimal(0); player.q.energy = new Decimal(0);
@ -1505,11 +1510,15 @@ function gameLoop(diff) {
let exp = getQuirkEnergyGainExp() let exp = getQuirkEnergyGainExp()
if (exp.gte(0)) player.q.energy = player.q.energy.plus(player.q.time.pow(exp).times(diff)) if (exp.gte(0)) player.q.energy = player.q.energy.plus(player.q.time.pow(exp).times(diff))
} }
if (player.q.best.gte(15)) player.e.points = player.e.points.plus(tmp.resetGain.e.times(diff))
if (player.b.auto&&player.t.best.gte(5)) doReset("b") if (player.b.auto&&player.t.best.gte(5)) doReset("b")
if (player.g.auto&&player.s.best.gte(5)) doReset("g") if (player.g.auto&&player.s.best.gte(5)) doReset("g")
if (player.e.auto&&player.q.best.gte(5)) maxEnhancers() if (player.e.auto&&player.q.best.gte(5)) maxEnhancers()
if (player.t.autoCap&&player.h.best.gte(5)) maxExtTimeCapsules() if (player.t.autoCap&&player.h.best.gte(5)) maxExtTimeCapsules()
if (player.t.auto&&player.q.best.gte(10)) doReset("t")
if (player.s.auto&&player.q.best.gte(10)) doReset("s")
if (player.sb.auto&&player.h.best.gte(15)) doReset("sb")
if (player.hasNaN&&!NaNalert) { if (player.hasNaN&&!NaNalert) {
alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.") alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")