mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
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Beta v1.1 Alpha 3
This commit is contained in:
parent
da103d78f8
commit
cfaac5b325
4 changed files with 2769 additions and 5 deletions
12
index.html
12
index.html
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@ -3,7 +3,7 @@
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<title>The Prestige Tree</title>
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<title>The Prestige Tree</title>
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<link rel="stylesheet" type="text/css" href="style.css" />
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<link rel="stylesheet" type="text/css" href="style.css" />
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<script src="https://cdn.jsdelivr.net/npm/vue/dist/vue.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/vue/dist/vue.js"></script>
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<script type="text/javascript" src="js/break_eternity.min.js"></script>
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<script type="text/javascript" src="js/break_eternity.js"></script>
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<script type="text/javascript" src="js/temp.js"></script>
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<script type="text/javascript" src="js/temp.js"></script>
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<script type="text/javascript" src="js/saves.js"></script>
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<script type="text/javascript" src="js/saves.js"></script>
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<script type="text/javascript" src="js/game.js"></script>
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<script type="text/javascript" src="js/game.js"></script>
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@ -86,6 +86,12 @@
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<li>Implemented some new milestones</li>
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<li>Implemented some new milestones</li>
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<li>Balanced up to 5 Hindrance Spirit & 5 Quirks</li>
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<li>Balanced up to 5 Hindrance Spirit & 5 Quirks</li>
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</ul>
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</ul>
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<h3>Beta v1.1 Alpha 3</h3>
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<ul>
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<li>Fixed corruption bug</li>
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<li>Implemented some new milestones</li>
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<li>Balanced up to 15 Hindrance Spirit & 15 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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@ -220,6 +226,8 @@
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<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>
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<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>
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<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>
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<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>
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<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 <button v-if="player.h.best.gte(5)" class="smallUpg can t" onclick="toggleAuto('t', 'Cap')">{{player.t.autoCap?"ON":"OFF"}}</button></td></tr>
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<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 <button v-if="player.h.best.gte(5)" class="smallUpg can t" onclick="toggleAuto('t', 'Cap')">{{player.t.autoCap?"ON":"OFF"}}</button></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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</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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@ -228,6 +236,8 @@
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<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>
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<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>
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<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>
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<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>
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<tr><td v-bind:class="{ milestone: player.q.best.lt(5), milestoneDone: player.q.best.gte(5) }">5 Quirks<br>Automatically purchase Enhancers <button v-if="player.q.best.gte(5)" class="smallUpg can e" onclick="toggleAuto('e')">{{player.e.auto?"ON":"OFF"}}</button></td></tr>
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<tr><td v-bind:class="{ milestone: player.q.best.lt(5), milestoneDone: player.q.best.gte(5) }">5 Quirks<br>Automatically purchase Enhancers <button v-if="player.q.best.gte(5)" class="smallUpg can e" onclick="toggleAuto('e')">{{player.e.auto?"ON":"OFF"}}</button></td></tr>
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<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> <button v-if="player.q.best.gte(10)" class="smallUpg can s" onclick="toggleAuto('s')">{{player.s.auto?"ON":"OFF"}}</button></td></tr>
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<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>
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</table><br><br>
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</table><br><br>
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<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>
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<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>
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</div>
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</div>
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2746
js/break_eternity.js
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2746
js/break_eternity.js
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1
js/break_eternity.min.js
vendored
1
js/break_eternity.min.js
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15
js/game.js
15
js/game.js
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@ -73,6 +73,7 @@ function getStartPlayer() {
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sb: {
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sb: {
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unl: false,
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unl: false,
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order: 0,
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order: 0,
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auto: false,
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points: new Decimal(0),
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points: new Decimal(0),
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best: new Decimal(0),
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best: new Decimal(0),
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upgrades: [],
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upgrades: [],
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@ -819,6 +820,7 @@ function checkForVars() {
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if (player.s.buildings[5] === undefined) player.s.buildings[5] = new Decimal(0);
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if (player.s.buildings[5] === undefined) player.s.buildings[5] = new Decimal(0);
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if (player.s.auto === undefined) player.s.auto = false
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if (player.s.auto === undefined) player.s.auto = false
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if (player.sb === undefined) player.sb = getStartPlayer().sb
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if (player.sb === undefined) player.sb = getStartPlayer().sb
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if (player.sb.auto === undefined) player.sb.auto = false
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if (player.timePlayed === undefined) player.timePlayed = 0
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if (player.timePlayed === undefined) player.timePlayed = 0
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if (player.hasNaN === undefined) player.hasNaN = false
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if (player.hasNaN === undefined) player.hasNaN = false
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if (player.h === undefined) player.h = getStartPlayer().h
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if (player.h === undefined) player.h = getStartPlayer().h
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@ -1046,7 +1048,8 @@ function rowReset(row, layer) {
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case 1:
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case 1:
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player.points = new Decimal(10);
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player.points = new Decimal(10);
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player.p.points = new Decimal(0);
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player.p.points = new Decimal(0);
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if ((player.h.best.lt(1)&&player.q.best.lt(1))||LAYER_ROW[layer]>=3) {
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if (LAYER_ROW[layer]>=3 && player.h.best.gte(10)) 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 (layer=="b"||layer=="g") {
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if (player[layer].best.lt(8)) player.p.upgrades = [];
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if (player[layer].best.lt(8)) player.p.upgrades = [];
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} else if (layer=="t"||layer=="s"||layer=="sb") {
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} else if (layer=="t"||layer=="s"||layer=="sb") {
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@ -1100,14 +1103,16 @@ function rowReset(row, layer) {
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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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5: new Decimal(0)
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}),
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}),
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upgrades: player.h.best.gte(2) ? player.s.upgrades : [],
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upgrades: player.h.best.gte(4) ? player.s.upgrades : [],
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auto: player.s.auto,
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}
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}
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player.sb = {
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player.sb = {
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unl: player.sb.unl,
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unl: player.sb.unl,
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auto: player.sb.auto,
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order: 0,
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order: 0,
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points: new Decimal(0),
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points: new Decimal(0),
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best: player.h.best.gte(2) ? player.sb.best : new Decimal(0),
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best: player.h.best.gte(2) ? player.sb.best : new Decimal(0),
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upgrades: [],
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upgrades: player.h.best.gte(10) ? player.sb.upgrades : [],
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}
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}
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player.q.time = new Decimal(0);
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player.q.time = new Decimal(0);
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player.q.energy = new Decimal(0);
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player.q.energy = new Decimal(0);
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@ -1505,11 +1510,15 @@ function gameLoop(diff) {
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let exp = getQuirkEnergyGainExp()
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let exp = getQuirkEnergyGainExp()
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if (exp.gte(0)) player.q.energy = player.q.energy.plus(player.q.time.pow(exp).times(diff))
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if (exp.gte(0)) player.q.energy = player.q.energy.plus(player.q.time.pow(exp).times(diff))
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}
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}
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if (player.q.best.gte(15)) player.e.points = player.e.points.plus(tmp.resetGain.e.times(diff))
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if (player.b.auto&&player.t.best.gte(5)) doReset("b")
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if (player.b.auto&&player.t.best.gte(5)) doReset("b")
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if (player.g.auto&&player.s.best.gte(5)) doReset("g")
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if (player.g.auto&&player.s.best.gte(5)) doReset("g")
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if (player.e.auto&&player.q.best.gte(5)) maxEnhancers()
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if (player.e.auto&&player.q.best.gte(5)) maxEnhancers()
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if (player.t.autoCap&&player.h.best.gte(5)) maxExtTimeCapsules()
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if (player.t.autoCap&&player.h.best.gte(5)) maxExtTimeCapsules()
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if (player.t.auto&&player.q.best.gte(10)) doReset("t")
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if (player.s.auto&&player.q.best.gte(10)) doReset("s")
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if (player.sb.auto&&player.h.best.gte(15)) doReset("sb")
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if (player.hasNaN&&!NaNalert) {
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if (player.hasNaN&&!NaNalert) {
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alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")
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alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")
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