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https://github.com/Acamaeda/The-Modding-Tree.git
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Beta v1.2 Alpha 7
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parent
c4a4877c7b
commit
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4 changed files with 74 additions and 13 deletions
15
index.html
15
index.html
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@ -15,6 +15,10 @@
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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 7</h3>
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<ul>
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<li>Balanced up to 1e3,950,000 Points, 1,500,000 Magic, and 5,000,000 Balance Energy</li>
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</ul><br>
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<h3>Beta v1.2 Alpha 6</h3>
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<ul>
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<li>Fixed a bug with hotkeys</li>
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@ -243,7 +247,12 @@
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<span v-if="player.q.unl">Q: Quirk reset</span><br>
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<span v-if="player.hb.unl">Ctrl+B: Hyper-Booster reset</span><br>
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<span v-if="player.ss.unl">Shift+S: Subspace reset</span><br>
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<span v-if="player.m.unl">M: Magic reset</span><br>
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<span v-if="player.m.unl">
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M: Magic reset<br>
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1: Cast spell 1<br>
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2: Cast spell 2<br>
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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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</div>
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<div v-if="player.tab=='options'" class="col right">
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@ -419,14 +428,14 @@
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<br>
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<div class="upgRow">
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<div v-for="id in 3">
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<button v-bind:class="{ upg: true, bought: spellActive(id), can: ((player.m.points.gte(1))&&player.m.unl&&!spellActive(id)), locked: (!(player.m.points.gte(1)||spellActive(id))), m: true }" v-on:click="activateSpell(id)">{{SPELL_NAMES[id]}}<br>Time Left: {{format(player.m.spellTimes[id])}}<br>Effect: {{getSpellDesc(id)}}</button>
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<button v-bind:class="{ upg: true, bought: spellActive(id), can: ((player.m.points.gte(1))&&player.m.unl&&!spellActive(id)), locked: (!(player.m.points.gte(1)||spellActive(id))), m: true }" v-on:click="activateSpell(id)"><h3>{{SPELL_NAMES[id]}}</h3><br>Time Left: {{format(player.m.spellTimes[id])}}<br>Effect: {{getSpellDesc(id)}}</button>
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</div>
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</div><br><br>
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You have {{formatWhole(player.m.hexes)}} Hexes, which are multiplying Hindrance Spirit & Quirk gain by {{format(tmp.hexEff)}}<br><br>
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<table>
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<tr><td v-if="milestoneShown(player.m.best.gte(1))" v-bind:class="{ milestone: player.m.best.lt(1), milestoneDone: player.m.best.gte(1) }">1 Magic<br>Keep row 4 milestones on all resets</td></tr>
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<tr><td v-if="milestoneShown(player.m.best.gte(2))" v-bind:class="{ milestone: player.m.best.lt(2), milestoneDone: player.m.best.gte(2) }">2 Magic<br>Keep Hindrance completions on all resets</td></tr>
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<tr><td v-if="milestoneShown(player.m.best.gte(3))" v-bind:class="{ milestone: player.m.best.lt(3), milestoneDone: player.m.best.gte(3) }">3 Magic<br>Gain 1% of Hindrance Energy & Quirk gain every second</td></tr>
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<tr><td v-if="milestoneShown(player.m.best.gte(3))" v-bind:class="{ milestone: player.m.best.lt(3), milestoneDone: player.m.best.gte(3) }">3 Magic<br>Gain 1% of Hindrance Spirit & Quirk gain every second</td></tr>
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<tr><td v-if="milestoneShown(player.m.best.gte(4), true)" v-bind:class="{ milestone: player.m.best.lt(4), milestoneDone: player.m.best.gte(4) }">4 Magic<br>Automatically purchase Hyper-Boosters & Subspace <button v-if="player.m.best.gte(4)" class="smallUpg can hb" onclick="toggleAuto('hb')">{{player.hb.auto?"ON":"OFF"}}</button> <button v-if="player.m.best.gte(4)" class="smallUpg can ss" onclick="toggleAuto('ss')">{{player.ss.auto?"ON":"OFF"}}</button></td></tr>
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</table>
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</div>
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@ -48,6 +48,7 @@ function drawTree() {
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if (layerUnl('m')) {
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drawTreeBranch("hb", "m")
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drawTreeBranch("h", "m")
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drawTreeBranch("q", "m")
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}
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if (layerUnl('ba')) {
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drawTreeBranch("q", "ba")
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70
js/game.js
70
js/game.js
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@ -1090,13 +1090,15 @@ const LAYER_UPGS = {
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unl: function() { return player.m.upgrades.includes(21) },
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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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desc: "Add free Quirk Layers based on your Boosters.",
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cost: new Decimal(80000),
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unl: function() { return player.m.upgrades.includes(22) },
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currently: function() { return player.b.points.plus(1).log10().times(0.9) },
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effDisp: function(x) { return "+"+format(x) },
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},
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},
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ba: {
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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: "All Balance Energy effects use better formulas.",
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@ -1148,6 +1150,30 @@ const LAYER_UPGS = {
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cost: new Decimal(2e4),
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unl: function() { return player.ba.upgrades.includes(22) },
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},
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31: {
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desc: "The Quirk Layer cost is adjusted based on your Balance Upgrades bought.",
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cost: new Decimal(4e5),
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unl: function() { return player.ba.upgrades.includes(23) },
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currently: function() { return Decimal.div(0.8, Math.pow(player.ba.upgrades.length+1, 0.1)).plus(1.2) },
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effDisp: function(x) { return "2 -> "+format(x) },
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},
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32: {
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desc: "Enhancers are stronger based on your Positivity.",
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cost: new Decimal(5e5),
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unl: function() { return player.ba.upgrades.includes(24) },
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currently: function() { return player.ba.positivity.plus(1).log10().plus(1).log10().plus(1).pow(2) },
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effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" },
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},
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33: {
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desc: "The Balance Power effect is squared.",
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cost: new Decimal(1e6),
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unl: function() { return player.ba.upgrades.includes(31) },
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},
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34: {
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desc: "The Positivity & Negativity effect uses a better formula.",
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cost: new Decimal(2e6),
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unl: function() { return player.ba.upgrades.includes(32) },
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},
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},
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}
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@ -1961,6 +1987,7 @@ function getEnhancerPow() {
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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.h.challs.includes(31)) pow = pow.times(2)
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if (player.q.upgrades.includes(42)) pow = pow.times(1.4)
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if (player.ba.upgrades.includes(32)) pow = pow.times(LAYER_UPGS.ba[32].currently())
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return pow
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}
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@ -2253,13 +2280,19 @@ function addToSBBase() {
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return toAdd
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}
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function getQuirkLayerCostBase() {
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let base = new Decimal(2)
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if (player.ba.upgrades.includes(31)) base = LAYER_UPGS.ba[31].currently()
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return base
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}
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function getQuirkLayerCost() {
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let cost = Decimal.pow(2, Decimal.pow(2, player.q.layers)).sub(1)
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let cost = Decimal.pow(tmp.qCB, Decimal.pow(tmp.qCB, player.q.layers)).sub(1)
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return cost.max(1);
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}
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function getQuirkLayerTarg() {
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let targ = player.q.points.plus(1).log2().plus(1).log2().plus(1).floor()
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let targ = player.q.points.plus(1).log(tmp.qCB).plus(1).log(tmp.qCB).plus(1).floor()
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return targ
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}
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@ -2273,10 +2306,16 @@ function getQuirkLayerMult() {
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return mult
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}
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function getExtraQuirkLayers() {
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let layers = new Decimal(0);
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if (player.m.upgrades.includes(24)) layers = layers.plus(LAYER_UPGS.m[24].currently())
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return layers;
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}
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function getQuirkEnergyGainExp() {
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let mult = new Decimal(1)
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if (spellActive(3)) mult = mult.times(tmp.spellEffs[3])
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return player.q.layers.sub(1).times(mult)
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return player.q.layers.plus(getExtraQuirkLayers()).sub(1).times(mult)
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}
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function getQuirkEnergyEff() {
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@ -2509,6 +2548,7 @@ function getHyperBoosterPow() {
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function getBalancePowerEff() {
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let eff = player.ba.power.plus(1).sqrt()
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if (player.ba.upgrades.includes(14)) eff = eff.pow(5)
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if (player.ba.upgrades.includes(33)) eff = eff.pow(2)
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return eff;
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}
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@ -2516,6 +2556,7 @@ function getBalanceTypesEff() {
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let mod = player.ba.positivity.plus(1).log10().plus(1).div(player.ba.negativity.plus(1).log10().plus(1)).log10().abs().plus(1).pow(-1)
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let pos = player.ba.positivity.plus(1).log10().plus(1)
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let neg = player.ba.negativity.plus(1).log10().plus(1)
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if (player.ba.upgrades.includes(34)) mod = mod.times(1.5)
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let eff = pos.times(neg).pow(mod)
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return eff;
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}
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@ -2539,9 +2580,9 @@ function getNegGainMult() {
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}
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const SPELL_NAMES = {
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1: "Spell 1",
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2: "Spell 2",
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3: "Spell 3",
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1: "Booster Launch",
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2: "Time Warp",
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3: "Quirk Amplification",
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}
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const SPELL_DESCS = {
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@ -2734,6 +2775,15 @@ document.onkeydown = function(e) {
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case "S":
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if (player.ss.unl) doReset("ss")
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break;
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case "1":
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if (player.ba.unl) activateSpell(1)
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break;
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case "2":
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if (player.ba.unl) activateSpell(2)
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break;
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case "3":
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if (player.ba.unl) activateSpell(3)
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break;
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}
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} else if (player[key].unl) doReset(key)
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}
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@ -47,6 +47,7 @@ function updateTemp() {
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tmp.sbUnl = getSpaceBuildingsUnl()
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tmp.quirkEff = getQuirkEnergyEff()
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tmp.qCB = getQuirkLayerCostBase()
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tmp.ssEff1 = getSubspaceEff1()
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tmp.ssEff2 = getSubspaceEff2()
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