addLayer("c", { layer: "c", // This is assigned automatically, both to the layer and all upgrades, etc. Shown here so you know about it name: "Candies", // This is optional, only used in a few places, If absent it just uses the layer id. startData() { return { unl: true, points: new Decimal(0), best: new Decimal(0), total: new Decimal(0), buyables: {}, // You don't actually have to initialize this one beep: false, }}, color:() => "#4BDC13", requires:() => new Decimal(10), // Can be a function that takes requirement increases into account resource: "lollipops", // Name of prestige currency baseResource: "candies", // Name of resource prestige is based on baseAmount() {return player.points}, // Get the current amount of baseResource type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have exponent: 0.5, // Prestige currency exponent base: 5, // Only needed for static layers, base of the formula (b^(x^exp)) resCeil: false, // True if the cost needs to be rounded up (use when baseResource is static?) canBuyMax() {}, // Only needed for static layers with buy max gainMult() { // Calculate the multiplier for main currency from bonuses mult = new Decimal(1) if (hasUpg(this.layer, 166)) mult = mult.times(2) // These upgrades don't exist if (hasUpg(this.layer, 120)) mult = mult.times(upgEffect(this.layer, 120)) return mult }, gainExp() { // Calculate the exponent on main currency from bonuses return new Decimal(1) }, row: 0, // Row the layer is in on the tree (0 is the first row) effect() { return { // Formulas for any boosts inherent to resources in the layer. Can return a single value instead of an object if there is just one effect waffleBoost: (true == false ? 0 : Decimal.pow(player[this.layer].points, 0.2)), icecreamCap: (player[this.layer].points * 10) }}, effectDescription() { // Optional text to describe the effects eff = this.effect(); eff.waffleBoost = eff.waffleBoost.times(buyableEffect(this.layer, 11).first) return "which are boosting waffles by "+format(eff.waffleBoost)+" and increasing the Ice Cream cap by "+format(eff.icecreamCap) }, milestones: { 0: {requirementDesc:() => "3 Lollipops", done() {return player[this.layer].best.gte(3)}, // Used to determine when to give the milestone effectDesc:() => "Unlock the next milestone", }, 1: {requirementDesc:() => "4 Lollipops", unl() {return hasMilestone(this.layer, 0)}, done() {return player[this.layer].best.gte(4)}, effectDesc:() => "You can toggle beep and boop (which do nothing)", toggles: [ ["c", "beep"], // Each toggle is defined by a layer and the data toggled for that layer ["f", "boop"]], style() { if(hasMilestone(this.layer, this.id)) return { 'background-color': '#1111DD' }}, }, }, challs: { rows: 1, cols: 1, 11: { name:() => "Fun", desc:() => "Makes the game 0% harder", unl() { return player[this.layer].best.gt(0) }, goal:() => new Decimal("20"), currencyDisplayName: "lollipops", // Use if using a nonstandard currency currencyInternalName: "points", // Use if using a nonstandard currency currencyLayer: this.layer, // Leave empty if not in a layer effect() { let ret = player[this.layer].points.add(1).tetrate(0.02) return ret; }, effectDisplay(x) { return format(x)+"x" }, countsAs: [12, 21], // Use this for if a challenge includes the effects of other challenges. Being in this challenge "counts as" being in these. reward:() => "Says hi", onComplete() {console.log("hiii")} // Called when you complete the challenge }, }, upgrades: { rows: 1, cols: 3, 11: { title:() => "Generator of Genericness", desc:() => "Gain 1 Point every second.", cost:() => new Decimal(1), unl() { return player[this.layer].unl }, // The upgrade is only visible when this is true }, 12: { desc:() => "Candy generation is faster based on your unspent Lollipops.", cost:() => new Decimal(1), unl() { return (hasUpg(this.layer, 11))}, effect() { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values let ret = player[this.layer].points.add(1).pow(player[this.layer].upgrades.includes(24)?1.1:(player[this.layer].upgrades.includes(14)?0.75:0.5)) if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000") return ret; }, effectDisplay(fx) { return format(fx)+"x" }, // Add formatting to the effect }, 13: { desc:() => "Unlock a secret subtab and make this layer act if you unlocked it first.", cost:() => new Decimal(69), currencyDisplayName: "candies", // Use if using a nonstandard currency currencyInternalName: "points", // Use if using a nonstandard currency currencyLayer: "", // Leave empty if not in a layer "e.g. points" unl() { return (hasUpg(this.layer, 12))}, onPurchase() { // This function triggers when the upgrade is purchased player[this.layer].order = 0 }, style() { if (hasUpg(this.layer, this.id)) return { 'background-color': '#1111dd' } else if (!canAffordUpg(this.layer, this.id)) { return { 'background-color': '#dd1111' } } // Otherwise use the default }, }, }, buyables: { rows: 1, cols: 1, respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear player[this.layer].points = player[this.layer].points.add(player[this.layer].spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value resetBuyables(this.layer) doReset(this.layer, true) // Force a reset }, respecText:() => "Respec Thingies", // Text on Respec button, optional 11: { title:() => "Exhancers", // Optional, displayed at the top in a larger font cost(x) { // cost for buying xth buyable, can be an object if there are multiple currencies if (x.gte(25)) x = x.pow(2).div(25) let cost = Decimal.pow(2, x.pow(1.5)) return cost.floor() }, effect(x) { // Effects of owning x of the items, x is a decimal let eff = {} if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1)) else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1)) if (x.gte(0)) eff.second = x.pow(0.8) else eff.second = x.times(-1).pow(0.8).times(-1) return eff; }, display() { // Everything else displayed in the buyable button after the title let data = tmp.buyables[this.layer][this.id] return "Cost: " + format(data.cost) + " lollipops\n\ Amount: " + player[this.layer].buyables[this.id] + "\n\ Adds + " + format(data.effect.first) + " things and multiplies stuff by " + format(data.effect.second) }, unl() { return player[this.layer].unl }, canAfford() { return player[this.layer].points.gte(tmp.buyables[this.layer][this.id].cost)}, buy() { cost = tmp.buyables[this.layer][this.id].cost player[this.layer].points = player[this.layer].points.sub(cost) player[this.layer].buyables[this.id] = player[this.layer].buyables[this.id].add(1) player[this.layer].spentOnBuyables = player[this.layer].spentOnBuyables.add(cost) // This is a built-in system that you can use for respeccing but it only works with a single Decimal value }, buyMax() {}, // You'll have to handle this yourself if you want }, }, doReset(resettingLayer){ // Triggers when this layer is being reset, along with the layer doing the resetting. Not triggered by lower layers resetting, but is by layers on the same row. if(layers[resettingLayer].row > this.row) fullLayerReset(this.layer) // This is actually the default behavior }, layerShown() {return true}, // Condition for when layer appears on the tree update(diff) { if (player[this.layer].upgrades.includes(11)) player.points = player.points.add(tmp.pointGen.times(diff)).max(0) }, // Do any gameloop things (e.g. resource generation) inherent to this layer automate() { }, // Do any automation inherent to this layer if appropriate updateTemp() { }, // Do any necessary temp updating, not that important usually resetsNothing() {return false}, onPrestige(gain) { return }, // Useful for if you gain secondary resources or have other interesting things happen to this layer when you reset it. You gain the currency after this function ends. hotkeys: [ {key: "c", desc: "C: reset for lollipops or whatever", onPress(){if (player[this.layer].unl) doReset(this.layer)}}, {key: "ctrl+c" + this.layer, desc: "Ctrl+c: respec things", onPress(){if (player[this.layer].unl) respecBuyables(this.layer)}}, ], incr_order: [], // Array of layer names to have their order increased when this one is first unlocked microtabs: { stuff: { first: { content: ["upgrades", ["display-text", function() {return "confirmed"}]] }, second: { content: [["upgrade", 11], ["row", [["upgrade", 11], "blank", "blank", ["upgrade", 11],]], ["display-text", function() {return "double confirmed"}]] }, }, otherStuff: { // There could be another set of microtabs here } }, // Optional, lets you format the tab yourself by listing components. You can create your own components in v.js. tabFormat: { "main tab": { buttonStyle() {return {'color': 'orange'}}, content: ["main-display", ["prestige-button", function() {return "Melt your points into "}], ["blank", "5px"], // Height ["raw-html", function() {return ""}], ["display-text", function() {return 'I have ' + format(player.points) + ' pointy points!'}, {"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}], "h-line", "milestones", "blank", "upgrades", "challs"], }, thingies: { style() {return {'background-color': '#222222'}}, buttonStyle() {return {'border-color': 'orange'}}, content:[ ["buyables", "150px"], "blank", ["row", [ ["toggle", ["c", "beep"]], ["blank", ["30px", "10px"]], // Width, height ["display-text", function() {return "Beep"}], "blank", ["v-line", "200px"], ["column", [ ["prestige-button", function() {return "Be redundant for "}, {'width': '150px', 'height': '30px'}], ["prestige-button", function() {return "Be redundant for "}, {'width': '150px', 'height': '30px'}], ]], ], {'width': '600px', 'height': '350px', 'background-color': 'green', 'border-style': 'solid'}], "blank", ["display-image", "discord.png"],], }, illuminati: { unl() {return (hasUpg("c", 13))}, content:[ ["raw-html", function() {return "