var player; var tmp = {}; var offTime = { remain: 0, speed: 1, }; var needCanvasUpdate = true; var NaNalert = false; var gameEnded = false; function getStartPlayer() { return { tab: "tree", time: Date.now(), autosave: true, notify: {}, msDisplay: "always", offlineProd: true, versionType: "real", version: 1.1, timePlayed: 0, keepGoing: false, hasNaN: false, points: new Decimal(10), p: { unl: false, points: new Decimal(0), best: new Decimal(0), upgrades: [], }, b: { unl: false, points: new Decimal(0), best: new Decimal(0), upgrades: [], auto: false, }, g: { unl: false, points: new Decimal(0), power: new Decimal(0), best: new Decimal(0), upgrades: [], auto: false, }, e: { unl: false, auto: false, order: 0, points: new Decimal(0), best: new Decimal(0), enhancers: new Decimal(0), upgrades: [], }, t: { unl: false, auto: false, autoCap: false, order: 0, points: new Decimal(0), best: new Decimal(0), energy: new Decimal(0), extCapsules: new Decimal(0), upgrades: [], }, s: { unl: false, auto: false, autoBuild: false, order: 0, points: new Decimal(0), best: new Decimal(0), spent: new Decimal(0), buildings: { 1: new Decimal(0), 2: new Decimal(0), 3: new Decimal(0), 4: new Decimal(0), 5: new Decimal(0) }, upgrades: [], }, sb: { unl: false, order: 0, auto: false, points: new Decimal(0), best: new Decimal(0), upgrades: [], }, sg: { unl: false, auto: false, points: new Decimal(0), best: new Decimal(0), power: new Decimal(0), upgrades: [], }, h: { unl: false, time: 0, points: new Decimal(0), best: new Decimal(0), active: 0, challs: [], upgrades: [], }, q: { unl: false, auto: false, points: new Decimal(0), best: new Decimal(0), layers: new Decimal(0), energy: new Decimal(0), time: new Decimal(0), upgrades: [], }, hb: { unl: false, auto: false, order: 0, points: new Decimal(0), best: new Decimal(0), upgrades: [], }, ss: { unl: false, auto: false, order: 0, points: new Decimal(0), best: new Decimal(0), subspace: new Decimal(0), upgrades: [], }, m: { unl: false, auto: false, autoIns: false, points: new Decimal(0), best: new Decimal(0), spellTimes: { 1: 0, 2: 0, 3: 0, 4: 0, }, hexes: new Decimal(0), toCast: { 1: "1", 2: "1", 3: "1", 4: "1", }, casted: { 1: new Decimal(1), 2: new Decimal(1), 3: new Decimal(1), 4: new Decimal(1), }, upgrades: [], }, ba: { unl: false, points: new Decimal(0), best: new Decimal(0), power: new Decimal(0), positivity: new Decimal(0), negativity: new Decimal(0), upgrades: [], }, sp: { unl: false, points: new Decimal(0), best: new Decimal(0), total: new Decimal(0), upgrades: [], }, } } const LAYERS = ["p", "b", "g", "e", "t", "s", "sb", "sg", "h", "q", "hb", "ss", "m", "ba", "sp"] const LAYER_REQS = { p: new Decimal(10), b: new Decimal(200), g: new Decimal(200), e: new Decimal(1e120), t: new Decimal(1e120), s: new Decimal(1e120), sb: new Decimal(180), sg: new Decimal(1000), h: new Decimal(1e220), q: new Decimal("1e512"), hb: new Decimal(12), ss: new Decimal(36), m: new Decimal(1e80), ba: new Decimal(1e130), sp: new Decimal("1e8500000"), } const LAYER_RES = { p: "prestige points", b: "boosters", g: "generators", e: "enhance points", t: "time capsules", s: "space energy", sb: "super-boosters", sg: "super-generators", h: "hindrance spirit", q: "quirks", hb: "hyper-boosters", ss: "subspace energy", m: "magic", ba: "balance energy", sp: "super-prestige points", } const LAYER_RES_CEIL = ["sb", "sg", "hb", "ss"] const LAYER_TYPE = { p: "normal", b: "static", g: "static", e: "normal", t: "static", s: "static", sb: "static", sg: "static", h: "normal", q: "normal", hb: "static", ss: "static", m: "normal", ba: "normal", sp: "normal", } const LAYER_EXP = { p: new Decimal(0.5), b: new Decimal(1.25), g: new Decimal(1.25), e: new Decimal(0.02), t: new Decimal(1.85), s: new Decimal(1.85), sb: new Decimal(1.25), sg: new Decimal(1.4), h: new Decimal(0.015), q: new Decimal(0.0075), hb: new Decimal(2.5), ss: new Decimal(1.1), m: new Decimal(0.01), ba: new Decimal(0.00667), sp: new Decimal(2e-7), } const LAYER_BASE = { b: new Decimal(5), g: new Decimal(5), t: new Decimal(1e15), s: new Decimal(1e15), sb: new Decimal(1.05), sg: new Decimal(1.2), hb: new Decimal(1.05), ss: new Decimal(1.15), } const LAYER_ROW = { p: 0, b: 1, g: 1, e: 2, t: 2, s: 2, sb: 2, sg: 2, h: 3, q: 3, hb: 3, ss: 3, m: 4, ba: 4, sp: 5, future_layer: 6, } const ROW_LAYERS = [ ["p"], ["b","g"], ["e","t","s","sb","sg"], ["h","q","hb","ss"], ["m","ba"], ["sp"], ["future_layer"], ] const ORDER_UP = [ [], [], ["e","t","s","sb"], ["hb","ss"], ["sp"], [], ] const LAYER_EFFS = { b: function() { if (tmp.hcActive ? tmp.hcActive[11] : true) return new Decimal(1); return Decimal.pow(Decimal.add(2, tmp.atbb).max(0), player.b.points.plus(getFreeBoosters()).times(getBoosterPower())).max(0) }, g: function() { return Decimal.pow(Decimal.add(2, tmp.atgb).times(tmp.sGenPowEff).times((player.ss.upgrades.includes(23) ? LAYER_UPGS.ss[23].currently() : 1)).max(0), player.g.points.times(getGenPow())).sub(1).times(getGenPowerGainMult()).max(0) }, t: function() { return { gain: Decimal.pow(Decimal.add(3, tmp.attb), player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap).times(getFreeExtPow())).times(getCapPow())).sub(1).times(getTimeEnergyGainMult()), limit: Decimal.pow(Decimal.add(2, tmp.attb), player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap).times(getFreeExtPow())).times(getCapPow())).sub(1).times(100).times(getTimeEnergyLimitMult()), }}, sb: function() { return Decimal.pow(Decimal.add(1.5, addToSBBase()), player.sb.points.times(getSuperBoosterPow())) }, sg: function() { return Decimal.pow(Decimal.add(2, addToSGBase()), player.sg.points).sub(1).times(getSuperGenPowerGainMult()).max(0) }, h: function() { 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); if (player.h.challs.includes(61)) ret = ret.times(1.2); if (ret.gte(100)) ret = ret.log10().times(50).min(ret); return ret; }, hb: function() { return Decimal.pow(Decimal.add(1.6, addToHBBase()), player.hb.points.pow(getHyperBoosterExp()).times(getHyperBoosterPow())) }, ss: function() { return player.ss.points.pow(2.5).times(getSubspaceGainMult()) }, ba: function() { let points1 = player.ba.points if (points1.gte(1e12)) points1 = points1.log10().pow(2).times(1e12/144).min(points1) return { power: points1.pow(0.2).pow(tmp.baExp ? tmp.baExp : 1).pow(player.ba.upgrades.includes(41)?2:1).times(player.ba.upgrades.includes(54) ? LAYER_UPGS.ba[54].currently() : 1), pos: player.ba.points.pow(0.7).pow(tmp.baExp ? tmp.baExp : 1), neg: player.ba.points.pow(0.65).times(0.4).pow(tmp.baExp ? tmp.baExp : 1), } }, } const LAYER_UPGS = { p: { rows: 3, cols: 3, 11: { desc: "Gain 1 Point every second.", cost: new Decimal(1), unl: function() { return player.p.unl }, }, 12: { desc: "Point generation is faster based on your unspent Prestige Points.", cost: new Decimal(1), unl: function() { return player.p.upgrades.includes(11) }, currently: function() { if (tmp.hcActive ? tmp.hcActive[32] : true) return new Decimal(1) let ret = player.p.points.plus(1).pow(player.g.upgrades.includes(24)?1.1:(player.g.upgrades.includes(14)?0.75:0.5)) if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000") return ret; }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "Point generation is faster based on your Point amount.", cost: new Decimal(5), unl: function() { return player.p.upgrades.includes(12) }, currently: function() { let ret = player.points.plus(1).log10().pow(0.75).plus(1) if (player.g.upgrades.includes(15)) ret = ret.pow(LAYER_UPGS.g[15].currently()) if (player.sp.upgrades.includes(11)) ret = ret.pow(100) return ret; }, effDisp: function(x) { return format(x)+"x" }, }, 21: { desc: "Prestige Point gain is doubled.", cost: new Decimal(20), unl: function() { return (player.b.unl||player.g.unl)&&player.p.upgrades.includes(11) }, }, 22: { desc: "Point generation is faster based on your Prestige Upgrades bought.", cost: new Decimal(75), unl: function() { return (player.b.unl||player.g.unl)&&player.p.upgrades.includes(12) }, currently: function() { return Decimal.pow(1.4, player.p.upgrades.length) }, effDisp: function(x) { return format(x)+"x" }, }, 23: { desc: "Prestige Point gain is boosted by your Point amount.", cost: new Decimal(5e3), unl: function() { return (player.b.unl||player.g.unl)&&player.p.upgrades.includes(13) }, currently: function() { let ret = player.points.plus(1).log10().cbrt().plus(1) if (player.g.upgrades.includes(23)) ret = ret.pow(LAYER_UPGS.g[23].currently()) if (player.p.upgrades.includes(33)) ret = ret.pow(1.25) if (player.sp.upgrades.includes(11)) ret = ret.pow(100) return ret; }, effDisp: function(x) { return format(x)+"x" }, }, 31: { desc: "Prestige Point gain is boosted by your Prestige Point amount.", cost: new Decimal("1e4450"), unl: function() { return player.e.upgrades.includes(33) }, currently: function() { let ret = player.p.points.plus(1).log10().plus(1).pow(player.p.points.plus(1).log10().div(200).plus(1)).pow(player.p.upgrades.includes(32) ? LAYER_UPGS.p[32].currently() : 1) let capStart = new Decimal("1e1000") if (player.sp.upgrades.includes(32)) capStart = capStart.times(LAYER_UPGS.sp[32].currently()) if (ret.gte(capStart)) ret = ret.log10().times(capStart.div(1e3)) if (player.sp.upgrades.includes(11)) ret = ret.pow(100) return ret; }, effDisp: function(x) { return format(x)+"x" }, }, 32: { desc: "The upgrade to the left is stronger based on your Points.", cost: new Decimal("1e5140"), unl: function() { return player.e.upgrades.includes(33) }, currently: function() { let ret = player.points.plus(1).log10().plus(1).root(16); return ret; }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 33: { desc: "The above upgrade is 25% stronger.", cost: new Decimal("1e5500"), unl: function() { return player.e.upgrades.includes(33) }, }, }, b: { rows: 3, cols: 3, 11: { desc: "Boosters boost Prestige Point gain.", cost: new Decimal(3), unl: function() { return player.b.unl }, currently: function() { return player.b.points.sqrt().plus(1).max(1.5) }, effDisp: function(x) { return format(x)+"x" }, }, 12: { desc: "Generators add to the Booster effect.", cost: new Decimal(7), unl: function() { return player.g.unl }, currently: function() { return player.g.points.plus(1).log10().sqrt().div(3).times((player.t.upgrades.includes(14)&&!(tmp.hcActive?tmp.hcActive[12]:true))?8.5:1) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 13: { desc: "Prestige Points add to the Booster effect.", cost: new Decimal(8), unl: function() { return player.b.best.gte(8) }, currently: function() { return player.p.points.plus(1).log10().plus(1).log10().div(3) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 21: { desc: "Square the Generator Power effect.", cost: new Decimal(10), unl: function() { return player.b.upgrades.includes(11) && player.b.upgrades.includes(12) }, }, 22: { desc: "The Generator Power effect is raised to the power of 1.2.", cost: new Decimal(15), unl: function() { return player.b.upgrades.includes(12) && player.b.upgrades.includes(13) }, }, 23: { desc: "Boosters are cheaper based on your points.", cost: new Decimal(18), unl: function() { return player.b.upgrades.includes(21) || player.b.upgrades.includes(22) }, currently: function() { return player.points.plus(1).log10().plus(1).pow(3.2).pow(tmp.spaceBuildEff?tmp.spaceBuildEff[4]:1) }, effDisp: function(x) { return "/"+format(x) }, }, 31: { desc: "Hyper-Boosters multiply the Booster base.", cost: new Decimal(1250), unl: function() { return player.hb.upgrades.includes(14) }, currently: function() { return Decimal.pow(4, player.hb.points.pow(2)) }, effDisp: function(x) { return format(x)+"x" }, }, 32: { desc: "Add free Boosters based on your Generator Power.", cost: new Decimal(1261), unl: function() { return player.hb.upgrades.includes(14) }, currently: function() { let ret = player.g.power.plus(1).log10().sqrt().floor(); if (ret.gte(1e3)) ret = ret.log10().times(1e3/3) return ret; }, effDisp: function(x) { return "+"+formatWhole(x) }, }, 33: { desc: "Add 100 free Boosters.", cost: new Decimal(1269), unl: function() { return player.hb.upgrades.includes(14) }, }, }, g: { rows: 3, cols: 5, 11: { desc: "Generators boost Prestige Point gain.", cost: new Decimal(3), unl: function() { return player.g.unl }, currently: function() { return player.g.points.sqrt().plus(1).max(1.5) }, effDisp: function(x) { return format(x)+"x" }, }, 12: { desc: "Boosters boost Generator Power gain.", cost: new Decimal(7), unl: function() { return player.b.unl }, currently: function() { return player.b.points.plus(1).log10().sqrt().div(3).times((player.t.upgrades.includes(14)&&!(tmp.hcActive?tmp.hcActive[12]:true))?3.75:1) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 13: { desc: "Prestige Points boost Generator Power gain.", cost: new Decimal(8), unl: function() { return player.g.best.gte(8) }, currently: function() { return player.p.points.plus(1).log10().plus(1).log10().div(3) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 14: { desc: "Prestige Upgrade 2 uses a better formula.", cost: new Decimal(13), unl: function() { return player.g.best.gte(10) }, }, 15: { desc: "Prestige Upgrade 3 is stronger based on your Generators.", cost: new Decimal(15), unl: function() { return player.g.upgrades.includes(13) }, currently: function() { let ret = player.g.points.sqrt().plus(1).times((player.e.upgrades.includes(32)&&!(tmp.hcActive?tmp.hcActive[12]:true)) ? LAYER_UPGS.e[32].currently() : 1) if (ret.gte(400)) ret = ret.cbrt().times(Math.pow(400, 2/3)) return ret; }, effDisp: function(x) { return "^"+format(x) }, }, 21: { desc: "Generator Power generates faster based on its amount.", cost: new Decimal(18), unl: function() { return player.g.upgrades.includes(15) }, currently: function() { return player.g.power.plus(1).log10().plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 22: { desc: "Generators are cheaper based on your Prestige Points.", cost: new Decimal(19), unl: function() { return player.g.upgrades.includes(15) }, currently: function() { return player.p.points.plus(1).pow(0.25).pow(player.g.upgrades.includes(32)?2.5:1) }, effDisp: function(x) { return "/"+format(x) }, }, 23: { desc: "Prestige Upgrade 6 is stronger based on your Boosters.", cost: new Decimal(20), unl: function() { return player.b.unl && player.g.upgrades.includes(15) }, currently: function() { return player.b.points.pow(0.75).plus(1) }, effDisp: function(x) { return "^"+format(x) }, }, 24: { desc: "Prestige Upgrade 2 uses an even better formula.", cost: new Decimal(22), unl: function() { return player.g.upgrades.includes(14) && (player.g.upgrades.includes(21)||player.g.upgrades.includes(22)) }, }, 25: { desc: "Prestige Points boost Generator Power gain.", cost: new Decimal(28), unl: function() { return player.g.upgrades.includes(23) && player.g.upgrades.includes(24) }, currently: function() { return player.p.points.plus(1).log10().sqrt().plus(1).pow((player.t.upgrades.includes(14)&&!(tmp.hcActive?tmp.hcActive[12]:true))?2.75:1).pow(player.g.upgrades.includes(31) ? LAYER_UPGS.g[31].currently() : 1) }, effDisp: function(x) { return format(x)+"x" }, }, 31: { desc: "Generator Upgrade 10 is stronger based on your Generators.", cost: new Decimal(950), unl: function() { return player.ss.upgrades.includes(21) }, currently: function() { return player.g.points.plus(1).log10().pow(3.6).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 32: { desc: "Generator Upgrade 7 is 150% stronger.", cost: new Decimal(960), unl: function() { return player.ss.upgrades.includes(21) }, }, 33: { desc: "Generator Power adds to the Generator base.", cost: new Decimal(1025), unl: function() { return player.ss.upgrades.includes(21) }, currently: function() { return player.g.power.plus(1).log10().div(15).plus(1) }, effDisp: function(x) { return "+"+format(x) }, }, 34: { desc: "Generators are stronger based on their amount.", cost: new Decimal(1068), unl: function() { return player.ss.upgrades.includes(21) }, currently: function() { return player.g.points.plus(1).log10().plus(1).log10().plus(1).sqrt() }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 35: { desc: "Subspace boosts Generator Power gain.", cost: new Decimal(1130), unl: function() { return player.ss.upgrades.includes(21) }, currently: function() { return player.ss.subspace.plus(1).pow(40).pow(player.q.upgrades.includes(54)?20:1) }, effDisp: function(x) { return format(x)+"x" }, }, }, e: { rows: 3, cols: 5, 11: { desc: "Boosters & Generators boost each other.", cost: new Decimal(40), unl: function() { return player.e.unl }, currently: function() { let exp = 1 if (player.e.upgrades.includes(14)&&!(tmp.hcActive?tmp.hcActive[12]:true)) exp = 1.5 return {g: player.b.points.plus(1).log10().pow(exp), b: player.g.points.plus(1).log10().pow(exp)} }, effDisp: function(x) { return "+"+format(x.g)+" to Generator base, +"+format(x.b)+" to Booster base" }, }, 12: { desc: "Unspent Enhance Points boost Prestige Point gain.", cost: new Decimal(150), unl: function() { return player.e.unl&&player.e.best.gte(40) }, currently: function() { let ret = player.e.points.plus(1).pow((player.e.upgrades.includes(15)&&!(tmp.hcActive?tmp.hcActive[12]:true))?3.25:1.5) if (ret.gte("1e1500")) ret = ret.sqrt().times("1e750") return ret }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "You gain 1e10x as many Prestige Points.", cost: new Decimal(1000), unl: function() { return player.e.upgrades.includes(11)||player.e.upgrades.includes(12) }, }, 14: { desc: "Enhance Upgrade 1 uses a better formula.", cost: new Decimal(5e7), unl: function() { return player.e.upgrades.includes(13)&&(player.t.unl||player.s.unl) }, }, 15: { desc: "Enhance Upgrade 2 uses a better formula.", cost: new Decimal(2e10), unl: function() { return player.e.upgrades.includes(14)&&(player.t.unl||player.s.unl)&&player.e.best.gte(1e9) }, }, 21: { desc: "The Generator Power effect is raised to the power of 1.15.", cost: new Decimal(1e15), unl: function() { return player.t.unl&&(player.t.order==1||player.s.unl)&&player.e.upgrades.includes(14) }, }, 22: { desc: "This layer behaves as if you chose it first (base req is now 1e120 points)", cost: new Decimal(1e22), unl: function() { return (player.t.unl&&player.s.unl&&player.e.order==2)||player.e.upgrades.includes(22)||player.e.upgrades.includes(23) }, }, 23: { desc: "This layer behaves as if you chose it first (base req is now 1e120 points)", cost: new Decimal(1e40), unl: function() { return (player.t.unl&&player.s.unl)||player.e.upgrades.includes(22)||player.e.upgrades.includes(23) }, }, 24: { desc: "Prestige Points boost Enhance Point gain.", cost: new Decimal(1e65), unl: function() { return player.t.unl&&player.s.unl&&player.e.best.gte(1e50) }, currently: function() { return player.p.points.plus(1).pow(0.002) }, effDisp: function(x) { return format(x)+"x" }, }, 25: { desc: "Enhancers are stronger based on your Space Energy & Time Capsules.", cost: new Decimal(7.777e77), unl: function() { return player.t.unl&&player.s.unl&&player.e.best.gte(1e60) }, currently: function() { let ret = player.s.points.plus(player.t.points).div(32).plus(1); if (ret.gte(2)) ret = ret.log(2).plus(1).times(2).sqrt(); return ret; }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 31: { desc: "Enhancers are stronger based on your Super-Boosters.", cost: new Decimal(1e90), unl: function() { return player.e.upgrades.includes(25)&&player.sb.unl }, currently: function() { return player.sb.points.pow(0.75).div(4).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 32: { desc: "Generator Upgrade 5 is stronger based on your Enhance Points.", cost: new Decimal(7.5e108), unl: function() { return player.e.upgrades.includes(25)&&player.sb.unl }, currently: function() { let ret = Decimal.pow(10, player.e.points.plus(1).log10().pow(0.085)).div(10).max(1).min(10); return ret; }, effDisp: function(x) { return format(x)+"x" }, }, 33: { desc: "Unlock 3 new Prestige Upgrades.", cost: new Decimal(2.5e139), unl: function() { return player.e.upgrades.includes(31)||player.e.upgrades.includes(32) }, }, 34: { desc: "You gain 1e40x as many Prestige Points.", cost: new Decimal(1e152), unl: function() { return player.e.upgrades.includes(31)&&player.e.upgrades.includes(32) }, }, 35: { desc: "Points boost Generator Power gain.", cost: new Decimal(2e189), unl: function() { return player.e.upgrades.includes(33)||player.e.upgrades.includes(34) }, currently: function() { return player.points.plus(1).pow(0.004) }, effDisp: function(x) { return format(x)+"x" }, }, }, t: { rows: 3, cols: 4, 11: { desc: "Non-extra Time Capsules boost the Booster effect.", cost: new Decimal(2), unl: function() { return player.t.unl }, currently: function() { return player.t.points.pow(0.9).plus(0.5).plus((player.t.upgrades.includes(13)&&!(tmp.hcActive?tmp.hcActive[12]:true))?LAYER_UPGS.t[13].currently():0) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 12: { desc: "The Time Energy cap starts later based on your Boosters, and you get a free Extra Time Capsule.", cost: new Decimal(3), unl: function() { return player.t.best.gte(2)&&player.t.unl }, currently: function() { return player.b.points.pow(0.95).plus(1).pow(player.q.upgrades.includes(43)?16:1) }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "Extra Time Capsules are added to the first Time Upgrade's effect formula, but at a reduced amount.", cost: new Decimal(3), unl: function() { return player.t.upgrades.includes(11) }, currently: function() { return player.t.extCapsules.plus(tmp.freeExtCap).pow(0.95) }, effDisp: function(x) { return "+"+format(x) }, }, 14: { desc: "Generator Upgrades 2 & 10 are 275% stronger, and Booster Upgrade 2 is 750% stronger.", cost: new Decimal(4), unl: function() { return player.t.upgrades.includes(12)||player.t.upgrades.includes(13) }, }, 21: { desc: "Time Energy boosts its own production & limit, and the Time Energy effect uses a better formula.", cost: new Decimal(4), unl: function() { return player.t.upgrades.includes(14) }, currently: function() { return player.t.energy.plus(1).log10().pow(1.1).plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 22: { desc: "Time Energy production & limit are boosted by your Enhance Points.", cost: new Decimal(5), unl: function() { return player.t.upgrades.includes(14)&&player.e.unl }, currently: function() { let ret = player.e.points.plus(1).pow(0.8/(1+player.t.order)) if (ret.gte("1e400")) ret = ret.log10().times(Decimal.div("1e400", 400)).min(ret) return ret; }, effDisp: function(x) { return format(x)+"x" }, }, 23: { desc: "Time Energy production & limit are boosted by your Space Energy.", cost: new Decimal(5), unl: function() { return player.t.upgrades.includes(14)&&player.s.unl }, currently: function() { return Decimal.pow(3, player.s.points.pow(0.9)) }, effDisp: function(x) { return format(x)+"x" }, }, 24: { desc: "Get 18 free boosters added to their effect.", cost: new Decimal(7), unl: function() { return player.t.upgrades.includes(21)&&player.t.best.gte(5) }, }, 31: { desc: "Add 25 to the booster effect base.", cost: new Decimal(8), unl: function() { return (player.t.upgrades.includes(22)&&(player.e.order==1||player.s.unl))||(player.t.upgrades.includes(23)&&(player.s.order==1||player.e.unl)) }, }, 32: { desc: "This layer behaves as if you chose it first (base req is now 1e120 points)", cost: new Decimal(12), unl: function() { return (player.s.unl&&player.e.unl)||player.t.upgrades.includes(32) }, }, 33: { desc: "Add 40 to the booster effect base.", cost: new Decimal(16), unl: function() { return player.s.unl&&player.e.unl&&player.t.upgrades.includes(32) }, }, 34: { desc: "Time Energy caps later and generates faster based on your non-free Time Capsules.", cost: new Decimal(18), unl: function() { return player.t.upgrades.includes(33)&&player.sb.unl }, currently: function() { return Decimal.pow(10, player.t.points.pow(1.2)) }, effDisp: function(x) { return format(x)+"x" }, }, }, s: { rows: 4, cols: 4, 11: { desc: "Add a free level to all Space Buildings.", cost: new Decimal(2), unl: function() { return player.s.unl }, }, 12: { desc: "Generator Power boosts its own generation.", cost: new Decimal(3), unl: function() { return player.s.best.gte(2)&&player.s.unl }, currently: function() { return player.g.power.plus(1).log10().plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "Space Building Levels boost Generator Power gain, and get 2 extra Space.", cost: new Decimal(3), unl: function() { return player.s.upgrades.includes(11) }, currently: function() { return Decimal.pow(20, Object.values(player.s.buildings).reduce((a,b) => Decimal.add(a,b))) }, effDisp: function(x) { return format(x)+"x" }, }, 14: { desc: "Unlock a 4th Space Building, and add a free level to all Space Buildings.", cost: new Decimal(4), unl: function() { return player.s.upgrades.includes(12)&&player.s.upgrades.includes(13) }, }, 21: { desc: "All Space Buildings are stronger based on your Generators.", cost: new Decimal(4), unl: function() { return player.s.upgrades.includes(14) }, currently: function() { return player.g.points.plus(1).log10().div(1.5).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 22: { desc: "Space Buildings are stronger based on your Time Energy.", cost: new Decimal(6), unl: function() { return player.s.upgrades.includes(14)&&player.t.unl }, currently: function() { return player.t.energy.plus(1).log10().plus(1).log10().div(5).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 23: { desc: "Space Buildings are stronger based on your Enhancers.", cost: new Decimal(5), unl: function() { return player.s.upgrades.includes(14)&&player.e.unl }, currently: function() { return player.e.enhancers.sqrt().div((player.s.order==0)?5:7).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 24: { desc: "Space Building costs scale half as fast, and you have 3 more Space.", cost: new Decimal(7), unl: function() { return player.s.upgrades.includes(21)&&(player.t.unl||player.e.unl) }, }, 31: { desc: "Space Building 1 uses a better formula.", cost: new Decimal(7), unl: function() { return (player.s.upgrades.includes(22)&&(player.t.order==0||player.e.unl))||(player.s.upgrades.includes(23)&&(player.e.order==0||player.t.unl)) }, }, 32: { desc: "Unlock a 5th Space Building.", cost: new Decimal(8), unl: function() { return (player.s.upgrades.includes(22)&&(player.t.order==1||player.e.unl))||(player.s.upgrades.includes(23)&&(player.e.order==1||player.t.unl)) }, }, 33: { desc: "This layer behaves as if you chose it first (base req is now 1e120 points)", cost: new Decimal(12), unl: function() { return (player.t.unl&&player.e.unl)||player.s.upgrades.includes(33) }, }, 34: { desc: "Space Buildings boost the Generator Power effect (before all other boosts).", cost: new Decimal(15), unl: function() { return player.t.unl&&player.e.unl&&player.t.order==0&&player.e.order==0&&player.s.order==0 }, currently: function() { return Decimal.pow(Object.values(player.s.buildings).reduce((a,b) => Decimal.add(a,b)), 0.2).div(17.5) }, effDisp: function(x) { return "Add "+format(x)+" to exponent" }, }, 41: { desc: "Total Space cheapens Space Buildings.", cost: new Decimal(128), unl: function() { return player.ba.upgrades.includes(51) }, currently: function() { return Decimal.pow("1e4000", getSpace().plus(player.s.spent).sqrt()) }, effDisp: function(x) { return "/"+format(x) }, }, 42: { desc: "The Space Building cost formula is 40% weaker.", cost: new Decimal(131), unl: function() { return player.ba.upgrades.includes(51) }, }, 43: { desc: "Space Building 2 uses a better formula.", cost: new Decimal(133), unl: function() { return player.ba.upgrades.includes(51) }, }, 44: { desc: "All Space Buildings are 25% stronger.", cost: new Decimal(140), unl: function() { return player.ba.upgrades.includes(51) }, }, }, sb: { rows: 2, cols: 2, 11: { desc: "Super-Boosters are stronger based on your Prestige Points.", cost: new Decimal(2), unl: function() { return player.sb.unl }, currently: function() { let ret = Decimal.pow(10, player.p.points.plus(1).log10().div(1e5).sqrt()); if (ret.gte(2.5)) ret = ret.log(2.5).plus(1.5).min(ret); return ret.max(1); }, effDisp: function(x) { return format(x)+"x" }, }, 12: { desc: "Super-Boosters are stronger based on your Generators.", cost: new Decimal(4), unl: function() { return player.sb.upgrades.includes(11) }, currently: function() { return player.g.points.div(10).pow(0.04).max(1) }, effDisp: function(x) { return format(x)+"x" }, }, 21: { desc: "Super-Boosters add to the Booster base.", cost: new Decimal(8), unl: function() { return player.h.challs.includes(32) }, currently: function() { return player.sb.points.pow(2.15) }, effDisp: function(x) { return "+"+format(x) }, }, 22: { desc: "Super-Boosters add to the Super-Booster base.", cost: new Decimal(12), unl: function() { return player.h.challs.includes(32) }, currently: function() { return player.sb.points.plus(1).log10().div(3) }, effDisp: function(x) { return "+"+format(x) }, }, }, sg: { rows: 0, cols: 0, }, h: { rows: 0, cols: 0, }, q: { rows: 5, cols: 4, 11: { desc: "Quirks & Hindrance Spirit boost Point, Prestige Point, and Enhance Point gain.", cost: new Decimal(1), unl: function() { return player.q.unl&&player.q.layers.gt(0) }, currently: function() { return player.q.points.plus(1).times(player.h.points.plus(1)).pow(0.75) }, effDisp: function(x) { return format(x)+"x" }, }, 12: { desc: "The Quirk Energy and Hindrance Spirit effects use better formulas.", cost: new Decimal(5), unl: function() { return player.q.upgrades.includes(11)&&player.h.best.gte(3) }, }, 13: { desc: "Quirk Layers are twice as fast.", cost: new Decimal(50), unl: function() { return player.q.upgrades.includes(11)&&player.h.challs.includes(11) }, }, 14: { desc: "Quirk Layers are thrice as fast.", cost: new Decimal(2e10), unl: function() { return player.h.challs.includes(32) }, }, 21: { desc: "Quirk Layers are faster based on your Quirks.", cost: new Decimal(160), unl: function() { return (player.q.upgrades.includes(12)||player.q.upgrades.includes(13))&&player.h.challs.includes(12) }, currently: function() { return player.q.points.plus(1).log10().plus(1).pow(player.m.upgrades.includes(42)?1.5:1) }, effDisp: function(x) { return format(x)+"x" }, }, 22: { desc: "Quirk & Hindrance Spirit gain boost each other.", cost: new Decimal(400), unl: function() { return player.q.upgrades.includes(12)&&player.q.upgrades.includes(13)&&player.h.challs.includes(12) }, currently: function() { return { q: player.h.points.div(10).plus(1).sqrt(), h: player.q.points.div(10).plus(1).sqrt(), }}, effDisp: function(x) { return format(x.q)+"x to Quirk gain, "+format(x.h)+"x to Hindrance Spirit gain" }, }, 23: { desc: "The Time Energy limit is 1e10x higher.", cost: new Decimal(5000), unl: function() { return player.q.upgrades.includes(21)||player.q.upgrades.includes(22) }, }, 24: { desc: "The Time Energy limit is higher based on your Quirk Energy.", cost: new Decimal(5e10), unl: function() { return player.h.challs.includes(32) }, currently: function() { return player.q.energy.div(1e6).plus(1).pow(0.9) }, effDisp: function(x) { return format(x)+"x" }, }, 31: { desc: "Get 1 of each Space Building for free.", cost: new Decimal(150000), unl: function() { return player.q.upgrades.includes(21)&&player.q.upgrades.includes(22) }, }, 32: { desc: "The Quirk Energy effect is squared.", cost: new Decimal(500000), unl: function() { return player.q.upgrades.includes(23)||player.q.upgrades.includes(31) }, }, 33: { desc: "Time Capsules are stronger based on their amount.", cost: new Decimal(2e9), unl: function() { return player.q.upgrades.includes(23)&&player.q.upgrades.includes(31) }, currently: function() { return player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap)).plus(1).log10().plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 34: { desc: "Enhance Points boost Hindrance Spirit & Quirk gain.", cost: new Decimal(1e11), unl: function() { return player.h.challs.includes(32) }, currently: function() { return player.e.points.plus(1).log10().cbrt().plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 41: { desc: "Space Buildings are 40% stronger.", cost: new Decimal(2.5e13), unl: function() { return player.h.challs.includes(32) }, }, 42: { desc: "Enhancers are 40% stronger.", cost: new Decimal(2e14), unl: function() { return player.h.challs.includes(32) }, }, 43: { desc: "Time Upgrade 2 is 1,500% stronger.", cost: new Decimal(1e16), unl: function() { return player.h.challs.includes(32) }, }, 44: { desc: "You gain more Hindrance Spirit based on your Quirk Energy.", cost: new Decimal(4e16), unl: function() { return player.h.challs.includes(32) }, currently: function() { return player.q.energy.plus(1).log10().plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 51: { desc: "Get free Quirk Layers based on your Quirk Energy.", cost: new Decimal("1e2100"), unl: function() { return player.ba.upgrades.includes(52) }, currently: function() { return player.q.energy.plus(1).log10().plus(1).log10() }, effDisp: function(x) { return "+"+format(x) }, }, 52: { desc: "Quirk Layers are faster based on your Quirk Layers.", cost: new Decimal("1e2400"), unl: function() { return player.ba.upgrades.includes(52) }, currently: function() { return Decimal.pow(10, player.q.layers) }, effDisp: function(x) { return format(x)+"x" }, }, 53: { desc: "The second Enhancer effect also multiplies the Booster/Generator base.", cost: new Decimal("1e2750"), unl: function() { return player.ba.upgrades.includes(52) }, }, 54: { desc: "Generator Upgrade 15's effect is raised to the power of 20.", cost: new Decimal("1e3125"), unl: function() { return player.ba.upgrades.includes(52) }, }, }, hb: { rows: 1, cols: 4, 11: { desc: "Super-Boosters are stronger based on your Hyper-Boosters.", cost: new Decimal(2), unl: function() { return player.hb.unl }, currently: function() { return player.hb.points.sqrt().div(4).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 12: { desc: "Hyper-Boosters are stronger based on your Super-Boosters.", cost: new Decimal(2), unl: function() { return player.hb.unl }, currently: function() { return player.sb.points.div(10).plus(1).log10().plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 13: { desc: "This layer behaves as if you chose it first.", cost: new Decimal(2), unl: function() { return player.hb.order>0||(player.ss.upgrades.includes(15))||player.hb.upgrades.includes(13)||(player.m.unl||player.ba.unl) }, }, 14: { desc: "Unlock 3 new Booster Upgrades.", cost: new Decimal(3), unl: function() { return player.hb.upgrades.includes(13)&&player.ss.upgrades.includes(15) }, }, }, ss: { rows: 2, cols: 5, 11: { desc: "You get more Space based on your Subspace Energy.", cost: new Decimal(1), unl: function() { return player.ss.unl }, currently: function() { return player.ss.points.sqrt().times(150).floor() }, effDisp: function(x) { return formatWhole(x)+" more Space" }, }, 12: { desc: "You generate Subspace faster based on your Points.", cost: new Decimal(2), unl: function() { return player.ss.unl }, currently: function() { return player.points.plus(1).log10().div(1e4).plus(1) }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "Subspace's third effect is 50% stronger.", cost: new Decimal(2), unl: function() { return player.ss.unl }, }, 14: { desc: "Super-Boosters are 8.25% cheaper.", cost: new Decimal(2), unl: function() { return player.hb.unl }, }, 15: { desc: "This layer behaves as if you chose it first.", cost: new Decimal(3), unl: function() { return player.ss.order>0||(player.hb.upgrades.includes(13))||player.ss.upgrades.includes(15)||(player.m.unl||player.ba.unl) }, }, 21: { desc: "Unlock 5 new Generator Upgrades.", cost: new Decimal(4), unl: function() { return player.hb.upgrades.includes(13)&&player.ss.upgrades.includes(15) }, }, 22: { desc: "You generate Subspace faster based on its amount.", cost: new Decimal(5), unl: function() { return player.ss.upgrades.includes(21)&&(player.h.challs.includes(51)||player.h.challs.includes(52)) }, currently: function() { return player.ss.subspace.plus(1).root(2.25) }, effDisp: function(x) { return format(x)+"x" }, }, 23: { desc: "Subspace beyond 1e20 multiplies the Generator Power base.", cost: new Decimal(6), unl: function() { return player.ba.upgrades.includes(24) }, currently: function() { return player.ss.subspace.sub(1e20).max(0).div(1e20).plus(1).sqrt() }, effDisp: function(x) { return format(x)+"x" }, }, 24: { desc: "Subspace Energy boosts Subspace gain.", cost: new Decimal(7), unl: function() { return player.ba.upgrades.includes(24) }, currently: function() { return Decimal.pow(2, player.ss.points) }, effDisp: function(x) { return format(x)+"x" }, }, 25: { desc: "Subspace is generated faster based on your Quirk Layers.", cost: new Decimal(8), unl: function() { return player.ba.upgrades.includes(24) }, currently: function() { return Decimal.pow(10, player.q.layers.sqrt()) }, effDisp: function(x) { return format(x)+"x" }, }, }, m: { rows: 4, cols: 4, 11: { desc: "Hexes boost all Spells.", cost: new Decimal(10), unl: function() { return player.m.unl }, currently: function() { return player.m.hexes.plus(1).log10().plus(1).log10().plus(1).log10().plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 12: { desc: "Unlock 2 new Hindrances.", cost: new Decimal(25), unl: function() { return player.m.upgrades.includes(11) }, }, 13: { desc: "Hexes add to the Hyper-Booster base.", cost: new Decimal(40), unl: function() { return player.m.upgrades.includes(11) }, currently: function() { return player.m.hexes.plus(1).log10().plus(1).log10().plus(1).log10().div(2.5) }, effDisp: function(x) { return "+"+format(x)+" to base" }, }, 14: { desc: "You get more Hexes based on your best Magic.", cost: new Decimal(100), unl: function() { return player.m.upgrades.includes(12) }, currently: function() { return player.m.best.div(3).plus(1).pow(0.8) }, effDisp: function(x) { return format(x)+"x" }, }, 21: { desc: "Spells 2 & 3 are stronger based on your Hindrance Spirit.", cost: new Decimal(1000), unl: function() { return player.m.upgrades.includes(13) }, currently: function() { return player.h.points.plus(1).log10().plus(1).log10().plus(1).log10().plus(1).sqrt() }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 22: { desc: "Spell 2 is 900% stronger.", cost: new Decimal(2500), unl: function() { return player.m.upgrades.includes(14) }, }, 23: { desc: "The Time Energy cap starts 1e500x later.", cost: new Decimal(6500), unl: function() { return player.m.upgrades.includes(21) }, }, 24: { desc: "Add free Quirk Layers based on your Boosters.", cost: new Decimal(80000), unl: function() { return player.m.upgrades.includes(22) }, currently: function() { return player.b.points.plus(1).log10().times(0.9) }, effDisp: function(x) { return "+"+format(x) }, }, 31: { desc: "Unlock a new Hindrance.", cost: new Decimal(2.5e6), unl: function() { return player.m.upgrades.includes(23)&&player.sg.unl }, }, 32: { desc: "Hyper-Boosters add free Space Buildings.", cost: new Decimal(5e9), unl: function() { return player.m.upgrades.includes(24) }, currently: function() { return player.hb.points.plus(1).pow(3) }, effDisp: function(x) { return "+"+formatWhole(x) }, }, 33: { desc: "Hindrance Spirit adds to the Hyper-Booster base.", cost: new Decimal(2e10), unl: function() { return player.m.upgrades.includes(31) }, currently: function() { return player.h.points.plus(1).log10().plus(1).log10().plus(1).log10().div(2) }, effDisp: function(x) { return "+"+format(x) }, }, 34: { desc: "Add 1 free Quirk Layer.", cost: new Decimal(4e10), unl: function() { return player.m.upgrades.includes(32) }, }, 41: { desc: "You can insert more Magic into Spells, making them stronger.", cost: new Decimal(2.5e14), unl: function() { return player.m.upgrades.includes(34) }, }, 42: { desc: "Quirk Upgrade 5 is 50% stronger.", cost: new Decimal(6e14), unl: function() { return player.m.upgrades.includes(34) }, }, 43: { desc: "Spells last longer based on your Hexes.", cost: new Decimal(1e15), unl: function() { return player.m.upgrades.includes(41) }, currently: function() { return player.m.hexes.plus(1).log10().plus(1).sqrt().min(86400) }, effDisp: function(x) { return format(x)+"x" }, }, 44: { desc: "Magic adds to the Time Capsule base.", cost: new Decimal(1.5e15), unl: function() { return player.m.upgrades.includes(41) }, currently: function() { return player.m.points.plus(1).log10().div(10) }, effDisp: function(x) { return "+"+format(x) }, }, }, ba: { rows: 5, cols: 4, 11: { desc: "All Balance Energy effects use better formulas.", cost: new Decimal(25), unl: function() { return player.ba.unl }, }, 12: { desc: "Subspace is generated faster based on your Positivity & Negativity.", cost: new Decimal(40), unl: function() { return player.ba.upgrades.includes(11) }, currently: function() { return (tmp.balEff2?tmp.balEff2:new Decimal(1)).max(1).pow(4) }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "Multiply all Quirk Layers based on your Balance Power, and the Quirk Energy effect is cubed.", cost: new Decimal(50), unl: function() { return player.ba.upgrades.includes(11) }, currently: function() { return player.ba.power.plus(1).pow(1.25) }, effDisp: function(x) { return format(x)+"x" }, }, 14: { desc: "The Balance Power effect uses a better formula.", cost: new Decimal(120), unl: function() { return player.ba.upgrades.includes(12) }, }, 21: { desc: "Negativity boosts Super-Generator Power gain.", cost: new Decimal(300), unl: function() { return player.ba.upgrades.includes(13)&&player.sg.unl }, currently: function() { return player.ba.negativity.plus(1).sqrt() }, effDisp: function(x) { return format(x)+"x" }, }, 22: { desc: "Balance Power boosts Positivity & Negativity gain.", cost: new Decimal(2000), unl: function() { return player.ba.upgrades.includes(14) }, currently: function() { return player.ba.power.plus(1).pow(0.15) }, effDisp: function(x) { return format(x)+"x" }, }, 23: { desc: "Super-Generators add to their base.", cost: new Decimal(7500), unl: function() { return player.ba.upgrades.includes(21) }, currently: function() { return player.sg.points.pow(2).div(2) }, effDisp: function(x) { return "+"+format(x) }, }, 24: { desc: "Unlock 3 new Subspace Upgrades.", cost: new Decimal(2e4), unl: function() { return player.ba.upgrades.includes(22) }, }, 31: { desc: "The Quirk Layer cost is adjusted based on your Balance Upgrades bought.", cost: new Decimal(4e5), unl: function() { return player.ba.upgrades.includes(23) }, currently: function() { return Decimal.div(0.8, Math.pow(player.ba.upgrades.length+1, 0.1)).plus(1.2) }, effDisp: function(x) { return "2 -> "+format(x) }, }, 32: { desc: "Enhancers are stronger based on your Positivity.", cost: new Decimal(5e5), unl: function() { return player.ba.upgrades.includes(24) }, currently: function() { return player.ba.positivity.plus(1).log10().plus(1).log10().plus(1).pow(2) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 33: { desc: "The Balance Power effect is squared.", cost: new Decimal(1e6), unl: function() { return player.ba.upgrades.includes(31) }, }, 34: { desc: "The Positivity & Negativity effect uses a better formula.", cost: new Decimal(2e6), unl: function() { return player.ba.upgrades.includes(32) }, }, 41: { desc: "The first Balance Energy effect is squared.", cost: new Decimal(2e10), unl: function() { return player.ba.upgrades.includes(33)&&player.ba.upgrades.includes(34) }, }, 42: { desc: "The Space Building 1 effect is stronger based on your Space Building 1 amount.", cost: new Decimal(3e11), unl: function() { return player.ba.upgrades.includes(33)&&player.ba.upgrades.includes(34) }, currently: function() { return player.s.buildings[1].plus(1).pow(0.8) }, effDisp: function(x) { return "^"+format(x) }, }, 43: { desc: "The post-25 Extra Time Capsule cost scaling is disabled.", cost: new Decimal(1e12), unl: function() { return player.ba.upgrades.includes(41)||player.ba.upgrades.includes(42) }, }, 44: { desc: "Space Buildings are 50% stronger.", cost: new Decimal(2e12), unl: function() { return player.ba.upgrades.includes(42)||player.ba.upgrades.includes(43) }, }, 51: { desc: "Unlock 4 new Space Upgrades.", cost: new Decimal(2e13), unl: function() { return player.ba.upgrades.includes(43) }, }, 52: { desc: "Unlock 4 new Quirk Upgrades.", cost: new Decimal(1e14), unl: function() { return player.ba.upgrades.includes(51) }, }, 53: { desc: "The Positivity & Negativity boost to Balance Power gain is stronger based on your Super-Generator Power.", cost: new Decimal(2e19), unl: function() { return player.ba.upgrades.includes(51)&&player.sg.unl }, currently: function() { return player.sg.power.plus(1).log10().div(25).plus(1).sqrt() }, effDisp: function(x) { return "^"+format(x) }, }, 54: { desc: "Balance Power boosts the first Balance Energy effect (even stronger based on your Best Balance Power).", cost: new Decimal(5e25), unl: function() { return player.ba.upgrades.includes(53) }, currently: function() { return player.ba.power.plus(1).times(player.ba.best.plus(1).sqrt()).cbrt() }, effDisp: function(x) { return format(x)+"x" }, }, }, sp: { rows: 3, cols: 4, 11: { desc: "The Prestige Upgrade 3, 6, & 7 effects are raised to the power of 100.", cost: new Decimal(1), unl: function() { return player.sp.unl }, }, 12: { desc: "Total Super-Prestige Points boost Magic & Balance Power gain.", cost: new Decimal(2), unl: function() { return player.sp.upgrades.includes(11) }, currently: function() { return player.sp.total.plus(1).pow(2.5) }, effDisp: function(x) { return format(x)+"x" }, }, 13: { desc: "Unlock a new Spell.", cost: new Decimal(3), unl: function() { return player.sp.upgrades.includes(12) }, }, 14: { desc: "Your Best Super-Prestige Points boost Hex & Balance Energy gain.", cost: new Decimal(8), unl: function() { return player.sp.upgrades.includes(13) }, currently: function() { return player.sp.best.plus(1).pow(1.9) }, effDisp: function(x) { return format(x)+"x" }, }, 21: { desc: "Super-Prestige Points add to the Super-Generator base.", cost: new Decimal(15), unl: function() { return player.sp.upgrades.includes(11) }, currently: function() { return player.sp.points.plus(1).log10().plus(1).log10().times(1.5) }, effDisp: function(x) { return "+"+format(x) }, }, 22: { desc: 'The effects of "Anti-Upgrades" & "Prestigeless" Hindrances are 24,900% stronger.', cost: new Decimal(20), unl: function() { return player.sp.upgrades.includes(12)||player.sp.upgrades.includes(21) }, }, 23: { desc: "Spells are stronger based on your Total Super-Prestige Points.", cost: new Decimal(30), unl: function() { return player.sp.upgrades.includes(13)||player.sp.upgrades.includes(22) }, currently: function() { let sp = player.sp.total if (sp.gte(250)) sp = sp.log10().times(250/Math.log10(250)).min(sp) return sp.plus(1).log10().div(5).plus(1) }, effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" }, }, 24: { desc: "Super-Prestige Points boost Super-Prestige Point gain.", cost: new Decimal(40), unl: function() { return player.sp.upgrades.includes(14)||player.sp.upgrades.includes(23) }, currently: function() { let sp = player.sp.points if (sp.gte(2e4)) sp = sp.cbrt().times(Math.pow(2e4, 2/3)); return sp.plus(1).sqrt() }, effDisp: function(x) { return format(x)+"x" }, }, 31: { desc: "Super-Generators are 45% cheaper.", cost: new Decimal(1000), unl: function() { return player.sp.upgrades.includes(22) }, }, 32: { desc: "Prestige Upgrade 7 softcaps later based on your Super-Prestige Points.", cost: new Decimal(4000), unl: function() { return player.sp.upgrades.includes(23)&&player.sp.upgrades.includes(31) }, currently: function() { return player.sp.points.plus(1).log10().plus(1).pow(1e4) }, effDisp: function(x) { return format(x.pow(player.sp.upgrades.includes(11)?100:1))+"x later" }, }, 33: { desc: "Points boost Super-Prestige Point gain.", cost: new Decimal(1e4), unl: function() { return player.sp.upgrades.includes(24)&&player.sp.upgrades.includes(32) }, currently: function() { return player.points.plus(1).log10().pow(0.1) }, effDisp: function(x) { return format(x)+"x" }, }, 34: { desc: "Boosters & Generators are 25% stronger.", cost: new Decimal(1.5e5), unl: function() { return player.sp.upgrades.includes(33) }, }, }, } const TAB_REQS = { tree: function() { return true }, options: function() { return true }, info: function() { return true }, changelog: function() { return true }, changelog_beta: function() { return true }, p: function() { return (player.p.unl||player.points.gte(tmp.layerReqs.p))&&layerUnl('p') }, b: function() { return (player.b.unl||player.points.gte(tmp.layerReqs.b))&&layerUnl('b') }, g: function() { return (player.g.unl||player.points.gte(tmp.layerReqs.g))&&layerUnl('g') }, e: function() { return (player.e.unl||player.points.gte(tmp.layerReqs.e))&&layerUnl('e') }, t: function() { return (player.t.unl||player.points.gte(tmp.layerReqs.t))&&layerUnl('t') }, s: function() { return (player.s.unl||player.points.gte(tmp.layerReqs.s))&&layerUnl('s') }, sb: function() { return (player.sb.unl||player.b.points.gte(tmp.layerReqs.sb))&&layerUnl('sb') }, sg: function() { return (player.sg.unl||player.g.points.gte(tmp.layerReqs.sg))&&layerUnl('sg') }, h: function() { return (player.h.unl||player.t.energy.gte(tmp.layerReqs.h))&&layerUnl('h') }, q: function() { return (player.q.unl||player.g.power.gte(tmp.layerReqs.q))&&layerUnl('q') }, hb: function() { return (player.hb.unl||player.sb.points.gte(tmp.layerReqs.hb))&&layerUnl('hb') }, ss: function() { return (player.ss.unl||player.s.points.gte(tmp.layerReqs.ss))&&layerUnl('ss') }, m: function() { return (player.m.unl||player.h.points.gte(tmp.layerReqs.m))&&layerUnl('m') }, ba: function() { return (player.ba.unl||player.q.points.gte(tmp.layerReqs.ba))&&layerUnl('ba') }, sp: function() { return (player.sp.unl||player.p.points.gte(tmp.layerReqs.sp))&&layerUnl('sp') }, } const LAYER_AMT_NAMES = { p: "points", b: "points", g: "points", t: "points", e: "points", s: "points", sb: "boosters", sg: "generators", h: "time energy", q: "generator power", hb: "super-boosters", ss: "space energy", m: "hindrance spirit", ba: "quirks", sp: "prestige points", } function getLayerAmt(layer) { let amt = player.points switch(layer) { case "sb": return player.b.points; break; case "sg": return player.g.points; break; case "h": return player.t.energy; break; case "q": return player.g.power; break; case "hb": return player.sb.points; break; case "ss": return player.s.points; break; case "m": return player.h.points; break; case "ba": return player.q.points; break; case "sp": return player.p.points; break; } return amt } function getLayerEffDesc(layer) { if (!Object.keys(LAYER_EFFS).includes(layer)) return "???" let eff = tmp.layerEffs[layer] switch(layer) { case "b": return "translated to a "+format(eff)+"x multiplier to point gain" break; case "g": return "which are generating "+format(eff)+" Generator Power/sec" break; case "t": return "which are generating "+format(eff.gain)+" Time Energy/sec, but with a limit of "+format(eff.limit)+" Time Energy" break; case "sb": return "which are multiplying the Booster effect base by "+format(eff) break; case "sg": return "which are generating "+format(eff)+" Super-Generator Power/sec" break; case "h": return "which are providing "+format(eff)+" free extra Time Capsules (boosted by your points)" break; case "hb": return "which are multiplying the Super-Booster effect base by "+format(eff) break; case "ss": return "which are generating "+format(eff)+" Subspace/sec" break; case "ba": return "which are generating "+format(eff.power)+" Balance Power, "+format(eff.pos)+" Positivity, and "+format(eff.neg)+" Negativity every second" break; } } function save() { localStorage.setItem("prestige-tree", btoa(JSON.stringify(player))) } function load() { let get = localStorage.getItem("prestige-tree"); if (get===null||get===undefined) player = getStartPlayer() else player = JSON.parse(atob(get)) player.tab = "tree" offTime.remain = (Date.now()-player.time)/10000 if (!player.offlineProd) offTime.remain = 0 player.time = Date.now() checkForVars(); convertToDecimal(); versionCheck(); changeTreeQuality(); updateTemp(); updateTemp(); loadVue(); } function exportSave() { let str = btoa(JSON.stringify(player)) const el = document.createElement("textarea"); el.value = str; document.body.appendChild(el); el.select(); el.setSelectionRange(0, 99999); document.execCommand("copy"); document.body.removeChild(el); } function importSave(imported=undefined) { if (imported===undefined) imported = prompt("Paste your save here") try { player = JSON.parse(atob(imported)) save() window.location.reload() } catch(e) { return; } } function versionCheck() { let setVersion = true if (player.versionType===undefined||player.version===undefined) { player.versionType = "alpha" player.version = 0 } if (player.versionType=="alpha") { if (player.version<10&&player.sb.unl) { if (confirm("Since the last time you played, several changes to Super-Booster effects have been made. Would you like to roll back your save to that point in the progression, in order for you to experience the new features properly?")) importSave(SAVES.PRE_SUPER_BOOSTERS) setVersion = false; } } if (player.versionType=="beta") { if (player.version<=1.1) if (!(player.hb.unl||player.ss.unl)) { player.hb.order = 0 player.ss.order = 0 } } if (setVersion) { player.versionType = getStartPlayer().versionType player.version = getStartPlayer().version } } function checkForVars() { let start = getStartPlayer() if (player.autosave===undefined) player.autosave = true; if (player.b===undefined) player.b = start.b if (player.g===undefined) player.g = start.g if (player.p.best===undefined) player.p.best = player.p.points if (player.b.best===undefined) player.b.best = player.b.points if (player.b.auto===undefined) player.b.auto = false if (player.g.best===undefined) player.g.best = player.g.points if (player.g.auto===undefined) player.g.auto = false if (player.e === undefined) player.e = start.e if (player.e.order === undefined) player.e.order = 0 if (player.e.auto===undefined) player.e.auto = false if (player.t === undefined) player.t = start.t if (player.t.auto===undefined) player.t.auto = false if (player.t.autoCap===undefined) player.t.autoCap = false if (player.s === undefined) player.s = start.s if (player.s.buildings[4] === undefined) player.s.buildings[4] = 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.autoBuild === undefined) player.s.autoBuild = false if (player.sb === undefined) player.sb = start.sb if (player.sb.auto === undefined) player.sb.auto = false if (player.sg === undefined) player.sg = start.sg if (player.timePlayed === undefined) player.timePlayed = 0 if (player.hasNaN === undefined) player.hasNaN = false if (player.h === undefined) player.h = start.h if (player.h.active === undefined) player.h.active = 0 if (player.h.time === undefined) player.h.time = 0 if (player.q === undefined) player.q = start.q if (player.q.auto === undefined) player.q.auto = false if (player.msDisplay === undefined) player.msDisplay = "always" if (player.hb === undefined) player.hb = start.hb if (player.hb.auto === undefined) player.hb.auto = false if (player.ss === undefined) player.ss = start.ss if (player.ss.auto === undefined) player.ss.auto = false if (player.m === undefined) player.m = start.m if (player.m.auto === undefined) player.m.auto = false if (player.m.toCast === undefined) player.m.toCast = start.m.toCast if (player.m.casted === undefined) player.m.casted = start.m.casted if (player.m.autoIns === undefined) { player.m.autoIns = false player.m.spellTimes[4] = 0 player.m.toCast[4] = "1" player.m.casted[4] = new Decimal(1) } if (player.ba === undefined) player.ba = start.ba if (player.offlineProd === undefined) player.offlineProd = true if (player.notify === undefined) player.notify = {} if (player.sp === undefined) player.sp = start.sp if (player.keepGoing === undefined) player.keepGoing = false } function convertToDecimal() { player.points = new Decimal(player.points) player.p.points = new Decimal(player.p.points) player.p.best = new Decimal(player.p.best) player.b.points = new Decimal(player.b.points) player.b.best = new Decimal(player.b.best) player.g.points = new Decimal(player.g.points) player.g.best = new Decimal(player.g.best) player.g.power = new Decimal(player.g.power) player.e.points = new Decimal(player.e.points) player.e.best = new Decimal(player.e.best) player.e.enhancers = new Decimal(player.e.enhancers) player.t.points = new Decimal(player.t.points) player.t.best = new Decimal(player.t.best) player.t.energy = new Decimal(player.t.energy) player.t.extCapsules = new Decimal(player.t.extCapsules) player.s.points = new Decimal(player.s.points) player.s.best = new Decimal(player.s.best) player.s.spent = new Decimal(player.s.spent) for (let i=1;i<=5;i++) player.s.buildings[i] = new Decimal(player.s.buildings[i]) player.sb.points = new Decimal(player.sb.points) player.sb.best = new Decimal(player.sb.best) player.sg.points = new Decimal(player.sg.points) player.sg.best = new Decimal(player.sg.best) player.sg.power = new Decimal(player.sg.power) player.h.points = new Decimal(player.h.points) player.h.best = new Decimal(player.h.best) player.q.points = new Decimal(player.q.points) player.q.best = new Decimal(player.q.best) player.q.layers = new Decimal(player.q.layers) player.q.energy = new Decimal(player.q.energy) player.q.time = new Decimal(player.q.time) player.hb.points = new Decimal(player.hb.points) player.hb.best = new Decimal(player.hb.best) player.ss.points = new Decimal(player.ss.points) player.ss.best = new Decimal(player.ss.best) player.ss.subspace = new Decimal(player.ss.subspace) player.m.points = new Decimal(player.m.points) player.m.best = new Decimal(player.m.best) player.m.hexes = new Decimal(player.m.hexes) for (let i=1;i<=4;i++) player.m.casted[i] = new Decimal(player.m.casted[i]) player.ba.points = new Decimal(player.ba.points) player.ba.best = new Decimal(player.ba.best) player.ba.power = new Decimal(player.ba.power) player.ba.positivity = new Decimal(player.ba.positivity) player.ba.negativity = new Decimal(player.ba.negativity) player.sp.points = new Decimal(player.sp.points) player.sp.best = new Decimal(player.sp.best) player.sp.total = new Decimal(player.sp.total) } function toggleOpt(name) { player[name] = !player[name] if (name == "hqTree") changeTreeQuality() } function changeTreeQuality() { var on = player.hqTree document.body.style.setProperty('--hqProperty1', on ? "2px solid" : "4px solid") document.body.style.setProperty('--hqProperty2a', on ? "-4px -4px 4px rgba(0, 0, 0, 0.25) inset" : "-4px -4px 4px rgba(0, 0, 0, 0) inset") document.body.style.setProperty('--hqProperty2b', on ? "0px 0px 20px black" : "") document.body.style.setProperty('--hqProperty3', on ? "2px 2px 4px rgba(0, 0, 0, 0.25)" : "none") } function exponentialFormat(num, precision) { let e = num.log10().floor() let m = num.div(Decimal.pow(10, e)) return m.toStringWithDecimalPlaces(3)+"e"+e.toStringWithDecimalPlaces(0) } function commaFormat(num, precision) { if (num === null || num === undefined) return "NaN" return num.toStringWithDecimalPlaces(precision).replace(/\B(?=(\d{3})+(?!\d))/g, ",") } function format(decimal, precision=3) { decimal = new Decimal(decimal) if (isNaN(decimal.sign)||isNaN(decimal.layer)||isNaN(decimal.mag)) { player.hasNaN = true; return "NaN" } if (decimal.eq(1/0)) return "Infinity" if (decimal.gte("eee1000")) return exponentialFormat(decimal, precision) else if (decimal.gte("ee1000")) return "ee"+format(decimal.log10().log10()) else if (decimal.gte("1e1000")) return decimal.div(Decimal.pow(10, decimal.log10().floor())).toStringWithDecimalPlaces(3)+"e"+format(decimal.log10().floor()) else if (decimal.gte(1e9)) return exponentialFormat(decimal, precision) else if (decimal.gte(1e3)) return commaFormat(decimal, 0) else return commaFormat(decimal, precision) } function formatWhole(decimal) { return format(decimal, 0) } function formatTime(s) { if (s<60) return format(s)+"s" else if (s<3600) return formatWhole(Math.floor(s/60))+"m "+format(s%60)+"s" else return formatWhole(Math.floor(s/3600))+"h "+formatWhole(Math.floor(s/60)%60)+"m "+format(s%60)+"s" } var onTreeTab = true function showTab(name) { if (!TAB_REQS[name]()) return var toTreeTab = name == "tree" player.tab = name if (toTreeTab != onTreeTab) { document.getElementById("treeTab").className = toTreeTab ? "fullWidth" : "col left" onTreeTab = toTreeTab resizeCanvas() } delete player.notify[name] } function notifyLayer(name) { if (!TAB_REQS[name]()) return if (player.tab == name) return player.notify[name] = 1 } function canBuyMax(layer) { switch(layer) { case "b": return player.b.best.gte(15) break; case "g": return player.g.best.gte(15) break; case "t": return player.q.best.gte(2) break; case "s": return player.q.best.gte(2) break; case "sb": return player.hb.best.gte(1) break; case "sg": return player.sg.best.gte(1) break; case "hb": return player.ba.best.gte(8) break; case "ss": return player.ba.best.gte(8) break; } return false; } function getLayerReq(layer) { let req = LAYER_REQS[layer] switch(layer) { case "b": if (player.g.unl && !player.b.unl) req = req.times(5000) break; case "g": if (player.b.unl && !player.g.unl) req = req.times(5000) break; case "e": req = req.times(Decimal.pow("1e200", Decimal.pow(player.e.order, 2))) break; case "t": req = req.times(Decimal.pow("1e200", Decimal.pow(player.t.order, 2))) break; case "s": req = req.times(Decimal.pow("1e200", Decimal.pow(player.s.order, 2))) break; case "hb": if (player.hb.order>0) req = new Decimal(15) break; case "ss": if (player.ss.order>0) req = new Decimal(45) break; } return req } function getLayerGainMult(layer) { let mult = new Decimal(1) switch(layer) { case "p": if (player.p.upgrades.includes(21)) mult = mult.times(2) if (player.p.upgrades.includes(23)) mult = mult.times(LAYER_UPGS.p[23].currently()) if (player.p.upgrades.includes(31)) mult = mult.times(LAYER_UPGS.p[31].currently()) if (player.b.upgrades.includes(11)) mult = mult.times(LAYER_UPGS.b[11].currently()) if (player.g.upgrades.includes(11)) mult = mult.times(LAYER_UPGS.g[11].currently()) if (player.e.unl) mult = mult.times(tmp.enhEff) if (player.e.upgrades.includes(12)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.e[12].currently()) if (player.e.upgrades.includes(13)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(1e10) if (player.e.upgrades.includes(34)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(1e40) if (player.t.unl) mult = mult.times(tmp.timeEff) if (player.s.unl && tmp.spaceBuildEff) mult = mult.times(tmp.spaceBuildEff[1]) if (player.q.upgrades.includes(11)) mult = mult.times(LAYER_UPGS.q[11].currently()) if (tmp.hcActive ? tmp.hcActive[62] : true) mult = mult.times(0) break; case "b": if (player.b.upgrades.includes(23)) mult = mult.div(LAYER_UPGS.b[23].currently()) if (player.s.unl && tmp.spaceBuildEff) mult = mult.div(tmp.spaceBuildEff[3]) break; case "g": if (player.g.upgrades.includes(22)) mult = mult.div(LAYER_UPGS.g[22].currently()) if (player.s.unl && tmp.spaceBuildEff) mult = mult.div(tmp.spaceBuildEff[3]) break; case "e": if (player.e.upgrades.includes(24)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.e[24].currently()) if (player.h.best.gte(1)) mult = mult.times(100) if (player.q.best.gte(1)) mult = mult.times(100) if (player.q.upgrades.includes(11)) mult = mult.times(LAYER_UPGS.q[11].currently()) break; case "t": if (player.h.challs.includes(21)) mult = mult.div(H_CHALLS[21].currently()) break; case "s": if (player.h.challs.includes(21)) mult = mult.div(H_CHALLS[21].currently()) break; case "sb": if (player.ss.upgrades.includes(14)) mult = mult.div(1.0825) break; case "sg": if (player.sp.upgrades.includes(31)) mult = mult.div(1.45) break; case "h": if (player.h.challs.includes(71)) mult = mult.times(H_CHALLS[71].currently()) if (player.q.upgrades.includes(22)) mult = mult.times(LAYER_UPGS.q[22].currently().h) if (player.q.upgrades.includes(34)) mult = mult.times(LAYER_UPGS.q[34].currently()) if (player.q.upgrades.includes(44)) mult = mult.times(LAYER_UPGS.q[44].currently()) if (player.ba.unl) mult = mult.times(tmp.balEff) if (player.m.unl) mult = mult.times(tmp.hexEff) break; case "q": if (player.h.challs.includes(12)) mult = mult.times(H_CHALLS[12].currently()) if (player.q.upgrades.includes(22)) mult = mult.times(LAYER_UPGS.q[22].currently().q) if (player.q.upgrades.includes(34)) mult = mult.times(LAYER_UPGS.q[34].currently()) if (player.ba.unl) mult = mult.times(tmp.balEff) if (player.m.unl) mult = mult.times(tmp.hexEff) break; case "m": if (player.sp.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.sp[12].currently()) break; case "ba": if (player.sp.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.sp[12].currently()) break; case "sp": if (player.sp.upgrades.includes(24)) mult = mult.times(LAYER_UPGS.sp[24].currently()) if (player.sp.upgrades.includes(33)) mult = mult.times(LAYER_UPGS.sp[33].currently()) break; } return mult } function getGainExp(layer) { let exp = new Decimal(1); switch(layer) { case "p": if (tmp.hcActive ? tmp.hcActive[21] : true) exp = exp.div(100) break; } return exp; } function getResetGain(layer) { if (LAYER_TYPE[layer]=="static") { if ((!canBuyMax(layer)) || tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(1) let gain = tmp.layerAmt[layer].div(tmp.layerReqs[layer]).div(tmp.gainMults[layer]).max(1).log(LAYER_BASE[layer]).pow(Decimal.pow(LAYER_EXP[layer], -1)) if (gain.gte(12)) gain = gain.times(12).sqrt() if (gain.gte(1225)) gain = gain.times(Decimal.pow(1225, 9)).pow(0.1) return gain.floor().sub(player[layer].points).plus(1).max(1); } if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(0) let gain = tmp.layerAmt[layer].div(tmp.layerReqs[layer]).pow(LAYER_EXP[layer]).times(tmp.gainMults[layer]).pow(getGainExp(layer)) if (gain.gte("e1e7")) gain = gain.sqrt().times("e5e6") return gain.floor().max(0); } function getNextAt(layer) { if (LAYER_TYPE[layer]=="static") { let amt = player[layer].points if (amt.gte(1225)) amt = amt.pow(10).div(Decimal.pow(1225, 9)) if (amt.gte(12)) amt = amt.pow(2).div(12) let extraCost = Decimal.pow(LAYER_BASE[layer], amt.pow(LAYER_EXP[layer])).times(tmp.gainMults[layer]) let cost = extraCost.times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer]) if (LAYER_RES_CEIL.includes(layer)) cost = cost.ceil() return cost; } else { let next = tmp.resetGain[layer].plus(1) if (next.gte("e1e7")) next = next.div("e5e6").pow(2) next = next.root(getGainExp(layer)).div(tmp.gainMults[layer]).root(LAYER_EXP[layer]).times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer]) if (LAYER_RES_CEIL.includes(layer)) next = next.ceil() return next; } } function layerUnl(layer) { switch(layer) { case "p": return true; break; case "b": return player.p.unl; break; case "g": return player.p.unl; break; case "e": return player.b.unl&&player.g.unl; break; case "t": return player.b.unl; break; case "s": return player.g.unl; break; case "sb": return player.e.unl&&player.t.unl&&player.s.unl; break; case "sg": return player.g.unl&&player.h.challs.includes(62); break; case "h": return player.t.unl&&player.sb.unl break; case "q": return player.e.unl&&player.sb.unl break; case "hb": return player.sb.unl&&player.h.unl&&player.q.unl break; case "ss": return player.s.unl&&player.h.unl&&player.q.unl break; case "hg": return false //player.sp.unl break; case "m": return player.h.unl&&player.hb.unl break; case "ba": return player.q.unl&&player.ss.unl break; case "sp": return player.m.unl&&player.ba.unl break; case "l": return false //player.sp.unl break; case "ps": return false //player.l.unl break; case "hs": return false //player.sp.unl break; case "i": return false //player.ps.unl && player.hs.unl break; } } function rowReset(row, layer) { let prev = JSON.parse(JSON.stringify(player)) // Deep Copy let start = getStartPlayer() switch(row) { case 0: player.points = new Decimal(0); break; case 1: player.points = new Decimal(10); player.p.points = new Decimal(0); if ((LAYER_ROW[layer]>=3 && player.h.best.gte(10))||player.sp.total.gte(1)) 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 (player[layer].best.lt(8)) player.p.upgrades = []; } else if (layer=="t"||layer=="s"||layer=="sb") { if (player[layer].best.lt(3)) player.p.upgrades = []; } else if (layer=="e") { if (player[layer].best.lt(10)) player.p.upgrades = []; } else player.p.upgrades = []; } player.g.power = new Decimal(0); break; case 2: player.b.points = new Decimal(0); player.b.best = player.m.best.gte(1)?player.b.best:new Decimal(0); if (!player.t.best.gte(4)&&!player.sp.total.gte(1)) player.b.upgrades = []; player.g.points = new Decimal(0); player.g.power = new Decimal(0); player.g.best = player.m.best.gte(1)?player.g.best:new Decimal(0); if (!player.s.best.gte(4)&&!player.sp.total.gte(1)) player.g.upgrades = []; player.t.energy = new Decimal(0); if (layer=="t"||layer=="e"||layer=="s") { if (player[layer].best.gte(2)) { player.b.best = new Decimal(prev.b.best) player.g.best = new Decimal(prev.g.best) } } else if (player.sb.best.gte(4)&&layer=="sb") { player.b.best = new Decimal(prev.b.best) player.g.best = new Decimal(prev.g.best) } break; case 3: player.t.points = new Decimal(0); player.t.order = 0 if (player.h.best.lt(2)&&player.m.best.lt(1)) player.t.best = new Decimal(0); if (player.h.best.lt(4)&&!player.sp.total.gte(1)) player.t.upgrades = []; player.t.extCapsules = new Decimal(0); player.e.order = 0 player.e.points = new Decimal(0); if (player.h.best.lt(2)&&player.m.best.lt(1)) player.e.best = new Decimal(0); player.e.enhancers = new Decimal(0); if (player.h.best.lt(4)&&!player.sp.total.gte(1)) player.e.upgrades = []; player.s = { unl: player.s.unl, order: 0, points: new Decimal(0), best: (player.h.best.gte(2)||player.m.best.gte(1)) ? player.s.best : new Decimal(0), spent: (player.q.best.gte(4)&&(layer=="h"||layer=="q"||layer=="ss"||layer=="hb")) ? player.s.spent : new Decimal(0), buildings: (player.q.best.gte(4)&&(layer=="h"||layer=="q"||layer=="ss"||layer=="hb")) ? player.s.buildings : ({ 1: new Decimal(0), 2: new Decimal(0), 3: new Decimal(0), 4: new Decimal(0), 5: new Decimal(0) }), upgrades: (player.h.best.gte(4)||player.sp.total.gte(1)) ? player.s.upgrades : [], auto: player.s.auto, autoBuild: player.s.autoBuild, } player.sb = { unl: player.sb.unl, auto: player.sb.auto, order: 0, points: new Decimal(0), best: (player.h.best.gte(2)||player.m.best.gte(1)) ? player.sb.best : new Decimal(0), upgrades: (player.h.best.gte(10)||player.sp.total.gte(1)) ? player.sb.upgrades : [], } player.sg = { unl: player.sg.unl, auto: player.sg.auto, points: new Decimal(0), best: player.sg.best, power: new Decimal(0), upgrades: player.sg.upgrades, } player.h.time = 0 player.q.time = new Decimal(0); player.q.energy = new Decimal(0); break; case 4: player.h = { unl: player.h.unl, time: 0, points: new Decimal(0), best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.h.best:new Decimal(0), active: 0, challs: (player.m.best.gte(2)||player.sp.total.gte(1))?player.h.challs:[], upgrades: [], } player.q = { unl: player.q.unl, auto: player.q.auto, points: new Decimal(0), best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.q.best:new Decimal(0), layers: new Decimal(0), energy: new Decimal(0), time: new Decimal(0), upgrades: (player.ba.best.gte(2)||player.sp.total.gte(1))?player.q.upgrades:[], } player.hb = { unl: player.hb.unl, auto: player.hb.auto, order: player.hb.order, points: new Decimal(0), best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.hb.best:new Decimal(0), upgrades: (player.ba.best.gte(5)||player.sp.total.gte(1))?player.hb.upgrades:[], } player.ss = { unl: player.ss.unl, auto: player.ss.auto, order: player.ss.order, points: new Decimal(0), best: (player.ba.best.gte(1)||player.m.best.gte(1))?player.ss.best:new Decimal(0), subspace: new Decimal(0), upgrades: (player.ba.best.gte(5)||player.sp.total.gte(1))?player.ss.upgrades:[], } break; case 5: player.m = { unl: player.m.unl, auto: player.m.auto, autoIns: player.m.autoIns, points: new Decimal(0), best: player.sp.total.gte(2) ? player.m.best : new Decimal(0), spellTimes: { 1: 0, 2: 0, 3: 0, 4: 0, }, hexes: new Decimal(0), toCast: player.m.toCast, casted: { 1: new Decimal(1), 2: new Decimal(1), 3: new Decimal(1), 4: new Decimal(1), }, upgrades: player.sp.total.gte(1) ? player.m.upgrades : [], } player.ba = { unl: player.ba.unl, points: new Decimal(0), best: player.sp.total.gte(5) ? player.ba.best : new Decimal(0), power: new Decimal(0), positivity: new Decimal(0), negativity: new Decimal(0), upgrades: player.sp.total.gte(1) ? player.ba.upgrades : [], } break; case 6: player.sp = start.sp break; } } function addPoints(layer, gain) { player[layer].points = player[layer].points.plus(gain).max(0) player[layer].best = player[layer].best.max(player[layer].points) if (player[layer].total) player[layer].total = player[layer].total.plus(gain) } function generatePoints(layer, diff) { addPoints(layer, tmp.resetGain[layer].times(diff)) } function doReset(layer, force=false) { if (!force) { if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return; let gain = tmp.resetGain[layer] if (LAYER_TYPE[layer]=="static") { if (tmp.layerAmt[layer].lt(tmp.nextAt[layer])) return; addPoints(layer, canBuyMax(layer)?gain:1) } else addPoints(layer, gain) if (!player[layer].unl) { player[layer].unl = true; needCanvasUpdate = true; let layers = ROW_LAYERS[LAYER_ROW[layer]] for (let i in layers) if (!player[layers[i]].unl && player[layers[i]]!==undefined) player[layers[i]].order += ORDER_UP[LAYER_ROW[layer]].includes(layer)?1:0 } tmp.layerAmt[layer] = new Decimal(0) // quick fix } if ((layer=="b"&&player.t.best.gte(12))||(layer=="g"&&player.s.best.gte(12))) return; if ((layer=="t"&&player.h.best.gte(25))||(layer=="s"&&player.q.best.gte(25))||(layer=="sb"&&player.h.best.gte(2500))||(layer=="sg"&&player.sg.best.gte(1))) return; if ((layer=="hb"&&player.ba.best.gte(8))||(layer=="ss"&&player.ba.best.gte(8))) return; let row = LAYER_ROW[layer] if (!force && row>=3) completeHindrance() if (row==0) rowReset(0, layer) else for (let x=row;x>=1;x--) rowReset(x, layer) updateTemp() updateTemp() } function buyUpg(layer, id) { if (!player[layer].unl) return if (!LAYER_UPGS[layer][id].unl()) return if (player[layer].upgrades.includes(id)) return if (player[layer].points.lt(LAYER_UPGS[layer][id].cost)) return player[layer].points = player[layer].points.sub(LAYER_UPGS[layer][id].cost) player[layer].upgrades.push(id); if (layer=="t"&&id==32) player.t.order = 0; if (layer=="e"&&(id==22||id==23)) { player.e.order = 0; if (!player.e.upgrades.includes(22)) player.e.upgrades.push(22) if (!player.e.upgrades.includes(23)) player.e.upgrades.push(23) } if (layer=="s"&&id==33) player.s.order = 0; if (layer=="hb"&&id==13) player.hb.order = 0; if (layer=="ss"&&id==15) player.ss.order = 0; if (layer=="m"&&id==43) for (let i=1;i<=3;i++) player.m.spellTimes[i] *= LAYER_UPGS.m[43].currently().toNumber() } function getPointGen() { let gain = new Decimal(1) if (player.p.upgrades.includes(12)) gain = gain.times(LAYER_UPGS.p[12].currently()) if (player.p.upgrades.includes(13)) gain = gain.times(LAYER_UPGS.p[13].currently()) if (player.p.upgrades.includes(22)) gain = gain.times(LAYER_UPGS.p[22].currently()) if (player.b.unl) gain = gain.times(tmp.layerEffs.b) if (player.g.unl) gain = gain.times(tmp.genPowEff) if (player.t.unl) gain = gain.times(tmp.timeEff) if (player.s.unl && tmp.spaceBuildEff) gain = gain.times(tmp.spaceBuildEff[1]) if (player.q.unl && tmp.quirkEff) gain = gain.times(tmp.quirkEff) if (player.q.upgrades.includes(11)) gain = gain.times(LAYER_UPGS.q[11].currently()) if (tmp.hcActive ? tmp.hcActive[31] : true) gain = gain.tetrate(0.1) return gain } function addToBoosterBase() { let toAdd = new Decimal(0) if (player.b.upgrades.includes(12)) toAdd = toAdd.plus(LAYER_UPGS.b[12].currently()) if (player.b.upgrades.includes(13)) toAdd = toAdd.plus(LAYER_UPGS.b[13].currently()) if (player.t.upgrades.includes(11)&&!(tmp.hcActive?tmp.hcActive[12]:true)) toAdd = toAdd.plus(LAYER_UPGS.t[11].currently()) if (player.t.upgrades.includes(31)&&!(tmp.hcActive?tmp.hcActive[12]:true)) toAdd = toAdd.plus(25) if (player.t.upgrades.includes(33)&&!(tmp.hcActive?tmp.hcActive[12]:true)) toAdd = toAdd.plus(40) if (player.e.unl) toAdd = toAdd.plus(tmp.enhEff2) if (player.e.upgrades.includes(11)&&!(tmp.hcActive?tmp.hcActive[12]:true)) toAdd = toAdd.plus(LAYER_UPGS.e[11].currently().b) if (player.s.unl && tmp.spaceBuildEff) toAdd = toAdd.plus(tmp.spaceBuildEff[2]) if (player.sb.upgrades.includes(21)) toAdd = toAdd.plus(LAYER_UPGS.sb[21].currently()) if (player.b.upgrades.includes(31)) toAdd = toAdd.times(LAYER_UPGS.b[31].currently()) if (player.q.upgrades.includes(53)) toAdd = toAdd.times(tmp.enhEff2) if (player.sb.unl) toAdd = toAdd.times(tmp.layerEffs.sb) return toAdd } function getFreeBoosters() { let free = new Decimal(0) if (player.t.upgrades.includes(24)&&!(tmp.hcActive?tmp.hcActive[12]:true)) free = free.plus(18) if (player.b.upgrades.includes(32)) free = free.plus(LAYER_UPGS.b[32].currently()) if (player.b.upgrades.includes(33)) free = free.plus(100) return free } function getBoosterPower() { let power = new Decimal(1) if (spellActive(1)) power = power.times(tmp.spellEffs[1]) if (player.sp.upgrades.includes(34)) power = power.times(1.25) return power } function addToGenBase() { let toAdd = new Decimal(0) if (player.g.upgrades.includes(12)) toAdd = toAdd.plus(LAYER_UPGS.g[12].currently()) if (player.g.upgrades.includes(13)) toAdd = toAdd.plus(LAYER_UPGS.g[13].currently()) if (player.g.upgrades.includes(33)) toAdd = toAdd.plus(LAYER_UPGS.g[33].currently()) if (player.e.unl) toAdd = toAdd.plus(tmp.enhEff2) if (player.e.upgrades.includes(11)&&!(tmp.hcActive?tmp.hcActive[12]:true)) toAdd = toAdd.plus(LAYER_UPGS.e[11].currently().g) if (player.s.unl && tmp.spaceBuildEff) toAdd = toAdd.plus(tmp.spaceBuildEff[2]) if (player.h.challs.includes(51)) toAdd = toAdd.times(H_CHALLS[51].currently()) if (player.q.upgrades.includes(53)) toAdd = toAdd.times(tmp.enhEff2) return toAdd } function getGenPow() { let pow = new Decimal(1) if (player.g.upgrades.includes(34)) pow = pow.times(LAYER_UPGS.g[34].currently()) if (player.sp.upgrades.includes(34)) pow = pow.times(1.25) return pow } function getGenPowerGainMult() { let mult = new Decimal(1) if (player.g.upgrades.includes(21)) mult = mult.times(LAYER_UPGS.g[21].currently()) if (player.g.upgrades.includes(25)) mult = mult.times(LAYER_UPGS.g[25].currently()) if (player.e.upgrades.includes(35)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.e[35].currently()) if (player.s.upgrades.includes(12)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.s[12].currently()) if (player.s.upgrades.includes(13)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.s[13].currently()) if (player.q.unl && tmp.quirkEff) mult = mult.times(tmp.quirkEff) if (player.g.upgrades.includes(35)) mult = mult.times(LAYER_UPGS.g[35].currently()) return mult } function getGenPowerEffExp() { let exp = new Decimal(1/3) if (player.s.upgrades.includes(34)&&!(tmp.hcActive?tmp.hcActive[12]:true)) exp = exp.plus(LAYER_UPGS.s[34].currently()) if (player.b.upgrades.includes(21)) exp = exp.times(2) if (player.b.upgrades.includes(22)) exp = exp.times(1.2) if (player.e.upgrades.includes(21)&&!(tmp.hcActive?tmp.hcActive[12]:true)) exp = exp.times(1.15) if (player.h.challs.includes(11)) exp = exp.times(1.25) if (player.h.challs.includes(42)) exp = exp.times(3) return exp; } function getGenPowerEff() { if (tmp.hcActive ? tmp.hcActive[11] : true) return new Decimal(1) let eff = player.g.power.plus(1).pow(getGenPowerEffExp()); return eff } function resetRow(row) { if (prompt('Are you sure you want to reset this row? It is highly recommended that you wait until the end of your current run before doing this! Type "I WANT TO RESET THIS" to confirm')!="I WANT TO RESET THIS") return let pre_layers = ROW_LAYERS[row-1] let layers = ROW_LAYERS[row] let post_layers = ROW_LAYERS[row+1] rowReset(row+1, post_layers[0]) doReset(pre_layers[0], true) for (let layer in layers) { player[layers[layer]].unl = false if (player[layers[layer]].order) player[layers[layer]].order = 0 } updateTemp(); resizeCanvas(); } function getEnhancerPow() { if (tmp.hcActive ? tmp.hcActive[22] : true) return new Decimal(0); if (tmp.hcActive ? tmp.hcActive[41] : true) return new Decimal(0); let pow = new Decimal(1) if (player.e.upgrades.includes(25)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.e[25].currently()) if (player.e.upgrades.includes(31)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.e[31].currently()) if (player.h.challs.includes(31)) pow = pow.times(2) if (player.q.upgrades.includes(42)) pow = pow.times(1.4) if (player.ba.upgrades.includes(32)) pow = pow.times(LAYER_UPGS.ba[32].currently()) return pow } function getEnhancerEff() { if (!player.e.unl) return new Decimal(1) let e = player.e.enhancers.sub(tmp.subbedEnh).times(tmp.enhPow) let eff; if (e.gte(0)) eff = Decimal.pow(25, e.pow(1.1)) else eff = Decimal.pow(1/25, e.times(-1).pow(1.1)) return eff } function getEnhancerEff2() { if (!player.e.unl) return new Decimal(0) let e = player.e.enhancers.sub(tmp.subbedEnh).times(tmp.enhPow) let eff; if (e.gte(0)) eff = e.pow(0.8) else eff = e.times(-1).pow(0.8).times(-1) return eff; } function getEnhancerCost() { let e = player.e.enhancers if (e.gte(25)) e = e.pow(2).div(25) let cost = Decimal.pow(2, e.pow(1.5)) return cost.floor() } function buyEnhancer() { let cost = getEnhancerCost() if (player.e.points.lt(cost)) return player.e.points = player.e.points.sub(cost) player.e.enhancers = player.e.enhancers.plus(1) } function maxEnhancers() { let target = player.e.points.max(1).log(2).root(1.5) if (target.gte(25)) target = target.times(25).sqrt() target = target.plus(1).floor() if (target.lte(player.e.enhancers)) return player.e.enhancers = player.e.enhancers.max(target) } function getFreeExtCapsules() { let amt = new Decimal(0) if (player.t.upgrades.includes(12)&&!(tmp.hcActive?tmp.hcActive[12]:true)) amt = amt.plus(1) if (player.h.unl) amt = amt.plus(tmp.layerEffs.h) return amt } function getCapPow() { if (tmp.hcActive ? tmp.hcActive[41] : true) return new Decimal(0) let pow = new Decimal(1) if (player.q.upgrades.includes(33)) pow = pow.times(LAYER_UPGS.q[33].currently()) if (spellActive(2)) pow = pow.times(tmp.spellEffs[2]) return pow } function getFreeExtPow() { if (tmp.hcActive ? tmp.hcActive[22] : true) return new Decimal(0) let pow = new Decimal(1) return pow } function getTimeEnergyEff() { if (!player.t.unl) return new Decimal(1) let exp = 1.2 if (player.t.upgrades.includes(21)&&!(tmp.hcActive?tmp.hcActive[12]:true)) exp = 1.75 let eff = player.t.energy.plus(1).pow(exp) return eff; } function getTimeEnergyGainMult() { if (!player.t.unl) return new Decimal(1) let mult = new Decimal(1); if (player.t.upgrades.includes(21)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[21].currently()) if (player.t.upgrades.includes(22)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[22].currently()) if (player.t.upgrades.includes(23)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[23].currently()) if (player.t.upgrades.includes(34)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[34].currently()) return mult; } function getTimeEnergyLimitMult() { if (!player.t.unl) return new Decimal(1) let mult = new Decimal(1); if (player.t.upgrades.includes(12)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[12].currently()) if (player.t.upgrades.includes(21)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[21].currently()) if (player.t.upgrades.includes(22)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[22].currently()) if (player.t.upgrades.includes(23)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[23].currently()) if (player.t.upgrades.includes(34)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mult = mult.times(LAYER_UPGS.t[34].currently()) if (player.q.upgrades.includes(23)) mult = mult.times(1e10) if (player.q.upgrades.includes(24)) mult = mult.times(LAYER_UPGS.q[24].currently()) if (player.m.upgrades.includes(23)) mult = mult.times("1e500") return mult; } function getExtCapsuleCost() { let amt = player.t.extCapsules if (amt.gte(25) && !player.ba.upgrades.includes(43)) amt = amt.pow(2).div(25) let cost = amt.times(0.4).pow(1.2).plus(1).times(10) return cost.floor() } function buyExtCapsule() { if (!player.t.unl) return let cost = getExtCapsuleCost() if (player.b.points.lt(cost)) return player.b.points = player.b.points.sub(cost) player.t.extCapsules = player.t.extCapsules.plus(1) } function maxExtTimeCapsules() { let target = player.b.points.plus(1).div(10).sub(1).root(1.2).div(0.4) if (target.gte(25)&&!player.ba.upgrades.includes(43)) target = target.times(25).sqrt() target = target.plus(1).floor().max(0) player.t.extCapsules = player.t.extCapsules.max(target) } function addToTimeBase() { let toAdd = new Decimal(0) if (player.m.upgrades.includes(44)) toAdd = toAdd.plus(LAYER_UPGS.m[44].currently()) return toAdd } function getSpace() { let baseSpace = player.s.best.pow(1.1).times(3).floor() if (player.s.upgrades.includes(13)&&!(tmp.hcActive?tmp.hcActive[12]:true)) baseSpace = baseSpace.plus(2); if (player.s.upgrades.includes(24)&&!(tmp.hcActive?tmp.hcActive[12]:true)) baseSpace = baseSpace.plus(3); if (player.ss.unl) baseSpace = baseSpace.plus(tmp.ssEff1) if (player.ss.upgrades.includes(11)) baseSpace = baseSpace.plus(LAYER_UPGS.ss[11].currently()) return baseSpace.sub(player.s.spent).max(0) } function getSpaceBuildingCostMod() { let mod = new Decimal(1) if (player.s.upgrades.includes(24)&&!(tmp.hcActive?tmp.hcActive[12]:true)) mod = mod.times(0.5) if (player.s.upgrades.includes(42)) mod = mod.times(0.6) if (spellActive(4)) mod = mod.times(Decimal.sub(1, tmp.spellEffs[4].sub(1))) return mod; } function getSpaceBuildingCostMult() { let mult = new Decimal(1) if (player.ss.unl) mult = mult.div(tmp.ssEff2) if (player.s.upgrades.includes(41)) mult = mult.div(LAYER_UPGS.s[41].currently()) return mult } function getSpaceBuildingCost(x) { let inputVal = new Decimal([1e3,1e10,1e25,1e48,1e100][x-1]) let bought = player.s.buildings[x] if (bought.gte(100)) bought = bought.pow(2).div(100) let cost = Decimal.pow(inputVal, bought.times(getSpaceBuildingCostMod()).pow(1.35)).times(inputVal).times((bought.gt(0)||x>1)?1:0).times(getSpaceBuildingCostMult()) return cost } function getSpaceBuildingTarg(x) { let inputVal = new Decimal([1e3,1e10,1e25,1e48,1e100][x-1]) let target = player.g.power.div(getSpaceBuildingCostMult()).div(inputVal).max(1).log(inputVal).pow(1/1.35).div(getSpaceBuildingCostMod()) if (target.gte(100)) target = target.times(100).sqrt() return target.plus(1).floor() } function getSpaceBuildingPow() { if (!player.s.unl) return new Decimal(0) if (tmp.hcActive ? tmp.hcActive[22] : true) return new Decimal(0) if (tmp.hcActive ? tmp.hcActive[41] : true) return new Decimal(0) let pow = new Decimal(1) if (player.s.upgrades.includes(21)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.s[21].currently()) if (player.s.upgrades.includes(22)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.s[22].currently()) if (player.s.upgrades.includes(23)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(LAYER_UPGS.s[23].currently()) if (player.s.upgrades.includes(44)&&!(tmp.hcActive?tmp.hcActive[12]:true)) pow = pow.times(1.25) if (player.q.upgrades.includes(41)) pow = pow.times(1.4) if (player.ss.unl) pow = pow.times(tmp.ssEff3) if (player.ba.upgrades.includes(44)) pow = pow.times(1.5) return pow } function getExtraBuildingLevels(x) { let lvl = new Decimal(0) if (player.s.upgrades.includes(11)&&!(tmp.hcActive?tmp.hcActive[12]:true)) lvl = lvl.plus(1); if (player.s.upgrades.includes(14)&&!(tmp.hcActive?tmp.hcActive[12]:true)) lvl = lvl.plus(1); if (player.q.upgrades.includes(31)) lvl = lvl.plus(1); if (x<5) lvl = lvl.plus(tmp.spaceBuildEff[5]) if (player.m.upgrades.includes(32)) lvl = lvl.plus(LAYER_UPGS.m[32].currently()) return lvl } function getSpaceBuildingEff(x) { let bought = player.s.buildings[x].plus(getExtraBuildingLevels(x)); if (!player.s.unl) bought = new Decimal(0); if (tmp.sbUnl0) exp = new Decimal(0.5) return exp } function getHyperBoosterPow() { let pow = new Decimal(1) if (player.hb.upgrades.includes(12)) pow = pow.times(LAYER_UPGS.hb[12].currently()) return pow; } function getBalancePowerEff() { let eff = player.ba.power.plus(1).sqrt() if (player.ba.upgrades.includes(14)) eff = eff.pow(5) if (player.ba.upgrades.includes(33)) eff = eff.pow(2) return eff; } function getBalanceTypesEff() { 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) let pos = player.ba.positivity.plus(1).log10().plus(1) let neg = player.ba.negativity.plus(1).log10().plus(1) if (player.ba.upgrades.includes(34)) mod = mod.times(1.5) if (player.ba.upgrades.includes(53)) mod = mod.times(LAYER_UPGS.ba[53].currently()) let eff = pos.times(neg).pow(mod) return eff; } function getBalanceEnergyExp() { let exp = new Decimal(1) if (player.ba.unl) exp = exp.times(1.5) return exp; } function getPosGainMult() { let mult = new Decimal(1) if (player.ba.upgrades.includes(22)) mult = mult.times(LAYER_UPGS.ba[22].currently()) return mult; } function getNegGainMult() { let mult = new Decimal(1) if (player.ba.upgrades.includes(22)) mult = mult.times(LAYER_UPGS.ba[22].currently()) return mult; } function getBalPowGainMult() { let mult = new Decimal(1) if (player.sp.upgrades.includes(14)) mult = mult.times(LAYER_UPGS.sp[14].currently()) return mult; } const SPELL_NAMES = { 1: "Booster Launch", 2: "Time Warp", 3: "Quirk Amplification", 4: "Spacial Compression", } const SPELL_DESCS = { 1: "Boosters are X% stronger", 2: "Time Capsules are X% stronger", 3: "Quirk Layers are X% more efficient", 4: "Space Buildings cost scale X% slower", } const SPELL_BASE = { 1: 1.25, 2: 1.1, 3: 1.04, 4: 1.01, } function getSpellPower(x) { let power = new Decimal(1); if (player.m.upgrades.includes(11)) power = power.times(LAYER_UPGS.m[11].currently()) if (player.m.upgrades.includes(21) && (x==2||x==3)) power = power.times(LAYER_UPGS.m[21].currently()) if (player.m.upgrades.includes(22) && (x==2)) power = power.times(10) if (player.m.upgrades.includes(41)) { let casted = player.m.casted[x] power = power.times(casted.max(1).log10().plus(1).log10().div(5).plus(1)) } if (player.sp.upgrades.includes(23)) power = power.times(LAYER_UPGS.sp[23].currently()) if (power.gte(50)) power = power.log10().times(50/Math.log10(50)).min(power) return power.max(1); } function getSpellEff(x) { let base = SPELL_BASE[x] let power = getSpellPower(x) let eff = Decimal.pow(base, power) if (x==4) eff = Decimal.sub(2, Decimal.div(base, power.log2().plus(1))) return eff } function getSpellDesc(x) { let desc = SPELL_DESCS[x] let eff = tmp.spellEffs[x] return desc.replace("X", format(eff.sub(1).times(100))) } function getSpellTime() { let time = 20 if (player.m.best.gte(2.5e9)) time *= 10 if (player.m.upgrades.includes(43)) time *= LAYER_UPGS.m[43].currently().toNumber() return time } function spellActive(x) { if (!player.m.unl) return false if (!tmp.spellEffs) return false if (tmp.spellsUnl0 } function activateSpell(x, force=false) { if (tmp.spellsUnl=10) diff = 0 else diff = Decimal.div(diff, Decimal.div(10, Decimal.sub(10, player.h.time + 1)).pow(1000)) } if (player.p.upgrades.includes(11)) player.points = player.points.plus(tmp.pointGen.times(diff)).max(0) if (player.g.unl) player.g.power = player.g.power.plus(tmp.layerEffs.g.times(diff)).max(0) if (player.g.best.gte(10)) generatePoints("p", diff) if (player.t.unl) { let data = tmp.layerEffs.t player.t.energy = player.t.energy.plus(data.gain.times(diff)).min(data.limit).max(0) } if (player.sg.unl) player.sg.power = player.sg.power.plus(tmp.layerEffs.sg.times(diff)).max(0) if (player.q.unl) { let mult = getQuirkLayerMult() player.q.time = player.q.time.plus(mult.times(diff)).max(0) let exp = getQuirkEnergyGainExp() if (exp.gte(0)) player.q.energy = player.q.energy.plus(player.q.time.pow(exp).times(mult).times(diff)).max(0) } if (player.q.best.gte(15)) generatePoints("e", diff) if (player.ss.unl) player.ss.subspace = player.ss.subspace.plus(tmp.layerEffs.ss.times(diff)).max(0) if (player.ba.unl) { player.ba.power = player.ba.power.plus(tmp.layerEffs.ba.power.times(tmp.balEff2).times(getBalPowGainMult()).times(diff)).max(0) player.ba.positivity = player.ba.positivity.plus(tmp.layerEffs.ba.pos.times(getPosGainMult()).times(diff)).max(0) player.ba.negativity = player.ba.negativity.plus(tmp.layerEffs.ba.neg.times(getNegGainMult()).times(diff)).max(0) } if (player.m.unl) for (let i=1;i<=tmp.spellsUnl;i++) player.m.spellTimes[i] = Decimal.sub(player.m.spellTimes[i], diff).max(0).toNumber() if (player.m.best.gte(3)) { generatePoints("h", diff) generatePoints("q", diff) } if (player.m.best.gte(2.5e9)) player.m.hexes = player.m.hexes.plus(getHexGain().times(diff)).max(0) if (player.sp.total.gte(10)) { generatePoints("m", diff) generatePoints("ba", diff) } if (player.b.auto&&player.t.best.gte(5)) doReset("b") if (player.g.auto&&player.s.best.gte(5)) doReset("g") if (player.e.auto&&player.q.best.gte(5)) maxEnhancers() 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.s.autoBuild&&player.ss.best.gte(1)) for (let i=tmp.sbUnl;i>=1;i--) maxSpaceBuilding(i) if (player.sb.auto&&player.h.best.gte(15)) doReset("sb") if (player.sg.auto&&player.sg.best.gte(2)) doReset("sg") if (player.q.auto&&player.ba.best.gte(3)) maxQuirkLayers() if (player.hb.auto&&player.m.best.gte(4)) doReset("hb") if (player.ss.auto&&player.m.best.gte(4)) doReset("ss") if (player.m.autoIns&&player.sp.total.gte(2)) for (let i=1;i<=tmp.spellsUnl;i++) { player.m.casted[i] = player.m.points player.m.toCast[i] = player.m.points } if (player.m.auto&&player.m.best.gte(1000)) for (let i=1;i<=tmp.spellsUnl;i++) activateSpell(i) if (player.hasNaN&&!NaNalert) { alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.") clearInterval(interval); player.autosave = false; NaNalert = true; } } function hardReset() { if (!confirm("Are you sure you want to do this? You will lose all your progress!")) return player = getStartPlayer() save(); window.location.reload(); } var saveInterval = setInterval(function() { if (player===undefined) return; if (gameEnded&&!player.keepGoing) return; if (player.autosave) save(); }, 5000) var interval = setInterval(function() { if (player===undefined||tmp===undefined) return; if (gameEnded&&!player.keepGoing) return; let diff = (Date.now()-player.time)/1000 if (!player.offlineProd) offTime.remain = 0 if (offTime.remain>0) { offTime.speed = offTime.remain/5+1 diff += offTime.speed/50 offTime.remain = Math.max(offTime.remain-offTime.speed/50, 0) } player.time = Date.now() if (needCanvasUpdate) resizeCanvas(); updateTemp(); gameLoop(diff) }, 50) document.onkeydown = function(e) { if (player===undefined) return; if (gameEnded&&!player.keepGoing) return; let shiftDown = e.shiftKey let ctrlDown = e.ctrlKey let key = e.key if (ctrlDown&&key=="b") e.preventDefault() if ((!LAYERS.includes(key))||ctrlDown||shiftDown) { switch(key) { case "a": if (player.ba.unl) doReset("ba") break; case "b": if (ctrlDown && player.hb.unl) doReset("hb") break; case "B": if (player.sb.unl) doReset("sb") break; case "G": if (player.sg.unl) doReset("sg") break; case "S": if (player.ss.unl) doReset("ss") break; case "1": if (player.m.unl) activateSpell(1) break; case "2": if (player.m.unl) activateSpell(2) break; case "3": if (player.m.unl) activateSpell(3) break; case "4": if (player.m.unl&&player.sp.upgrades.includes(13)) activateSpell(4) break; case "P": if (player.sp.unl) doReset("sp") break; } } else if (player[key].unl) doReset(key) }