let modInfo = { name: "The Modding Tree", id: "modbase", pointsName: "points", discordName: "", discordLink: "", initialStartPoints: new Decimal (10), // Used for hard resets and new players offlineLimit: 1, // In hours } // Set your version in num and name let VERSION = { num: "2.3.3.1", name: "Cooler and Newer Edition", } let changelog = `

Changelog:


v0.0


- Added things.
- Added stuff.` let winText = `Congratulations! You have reached the end and beaten this game, but for now...` // If you add new functions anywhere inside of a layer, and those functions have an effect when called, add them here. // (The ones here are examples, all official functions are already taken care of) var doNotCallTheseFunctionsEveryTick = ["doReset", "buy", "onPurchase", "blowUpEverything"] function getStartPoints(){ return new Decimal(modInfo.initialStartPoints) } // Determines if it should show points/sec function canGenPoints(){ return hasUpgrade("c", 11) } // Calculate points/sec! function getPointGen() { if(!canGenPoints()) return new Decimal(0) let gain = new Decimal(1) if (hasUpgrade("c", 12)) gain = gain.times(upgradeEffect("c", 12)) return gain } // You can add non-layer related variables that should to into "player" and be saved here, along with default values function addedPlayerData() { return { weather: "Yes", happiness: new Decimal(72), }} // Display extra things at the top of the page var displayThings = [ function() {if (player.points.eq(69)) return "Tee hee!"}, function() {if (player.f.points.gt(1)) return `You have ${player.f.points} farm points. (Which do nothing.)`}, function() {if (inChallenge("c", 11)) return "The game is currently

0%

harder."}, ] // Determines when the game "ends" function isEndgame() { return player.points.gte(new Decimal("e280000000")) } // Less important things beyond this point! // You can change this if you have things that can be messed up by long tick lengths function maxTickLength() { return(3600) // Default is 1 hour which is just arbitrarily large } // Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue, // you can cap their current resources with this. function fixOldSave(oldVersion){ }