mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-12-04 13:51:31 +00:00
396 lines
No EOL
19 KiB
JavaScript
396 lines
No EOL
19 KiB
JavaScript
var testTree = [["f", "c"],
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["g", "spook", "h"]]
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addLayer("c", {
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layer: "c", // This is assigned automatically, both to the layer and all upgrades, etc. Shown here so you know about it
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name: "Candies", // This is optional, only used in a few places, If absent it just uses the layer id.
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symbol: "C", // This appears on the layer's node. Default is the id with the first letter capitalized
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position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
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startData() { return {
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unlocked: true,
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points: new Decimal(0),
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best: new Decimal(0),
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total: new Decimal(0),
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buyables: {}, // You don't actually have to initialize this one
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beep: false,
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thingy: "pointy",
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otherThingy: 10,
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drop: "drip",
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}},
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color: "#4BDC13",
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requires: new Decimal(10), // Can be a function that takes requirement increases into account
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resource: "lollipops", // Name of prestige currency
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baseResource: "points", // Name of resource prestige is based on
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baseAmount() {return player.points}, // Get the current amount of baseResource
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type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
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exponent: 0.5, // Prestige currency exponent
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base: 5, // Only needed for static layers, base of the formula (b^(x^exp))
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roundUpCost: false, // True if the cost needs to be rounded up (use when baseResource is static?)
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// For normal layers, gain beyond [softcap] points is put to the [softcapPower]th power
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softcap: new Decimal(1e100),
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softcapPower: new Decimal(0.5),
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canBuyMax() {}, // Only needed for static layers with buy max
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gainMult() { // Calculate the multiplier for main currency from bonuses
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mult = new Decimal(1)
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if (hasUpgrade(this.layer, 166)) mult = mult.times(2) // These upgrades don't exist
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if (hasUpgrade(this.layer, 120)) mult = mult.times(upgradeEffect(this.layer, 120))
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return mult
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},
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gainExp() { // Calculate the exponent on main currency from bonuses
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return new Decimal(1)
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},
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row: 0, // Row the layer is in on the tree (0 is the first row)
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effect() {
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return { // Formulas for any boosts inherent to resources in the layer. Can return a single value instead of an object if there is just one effect
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waffleBoost: (true == false ? 0 : Decimal.pow(player[this.layer].points, 0.2)),
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icecreamCap: (player[this.layer].points * 10)
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}},
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effectDescription() { // Optional text to describe the effects
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eff = this.effect();
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eff.waffleBoost = eff.waffleBoost.times(buyableEffect(this.layer, 11).first)
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return "which are boosting waffles by "+format(eff.waffleBoost)+" and increasing the Ice Cream cap by "+format(eff.icecreamCap)
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},
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infoboxes:{
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coolInfo: {
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title: "Lore",
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titleStyle: {'color': '#FE0000'},
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body: "DEEP LORE!",
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bodyStyle: {'background-color': "#0000EE"}
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}
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},
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milestones: {
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0: {requirementDescription: "3 Lollipops",
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done() {return player[this.layer].best.gte(3)}, // Used to determine when to give the milestone
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effectDescription: "Unlock the next milestone",
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},
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1: {requirementDescription: "4 Lollipops",
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unlocked() {return hasMilestone(this.layer, 0)},
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done() {return player[this.layer].best.gte(4)},
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effectDescription: "You can toggle beep and boop (which do nothing)",
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toggles: [
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["c", "beep"], // Each toggle is defined by a layer and the data toggled for that layer
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["f", "boop"]],
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style() {
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if(hasMilestone(this.layer, this.id)) return {
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'background-color': '#1111DD'
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}},
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},
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},
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challenges: {
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11: {
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name: "Fun",
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completionLimit: 3,
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challengeDescription() {return "Makes the game 0% harder<br>"+challengeCompletions(this.layer, this.id) + "/" + this.completionLimit + " completions"},
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unlocked() { return player[this.layer].best.gt(0) },
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goalDescription: 'Have 20 points I guess',
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canComplete() {
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return player.points.gte(20)
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},
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rewardEffect() {
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let ret = player[this.layer].points.add(1).tetrate(0.02)
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return ret;
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},
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rewardDisplay() { return format(this.rewardEffect())+"x" },
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countsAs: [12, 21], // Use this for if a challenge includes the effects of other challenges. Being in this challenge "counts as" being in these.
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rewardDescription: "Says hi",
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onComplete() {console.log("hiii")}, // Called when you successfully complete the challenge
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onEnter() {console.log("So challenging")},
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onExit() {console.log("Sweet freedom!")},
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},
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},
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upgrades: {
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11: {
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title: "Generator of Genericness",
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description: "Gain 1 Point every second.",
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cost: new Decimal(1),
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unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
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branches: [12],
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tooltip: "hi",
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},
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12: {
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description: "Point generation is faster based on your unspent Lollipops.",
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cost: new Decimal(1),
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unlocked() { return (hasUpgrade(this.layer, 11))},
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effect() { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values
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let ret = player[this.layer].points.add(1).pow(player[this.layer].upgrades.includes(24)?1.1:(player[this.layer].upgrades.includes(14)?0.75:0.5))
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if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000")
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return ret;
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},
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effectDisplay() { return format(this.effect())+"x" }, // Add formatting to the effect
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},
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13: {
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unlocked() { return (hasUpgrade(this.layer, 12))},
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onPurchase() { // This function triggers when the upgrade is purchased
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player[this.layer].unlockOrder = 0
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},
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style() {
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if (hasUpgrade(this.layer, this.id)) return {
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'background-color': '#1111dd'
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}
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else if (!canAffordUpgrade(this.layer, this.id)) {
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return {
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'background-color': '#dd1111'
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}
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} // Otherwise use the default
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},
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canAfford(){return player.points.lte(7)},
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pay(){player.points = player.points.add(7)},
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fullDisplay: "Only buyable with less than 7 points, and gives you 7 more. Unlocks a secret subtab."
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},
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22: {
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title: "This upgrade doesn't exist",
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description: "Or does it?.",
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currencyLocation() {return player[this.layer].buyables}, // The object in player data that the currency is contained in
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currencyDisplayName: "exhancers", // Use if using a nonstandard currency
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currencyInternalName: 11, // Use if using a nonstandard currency
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cost: new Decimal(3),
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unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
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},
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},
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buyables: {
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showRespec: true,
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respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
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player[this.layer].points = player[this.layer].points.add(player[this.layer].spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value
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resetBuyables(this.layer)
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doReset(this.layer, true) // Force a reset
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},
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respecText: "Respec Thingies", // Text on Respec button, optional
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respecMessage: "Are you sure? Respeccing these doesn't accomplish much.",
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11: {
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title: "Exhancers", // Optional, displayed at the top in a larger font
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cost(x) { // cost for buying xth buyable, can be an object if there are multiple currencies
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if (x.gte(25)) x = x.pow(2).div(25)
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let cost = Decimal.pow(2, x.pow(1.5))
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return cost.floor()
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},
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effect(x) { // Effects of owning x of the items, x is a decimal
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let eff = {}
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if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
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else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
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if (x.gte(0)) eff.second = x.pow(0.8)
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else eff.second = x.times(-1).pow(0.8).times(-1)
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return eff;
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},
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display() { // Everything else displayed in the buyable button after the title
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let data = tmp[this.layer].buyables[this.id]
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return "Cost: " + format(data.cost) + " lollipops\n\
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Amount: " + player[this.layer].buyables[this.id] + "/4\n\
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Adds + " + format(data.effect.first) + " things and multiplies stuff by " + format(data.effect.second)
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},
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unlocked() { return player[this.layer].unlocked },
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canAfford() {
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return player[this.layer].points.gte(tmp[this.layer].buyables[this.id].cost)},
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buy() {
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cost = tmp[this.layer].buyables[this.id].cost
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player[this.layer].points = player[this.layer].points.sub(cost)
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player[this.layer].buyables[this.id] = player[this.layer].buyables[this.id].add(1)
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player[this.layer].spentOnBuyables = player[this.layer].spentOnBuyables.add(cost) // This is a built-in system that you can use for respeccing but it only works with a single Decimal value
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},
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buyMax() {}, // You'll have to handle this yourself if you want
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style: {'height':'222px'},
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purchaseLimit: new Decimal(4),
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sellOne() {
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let amount = getBuyableAmount(this.layer, this.id)
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if (amount.lte(0)) return // Only sell one if there is at least one
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setBuyableAmount(this.layer, this.id, amount.sub(1))
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player[this.layer].points = player[this.layer].points.add(this.cost)
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},
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},
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},
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doReset(resettingLayer){ // Triggers when this layer is being reset, along with the layer doing the resetting. Not triggered by lower layers resetting, but is by layers on the same row.
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if(layers[resettingLayer].row > this.row) layerDataReset(this.layer, ["points"])
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},
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layerShown() {return true}, // Condition for when layer appears on the tree
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automate() {
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}, // Do any automation inherent to this layer if appropriate
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resetsNothing() {return false},
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onPrestige(gain) {
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return
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}, // Useful for if you gain secondary resources or have other interesting things happen to this layer when you reset it. You gain the currency after this function ends.
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hotkeys: [
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{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
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{key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){respecBuyables(this.layer)}, unlocked() {return hasUpgrade('c', '22')}} ,
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],
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increaseUnlockOrder: [], // Array of layer names to have their order increased when this one is first unlocked
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microtabs: {
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stuff: {
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first: {
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content: ["upgrades", ["display-text", function() {return "confirmed<br>" + player.c.drop}], ["drop-down", ["drop", ["drip", "drop"]]]]
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},
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second: {
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embedLayer: "f",
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content: [["upgrade", 11],
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["row", [["upgrade", 11], "blank", "blank", ["upgrade", 11],]],
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["display-text", function() {return "double confirmed"}]]
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},
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},
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otherStuff: {
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// There could be another set of microtabs here
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}
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},
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bars: {
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longBoi: {
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fillStyle: {'background-color' : "#FFFFFF"},
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baseStyle: {'background-color' : "#696969"},
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textStyle: {'color': '#04e050'},
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borderStyle() {return {}},
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direction: RIGHT,
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width: 300,
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height: 30,
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progress() {
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return (player.points.add(1).log(10).div(10)).toNumber()
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},
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display() {
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return format(player.points) + " / 1e10 points"
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},
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unlocked: true,
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},
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tallBoi: {
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fillStyle: {'background-color' : "#4BEC13"},
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baseStyle: {'background-color' : "#000000"},
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textStyle: {'text-shadow': '0px 0px 2px #000000'},
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borderStyle() {return {'border-width': "7px"}},
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direction: UP,
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width: 50,
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height: 200,
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progress() {
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return player.points.div(100)
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},
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display() {
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return formatWhole((player.points.div(1)).min(100)) + "%"
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},
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unlocked: true,
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},
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flatBoi: {
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fillStyle: {'background-color' : "#FE0102"},
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baseStyle: {'background-color' : "#222222"},
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textStyle: {'text-shadow': '0px 0px 2px #000000'},
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borderStyle() {return {}},
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direction: UP,
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width: 100,
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height: 30,
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progress() {
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return player.c.points.div(50)
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},
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unlocked: true,
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},
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},
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// Optional, lets you format the tab yourself by listing components. You can create your own components in v.js.
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tabFormat: {
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"main tab": {
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buttonStyle() {return {'color': 'orange'}},
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shouldNotify: true,
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content:
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["main-display",
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"prestige-button", "resource-display",
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["blank", "5px"], // Height
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["raw-html", function() {return "<button onclick='console.log(`yeet`); makeParticles(textParticle)'>'HI'</button>"}],
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["display-text", "Name your points!"],
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["text-input", "thingy"],
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["display-text",
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function() {return 'I have ' + format(player.points) + ' ' + player[this.layer].thingy + ' points!'},
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{"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}],
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"h-line", "milestones", "blank", "upgrades", "challenges"],
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glowColor: "blue",
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},
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thingies: {
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prestigeNotify: true,
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style() {return {'background-color': '#222222'}},
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buttonStyle() {return {'border-color': 'orange'}},
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content:[
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"buyables", "blank",
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["row", [
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["toggle", ["c", "beep"]], ["blank", ["30px", "10px"]], // Width, height
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["display-text", function() {return "Beep"}], "blank", ["v-line", "200px"],
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["column", [
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["prestige-button", "", {'width': '150px', 'height': '80px'}],
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["prestige-button", "", {'width': '100px', 'height': '150px'}],
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]],
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], {'width': '600px', 'height': '350px', 'background-color': 'green', 'border-style': 'solid'}],
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"blank",
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["display-image", "discord.png"],],
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},
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jail: {
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style() {return {'background-color': '#222222'}},
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content: [
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["infobox", "coolInfo"],
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["bar", "longBoi"], "blank",
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["row", [
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["column", [
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["display-text", "Sugar level:", {'color': 'teal'}], "blank", ["bar", "tallBoi"]],
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{'background-color': '#555555', 'padding': '15px'}],
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"blank",
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["column", [
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["display-text", "idk"],
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["blank", ['0', '50px']], ["bar", "flatBoi"]
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]],
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]],
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"blank", ["display-text", "It's jail because \"bars\"! So funny! Ha ha!"],["tree", testTree],
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],
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},
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illuminati: {
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unlocked() {return (hasUpgrade("c", 13))},
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content:[
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["raw-html", function() {return "<h1> C O N F I R M E D </h1>"}], "blank",
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["microtabs", "stuff", {'width': '600px', 'height': '350px', 'background-color': 'brown', 'border-style': 'solid'}],
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["display-text", "Adjust how many points H gives you!"],
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["slider", ["otherThingy", 1, 30]], "blank", ["upgrade-tree", [[11],
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[12, 22, 22, 11]]]
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]
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}
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},
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style() {return {
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//'background-color': '#3325CC'
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}},
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nodeStyle() {return { // Style on the layer node
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'color': '#3325CC',
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'text-decoration': 'underline',
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'font-family': 'cursive'
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}},
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glowColor: "orange", // If the node is highlighted, it will be this color (default is red)
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componentStyles: {
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"challenge"() {return {'height': '200px'}},
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"prestige-button"() {return {'color': '#AA66AA'}},
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},
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tooltip() { // Optional, tooltip displays when the layer is unlocked
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let tooltip = formatWhole(player[this.layer].points) + " " + this.resource
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if (player[this.layer].buyables[11].gt(0)) tooltip += "<br><i><br><br><br>" + formatWhole(player[this.layer].buyables[11]) + " Exhancers</i>"
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return tooltip
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},
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shouldNotify() { // Optional, layer will be highlighted on the tree if true.
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// Layer will automatically highlight if an upgrade is purchasable.
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return (player.c.buyables[11] == 1)
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},
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marked: "discord.png",
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resetDescription: "Melt your points into ",
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})
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const textParticle = {
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spread: 20,
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gravity: 0,
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time: 3,
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speed: 0,
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text: function() { return "<h1 style='color:yellow'>" + format(player.points)},
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offset: 30,
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fadeInTime: 1,
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} |