mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-21 16:13:55 +00:00
502 lines
24 KiB
JavaScript
502 lines
24 KiB
JavaScript
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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}},
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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: "candies", // 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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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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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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rows: 2,
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cols: 12,
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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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goal: new Decimal("20"),
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currencyDisplayName: "lollipops", // Use if using a nonstandard currency
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currencyInternalName: "points", // Use if using a nonstandard currency
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currencyLayer: this.layer, // Leave empty if not in a layer
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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 complete the challenge
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},
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},
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upgrades: {
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rows: 2,
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cols: 3,
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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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},
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12: {
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description: "Candy 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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description: "Unlock a <b>secret subtab</b> and make this layer act if you unlocked it first.",
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cost: new Decimal(69),
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currencyDisplayName: "candies", // Use if using a nonstandard currency
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currencyInternalName: "points", // Use if using a nonstandard currency
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currencyLocation: "", // The object in player data that the currency is contained in
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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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},
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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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rows: 1,
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cols: 12,
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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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11: {
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title: "Exhancers", // Optional, displayed at the top in a larger font
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cost(x=player[this.layer].buyables[this.id]) { // 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=player[this.layer].buyables[this.id]) { // 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] + "\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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},
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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, ["upgrades", "challenges"]) // This is actually the default behavior
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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(){if (player[this.layer].unlocked) respecBuyables(this.layer)}},
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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"}]]
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},
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second: {
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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.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 {}},
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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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content:
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["main-display",
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"prestige-button",
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["blank", "5px"], // Height
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["raw-html", function() {return "<button onclick='console.log(`yeet`)'>'HI'</button>"}],
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["display-text",
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function() {return 'I have ' + format(player.points) + ' pointy 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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},
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thingies: {
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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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content: [
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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!"],
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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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]
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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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}},
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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 += "\n" + formatWhole(player[this.layer].buyables[11]) + " Exhancers"
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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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resetDescription: "Melt your points into ",
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})
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// This layer is mostly minimal but it uses a custom prestige type and a clickable
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addLayer("f", {
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startData() { return {
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unlocked: false,
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points: new Decimal(0),
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boop: false,
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clickables: {[11]: "Start"} // Optional default Clickable state
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}},
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color: "#FE0102",
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requires() {return new Decimal(10)},
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resource: "farm points",
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baseResource: "candies",
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baseAmount() {return player.points},
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type: "custom", // A "Custom" type which is effectively static
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exponent: 0.5,
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base: 3,
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roundUpCost: true,
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canBuyMax() {return hasAchievement('a', 13)},
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gainMult() {
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return new Decimal(1)
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},
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gainExp() {
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return new Decimal(1)
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},
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row: 1,
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layerShown() {return true},
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branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
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tooltipLocked() { // Optional, tooltip displays when the layer is locked
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return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " candies. You only have " + formatWhole(player.points))
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},
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midsection: [
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"blank", ['display-image', 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390'],
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["display-text", "Bork bork!"]
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],
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// The following are only currently used for "custom" Prestige type:
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prestigeButtonText() { //Is secretly HTML
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if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your candies and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " candies)"
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if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp[this.layer].resetGain) + "</b> Farm Points in exchange for all of your candies and lollipops! (You'll get another one at " + formatWhole(tmp[layer].nextAtDisp) + " candies)"
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},
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getResetGain() {
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return getResetGain(this.layer, useType = "static")
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},
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getNextAt(canMax=false) { //
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return getNextAt(this.layer, canMax, useType = "static")
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},
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canReset() {
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return tmp[this.layer].baseAmount.gte(tmp[this.layer].nextAt)
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},
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// This is also non minimal, a Clickable!
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clickables: {
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rows: 1,
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cols: 1,
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masterButtonPress() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
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if (getClickableState(this.layer, 11) == "Borkened...")
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player[this.layer].clickables[11] = "Start"
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},
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masterButtonText() {return (getClickableState(this.layer, 11) == "Borkened...") ? "Fix the clickable!" : "Does nothing"}, // Text on Respec button, optional
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11: {
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title: "Clicky clicky!", // Optional, displayed at the top in a larger font
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display() { // Everything else displayed in the buyable button after the title
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let data = getClickableState(this.layer, this.id)
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return "Current state:<br>" + data
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},
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unlocked() { return player[this.layer].unlocked },
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canClick() {
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return getClickableState(this.layer, this.id) !== "Borkened..."},
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onClick() {
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switch(getClickableState(this.layer, this.id)){
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case "Start":
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player[this.layer].clickables[this.id] = "A new state!"
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break;
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case "A new state!":
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player[this.layer].clickables[this.id] = "Keep going!"
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break;
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case "Keep going!":
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player[this.layer].clickables[this.id] = "Maybe that's a bit too far..."
|
|
break;
|
|
case "Maybe that's a bit too far...":
|
|
player[this.layer].clickables[this.id] = "Borkened..."
|
|
break;
|
|
default:
|
|
player[this.layer].clickables[this.id] = "Start"
|
|
break;
|
|
|
|
}
|
|
},
|
|
style() {
|
|
switch(getClickableState(this.layer, this.id)){
|
|
case "Start":
|
|
return {'background-color': 'green'}
|
|
break;
|
|
case "A new state!":
|
|
return {'background-color': 'yellow'}
|
|
break;
|
|
case "Keep going!":
|
|
return {'background-color': 'orange'}
|
|
break;
|
|
case "Maybe that's a bit too far...":
|
|
return {'background-color': 'red'}
|
|
break;
|
|
default:
|
|
return {}
|
|
break;
|
|
}},
|
|
},
|
|
},
|
|
|
|
},
|
|
)
|
|
|
|
// This layer is mostly minimal but it uses a custom prestige type and a clickable
|
|
addLayer("a", {
|
|
startData() { return {
|
|
unlocked: true,
|
|
points: new Decimal(0),
|
|
}},
|
|
color: "yellow",
|
|
resource: "achievement power",
|
|
type: "none",
|
|
row: "side",
|
|
layerShown() {return true},
|
|
tooltip() { // Optional, tooltip displays when the layer is locked
|
|
return ("Achievements")
|
|
},
|
|
achievements: {
|
|
rows: 2,
|
|
cols: 3,
|
|
11: {
|
|
name: "Get me!",
|
|
done() {return true}, // This one is a freebie
|
|
goalTooltip: "How did this happen?", // Shows when achievement is not completed
|
|
doneTooltip: "You did it!", // Showed when the achievement is completed
|
|
},
|
|
12: {
|
|
name: "Impossible!",
|
|
done() {return false},
|
|
goalTooltip: "Mwahahaha!", // Shows when achievement is not completed
|
|
doneTooltip: "HOW????", // Showed when the achievement is completed
|
|
},
|
|
13: {
|
|
name: "EIEIO",
|
|
done() {return player.f.points.gte(1)},
|
|
tooltip: "Get a farm point.\n\nReward: The dinosaur is now your friend (you can max Farm Points).", // Showed when the achievement is completed
|
|
onComplete() {console.log("Bork bork bork!")}
|
|
},
|
|
},
|
|
midsection: [
|
|
"achievements",
|
|
]
|
|
},
|
|
)
|
|
|