mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-24 17:31:50 +00:00
213 lines
No EOL
10 KiB
JavaScript
213 lines
No EOL
10 KiB
JavaScript
var layers = {
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c: {
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startData() { return {
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unl: 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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order: 0, // Used for tracking other relevant layers unlocked before this one
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beep:false,
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}},
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color: "#4BEC13",
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requires() {return 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},
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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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resCeil: false, // True if the resource needs to be rounded up
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canBuyMax() {}, // Only needed for static layers
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gainMult() {
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mult = new Decimal(1)
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if (player.c.upgrades.includes(21)) mult = mult.times(2)
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if (player.c.upgrades.includes(23)) mult = mult.times(LAYER_UPGS.c[23].currently())
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return mult
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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: 0,
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effect() {return { // Formulas for any boosts inherent to resources in the layer. Can return a single value instead of an object if there is just one effect
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waffleBoost: (true == false ? 0 : Decimal.pow(player.c.points, 0.2)),
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icecreamCap: (player.c.points * 10)
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}},
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effectDescription() {
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eff = layers.c.effect();
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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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doReset(layer){
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if(layers[layer].row > layers["c"].row) fullLayerReset('c') // This is actually the default behavior
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},
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upgrades: {
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rows: 1,
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cols: 3,
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11: {
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desc: "Gain 1 Candy every second.",
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cost: new Decimal(1),
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unl() { return player.c.unl },
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},
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12: {
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desc: "Candy generation is faster based on your unspent Lollipops.",
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cost: new Decimal(1),
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unl() { return player.c.upgrades.includes(11) },
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effect() {
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let ret = player.c.points.add(1).pow(player.c.upgrades.includes(24)?1.1:(player.c.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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effDisp(x) { return format(x)+"x" },
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},
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13: {
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desc: "Make this layer act like you bought 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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currencyLayer: "", // Leave empty if not in a layer "e.g. points"
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unl() { return player.c.upgrades.includes(12) },
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onPurchase() {
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player.c.order = 0
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}
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},
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},
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milestones: {
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0: {requirementDesc: "3 Lollipops",
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done() {return player.c.best.gte(3)},
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effectDesc: "Makes this green",
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},
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1: {requirementDesc: "4 Lollipops",
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done() {return player.c.best.gte(4)},
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effectDesc: "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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],
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}
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},
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challs: {
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rows: 1,
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cols: 1,
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11: {
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name: "Fun",
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desc: "Makes the game 0% harder",
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unl() { return player.c.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: "c", // Leave empty if not in a layer
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effect() {
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let ret = player.c.points.add(1).tetrate(0.02)
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return ret;
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},
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effDisp(x) { return format(x)+"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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reward: "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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buyables: {
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rows: 1,
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cols: 1,
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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.c.points = player.c.points.add(player.c.spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value
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resetBuyables("c")
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doReset("c", 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) { // 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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effects(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 (){
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let data = tmp.buyables.c["11"]
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return "Cost: " + format(data.cost) + " lollipops\n\
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Amount: " + player.c.buyables["11"] + "\n\
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Adds + " + format(data.effects.first) + " things and multiplies stuff by " + format(data.effects.second)
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},
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unl() { return player.c.unl },
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canAfford() {return player.c.points.gte(tmp.buyables.c[11].cost)},
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buy() {
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cost = tmp.buyables.c[11].cost
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player.c.points = player.c.points.sub(cost)
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player.c.buyables[11] = player.c.buyables[11].add(1)
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player.c.spentOnBuyables = player.c.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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},
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},
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convertToDecimal() {
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// Convert any layer-specific values (besides points, total, and best) to Decimal after loading
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},
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layerShown() {return true}, // Condition for when layer appears
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update(diff) {
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if (player.c.upgrades.includes(11)) player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
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}, // Do any gameloop things (e.g. resource generation) inherent to this layer
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automate() {}, // Do any automation inherent to this layer if appropriate
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updateTemp() {}, // Do any necessary temp updating
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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", desc: "C: reset for lollipops or whatever", onPress(){if (player.c.unl) doReset("c")}},
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{key: "ctrl+c", desc: "Ctrl+c: respec things", onPress(){if (player.c.unl) respecBuyables("c")}},
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],
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incr_order: [], // Array of layer names to have their order increased when this one is first unlocked
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branches: [], // Each pair corresponds to a line added to the tree when this node is unlocked. The letter is the other end of the line, and the number affects the color, 1 is default
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// Optional, lets you format the tab yourself by listing components. You can create more in v.js.
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tabFormat: ["main-display",
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["prestige-button", function(){return "Melt your points into "}],
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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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"blank",
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["toggle", ["c", "beep"]],
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"milestones", "blank", "blank", "upgrades"] ,
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style: {
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'background-color': 'blue'
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},
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},
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f: { // This layer contains a more minimal set of things, besides a branch and "boop"
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startData() { return {
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unl: false,
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points: new Decimal(0),
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boop: false,
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}},
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color: "#FE0102",
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requires() {return new Decimal(200)},
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resource: "stuff",
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baseResource: "points",
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baseAmount() {return player.points},
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type: "normal",
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exponent: 0.5,
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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}, // Condition for when layer appears
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branches: [["c", 1]] // Each pair corresponds to a line added to the tree when this node is unlocked. The letter is the other end of the line, and the number affects the color, 1 is default
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},
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}
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function layerShown(layer){
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return layers[layer].layerShown();
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}
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const LAYERS = Object.keys(layers); |