mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-27 18:41:57 +00:00
396 lines
No EOL
19 KiB
JavaScript
396 lines
No EOL
19 KiB
JavaScript
var testTree = [["f", "c"],
|
|
["g", "spook", "h"]]
|
|
|
|
addLayer("c", {
|
|
layer: "c", // This is assigned automatically, both to the layer and all upgrades, etc. Shown here so you know about it
|
|
name: "Candies", // This is optional, only used in a few places, If absent it just uses the layer id.
|
|
symbol: "C", // This appears on the layer's node. Default is the id with the first letter capitalized
|
|
position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
|
|
startData() { return {
|
|
unlocked: true,
|
|
points: new Decimal(0),
|
|
best: new Decimal(0),
|
|
total: new Decimal(0),
|
|
buyables: {}, // You don't actually have to initialize this one
|
|
beep: false,
|
|
thingy: "pointy",
|
|
otherThingy: 10,
|
|
drop: "drip",
|
|
}},
|
|
color: "#4BDC13",
|
|
requires: new Decimal(10), // Can be a function that takes requirement increases into account
|
|
resource: "lollipops", // Name of prestige currency
|
|
baseResource: "points", // Name of resource prestige is based on
|
|
baseAmount() {return player.points}, // Get the current amount of baseResource
|
|
type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
|
|
exponent: 0.5, // Prestige currency exponent
|
|
base: 5, // Only needed for static layers, base of the formula (b^(x^exp))
|
|
roundUpCost: false, // True if the cost needs to be rounded up (use when baseResource is static?)
|
|
|
|
// For normal layers, gain beyond [softcap] points is put to the [softcapPower]th power
|
|
softcap: new Decimal(1e100),
|
|
softcapPower: new Decimal(0.5),
|
|
canBuyMax() {}, // Only needed for static layers with buy max
|
|
gainMult() { // Calculate the multiplier for main currency from bonuses
|
|
mult = new Decimal(1)
|
|
if (hasUpgrade(this.layer, 166)) mult = mult.times(2) // These upgrades don't exist
|
|
if (hasUpgrade(this.layer, 120)) mult = mult.times(upgradeEffect(this.layer, 120))
|
|
return mult
|
|
},
|
|
gainExp() { // Calculate the exponent on main currency from bonuses
|
|
return new Decimal(1)
|
|
},
|
|
row: 0, // Row the layer is in on the tree (0 is the first row)
|
|
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
|
|
waffleBoost: (true == false ? 0 : Decimal.pow(player[this.layer].points, 0.2)),
|
|
icecreamCap: (player[this.layer].points * 10)
|
|
}},
|
|
effectDescription() { // Optional text to describe the effects
|
|
eff = this.effect();
|
|
eff.waffleBoost = eff.waffleBoost.times(buyableEffect(this.layer, 11).first)
|
|
return "which are boosting waffles by "+format(eff.waffleBoost)+" and increasing the Ice Cream cap by "+format(eff.icecreamCap)
|
|
},
|
|
infoboxes:{
|
|
coolInfo: {
|
|
title: "Lore",
|
|
titleStyle: {'color': '#FE0000'},
|
|
body: "DEEP LORE!",
|
|
bodyStyle: {'background-color': "#0000EE"}
|
|
}
|
|
},
|
|
milestones: {
|
|
0: {requirementDescription: "3 Lollipops",
|
|
done() {return player[this.layer].best.gte(3)}, // Used to determine when to give the milestone
|
|
effectDescription: "Unlock the next milestone",
|
|
},
|
|
1: {requirementDescription: "4 Lollipops",
|
|
unlocked() {return hasMilestone(this.layer, 0)},
|
|
done() {return player[this.layer].best.gte(4)},
|
|
effectDescription: "You can toggle beep and boop (which do nothing)",
|
|
toggles: [
|
|
["c", "beep"], // Each toggle is defined by a layer and the data toggled for that layer
|
|
["f", "boop"]],
|
|
style() {
|
|
if(hasMilestone(this.layer, this.id)) return {
|
|
'background-color': '#1111DD'
|
|
}},
|
|
},
|
|
},
|
|
challenges: {
|
|
|
|
11: {
|
|
name: "Fun",
|
|
completionLimit: 3,
|
|
challengeDescription() {return "Makes the game 0% harder<br>"+challengeCompletions(this.layer, this.id) + "/" + this.completionLimit + " completions"},
|
|
unlocked() { return player[this.layer].best.gt(0) },
|
|
goalDescription: 'Have 20 points I guess',
|
|
canComplete() {
|
|
return player.points.gte(20)
|
|
},
|
|
rewardEffect() {
|
|
let ret = player[this.layer].points.add(1).tetrate(0.02)
|
|
return ret;
|
|
},
|
|
rewardDisplay() { return format(this.rewardEffect())+"x" },
|
|
countsAs: [12, 21], // Use this for if a challenge includes the effects of other challenges. Being in this challenge "counts as" being in these.
|
|
rewardDescription: "Says hi",
|
|
onComplete() {console.log("hiii")}, // Called when you successfully complete the challenge
|
|
onEnter() {console.log("So challenging")},
|
|
onExit() {console.log("Sweet freedom!")},
|
|
|
|
},
|
|
},
|
|
upgrades: {
|
|
|
|
11: {
|
|
title: "Generator of Genericness",
|
|
description: "Gain 1 Point every second.",
|
|
cost: new Decimal(1),
|
|
unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
|
|
branches: [12],
|
|
tooltip: "hi",
|
|
},
|
|
12: {
|
|
description: "Point generation is faster based on your unspent Lollipops.",
|
|
cost: new Decimal(1),
|
|
unlocked() { return (hasUpgrade(this.layer, 11))},
|
|
effect() { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values
|
|
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))
|
|
if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000")
|
|
return ret;
|
|
},
|
|
effectDisplay() { return format(this.effect())+"x" }, // Add formatting to the effect
|
|
},
|
|
13: {
|
|
unlocked() { return (hasUpgrade(this.layer, 12))},
|
|
onPurchase() { // This function triggers when the upgrade is purchased
|
|
player[this.layer].unlockOrder = 0
|
|
},
|
|
style() {
|
|
if (hasUpgrade(this.layer, this.id)) return {
|
|
'background-color': '#1111dd'
|
|
}
|
|
else if (!canAffordUpgrade(this.layer, this.id)) {
|
|
return {
|
|
'background-color': '#dd1111'
|
|
}
|
|
} // Otherwise use the default
|
|
},
|
|
canAfford(){return player.points.lte(7)},
|
|
pay(){player.points = player.points.add(7)},
|
|
fullDisplay: "Only buyable with less than 7 points, and gives you 7 more. Unlocks a secret subtab."
|
|
},
|
|
22: {
|
|
title: "This upgrade doesn't exist",
|
|
description: "Or does it?.",
|
|
currencyLocation() {return player[this.layer].buyables}, // The object in player data that the currency is contained in
|
|
currencyDisplayName: "exhancers", // Use if using a nonstandard currency
|
|
currencyInternalName: 11, // Use if using a nonstandard currency
|
|
|
|
cost: new Decimal(3),
|
|
unlocked() { return player[this.layer].unlocked }, // The upgrade is only visible when this is true
|
|
},
|
|
},
|
|
buyables: {
|
|
showRespec: true,
|
|
respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
|
|
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
|
|
resetBuyables(this.layer)
|
|
doReset(this.layer, true) // Force a reset
|
|
},
|
|
respecText: "Respec Thingies", // Text on Respec button, optional
|
|
respecMessage: "Are you sure? Respeccing these doesn't accomplish much.",
|
|
11: {
|
|
title: "Exhancers", // Optional, displayed at the top in a larger font
|
|
cost(x) { // cost for buying xth buyable, can be an object if there are multiple currencies
|
|
if (x.gte(25)) x = x.pow(2).div(25)
|
|
let cost = Decimal.pow(2, x.pow(1.5))
|
|
return cost.floor()
|
|
},
|
|
effect(x) { // Effects of owning x of the items, x is a decimal
|
|
let eff = {}
|
|
if (x.gte(0)) eff.first = Decimal.pow(25, x.pow(1.1))
|
|
else eff.first = Decimal.pow(1/25, x.times(-1).pow(1.1))
|
|
|
|
if (x.gte(0)) eff.second = x.pow(0.8)
|
|
else eff.second = x.times(-1).pow(0.8).times(-1)
|
|
return eff;
|
|
},
|
|
display() { // Everything else displayed in the buyable button after the title
|
|
let data = tmp[this.layer].buyables[this.id]
|
|
return "Cost: " + format(data.cost) + " lollipops\n\
|
|
Amount: " + player[this.layer].buyables[this.id] + "/4\n\
|
|
Adds + " + format(data.effect.first) + " things and multiplies stuff by " + format(data.effect.second)
|
|
},
|
|
unlocked() { return player[this.layer].unlocked },
|
|
canAfford() {
|
|
return player[this.layer].points.gte(tmp[this.layer].buyables[this.id].cost)},
|
|
buy() {
|
|
cost = tmp[this.layer].buyables[this.id].cost
|
|
player[this.layer].points = player[this.layer].points.sub(cost)
|
|
player[this.layer].buyables[this.id] = player[this.layer].buyables[this.id].add(1)
|
|
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
|
|
},
|
|
buyMax() {}, // You'll have to handle this yourself if you want
|
|
style: {'height':'222px'},
|
|
purchaseLimit: new Decimal(4),
|
|
sellOne() {
|
|
let amount = getBuyableAmount(this.layer, this.id)
|
|
if (amount.lte(0)) return // Only sell one if there is at least one
|
|
setBuyableAmount(this.layer, this.id, amount.sub(1))
|
|
player[this.layer].points = player[this.layer].points.add(this.cost)
|
|
},
|
|
},
|
|
},
|
|
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.
|
|
if(layers[resettingLayer].row > this.row) layerDataReset(this.layer, ["points"])
|
|
},
|
|
layerShown() {return true}, // Condition for when layer appears on the tree
|
|
automate() {
|
|
}, // Do any automation inherent to this layer if appropriate
|
|
resetsNothing() {return false},
|
|
onPrestige(gain) {
|
|
return
|
|
}, // 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.
|
|
|
|
hotkeys: [
|
|
{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
|
|
{key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){respecBuyables(this.layer)}, unlocked() {return hasUpgrade('c', '22')}} ,
|
|
],
|
|
increaseUnlockOrder: [], // Array of layer names to have their order increased when this one is first unlocked
|
|
|
|
microtabs: {
|
|
stuff: {
|
|
first: {
|
|
content: ["upgrades", ["display-text", function() {return "confirmed<br>" + player.c.drop}], ["drop-down", ["drop", ["drip", "drop"]]]]
|
|
},
|
|
second: {
|
|
embedLayer: "f",
|
|
|
|
content: [["upgrade", 11],
|
|
["row", [["upgrade", 11], "blank", "blank", ["upgrade", 11],]],
|
|
|
|
["display-text", function() {return "double confirmed"}]]
|
|
},
|
|
},
|
|
otherStuff: {
|
|
// There could be another set of microtabs here
|
|
}
|
|
},
|
|
|
|
bars: {
|
|
longBoi: {
|
|
fillStyle: {'background-color' : "#FFFFFF"},
|
|
baseStyle: {'background-color' : "#696969"},
|
|
textStyle: {'color': '#04e050'},
|
|
borderStyle() {return {}},
|
|
direction: RIGHT,
|
|
width: 300,
|
|
height: 30,
|
|
progress() {
|
|
return (player.points.add(1).log(10).div(10)).toNumber()
|
|
},
|
|
display() {
|
|
return format(player.points) + " / 1e10 points"
|
|
},
|
|
unlocked: true,
|
|
|
|
},
|
|
tallBoi: {
|
|
fillStyle: {'background-color' : "#4BEC13"},
|
|
baseStyle: {'background-color' : "#000000"},
|
|
textStyle: {'text-shadow': '0px 0px 2px #000000'},
|
|
|
|
borderStyle() {return {'border-width': "7px"}},
|
|
direction: UP,
|
|
width: 50,
|
|
height: 200,
|
|
progress() {
|
|
return player.points.div(100)
|
|
},
|
|
display() {
|
|
return formatWhole((player.points.div(1)).min(100)) + "%"
|
|
},
|
|
unlocked: true,
|
|
|
|
},
|
|
flatBoi: {
|
|
fillStyle: {'background-color' : "#FE0102"},
|
|
baseStyle: {'background-color' : "#222222"},
|
|
textStyle: {'text-shadow': '0px 0px 2px #000000'},
|
|
|
|
borderStyle() {return {}},
|
|
direction: UP,
|
|
width: 100,
|
|
height: 30,
|
|
progress() {
|
|
return player.c.points.div(50)
|
|
},
|
|
unlocked: true,
|
|
|
|
},
|
|
},
|
|
|
|
// Optional, lets you format the tab yourself by listing components. You can create your own components in v.js.
|
|
tabFormat: {
|
|
"main tab": {
|
|
buttonStyle() {return {'color': 'orange'}},
|
|
shouldNotify: true,
|
|
content:
|
|
["main-display",
|
|
"prestige-button", "resource-display",
|
|
["blank", "5px"], // Height
|
|
["raw-html", function() {return "<button onclick='console.log(`yeet`); makeParticles(textParticle)'>'HI'</button>"}],
|
|
["display-text", "Name your points!"],
|
|
["text-input", "thingy"],
|
|
["display-text",
|
|
function() {return 'I have ' + format(player.points) + ' ' + player[this.layer].thingy + ' points!'},
|
|
{"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}],
|
|
"h-line", "milestones", "blank", "upgrades", "challenges"],
|
|
glowColor: "blue",
|
|
|
|
},
|
|
thingies: {
|
|
prestigeNotify: true,
|
|
style() {return {'background-color': '#222222'}},
|
|
buttonStyle() {return {'border-color': 'orange'}},
|
|
content:[
|
|
"buyables", "blank",
|
|
["row", [
|
|
["toggle", ["c", "beep"]], ["blank", ["30px", "10px"]], // Width, height
|
|
["display-text", function() {return "Beep"}], "blank", ["v-line", "200px"],
|
|
["column", [
|
|
["prestige-button", "", {'width': '150px', 'height': '80px'}],
|
|
["prestige-button", "", {'width': '100px', 'height': '150px'}],
|
|
]],
|
|
], {'width': '600px', 'height': '350px', 'background-color': 'green', 'border-style': 'solid'}],
|
|
"blank",
|
|
["display-image", "discord.png"],],
|
|
},
|
|
jail: {
|
|
style() {return {'background-color': '#222222'}},
|
|
|
|
content: [
|
|
["infobox", "coolInfo"],
|
|
["bar", "longBoi"], "blank",
|
|
["row", [
|
|
["column", [
|
|
["display-text", "Sugar level:", {'color': 'teal'}], "blank", ["bar", "tallBoi"]],
|
|
{'background-color': '#555555', 'padding': '15px'}],
|
|
"blank",
|
|
["column", [
|
|
["display-text", "idk"],
|
|
["blank", ['0', '50px']], ["bar", "flatBoi"]
|
|
]],
|
|
]],
|
|
"blank", ["display-text", "It's jail because \"bars\"! So funny! Ha ha!"],["tree", testTree],
|
|
],
|
|
},
|
|
illuminati: {
|
|
unlocked() {return (hasUpgrade("c", 13))},
|
|
content:[
|
|
["raw-html", function() {return "<h1> C O N F I R M E D </h1>"}], "blank",
|
|
["microtabs", "stuff", {'width': '600px', 'height': '350px', 'background-color': 'brown', 'border-style': 'solid'}],
|
|
["display-text", "Adjust how many points H gives you!"],
|
|
["slider", ["otherThingy", 1, 30]], "blank", ["upgrade-tree", [[11],
|
|
[12, 22, 22, 11]]]
|
|
]
|
|
}
|
|
|
|
},
|
|
style() {return {
|
|
//'background-color': '#3325CC'
|
|
}},
|
|
nodeStyle() {return { // Style on the layer node
|
|
'color': '#3325CC',
|
|
'text-decoration': 'underline',
|
|
'font-family': 'cursive'
|
|
}},
|
|
glowColor: "orange", // If the node is highlighted, it will be this color (default is red)
|
|
componentStyles: {
|
|
"challenge"() {return {'height': '200px'}},
|
|
"prestige-button"() {return {'color': '#AA66AA'}},
|
|
},
|
|
tooltip() { // Optional, tooltip displays when the layer is unlocked
|
|
let tooltip = formatWhole(player[this.layer].points) + " " + this.resource
|
|
if (player[this.layer].buyables[11].gt(0)) tooltip += "<br><i><br><br><br>" + formatWhole(player[this.layer].buyables[11]) + " Exhancers</i>"
|
|
return tooltip
|
|
},
|
|
shouldNotify() { // Optional, layer will be highlighted on the tree if true.
|
|
// Layer will automatically highlight if an upgrade is purchasable.
|
|
return (player.c.buyables[11] == 1)
|
|
},
|
|
marked: "discord.png",
|
|
resetDescription: "Melt your points into ",
|
|
})
|
|
|
|
const textParticle = {
|
|
spread: 20,
|
|
gravity: 0,
|
|
time: 3,
|
|
speed: 0,
|
|
text: function() { return "<h1 style='color:yellow'>" + format(player.points)},
|
|
offset: 30,
|
|
fadeInTime: 1,
|
|
} |