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The-Modding-Tree/sampleLayers.js
2020-09-24 19:32:34 -04:00

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6.6 KiB
JavaScript

var layers = {
c: {
startData() { return {
unl: true,
points: new Decimal(0),
best: new Decimal(0),
total: new Decimal(0),
order: 0, // Used for tracking other relevant layers unlocked before this one
upgrades: [],
milestones: [],
challs: [],
beep:false,
}},
color: "#4BEC13",
requires() {return new Decimal(10)}, // Can be a function that takes requirement increases into account
resource: "lollipops", // Name of prestige currency
baseResource: "candies", // Name of resource prestige is based on
baseAmount() {return player.points},
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))
resCeil: false, // True if the resource needs to be rounded up
canBuyMax() {}, // Only needed for static layers
gainMult() {
mult = new Decimal(1)
if (player.c.upgrades.includes(21)) mult = mult.times(2)
if (player.c.upgrades.includes(23)) mult = mult.times(LAYER_UPGS.c[23].currently())
return mult
},
gainExp() {
return new Decimal(1)
},
row: 0,
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.c.points, 0.2)),
icecreamCap: (player.c.points * 10)
}},
effectDescription() {
eff = layers.c.effect();
return "which are boosting waffles by "+format(eff.waffleBoost)+" and increasing the Ice Cream cap by "+format(eff.icecreamCap)
},
doReset(layer){
if(layers[layer].row > layers["c"].row) fullLayerReset('c') // This is actually the default behavior
},
upgrades: {
rows: 1,
cols: 3,
11: {
desc: "Gain 1 Candy every second.",
cost: new Decimal(1),
unl() { return player.c.unl },
},
12: {
desc: "Candy generation is faster based on your unspent Lollipops.",
cost: new Decimal(1),
unl() { return player.c.upgrades.includes(11) },
effect() {
let ret = player.c.points.add(1).pow(player.c.upgrades.includes(24)?1.1:(player.c.upgrades.includes(14)?0.75:0.5))
if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000")
return ret;
},
effDisp(x) { return format(x)+"x" },
},
13: {
desc: "Make this layer act like you bought it first.",
cost: new Decimal(69),
currencyDisplayName: "candies", // Use if using a nonstandard currency
currencyInternalName: "points", // Use if using a nonstandard currency
currencyLayer: "", // Leave empty if not in a layer "e.g. points"
unl() { return player.c.upgrades.includes(12) },
onPurchase() {
player.c.order = 0
}
},
},
milestones: {
0: {requirementDesc: "3 Lollipops",
done() {return player.c.best.gte(3)},
effectDesc: "Makes this green",
},
1: {requirementDesc: "4 Lollipops",
done() {return player.c.best.gte(4)},
effectDesc: "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"]
],
}
},
challs: {
rows: 1,
cols: 1,
active(x) {
if (x<71&&x!=42&&x!=52) if (this.active(71)) return true
if (x==11||x==41) if (this.active(51)) return true
if (x==31||x==32) if (this.active(61)) return true
return player.c.active==x;
},
11: {
name: "Skip the Second",
desc: "Boosters and Generator Power do nothing",
unl() { return player.c.best.gt(0) },
goal: new Decimal("1e2400"),
reward: "The generator power effect is raised to the power of 1.25",
},
},
convertToDecimal() {
// Convert any layer-specific values (besides points, total, and best) to Decimal after loading
},
layerShown() {return true}, // Condition for when layer appears
update(diff) {
if (player.c.upgrades.includes(11)) player.points = player.points.add(tmp.pointGen.times(diff)).max(0)
}, // Do any gameloop things (e.g. resource generation) inherent to this layer
automate() {}, // Do any automation inherent to this layer if appropriate
updateTemp() {}, // Do any necessary temp updating
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.
incr_order: [], // Array of layer names to have their order increased when this one is first unlocked
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
},
f: { // This layer contains a more minimal set of things, besides a branch and "boop"
startData() { return {
unl: false,
points: new Decimal(0),
boop: false,
}},
color: "#FE0102",
requires() {return new Decimal(200)},
resource: "stuff",
baseResource: "points",
baseAmount() {return player.points},
type: "normal",
exponent: 0.5,
resCeil: false,
gainMult() {
return new Decimal(1)
},
gainExp() {
return new Decimal(1)
},
row: 1,
layerShown() {return true}, // Condition for when layer appears
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
},
}
function layerShown(layer){
return layers[layer].layerShown();
}
const LAYERS = Object.keys(layers);