just_another_tree/js/mod.js

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let modInfo = {
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name: "Progressbar Incremental",
id: "nif/pbic",
author: "Nif",
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pointsName: "points",
modFiles: ["data/ranks.js", "data/levels.js", "data/progress.js", "data/super progress.js", "data/files.js", "data/integrals.js", "data/achievements.js", "data/tree.js"],
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discordName: "",
discordLink: "",
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initialStartPoints: new Decimal (1), // Used for hard resets and new players
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offlineLimit: 1, // In hours
}
// Set your version in num and name
let VERSION = {
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num: "1.6",
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name: "The great rebalancing",
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}
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let changelog = `<h1>Changelog:</h1><br><br>
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<h3>v1.6</h3><br>
- General bugfixing.<br>
- Made the tree manually generated.<br>
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- Fixed the file prestige functions.<br>
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<h3>v1.5</h3><br>
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- Clarified some effects.<br>
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- Decreased SPP requirement.<br>
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- Made <b>Even more progress</b> affect SPP gain.<br>
- Made Files need SPP instead of PP.<br>
- Made File cost dependent on total and points.<br>
- Made other changes to File cost.<br>
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- Reshuffled some Filestones.<br>
- Added a new softcap.<br>
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- Made Directory upgrade [4,3] use total Files.<br>
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- Added more Filestones and Directory upgrades.<br>
- Added a Directory buyable.<br>
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- Slightly increased Integral cost.<br><br>
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<h3>v1.2</h3><br>
- Added a few missing format() calls.<br>
- Added a note for the hardcap.<br>
- Decreased Integral requirement.<br><br>
<h3>v1.1</h3><br>
- Made all renders of Decimal objects use format().<br>
- Adjusted file costs and filestone 2 effect.<br><br>
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<h3>v1.0 First Release</h3><br>
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- Added Progress, Super Progress, and File layers.<br>
- Added bars Alpha to Lambda.<br>
- Added ranks Alpha to Zeta.<br>
- Added 3 buyables and 2 super buyables.<br>
- Added 10 Filestones.<br>
- Added 11 Directory upgrades.<br>
- Added Integral reset.<br>
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- Added 29 achievements.<br>
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- Current endgame: 1 integral.<br>`
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let winText = `Download 100% complete.<br><br>You won! Congratulations!<br>More content coming soon...`
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// If you add new functions anywhere inside of a layer, and those functions have an effect when called, add them here.
// (The ones here are examples, all official functions are already taken care of)
var doNotCallTheseFunctionsEveryTick = ["blowUpEverything"]
function getStartPoints(){
return new Decimal(modInfo.initialStartPoints)
}
// Determines if it should show points/sec
function canGenPoints(){
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return getAlphaLevel().gte(0)
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}
// Calculate points/sec!
function getPointGen() {
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if(!canGenPoints()) return new Decimal(0)
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// additive
let gain = getAlphaEffect()
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gain = gain.add(getEtaEffect())
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// multiplicative
gain = gain.mul(getBetaEffect())
gain = gain.mul(getGammaEffect())
gain = gain.mul(getDeltaEffect())
gain = gain.mul(getZetaEffect())
gain = gain.mul(getLambdaEffect())
gain = gain.mul(tmp.ach.effect)
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gain = gain.mul(buyableEffect('f', 11))
if (hasMilestone('f', 1)) gain = gain.mul(getTotalLevel().add(7).log(2))
if (hasMilestone('f', 6)) gain = gain.mul(player.f.total.div(2).add(1))
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// exponentiative
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if (gain.gte(1)) {
gain = gain.pow(getEpsilonEffect())
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gain = gain.pow(getIotaEffect())
gain = gain.pow(buyableEffect('sp', 12))
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if (hasMilestone('f', 3)) gain = gain.pow(2)
if (hasUpgrade('f', 11)) gain = gain.pow(upgradeEffect('f', 11))
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if (hasUpgrade('f', 53)) gain = gain.pow(upgradeEffect('f', 53))
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}
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// softcaps
gain = softcap(gain, getKappaEffect().mul(1000), d => d.add(1).log(Math.E).add(1).pow(2).sub(1).div(2))
gain = softcap(gain,
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Decimal.pow(1e6, (hasMilestone('f', 11) ? getTotalSuperLevel().add(1).log(2).add(1).log(2).add(1) : 1)),
d => d.add(1).log(3 - hasUpgrade('f', 61)).add(1)
)
gain = softcap(gain, Decimal.pow(2, 128), _ => new Decimal(0), player.points)
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return gain
}
// You can add non-layer related variables that should to into "player" and be saved here, along with default values
function addedPlayerData() { return {
}}
// Display extra things at the top of the page
var displayThings = [
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"All exponentiative upgrades only take affect above 1.",
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() => getPointGen().gte(getKappaEffect().mul(1000)) ? "Your points per second are being logarithmically softcapped over "
+ format(getKappaEffect().mul(1000)) + "/s" : "",
() => getPointGen().gte(
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Decimal.pow(1e6, hasMilestone('f', 10) ? getTotalSuperLevel().pow(1/10).add(1).log(10).add(1) : 1)
) ? "Your points per second are being logarithmically softcapped again over "
+ format(Decimal.pow(
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1e6, hasMilestone('f', 11) ? getTotalSuperLevel().pow(1/10).add(1).log(10).add(1) : 1
)) + "/s"
: "",
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() => getPointGen().add(player.points).gte(Decimal.pow(2, 128)) ? "Your points per second are being hardcapped over "
+ format(Decimal.pow(2, 128)) : ""
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]
// Determines when the game "ends"
function isEndgame() {
return player.i.points.gt(0)
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}
// Less important things beyond this point!
// Style for the background, can be a function
var backgroundStyle = {
}
// You can change this if you have things that can be messed up by long tick lengths
function maxTickLength() {
return(3600) // Default is 1 hour which is just arbitrarily large
}
// Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
// you can cap their current resources with this.
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function fixOldSave(oldVersion) {
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}