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27 commits

Author SHA1 Message Date
56a3b148dd Final adjustments: Make F reset and require SP, add a branch between P and I, and add a todo to I 2024-03-17 19:20:18 +00:00
b059943431 Always view directory and another new theme 2024-03-16 07:52:47 +00:00
5ad2cf2ec7 Added Yet Another Theme 2024-03-15 18:30:25 +00:00
e02defcdfa Changelog!! 2024-03-15 18:06:40 +00:00
dc4539ec52 Integrals!
Big number hardcap and achievements
2024-03-15 15:48:00 +00:00
707d9f3e73 Hell yeah super progress 2024-03-13 17:02:37 +00:00
225af74c76 As it turns out, you don't need to have the themes array, you can get it from Object.keys(colors) 2024-03-10 20:01:42 +00:00
436505af2d make it darker 2024-03-10 19:50:14 +00:00
23e3094b13 verdant
a new theme
2024-03-10 18:02:16 +00:00
3152cb8968 More directory upgrades! 2024-03-10 17:35:06 +00:00
2835855ba5 Filesystem
Yay more stuff!
2024-03-10 17:19:22 +00:00
dd5a98dcfa Rebalancing 2024-03-09 17:38:32 +00:00
6901cf9290 PP gain has too high an exponent 2024-03-09 17:14:48 +00:00
d335c7171e fixed! 2024-03-09 15:11:14 +00:00
006062ceb1 Currently not working. 2024-03-09 13:28:55 +00:00
f1ac34d2a7 Buyables! Also buff ranks, modularise level formulae, and add a softcap. 2024-03-08 19:37:47 +00:00
9dea0c31e7 Change the gamma effect, buff ranks, and do some other stuff 2024-03-08 16:50:09 +00:00
88c0fa775b rebalance, add an endgame 2024-03-07 21:15:13 +00:00
e3eeebc48e Push back rank unlock 2024-03-07 20:51:48 +00:00
0ba046a84b Bars on lockdown 2024-03-07 20:22:42 +00:00
6446cb09db Oh no that last commit broke something 2024-03-07 20:06:23 +00:00
3749af2fef Fix a few minor bugs and display total level and rank 2024-03-07 20:05:42 +00:00
6bea750d59 remove a stray comma 2024-03-07 19:56:54 +00:00
be53b94733 Remove "next", add ranks, remove js/Demo/ 2024-03-07 19:22:08 +00:00
7f90ca449f Quickly buff epsilon levelling 2024-03-07 18:38:17 +00:00
c751543ea1 swap delta and epsilon effects 2024-03-07 17:57:57 +00:00
f590171c4f v0/a1
Ask and you shall receive
2024-03-07 17:49:20 +00:00
23 changed files with 1205 additions and 802 deletions

3
.idea/.gitignore vendored Normal file
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# Default ignored files
/shelf/
/workspace.xml

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<?xml version="1.0" encoding="UTF-8"?>
<module type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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.idea/misc.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" languageLevel="JDK_17" default="true" project-jdk-name="17" project-jdk-type="JavaSDK">
<output url="file://$PROJECT_DIR$/out" />
</component>
</project>

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.idea/modules.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/just_another_tree.iml" filepath="$PROJECT_DIR$/.idea/just_another_tree.iml" />
</modules>
</component>
</project>

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.idea/vcs.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

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let modInfo = {
name: "The Modding Tree",
id: "modbase",
pointsName: "points",
modFiles: ["Demo/layers/c.js", "Demo/layers/f.js", "Demo/layers/a.js", "Demo/demoTree.js"],
discordName: "",
discordLink: "",
initialStartPoints: new Decimal (10), // Used for hard resets and new players
offlineLimit: 1, // In hours
}
// Set your version in num and name
let VERSION = {
num: "2.6.6",
name: "Fixed Reality",
}
let changelog = `<h1>Changelog:</h1><br>
<h3>v0.0</h3><br>
- Added things.<br>
- Added stuff.`
let winText = `Congratulations! You have reached the end and beaten this game, but for now...`
// 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 = ["doReset", "buy", "onPurchase", "blowUpEverything"]
function getStartPoints(){
return new Decimal(modInfo.initialStartPoints)
}
// Determines if it should show points/sec
function canGenPoints(){
return hasUpgrade("c", 11)
}
// Calculate points/sec!
function getPointGen() {
if(!canGenPoints())
return new Decimal(0)
let gain = new Decimal(1)
if (hasUpgrade("c", 12)) gain = gain.times(upgradeEffect("c", 12))
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 {
weather: "Yes",
happiness: new Decimal(72),
}}
// Display extra things at the top of the page
var displayThings = [
function() {if (player.points.eq(69)) return "Tee hee!"},
function() {if (player.f.points.gt(1)) return `You have ${player.f.points} farm points. (Which do nothing.)`},
function() {if (inChallenge("c", 11)) return "The game is currently <h1>0%</h1> harder."},
]
// Determines when the game "ends"
function isEndgame() {
return player.points.gte(new Decimal("11"))
}
// 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.
function fixOldSave(oldVersion){
}

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// treeLayout will override the default tree's layout if used
var layoutInfo = {
startTab: "c",
startNavTab: "tree-tab",
showTree: true,
//treeLayout: ""
}
// A "ghost" layer which offsets f in the tree
addNode("spook", {
row: 1,
layerShown: "ghost",
},
)
// A "ghost" layer which offsets f in the tree
addNode("g", {
symbol: "TH",
branches: [["c", "red", 4]],
color: '#6d3678',
layerShown: true,
canClick() {return player.points.gte(10)},
tooltip: "Thanos your points",
tooltipLocked: "Thanos your points",
onClick() {player.points = player.points.div(2)
console.log(this.layer)}
},
)
// A "ghost" layer which offsets f in the tree
addNode("h", {
branches: ["g"],
layerShown: true,
tooltip() {return "Restore your points to " + player.c.otherThingy},
tooltipLocked() {return "Restore your points to " + player.c.otherThingy},
row: "side",
canClick() {return player.points.lt(player.c.otherThingy)},
onClick() {player.points = new Decimal(player.c.otherThingy)}
},
)
addLayer("tree-tab", {
tabFormat: [["tree", function() {return (layoutInfo.treeLayout ? layoutInfo.treeLayout : TREE_LAYERS)}]],
previousTab: "",
leftTab: true,
style() {return {'background-color': '#222222'}},
})

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// A side layer with achievements, with no prestige
addLayer("a", {
startData() { return {
unlocked: true,
points: new Decimal(0),
}},
color: "yellow",
resource: "achievement power",
row: "side",
tooltip() { // Optional, tooltip displays when the layer is locked
return ("Achievements")
},
achievementPopups: true,
achievements: {
11: {
image: "discord.png",
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
textStyle: {'color': '#04e050'},
},
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: ["grid", "blank"],
grid: {
maxRows: 3,
rows: 2,
cols: 2,
getStartData(id) {
return id
},
getUnlocked(id) { // Default
return true
},
getCanClick(data, id) {
return player.points.eq(10)
},
getStyle(data, id) {
return {'background-color': '#'+ (data*1234%999999)}
},
onClick(data, id) { // Don't forget onHold
player[this.layer].grid[id]++
},
getTitle(data, id) {
return "Gridable #" + id
},
getDisplay(data, id) {
return data
},
},
},
)

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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,
}

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@ -1,147 +0,0 @@
// This layer is mostly minimal but it uses a custom prestige type and a clickable
addLayer("f", {
infoboxes:{
coolInfo: {
title: "Lore",
titleStyle: {'color': '#FE0000'},
body: "DEEP LORE!",
bodyStyle: {'background-color': "#0000EE"}
}
},
startData() { return {
unlocked: false,
points: new Decimal(0),
boop: false,
clickables: {[11]: "Start"}, // Optional default Clickable state
}},
color: "#FE0102",
requires() {return new Decimal(10)},
resource: "farm points",
baseResource: "points",
baseAmount() {return player.points},
type: "static",
exponent: 0.5,
base: 3,
roundUpCost: true,
canBuyMax() {return false},
//directMult() {return new Decimal(player.c.otherThingy)},
row: 1,
layerShown() {return true},
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.
tooltipLocked() { // Optional, tooltip displays when the layer is locked
return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " points. You only have " + formatWhole(player.points))
},
midsection: [
"blank", ['display-image', 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390'],
["display-text", "Bork bork!"]
],
// The following are only currently used for "custom" Prestige type:
prestigeButtonText() { //Is secretly HTML
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 points and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " points)"
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 points and lollipops! (You'll get another one at " + formatWhole(tmp[this.layer].nextAtDisp) + " points)"
},
getResetGain() {
return getResetGain(this.layer, useType = "static")
},
getNextAt(canMax=false) { //
return getNextAt(this.layer, canMax, useType = "static")
},
canReset() {
return tmp[this.layer].baseAmount.gte(tmp[this.layer].nextAt)
},
// This is also non minimal, a Clickable!
clickables: {
masterButtonPress() {
if (getClickableState(this.layer, 11) == "Borkened...")
player[this.layer].clickables[11] = "Start"
},
masterButtonText() {return (getClickableState(this.layer, 11) == "Borkened...") ? "Fix the clickable!" : "Does nothing"}, // Text on Respec button, optional
11: {
title: "Clicky clicky!", // Optional, displayed at the top in a larger font
display() { // Everything else displayed in the buyable button after the title
let data = getClickableState(this.layer, this.id)
return "Current state:<br>" + data
},
unlocked() { return player[this.layer].unlocked },
canClick() {
return getClickableState(this.layer, this.id) !== "Borkened..."},
onClick() {
switch(getClickableState(this.layer, this.id)){
case "Start":
player[this.layer].clickables[this.id] = "A new state!"
break;
case "A new state!":
player[this.layer].clickables[this.id] = "Keep going!"
break;
case "Keep going!":
player[this.layer].clickables[this.id] = "Maybe that's a bit too far..."
break;
case "Maybe that's a bit too far...":
makeParticles(coolParticle, 4)
player[this.layer].clickables[this.id] = "Borkened..."
break;
default:
player[this.layer].clickables[this.id] = "Start"
break;
}
},
onHold(){
console.log("Clickkkkk...")
},
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;
}},
},
},
},
)
const coolParticle = {
image:"options_wheel.png",
spread: 20,
gravity: 2,
time: 3,
rotation (id) {
return 20 * (id - 1.5) + (Math.random() - 0.5) * 10
},
dir() {
return (Math.random() - 0.5) * 10
},
speed() {
return (Math.random() + 1.2) * 8
},
onClick() {
console.log("yay")
},
onMouseOver() {
console.log("hi")
},
onMouseLeave() {
console.log("bye")
},
update() {
//this.width += 1
//setDir(this, 135)
},
layer: 'f',
}

178
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addLayer("ach", {
name: "achievements", // This is optional, only used in a few places, If absent it just uses the layer id.
symbol: "&star;", // 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,
has45: false,
has55: false
}},
color: "#9d750d",
effect() {
return Decimal.div(player[this.layer].achievements.length, 20).add(1)
},
achievements: {
11: {
name: "All that progress is gone!",
done() { return player.p.points.gte(1) },
tooltip: "Reset for 1 PP."
},
12: {
name: "So that's what the mechanic is...",
done() { return getAlphaLevel().gte(2) },
tooltip: "Reach Alpha level 2."
},
13: {
name: "This is quite fun!",
done() { return getBetaLevel().gte(1) },
tooltip: "Reach Beta level 1."
},
14: {
name: "Oh so many bars.",
done() { return getGammaLevel().gte(1) },
tooltip: "Reach Gamma level 1."
},
15: {
name: "GREEN!!!",
done() { return options.theme === "verdant" },
tooltip: "Switch to the Verdant theme."
},
21: {
name: "Nomial gains.",
done() { return getPointGen().gte(1) },
tooltip: "Get 1 point per second."
},
22: {
name: "That's an exponent!",
done() { return getEpsilonLevel().gte(1) },
tooltip: "Reach Epsilon level 1."
},
23: {
name: "What's a \"Rank\"?",
done() { return getAlphaRank().gte(1) },
tooltip: "Reach Alpha rank 1."
},
24: {
name: "No more bars?",
done() { return getZetaLevel().gte(1) },
tooltip: "Reach Zeta level 1."
},
25: {
name: "Lots of points",
done() { return player.points.gte(200) },
tooltip: "Reach 200 points."
},
31: {
name: "Even more progress.",
done() { return getBuyableAmount('p', 11).gte(1) },
tooltip: "Get 1x <b>More progress</b> buyable."
},
32: {
name: "So this just boosts Gamma further?",
done() { return getBuyableAmount('p', 12).gte(1) },
tooltip: "Get 1x <b>Rebased</b> buyable."
},
33: {
name: "Softcap?? >:(",
done() { return getPointGen().gte(getKappaEffect().mul(1000)) },
tooltip: "Reach the first softcap."
},
33: {
name: "Decrementy",
done() { return getBuyableAmount('p', 13).gte(1) },
tooltip: "Get 1x <b>Shorter bars</b> buyable."
},
34: {
name: "Super!",
done() { return player.sp.points.gte(1) },
tooltip: "Reset for 1 SPP."
},
35: {
name: "Where were you??",
done() { return getPointGen().gt(0) && player.points.div(100).gte(getPointGen()) },
tooltip: "Have your points reach 100x your points per second."
},
41: {
name: "Progressed further.",
done() { return getThetaLevel().gte(1) },
tooltip: "Reach Theta level 1."
},
42: {
name: "Literally just another exponent.",
done() { return getIotaLevel().gte(1) },
tooltip: "Reach Iota level 1."
},
43: {
name: "YES! GOODBYE SOFTCAP!",
done() { return getKappaLevel().gte(1) },
tooltip: "Reach Kappa level 1."
},
44: {
name: "Very big multiplier",
done() { return getLambdaLevel().gte(1) },
tooltip: "Reach Lambda level 1."
},
45: {
name: "Don't even need PP anymore",
done() { return player[this.layer].has45 },
tooltip: "Reset for SPP with 0 PP."
},
51: {
name: "An exponent to progress points?",
done() { return getBuyableAmount('sp', 11).gte(1) },
tooltip: "Get 1x <b>Much more progress</b> buyable."
},
52: {
name: "And another exponent to points ¬_¬",
done() { return getBuyableAmount('sp', 12).gte(1) },
tooltip: "Get 1x <b>Super point booster</b> buyable."
},
53: {
name: "A new prestige layer!",
done() { return player.sp.points.gte(5000) },
tooltip: "Reach 5000 SPP."
},
54: {
name: "Ok so that speeds things up",
done() { return hasMilestone('f', 2) },
tooltip: "Earn Filestone 3."
},
55: {
name: "Well that was useful",
done() { return player[this.layer].has55 },
tooltip: "Respec directory upgrades when you have none."
},
61: {
name: "Ooh upgrades",
done() { return player.f.upgrades.map(x => x - 20).filter(x => x >= 0 && x < 9).length == 3 },
tooltip: "Get all row 2 directory upgrades."
},
62: {
name: "Lots of boosts!!",
done() { return player.f.upgrades.map(x => x - 30).filter(x => x >= 0 && x < 9).length == 3 },
tooltip: "Get all row 3 directory upgrades."
},
63: {
name: "Wait that's all of them?",
done() { return player.f.upgrades.map(x => x - 40).filter(x => x >= 0 && x < 9).length == 4 },
tooltip: "Get all row 4 directory upgrades."
},
64: {
name: "Well that exploded",
done() { return player.i.points.gt(0) },
tooltip: "Reset for 1 integral.<br>Current endgame."
},
},
tabFormat: [
"blank",
["raw-html", function () { return "Achievements: " + player[this.layer].achievements.length + "/" + (Object.keys(tmp[this.layer].achievements).length - 2) }],
["raw-html", function () { return "Effect: x" + tmp[this.layer].effect + " to point gen." }],
"blank",
"achievements"
],
tooltip() {
return player[this.layer].achievements.length + " achievement" + (player[this.layer].achievements.length == 1 ? "" : "s")
},
row: "side", // Row the layer is in on the tree (0 is the first row)
layerShown(){return true}
})

225
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addLayer("f", {
name: "files", // This is optional, only used in a few places, If absent it just uses the layer id.
symbol: "&#x1f5ce;", // This appears on the layer's node. Default is the id with the first letter capitalized
position: 2, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
startData() { return {
unlocked: false,
points: new Decimal(0),
total: new Decimal(0)
}},
color: "#7f1bae",
requires() {
let req = new Decimal(5000)
if (hasUpgrade(this.layer, 32)) { req = req.mul(0.75) }
if (hasMilestone(this.layer, 7)) { req = req.mul(0.8) }
return req
}, // Can be a function that takes requirement increases into account
resource: "files", // Name of prestige currency
baseResource: "super progress points", // Name of resource prestige is based on
baseAmount() {return player.sp.points}, // Get the current amount of baseResource
type: "static", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
exponent: 1.3, // Prestige currency exponent
base() {
let base = 2
if (hasUpgrade(this.layer, 41)) base **= 0.95
return base
},
gainMult() { // Calculate the multiplier for main currency from bonuses
return new Decimal(1)
},
gainExp() { // Calculate the exponent on main currency from bonuses
return new Decimal(1)
},
canBuyMax() {
return hasMilestone(this.layer, 6)
},
row: 2, // Row the layer is in on the tree (0 is the first row)
displayRow: 0,
hotkeys: [
{key: "f", description: "F: Reset for files", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
],
milestones: {
0: {
requirementDescription: "1 total File.",
effectDescription() {
return "Total levels boost point gen.<br>Effect: x" + getTotalLevel().add(1).log(5).add(1) + "."
},
done() { return player.f.total.gte(1) }
},
1: {
requirementDescription: "2 total Files.",
effectDescription: "Triple point gen.",
done() { return player.f.total.gte(2) }
},
2: {
requirementDescription: "3 total Files.",
effectDescription: "Multiply PP requirement by 0.5x.",
done() { return player.f.total.gte(3) }
},
3: {
requirementDescription: "4 total Files.",
effectDescription: "Square point gen.",
done() { return player.f.total.gte(4) }
},
4: {
requirementDescription: "5 total Files.",
effectDescription: "Unlock the Directory.",
done() { return player.f.total.gte(5) }
},
5: {
requirementDescription: "7 total Files.",
effectDescription() {
return "Total Files boost point gen.<br>Effect: x" + player[this.layer].total.div(2).add(1) + "."
},
done() { return player.f.total.gte(7) }
},
6: {
requirementDescription: "10 total Files.",
effectDescription: "You can buy max files.",
done() { return player.f.total.gte(10) }
},
7: {
requirementDescription: "15 total Files.",
effectDescription: "Multiply file cost by x0.8.",
done() { return player.f.total.gte(15) }
},
8: {
requirementDescription: "20 total Files.",
effectDescription: "Autobuy all PP buyables.",
done() { return player.f.total.gte(20) }
},
9: {
requirementDescription: "30 total Files.",
effectDescription: "You can now get fractional levels.",
done() { return player.f.total.gte(30) }
},
},
upgrades: {
11: {
description: "Total rank boosts point gen.",
effect() { return getTotalRank().add(2) },
effectDisplay() { return "^" + this.effect() + "." },
cost: 1,
canAfford() { return hasMilestone(this.layer, 4) },
},
21: {
description: "Start with 2 free <b>Rebased</b> levels.",
cost: 3,
canAfford() { return hasUpgrade(this.layer, 11) },
branches: [11]
},
22: {
description: "Start with 2 free <b>Shorter bars</b> levels.",
cost: 3,
canAfford() { return hasUpgrade(this.layer, 11) },
branches: [11]
},
23: {
description: "Gain 10% of your PP gain every second.",
cost: 4,
canAfford() { return hasUpgrade(this.layer, 11) },
branches: [11]
},
31: {
description: "Make Gamma effect use total level as well.",
cost: 5,
canAfford() { return hasUpgrade(this.layer, 21) },
branches: [21]
},
32: {
description: "Multiply base File cost by 0.75.",
cost: 6,
canAfford() { return hasUpgrade(this.layer, 21) && hasUpgrade(this.layer, 22) },
branches: [21, 22]
},
33: {
description: "Multiply base PP cost by 0.75.",
cost: 5,
canAfford() { return hasUpgrade(this.layer, 22) },
branches: [22]
},
41: {
description: "Raise Beta, Delta, Zeta effects ^1.1.",
cost: 8,
canAfford() { return hasUpgrade(this.layer, 31) },
branches: [31]
},
42: {
description: "Raise File cost base ^0.95.",
cost: 8,
canAfford() { return hasUpgrade(this.layer, 32) },
branches: [32]
},
43: {
description: "Files divide PP cost.",
cost: 9,
canAfford() { return hasUpgrade(this.layer, 32) && hasUpgrade(this.layer, 33) },
effect() { return player[this.layer].points.add(3).log(2).add(1) },
effectDisplay() { return "/" + this.effect() + "." },
branches: [32, 33]
},
44: {
description: "Gain another 15% of your PP gain every second.",
cost: 8,
canAfford() { return hasUpgrade(this.layer, 23) && hasUpgrade(this.layer, 33) },
branches: [[23, 2], 33]
}
},
clickables: {
21: {
display() { return "Reset directory" },
onClick() {
if (confirm("Are you sure you want to respec? This will cause a File reset.")) {
if (player[this.layer].upgrades == 0) {
player.ach.has55 = true
}
for (let i of player[this.layer].upgrades) {
player[this.layer].points = player[this.layer].points.add(tmp[this.layer].upgrades[i].cost)
}
player[this.layer].upgrades = []
doReset('f', true)
}
},
canClick() { return true },
style: {
width: "60px",
minHeight: "60px"
}
}
},
layerShown(){ return player.p.points.gte(4000) || player[this.layer].unlocked },
branches: ['p'],
tabFormat: {
filestones: {
content: [
"main-display",
"prestige-button",
"resource-display",
"blank",
"blank",
["row", [
["milestones", [0, 2, 4, 6, 8]],
["milestones", [1, 3, 5, 7, 9]]
]]
]
},
directory: {
content: [
"main-display",
["row", ["prestige-button", ["clickable", 11]]],
"resource-display",
"blank",
"blank",
["clickable", 21],
"blank",
["upgrade-tree", [
[11],
[21, 22, 23],
[31, 32, 33],
[41, 42, 43, 44]
]]
],
unlocked() { return hasMilestone('f', 4) }
},
}
})

37
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addLayer("i", {
name: "integrals", // This is optional, only used in a few places, If absent it just uses the layer id.
symbol: "&int;", // 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: false,
points: new Decimal(0)
}},
color: "#a62222",
requires: Decimal.pow(2, 128), // Can be a function that takes requirement increases into account
resource: "integrals", // 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: 1, // Prestige currency exponent
gainMult() { // Calculate the multiplier for main currency from bonuses
return new Decimal(1)
},
gainExp() { // Calculate the exponent on main currency from bonuses
return new Decimal(1)
},
row: 3, // Row the layer is in on the tree (0 is the first row)
displayRow: 1,
hotkeys: [
{key: "i", description: "I: reset for integrals", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
],
tabFormat: [
"main-display",
"prestige-button",
"resource-display",
"blank",
"blank",
["raw-html", "Coming Soon!"]
],
layerShown(){ return player.points.gte("1e25") || player[this.layer].unlocked },
branches: ['p', 'sp', 'f']
})

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function cumulativeExponential(base, levels) {
return Decimal.add(levels, 1).pow_base(base).sub(1).div(Decimal.sub(base, 1))
}
function inverseCumulativeExponential(base, levels) {
return Decimal.sub(base, 1).mul(levels).add(1).log(base)
}
function getAlphaLevel(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
const level = inverseCumulativeExponential(1.1, Decimal.pow(points, buyableEffect('p', 13).pow(-1)))
return hasMilestone('f', 9) ? level : level.floor()
}
function getAlphaCost(points = player.p.points) {
return cumulativeExponential(1.1, getAlphaLevel(points).floor()).pow(buyableEffect('p', 13))
}
function getAlphaEffect(points = player.p.points) {
return getAlphaLevel(points).mul(getAlphaRankEffect(points).add(1/20))
}
function getBetaLevel(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
const level = inverseCumulativeExponential(1.25, Decimal.div(Decimal.pow(points, buyableEffect('p', 13).pow(-1)), 5))
return hasMilestone('f', 9) ? level : level.floor()
}
function getBetaCost(points = player.p.points) {
return cumulativeExponential(1.25, getBetaLevel(points).floor()).mul(5).pow(buyableEffect('p', 13))
}
function getBetaEffect(points = player.p.points) {
return getBetaLevel(points).mul(getBetaRankEffect(points).add(1/20)).add(1).pow(hasUpgrade('f', 41) ? 1.2 : 1)
}
function getGammaLevel(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
const level = inverseCumulativeExponential(1.5, Decimal.div(Decimal.pow(points, buyableEffect('p', 13).pow(-1)), 15))
return hasMilestone('f', 9) ? level : level.floor()
}
function getGammaCost(points = player.p.points) {
return cumulativeExponential(1.5, getGammaLevel(points).floor()).mul(15).pow(buyableEffect('p', 13))
}
function getGammaEffect(points = player.p.points) {
return Decimal.add(points, 1).add(hasUpgrade('f', 31) ? getTotalLevel() : 0).log(Decimal.pow(50, buyableEffect('p', 12))).add(1).pow(getGammaLevel(points).mul(getGammaRankEffect(points).add(1/10)))
}
function getDeltaLevel(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
const level = inverseCumulativeExponential(2, Decimal.div(Decimal.pow(points, buyableEffect('p', 13).pow(-1)), 30))
return hasMilestone('f', 9) ? level : level.floor()
}
function getDeltaCost(points = player.p.points) {
return cumulativeExponential(2, getDeltaLevel(points).floor()).mul(30).pow(buyableEffect('p', 13))
}
function getDeltaEffect(points = player.p.points) {
return getDeltaLevel(points).mul(getDeltaRankEffect(points).add(1/5)).add(1).pow(hasUpgrade('f', 41) ? 1.2 : 1)
}
function getEpsilonLevel(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
const level = inverseCumulativeExponential(2.5, Decimal.div(Decimal.pow(points, buyableEffect('p', 13).pow(-1)), 50))
return hasMilestone('f', 9) ? level : level.floor()
}
function getEpsilonCost(points = player.p.points) {
return cumulativeExponential(2.5, getEpsilonLevel(points).floor()).mul(50).pow(buyableEffect('p', 13))
}
function getEpsilonEffect(points = player.p.points) {
return getEpsilonLevel(points).mul(getEpsilonRankEffect(points).add(1/10)).add(1)
}
function getZetaLevel(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
const level = inverseCumulativeExponential(3, Decimal.div(Decimal.pow(points, buyableEffect('p', 13).pow(-1)), 80))
return hasMilestone('f', 9) ? level : level.floor()
}
function getZetaCost(points = player.p.points) {
return cumulativeExponential(3, getZetaLevel(points).floor()).mul(80).pow(buyableEffect('p', 13))
}
function getZetaEffect(points = player.p.points) {
return getZetaLevel(points).mul(getZetaRankEffect().add(1/3)).add(1).pow(hasUpgrade('f', 41) ? 1.2 : 1)
}
function getTotalLevel(points = player.p.points) {
return getAlphaLevel(points).add(getBetaLevel(points)).add(getGammaLevel(points)).add(getDeltaLevel(points)).add(getEpsilonLevel(points)).add(getZetaLevel(points))
}
function getEtaLevel(points = player.sp.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return inverseCumulativeExponential(1.2, Decimal.mul(points, 2)).floor()
}
function getEtaCost(points = player.sp.points) {
return cumulativeExponential(1.2, getEtaLevel(points)).div(2)
}
function getEtaEffect(points = player.sp.points) {
return getEtaLevel(points).sqrt()
}
function getThetaLevel(points = player.sp.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return inverseCumulativeExponential(1.3, Decimal.div(points, 3)).floor()
}
function getThetaCost(points = player.sp.points) {
return cumulativeExponential(1.3, getThetaLevel(points)).mul(3)
}
function getThetaEffect(points = player.sp.points) {
return getThetaLevel(points).pow(1/4).add(1)
}
function getIotaLevel(points = player.sp.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return inverseCumulativeExponential(1.5, Decimal.div(points, 5)).floor()
}
function getIotaCost(points = player.sp.points) {
return cumulativeExponential(1.5, getIotaLevel(points)).mul(5)
}
function getIotaEffect(points = player.sp.points) {
return getIotaLevel(points).pow(1/3).add(1)
}
function getKappaLevel(points = player.sp.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return inverseCumulativeExponential(1.7, Decimal.div(points, 8)).floor()
}
function getKappaCost(points = player.sp.points) {
return cumulativeExponential(1.7, getKappaLevel(points)).mul(8)
}
function getKappaEffect(points = player.sp.points) {
return getKappaLevel(points).sqrt().add(1)
}
function getLambdaLevel(points = player.sp.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return inverseCumulativeExponential(2, Decimal.div(points, 13)).floor()
}
function getLambdaCost(points = player.sp.points) {
return cumulativeExponential(2, getLambdaLevel(points)).mul(13)
}
function getLambdaEffect(points = player.sp.points) {
return getLambdaLevel(points).add(1).pow(3/2)
}
function getTotalSuperLevel(points = player.sp.points) {
return getEtaLevel(points).add(getThetaLevel(points)).add(getIotaLevel(points)).add(getKappaLevel(points)).add(getLambdaLevel(points))
}

291
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@ -0,0 +1,291 @@
addLayer("p", {
name: "progress", // This is optional, only used in a few places, If absent it just uses the layer id.
symbol: "%", // 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)
}},
color: "#0c6949",
requires() {
let req = new Decimal(1)
if (hasMilestone('f', 2)) { req = req.mul(0.5) }
if (hasUpgrade('f', 33)) { req = req.mul(0.75) }
if (hasUpgrade('f', 43)) { req = req.div(upgradeEffect('f', 43)) }
return req
}, // Can be a function that takes requirement increases into account
resource: "progress points", // 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: 0.3, // Prestige currency exponent
gainMult() { // Calculate the multiplier for main currency from bonuses
let mult = new Decimal(1)
mult = mult.mul(buyableEffect(this.layer, 11))
mult = mult.mul(getThetaEffect())
return mult
},
gainExp() { // Calculate the exponent on main currency from bonuses
return buyableEffect('sp', 11)
},
row: 0, // Row the layer is in on the tree (0 is the first row)
hotkeys: [
{key: "p", description: "P: Reset for progress points", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
],
passiveGeneration() {
let gain = 0
if (hasUpgrade('f', 23)) gain += 0.1
if (hasUpgrade('f', 44)) gain += 0.15
return gain
},
automate() {
if (hasMilestone('f', 8)) {
Object.values(tmp[this.layer].buyables).forEach(i => { if (i.canAfford) i.buy() })
}
},
bars: {
alpha: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getAlphaCost()) },
display() {
return "Alpha - Level " + getAlphaLevel() + " (" + player[this.layer].points + "/" + getAlphaCost()
+ ")<br>Effect: +" + getAlphaEffect() + " to point gen."
},
fillStyle: {backgroundColor: "#0c6949"}
},
alphaRank: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return getAlphaLevel().div(getAlphaRankCost()) },
display() {
return "Alpha - Rank " + getAlphaRank() + " (" + getAlphaLevel() + "/" + getAlphaRankCost()
+ ")<br>Effect: +" + getAlphaRankEffect() + " to Alpha effect base."
},
fillStyle: {backgroundColor: "#0c6949"},
},
beta: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getBetaCost()) },
display() {
return "Beta - Level " + getBetaLevel() + " (" + player[this.layer].points + "/" + getBetaCost()
+ ")<br>Effect: x" + getBetaEffect() + " to point gen."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getAlphaLevel().gt(0) }
},
betaRank: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return getBetaLevel().div(getBetaRankCost()) },
display() {
return "Beta - Rank " + getBetaRank() + " (" + getBetaLevel() + "/" + getBetaRankCost()
+ ")<br>Effect: +" + getBetaRankEffect() + " to Beta effect base."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getAlphaLevel().gt(0) }
},
gamma: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getGammaCost()) },
display() {
return "Gamma - Level " + getGammaLevel() + " (" + player[this.layer].points + "/" + getGammaCost()
+ ")<br>Effect: x" + getGammaEffect() + " to point gen."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getBetaLevel().gt(0) }
},
gammaRank: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return getGammaLevel().div(getGammaRankCost()) },
display() {
return "Gamma - Rank " + getGammaRank() + " (" + getGammaLevel() + "/" + getGammaRankCost()
+ ")<br>Effect: +" + getGammaRankEffect() + " to Gamma effect exponent."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getBetaLevel().gt(0) }
},
delta: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getDeltaCost()) },
display() {
return "Delta - Level " + getDeltaLevel() + " (" + player[this.layer].points + "/" + getDeltaCost()
+ ")<br>Effect: x" + getDeltaEffect() + " to point gen."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getGammaLevel().gt(0) }
},
deltaRank: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return getDeltaLevel().div(getDeltaRankCost()) },
display() {
return "Delta - Rank " + getDeltaRank() + " (" + getDeltaLevel() + "/" + getDeltaRankCost()
+ ")<br>Effect: +" + getDeltaRankEffect() + " to Delta effect base."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getGammaLevel().gt(0) }
},
epsilon: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getEpsilonCost()) },
display() {
return "Epsilon - Level " + getEpsilonLevel() + " (" + player[this.layer].points + "/" + getEpsilonCost()
+ ")<br>Effect: ^" + getEpsilonEffect() + " to point gen."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getDeltaLevel().gt(0) }
},
epsilonRank: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return getEpsilonLevel().div(getEpsilonRankCost()) },
display() {
return "Epsilon - Rank " + getEpsilonRank() + " (" + getEpsilonLevel() + "/" + getEpsilonRankCost()
+ ")<br>Effect: +" + getEpsilonRankEffect() + " to Epsilon effect base."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getDeltaLevel().gt(0) }
},
zeta: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getZetaCost()) },
display() {
return "Zeta - Level " + getZetaLevel() + " (" + player[this.layer].points + "/" + getZetaCost()
+ ")<br>Effect: x" + getZetaEffect() + " to point gen."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getEpsilonLevel().gt(0) }
},
zetaRank: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return getZetaLevel().div(getZetaRankCost()) },
display() {
return "Zeta - Rank " + getZetaRank() + " (" + getZetaLevel() + "/" + getZetaRankCost()
+ ")<br>Effect: +" + getZetaRankEffect() + " to Zeta effect base."
},
fillStyle: {backgroundColor: "#0c6949"},
unlocked() { return getEpsilonLevel().gt(0) }
},
},
buyables: {
11: {
title: "More progress",
effect() { return Decimal.pow(1.1, getBuyableAmount(this.layer, this.id)) },
cost() { return Decimal.pow(getBuyableAmount(this.layer, this.id), 1.2).mul(5).add(50) },
display() {
return "Increase progress point gain.<br><br>Amount: " + getBuyableAmount(this.layer, this.id)
+ ".<br>Effect: x" + this.effect(getBuyableAmount(this.layer, this.id)) + ".<br>Cost: "
+ this.cost(getBuyableAmount(this.layer, this.id)) + " total levels."
},
canAfford() { return Decimal.gte(getTotalLevel(), this.cost()) },
buy() { addBuyables(this.layer, this.id, 1) }
},
12: {
title: "Rebased",
effect() { return Decimal.add(
getBuyableAmount(this.layer, this.id), hasUpgrade('f', 21) ? 2 : 0
).pow_base(0.95) },
cost() { return Decimal.pow(getBuyableAmount(this.layer, this.id), 1.4).mul(7).add(80) },
display() {
return "Decrease Gamma effect base.<br><br>Amount: " + getBuyableAmount(this.layer, this.id)
+ ".<br>Effect: ^" + this.effect(getBuyableAmount(this.layer, this.id)) + ".<br>Cost: "
+ this.cost(getBuyableAmount(this.layer, this.id)) + " total levels."
},
canAfford() { return Decimal.gte(getTotalLevel(), this.cost()) },
buy() { addBuyables(this.layer, this.id, 1) }
},
13: {
title: "Shorter bars",
effect() { return Decimal.add(
getBuyableAmount(this.layer, this.id), hasUpgrade('f', 22) ? 2 : 0
).pow_base(0.98) },
cost() { return Decimal.pow(getBuyableAmount(this.layer, this.id), 1.6).mul(10).add(100) },
display() {
return "Decrease all level costs.<br><br>Amount: " + getBuyableAmount(this.layer, this.id)
+ ".<br>Effect: ^" + this.effect(getBuyableAmount(this.layer, this.id)) + ".<br>Cost: "
+ this.cost(getBuyableAmount(this.layer, this.id)) + " total levels."
},
canAfford() { return Decimal.gte(getTotalLevel(), this.cost()) },
buy() { addBuyables(this.layer, this.id, 1) }
}
},
clickables: {
11: {
display() { return "Hold to gain PP" },
canClick() { return true },
onClick() { if (canReset(this.layer)) doReset(this.layer) },
onHold() { if (canReset(this.layer)) doReset(this.layer) }
}
},
tabFormat: {
levels: {
content: [
"main-display",
["row", ["prestige-button", ["clickable", 11]]],
"resource-display",
["raw-html", () => "You have " + getTotalLevel() + " level" + (getTotalLevel().eq(1) ? "" : "s") + "."],
["raw-html", () => "You have " + getTotalRank() + " rank" + (getTotalRank().eq(1) ? "" : "s") + "."],
"blank",
"blank",
["bar", "alpha"],
["bar", "beta"],
["bar", "gamma"],
["bar", "delta"],
["bar", "epsilon"],
["bar", "zeta"]
]
},
ranks: {
content: [
"main-display",
["row", ["prestige-button", ["clickable", 11]]],
"resource-display",
["raw-html", () => "You have " + getTotalLevel() + " level" + (getTotalLevel().eq(1) ? "" : "s") + "."],
["raw-html", () => "You have " + getTotalRank() + " rank" + (getTotalRank().eq(1) ? "" : "s") + "."],
"blank",
"blank",
["bar", "alphaRank"],
["bar", "betaRank"],
["bar", "gammaRank"],
["bar", "deltaRank"],
["bar", "epsilonRank"],
["bar", "zetaRank"]
],
unlocked() { return getAlphaLevel().gte(18) }
},
buyables: {
content: [
"main-display",
["row", ["prestige-button", ["clickable", 11]]],
"resource-display",
["raw-html", () => "You have " + getTotalLevel() + " level" + (getTotalLevel().eq(1) ? "" : "s") + "."],
["raw-html", () => "You have " + getTotalRank() + " rank" + (getTotalRank().eq(1) ? "" : "s") + "."],
"blank",
"blank",
"buyables"
],
unlocked() { return getTotalLevel().gte(45) }
}
},
layerShown(){return true}
})

64
js/data/ranks.js Normal file
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@ -0,0 +1,64 @@
function getAlphaRank(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return getAlphaLevel(points).div(20).floor()
}
function getAlphaRankCost(points = player.p.points) {
return getAlphaRank(points).add(1).mul(20)
}
function getAlphaRankEffect(points = player.p.points) {
return getAlphaRank(points).div(25)
}
function getBetaRank(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return getBetaLevel(points).div(15).floor()
}
function getBetaRankCost(points = player.p.points) {
return getBetaRank(points).add(1).mul(15)
}
function getBetaRankEffect(points = player.p.points) {
return getBetaRank(points).div(100).mul(3)
}
function getGammaRank(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return getGammaLevel(points).div(12).floor()
}
function getGammaRankCost(points = player.p.points) {
return getGammaRank(points).add(1).mul(12)
}
function getGammaRankEffect(points = player.p.points) {
return getGammaRank(points).div(15)
}
function getDeltaRank(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return getDeltaLevel(points).div(10).floor()
}
function getDeltaRankCost(points = player.p.points) {
return getDeltaRank(points).add(1).mul(10)
}
function getDeltaRankEffect(points = player.p.points) {
return getDeltaRank(points).div(20)
}
function getEpsilonRank(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return getEpsilonLevel(points).div(8).floor()
}
function getEpsilonRankCost(points = player.p.points) {
return getEpsilonRank(points).add(1).mul(8)
}
function getEpsilonRankEffect(points = player.p.points) {
return getEpsilonRank(points).div(10)
}
function getZetaRank(points = player.p.points) {
if (Decimal.eq(points, 0)) return new Decimal(0)
return getZetaLevel(points).div(7).floor()
}
function getZetaRankCost(points = player.p.points) {
return getZetaRank(points).add(1).mul(7)
}
function getZetaRankEffect(points = player.p.points) {
return getZetaRank(points).div(5)
}
function getTotalRank() {
return getAlphaRank().add(getBetaRank()).add(getGammaRank()).add(getDeltaRank()).add(getEpsilonRank()).add(getZetaRank())
}

156
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@ -0,0 +1,156 @@
addLayer("sp", {
name: "super progress", // This is optional, only used in a few places, If absent it just uses the layer id.
symbol: "&permil;", // This appears on the layer's node. Default is the id with the first letter capitalized
position: 1, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
startData() { return {
unlocked: false,
points: new Decimal(0)
}},
color: "#107f76",
requires: 15000, // Can be a function that takes requirement increases into account
resource: "super progress points", // 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
gainMult() { // Calculate the multiplier for main currency from bonuses
return new Decimal(1)
},
gainExp() { // Calculate the exponent on main currency from bonuses
return new Decimal(1)
},
row: 1, // Row the layer is in on the tree (0 is the first row)
displayRow: 0,
hotkeys: [
{key: "s", description: "S: Reset for super progress points", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
],
onPrestige(gain) {
if (player.p.points.eq(0)) { player.ach.has45 = true }
},
bars: {
eta: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getEtaCost()) },
display() {
return "Eta - Level " + getEtaLevel() + " (" + player[this.layer].points + "/" + getEtaCost()
+ ")<br>Effect: +" + getEtaEffect() + " to point gen."
},
fillStyle: {backgroundColor: "#107f76"}
},
theta: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getThetaCost()) },
display() {
return "Theta - Level " + getThetaLevel() + " (" + player[this.layer].points + "/" + getThetaCost()
+ ")<br>Effect: x" + getThetaEffect() + " to PP."
},
fillStyle: {backgroundColor: "#107f76"},
unlocked() { return getEtaLevel().gt(0) }
},
iota: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getIotaCost()) },
display() {
return "Iota - Level " + getIotaLevel() + " (" + player[this.layer].points + "/" + getIotaCost()
+ ")<br>Effect: ^" + getIotaEffect() + " to point gen."
},
fillStyle: {backgroundColor: "#107f76"},
unlocked() { return getThetaLevel().gt(0) }
},
kappa: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getKappaCost()) },
display() {
return "Kappa - Level " + getKappaLevel() + " (" + player[this.layer].points + "/" + getKappaCost()
+ ")<br>Effect: x" + getKappaEffect() + " to softcap."
},
fillStyle: {backgroundColor: "#107f76"},
unlocked() { return getIotaLevel().gt(0) }
},
lambda: {
direction: RIGHT,
width: 300,
height: 50,
progress() { return player[this.layer].points.div(getLambdaCost()) },
display() {
return "Lambda - Level " + getLambdaLevel() + " (" + player[this.layer].points + "/" + getLambdaCost()
+ ")<br>Effect: x" + getLambdaEffect() + " to point gen."
},
fillStyle: {backgroundColor: "#107f76"},
unlocked() { return getKappaLevel().gt(0) }
},
},
buyables: {
11: {
title: "Much more progress",
effect() { return Decimal.div(getBuyableAmount(this.layer, this.id), 20).add(1) },
cost() { return Decimal.pow(getBuyableAmount(this.layer, this.id), 1.2).mul(3).add(20) },
display() {
return "Increase PP gain.<br><br>Amount: " + getBuyableAmount(this.layer, this.id)
+ ".<br>Effect: ^" + this.effect(getBuyableAmount(this.layer, this.id)) + ".<br>Cost: "
+ this.cost(getBuyableAmount(this.layer, this.id)) + " total super levels."
},
canAfford() { return Decimal.gte(getTotalSuperLevel(), this.cost()) },
buy() { addBuyables(this.layer, this.id, 1) }
},
12: {
title: "Super point booster",
effect() { return Decimal.pow(getBuyableAmount(this.layer, this.id), 1.3).add(1) },
cost() { return Decimal.pow(getBuyableAmount(this.layer, this.id), 1.2).mul(5).add(25) },
display() {
return "Increase point gen.<br><br>Amount: " + getBuyableAmount(this.layer, this.id)
+ ".<br>Effect: ^" + this.effect(getBuyableAmount(this.layer, this.id)) + ".<br>Cost: "
+ this.cost(getBuyableAmount(this.layer, this.id)) + " total super levels."
},
canAfford() { return Decimal.gte(getTotalSuperLevel(), this.cost()) },
buy() { addBuyables(this.layer, this.id, 1) }
},
},
clickables: {
11: {
display() { return "Hold to gain SPP" },
canClick() { return true },
onClick() { if (canReset(this.layer)) doReset(this.layer) },
onHold() { if (canReset(this.layer)) doReset(this.layer) }
}
},
tabFormat: {
"super levels": {
content: [
"main-display",
["row", ["prestige-button", ["clickable", 11]]],
"resource-display",
["raw-html", () => "You have " + getTotalSuperLevel() + " super level" + (getTotalSuperLevel().eq(1) ? "" : "s") + "."],
"blank",
"blank",
["bar", "eta"],
["bar", "theta"],
["bar", "iota"],
["bar", "kappa"],
["bar", "lambda"],
]
},
"super buyables": {
content: [
"main-display",
["row", ["prestige-button", ["clickable", 11]]],
"resource-display",
["raw-html", () => "You have " + getTotalSuperLevel() + " super level" + (getTotalSuperLevel().eq(1) ? "" : "s") + "."],
"blank",
"blank",
"buyables",
],
unlocked() { return getTotalSuperLevel().gte(18) }
},
},
layerShown(){ return player.points.gte(10000) || player[this.layer].unlocked },
branches: ['p'],
})

View file

@ -1,28 +0,0 @@
addLayer("p", {
name: "prestige", // This is optional, only used in a few places, If absent it just uses the layer id.
symbol: "P", // 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),
}},
color: "#4BDC13",
requires: new Decimal(10), // Can be a function that takes requirement increases into account
resource: "prestige points", // 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
gainMult() { // Calculate the multiplier for main currency from bonuses
mult = new Decimal(1)
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)
hotkeys: [
{key: "p", description: "P: Reset for prestige points", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
],
layerShown(){return true}
})

View file

@ -1,28 +1,34 @@
let modInfo = {
name: "The ??? Tree",
id: "mymod",
author: "nobody",
name: "Progressbar Incremental",
id: "nif/pbic",
author: "Nif",
pointsName: "points",
modFiles: ["layers.js", "tree.js"],
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"],
discordName: "",
discordLink: "",
initialStartPoints: new Decimal (10), // Used for hard resets and new players
initialStartPoints: new Decimal (1), // Used for hard resets and new players
offlineLimit: 1, // In hours
}
// Set your version in num and name
let VERSION = {
num: "0.0",
name: "Literally nothing",
num: "1.0",
name: "The first release.",
}
let changelog = `<h1>Changelog:</h1><br>
<h3>v0.0</h3><br>
- Added things.<br>
- Added stuff.`
let changelog = `<h1>Changelog:</h1><br><br>
<h3>v1.0</h3><br>
- 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>
- Current endgame: 1 integral.<br>`
let winText = `Congratulations! You have reached the end and beaten this game, but for now...`
let winText = `Download 100% complete.<br><br>You won! Congratulations!<br>More content coming soon...`
// 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)
@ -34,15 +40,35 @@ function getStartPoints(){
// Determines if it should show points/sec
function canGenPoints(){
return true
return getAlphaLevel().gte(0)
}
// Calculate points/sec!
function getPointGen() {
if(!canGenPoints())
return new Decimal(0)
let gain = new Decimal(1)
if(!canGenPoints()) return new Decimal(0)
// additive
let gain = getAlphaEffect()
gain = gain.add(getEtaEffect())
// 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)
if (hasMilestone('f', 0)) gain = gain.mul(getTotalLevel().add(1).log(5).add(1))
if (hasMilestone('f', 1)) gain = gain.mul(3)
// exponentiative
if (gain.gte(1)) {
gain = gain.pow(getEpsilonEffect())
gain = gain.pow(getIotaEffect())
gain = gain.pow(buyableEffect('sp', 12))
if (hasMilestone('f', 3)) gain = gain.pow(2)
if (hasUpgrade('f', 11)) gain = gain.pow(upgradeEffect('f', 11))
}
// 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, Decimal.pow(2, 128), _ => new Decimal(0), player.points)
return gain
}
@ -52,11 +78,13 @@ function addedPlayerData() { return {
// Display extra things at the top of the page
var displayThings = [
"All exponentiative upgrades only take affect above 1.",
() => getPointGen().gte(getKappaEffect().mul(1000)) ? "Your points per second are being logarithmically softcapped over " + getKappaEffect().mul(1000) + "/s" : ""
]
// Determines when the game "ends"
function isEndgame() {
return player.points.gte(new Decimal("e280000000"))
return player.i.points.gt(0)
}
@ -76,4 +104,5 @@ function maxTickLength() {
// 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.
function fixOldSave(oldVersion) {
}

View file

@ -410,3 +410,9 @@ function gridRun(layer, func, data, id) {
else
return layers[layer].grid[func];
}
// Small functions
function softcap(number, after, method, delta = new Decimal(0)) {
if (Decimal.add(number, delta).lt(after)) { return new Decimal(number) }
else { return method(Decimal.add(number, delta).sub(after)).add(after).sub(delta) }
}

View file

@ -222,7 +222,7 @@ function loadOptions() {
options = Object.assign(getStartOptions(), JSON.parse(decodeURIComponent(escape(atob(get2)))));
else
options = getStartOptions()
if (themes.indexOf(options.theme) < 0) theme = "default"
if (Object.keys(colors).indexOf(options.theme) < 0) theme = "default"
fixData(options, getStartOptions())
}

View file

@ -1,6 +1,4 @@
// ************ Themes ************
var themes = ["default", "aqua"]
var colors = {
default: {
1: "#ffffff",//Branch color 1
@ -22,6 +20,36 @@ var colors = {
background: "#001f3f",
background_tooltip: "rgba(0, 15, 31, 0.75)",
},
verdant: {
1: "#ceffbd",
2: "#8fd376",
3: "#6e965f",
color: "#ceffbd",
points: "#edf3eb",
locked: "#c4a7b3",
background: "#0d180e",
background_tooltip: "rgba(0, 22, 3, 0.75)",
},
crimson: {
1: "#f1b8b8",
2: "#c28282",
3: "#9f5555",
color: "#f1b8b8",
points: "#fcefef",
locked: "#c4a7b3",
background: "#251010",
background_tooltip: "rgba(26, 13, 13, 0.75)",
},
amber: {
1: "#eff1ac",
2: "#b6b95a",
3: "#7e812a",
color: "#eff1ac",
points: "#feffe4",
locked: "#c4a7b3",
background: "#161603",
background_tooltip: "rgba(5, 6, 0, 0.75)",
},
}
function changeTheme() {
@ -37,14 +65,13 @@ function getThemeName() {
}
function switchTheme() {
let index = themes.indexOf(options.theme)
if (options.theme === null || index >= themes.length-1 || index < 0) {
options.theme = themes[0];
let index = Object.keys(colors).indexOf(options.theme)
if (options.theme === null || index >= Object.keys(colors).length-1 || index < 0) {
options.theme = Object.keys(colors)[0];
}
else {
index ++;
options.theme = themes[index];
options.theme = themes[1];
options.theme = Object.keys(colors)[index];
}
changeTheme();
resizeCanvas();