generated from incremental-social/The-Modding-Tree
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56a3b148dd
...
3f8de45f2a
23 changed files with 802 additions and 1205 deletions
3
.idea/.gitignore
vendored
3
.idea/.gitignore
vendored
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@ -1,3 +0,0 @@
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||||||
# Default ignored files
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||||||
/shelf/
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/workspace.xml
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@ -1,9 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
<module type="JAVA_MODULE" version="4">
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||||||
<component name="NewModuleRootManager" inherit-compiler-output="true">
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||||||
<exclude-output />
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||||||
<content url="file://$MODULE_DIR$" />
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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@ -1,6 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectRootManager" version="2" languageLevel="JDK_17" default="true" project-jdk-name="17" project-jdk-type="JavaSDK">
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<output url="file://$PROJECT_DIR$/out" />
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</component>
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</project>
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@ -1,8 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/just_another_tree.iml" filepath="$PROJECT_DIR$/.idea/just_another_tree.iml" />
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</modules>
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</component>
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</project>
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@ -1,6 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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||||||
<component name="VcsDirectoryMappings">
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||||||
<mapping directory="" vcs="Git" />
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</component>
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||||||
</project>
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83
js/Demo/demoMod.js
Normal file
83
js/Demo/demoMod.js
Normal file
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@ -0,0 +1,83 @@
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let modInfo = {
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name: "The Modding Tree",
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id: "modbase",
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pointsName: "points",
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modFiles: ["Demo/layers/c.js", "Demo/layers/f.js", "Demo/layers/a.js", "Demo/demoTree.js"],
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discordName: "",
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discordLink: "",
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initialStartPoints: new Decimal (10), // Used for hard resets and new players
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offlineLimit: 1, // In hours
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}
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// Set your version in num and name
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let VERSION = {
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num: "2.6.6",
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name: "Fixed Reality",
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}
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let changelog = `<h1>Changelog:</h1><br>
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<h3>v0.0</h3><br>
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- Added things.<br>
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- Added stuff.`
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let winText = `Congratulations! You have reached the end and beaten this game, but for now...`
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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.
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// (The ones here are examples, all official functions are already taken care of)
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var doNotCallTheseFunctionsEveryTick = ["doReset", "buy", "onPurchase", "blowUpEverything"]
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function getStartPoints(){
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return new Decimal(modInfo.initialStartPoints)
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}
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// Determines if it should show points/sec
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function canGenPoints(){
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return hasUpgrade("c", 11)
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}
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// Calculate points/sec!
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function getPointGen() {
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if(!canGenPoints())
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return new Decimal(0)
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let gain = new Decimal(1)
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if (hasUpgrade("c", 12)) gain = gain.times(upgradeEffect("c", 12))
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return gain
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}
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// You can add non-layer related variables that should to into "player" and be saved here, along with default values
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function addedPlayerData() { return {
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weather: "Yes",
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happiness: new Decimal(72),
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}}
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// Display extra things at the top of the page
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var displayThings = [
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function() {if (player.points.eq(69)) return "Tee hee!"},
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function() {if (player.f.points.gt(1)) return `You have ${player.f.points} farm points. (Which do nothing.)`},
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function() {if (inChallenge("c", 11)) return "The game is currently <h1>0%</h1> harder."},
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]
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// Determines when the game "ends"
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function isEndgame() {
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return player.points.gte(new Decimal("11"))
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}
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// Less important things beyond this point!
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// Style for the background, can be a function
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var backgroundStyle = {
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}
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// You can change this if you have things that can be messed up by long tick lengths
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function maxTickLength() {
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return(3600) // Default is 1 hour which is just arbitrarily large
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}
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// Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
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// you can cap their current resources with this.
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function fixOldSave(oldVersion){
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}
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55
js/Demo/demoTree.js
Normal file
55
js/Demo/demoTree.js
Normal file
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@ -0,0 +1,55 @@
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// treeLayout will override the default tree's layout if used
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var layoutInfo = {
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startTab: "c",
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startNavTab: "tree-tab",
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showTree: true,
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//treeLayout: ""
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}
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// A "ghost" layer which offsets f in the tree
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addNode("spook", {
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row: 1,
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layerShown: "ghost",
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},
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)
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// A "ghost" layer which offsets f in the tree
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addNode("g", {
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symbol: "TH",
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branches: [["c", "red", 4]],
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color: '#6d3678',
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layerShown: true,
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canClick() {return player.points.gte(10)},
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tooltip: "Thanos your points",
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tooltipLocked: "Thanos your points",
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onClick() {player.points = player.points.div(2)
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console.log(this.layer)}
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},
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)
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// A "ghost" layer which offsets f in the tree
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addNode("h", {
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branches: ["g"],
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layerShown: true,
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tooltip() {return "Restore your points to " + player.c.otherThingy},
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||||||
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tooltipLocked() {return "Restore your points to " + player.c.otherThingy},
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||||||
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row: "side",
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||||||
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canClick() {return player.points.lt(player.c.otherThingy)},
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||||||
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onClick() {player.points = new Decimal(player.c.otherThingy)}
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},
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)
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addLayer("tree-tab", {
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tabFormat: [["tree", function() {return (layoutInfo.treeLayout ? layoutInfo.treeLayout : TREE_LAYERS)}]],
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previousTab: "",
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leftTab: true,
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style() {return {'background-color': '#222222'}},
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})
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65
js/Demo/layers/a.js
Normal file
65
js/Demo/layers/a.js
Normal file
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@ -0,0 +1,65 @@
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// A side layer with achievements, with no prestige
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addLayer("a", {
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startData() { return {
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unlocked: true,
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points: new Decimal(0),
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}},
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color: "yellow",
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resource: "achievement power",
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row: "side",
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tooltip() { // Optional, tooltip displays when the layer is locked
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return ("Achievements")
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},
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achievementPopups: true,
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achievements: {
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11: {
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image: "discord.png",
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name: "Get me!",
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done() {return true}, // This one is a freebie
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goalTooltip: "How did this happen?", // Shows when achievement is not completed
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doneTooltip: "You did it!", // Showed when the achievement is completed
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},
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12: {
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name: "Impossible!",
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done() {return false},
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goalTooltip: "Mwahahaha!", // Shows when achievement is not completed
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doneTooltip: "HOW????", // Showed when the achievement is completed
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textStyle: {'color': '#04e050'},
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},
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13: {
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name: "EIEIO",
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done() {return player.f.points.gte(1)},
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tooltip: "Get a farm point.\n\nReward: The dinosaur is now your friend (you can max Farm Points).", // Showed when the achievement is completed
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onComplete() {console.log("Bork bork bork!")}
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||||||
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},
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},
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midsection: ["grid", "blank"],
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grid: {
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maxRows: 3,
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rows: 2,
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cols: 2,
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getStartData(id) {
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return id
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},
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getUnlocked(id) { // Default
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return true
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},
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getCanClick(data, id) {
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return player.points.eq(10)
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},
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getStyle(data, id) {
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return {'background-color': '#'+ (data*1234%999999)}
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||||||
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},
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onClick(data, id) { // Don't forget onHold
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||||||
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player[this.layer].grid[id]++
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},
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||||||
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getTitle(data, id) {
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||||||
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return "Gridable #" + id
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||||||
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},
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||||||
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getDisplay(data, id) {
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||||||
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return data
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||||||
|
},
|
||||||
|
},
|
||||||
|
},
|
||||||
|
)
|
396
js/Demo/layers/c.js
Normal file
396
js/Demo/layers/c.js
Normal file
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@ -0,0 +1,396 @@
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var testTree = [["f", "c"],
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["g", "spook", "h"]]
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addLayer("c", {
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layer: "c", // This is assigned automatically, both to the layer and all upgrades, etc. Shown here so you know about it
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name: "Candies", // This is optional, only used in a few places, If absent it just uses the layer id.
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||||||
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symbol: "C", // This appears on the layer's node. Default is the id with the first letter capitalized
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position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
|
||||||
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startData() { return {
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unlocked: true,
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points: new Decimal(0),
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best: new Decimal(0),
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total: new Decimal(0),
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||||||
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buyables: {}, // You don't actually have to initialize this one
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beep: false,
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thingy: "pointy",
|
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otherThingy: 10,
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drop: "drip",
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||||||
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}},
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color: "#4BDC13",
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||||||
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requires: new Decimal(10), // Can be a function that takes requirement increases into account
|
||||||
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resource: "lollipops", // Name of prestige currency
|
||||||
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baseResource: "points", // Name of resource prestige is based on
|
||||||
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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
|
||||||
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exponent: 0.5, // Prestige currency exponent
|
||||||
|
base: 5, // Only needed for static layers, base of the formula (b^(x^exp))
|
||||||
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roundUpCost: false, // True if the cost needs to be rounded up (use when baseResource is static?)
|
||||||
|
|
||||||
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// For normal layers, gain beyond [softcap] points is put to the [softcapPower]th power
|
||||||
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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,
|
||||||
|
}
|
147
js/Demo/layers/f.js
Normal file
147
js/Demo/layers/f.js
Normal file
|
@ -0,0 +1,147 @@
|
||||||
|
// 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',
|
||||||
|
}
|
|
@ -1,178 +0,0 @@
|
||||||
addLayer("ach", {
|
|
||||||
name: "achievements", // 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,
|
|
||||||
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
js/data/files.js
225
js/data/files.js
|
@ -1,225 +0,0 @@
|
||||||
addLayer("f", {
|
|
||||||
name: "files", // 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: 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) }
|
|
||||||
},
|
|
||||||
}
|
|
||||||
})
|
|
|
@ -1,37 +0,0 @@
|
||||||
addLayer("i", {
|
|
||||||
name: "integrals", // 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: 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']
|
|
||||||
})
|
|
|
@ -1,132 +0,0 @@
|
||||||
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))
|
|
||||||
}
|
|
|
@ -1,291 +0,0 @@
|
||||||
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}
|
|
||||||
})
|
|
|
@ -1,64 +0,0 @@
|
||||||
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())
|
|
||||||
}
|
|
|
@ -1,156 +0,0 @@
|
||||||
addLayer("sp", {
|
|
||||||
name: "super 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: 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'],
|
|
||||||
})
|
|
28
js/layers.js
Normal file
28
js/layers.js
Normal file
|
@ -0,0 +1,28 @@
|
||||||
|
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}
|
||||||
|
})
|
67
js/mod.js
67
js/mod.js
|
@ -1,34 +1,28 @@
|
||||||
let modInfo = {
|
let modInfo = {
|
||||||
name: "Progressbar Incremental",
|
name: "The ??? Tree",
|
||||||
id: "nif/pbic",
|
id: "mymod",
|
||||||
author: "Nif",
|
author: "nobody",
|
||||||
pointsName: "points",
|
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"],
|
modFiles: ["layers.js", "tree.js"],
|
||||||
|
|
||||||
discordName: "",
|
discordName: "",
|
||||||
discordLink: "",
|
discordLink: "",
|
||||||
initialStartPoints: new Decimal (1), // Used for hard resets and new players
|
initialStartPoints: new Decimal (10), // Used for hard resets and new players
|
||||||
offlineLimit: 1, // In hours
|
offlineLimit: 1, // In hours
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set your version in num and name
|
// Set your version in num and name
|
||||||
let VERSION = {
|
let VERSION = {
|
||||||
num: "1.0",
|
num: "0.0",
|
||||||
name: "The first release.",
|
name: "Literally nothing",
|
||||||
}
|
}
|
||||||
|
|
||||||
let changelog = `<h1>Changelog:</h1><br><br>
|
let changelog = `<h1>Changelog:</h1><br>
|
||||||
<h3>v1.0</h3><br>
|
<h3>v0.0</h3><br>
|
||||||
- Added Progress, Super Progress, and File layers.<br>
|
- Added things.<br>
|
||||||
- Added bars Alpha to Lambda.<br>
|
- Added stuff.`
|
||||||
- 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 = `Download 100% complete.<br><br>You won! Congratulations!<br>More content coming soon...`
|
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.
|
// 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)
|
// (The ones here are examples, all official functions are already taken care of)
|
||||||
|
@ -40,35 +34,15 @@ function getStartPoints(){
|
||||||
|
|
||||||
// Determines if it should show points/sec
|
// Determines if it should show points/sec
|
||||||
function canGenPoints(){
|
function canGenPoints(){
|
||||||
return getAlphaLevel().gte(0)
|
return true
|
||||||
}
|
}
|
||||||
|
|
||||||
// Calculate points/sec!
|
// Calculate points/sec!
|
||||||
function getPointGen() {
|
function getPointGen() {
|
||||||
if(!canGenPoints()) return new Decimal(0)
|
if(!canGenPoints())
|
||||||
// additive
|
return new Decimal(0)
|
||||||
let gain = getAlphaEffect()
|
|
||||||
gain = gain.add(getEtaEffect())
|
let gain = new Decimal(1)
|
||||||
// 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
|
return gain
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -78,13 +52,11 @@ function addedPlayerData() { return {
|
||||||
|
|
||||||
// Display extra things at the top of the page
|
// Display extra things at the top of the page
|
||||||
var displayThings = [
|
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"
|
// Determines when the game "ends"
|
||||||
function isEndgame() {
|
function isEndgame() {
|
||||||
return player.i.points.gt(0)
|
return player.points.gte(new Decimal("e280000000"))
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -103,6 +75,5 @@ 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,
|
// 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.
|
// you can cap their current resources with this.
|
||||||
function fixOldSave(oldVersion) {
|
function fixOldSave(oldVersion){
|
||||||
|
|
||||||
}
|
}
|
|
@ -409,10 +409,4 @@ function gridRun(layer, func, data, id) {
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
return layers[layer].grid[func];
|
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) }
|
|
||||||
}
|
}
|
|
@ -222,7 +222,7 @@ function loadOptions() {
|
||||||
options = Object.assign(getStartOptions(), JSON.parse(decodeURIComponent(escape(atob(get2)))));
|
options = Object.assign(getStartOptions(), JSON.parse(decodeURIComponent(escape(atob(get2)))));
|
||||||
else
|
else
|
||||||
options = getStartOptions()
|
options = getStartOptions()
|
||||||
if (Object.keys(colors).indexOf(options.theme) < 0) theme = "default"
|
if (themes.indexOf(options.theme) < 0) theme = "default"
|
||||||
fixData(options, getStartOptions())
|
fixData(options, getStartOptions())
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,4 +1,6 @@
|
||||||
// ************ Themes ************
|
// ************ Themes ************
|
||||||
|
var themes = ["default", "aqua"]
|
||||||
|
|
||||||
var colors = {
|
var colors = {
|
||||||
default: {
|
default: {
|
||||||
1: "#ffffff",//Branch color 1
|
1: "#ffffff",//Branch color 1
|
||||||
|
@ -20,36 +22,6 @@ var colors = {
|
||||||
background: "#001f3f",
|
background: "#001f3f",
|
||||||
background_tooltip: "rgba(0, 15, 31, 0.75)",
|
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() {
|
function changeTheme() {
|
||||||
|
|
||||||
|
@ -61,17 +33,18 @@ function changeTheme() {
|
||||||
document.body.style.setProperty("--locked", colors_theme["locked"]);
|
document.body.style.setProperty("--locked", colors_theme["locked"]);
|
||||||
}
|
}
|
||||||
function getThemeName() {
|
function getThemeName() {
|
||||||
return options.theme ? options.theme : "default";
|
return options.theme? options.theme : "default";
|
||||||
}
|
}
|
||||||
|
|
||||||
function switchTheme() {
|
function switchTheme() {
|
||||||
let index = Object.keys(colors).indexOf(options.theme)
|
let index = themes.indexOf(options.theme)
|
||||||
if (options.theme === null || index >= Object.keys(colors).length-1 || index < 0) {
|
if (options.theme === null || index >= themes.length-1 || index < 0) {
|
||||||
options.theme = Object.keys(colors)[0];
|
options.theme = themes[0];
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
index ++;
|
index ++;
|
||||||
options.theme = Object.keys(colors)[index];
|
options.theme = themes[index];
|
||||||
|
options.theme = themes[1];
|
||||||
}
|
}
|
||||||
changeTheme();
|
changeTheme();
|
||||||
resizeCanvas();
|
resizeCanvas();
|
||||||
|
|
Loading…
Reference in a new issue