let modInfo = {
name: "Progressbar Incremental",
id: "nif/pbic",
author: "Nif",
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"],
discordName: "",
discordLink: "",
initialStartPoints: new Decimal (1), // Used for hard resets and new players
offlineLimit: 1, // In hours
}
// Set your version in num and name
let VERSION = {
num: "1.2",
name: "First Release",
}
let changelog = `
Changelog:
v1.2
- Added a few missing format() calls.
- Added a note for the hardcap.
- Decreased Integral requirement.
v1.1
- Made all renders of Decimal objects use format().
- Adjusted file costs and filestone 2 effect.
v1.0 First Release
- Added Progress, Super Progress, and File layers.
- Added bars Alpha to Lambda.
- Added ranks Alpha to Zeta.
- Added 3 buyables and 2 super buyables.
- Added 10 Filestones.
- Added 11 Directory upgrades.
- Added Integral reset.
- Added 29 achievements.
- Current endgame: 1 integral.
`
let winText = `Download 100% complete.
You won! Congratulations!
More content coming soon...`
// If you add new functions anywhere inside of a layer, and those functions have an effect when called, add them here.
// (The ones here are examples, all official functions are already taken care of)
var doNotCallTheseFunctionsEveryTick = ["blowUpEverything"]
function getStartPoints(){
return new Decimal(modInfo.initialStartPoints)
}
// Determines if it should show points/sec
function canGenPoints(){
return getAlphaLevel().gte(0)
}
// Calculate points/sec!
function getPointGen() {
if(!canGenPoints()) return new Decimal(0)
// additive
let gain = getAlphaEffect()
gain = gain.add(getEtaEffect())
// multiplicative
gain = gain.mul(getBetaEffect())
gain = gain.mul(getGammaEffect())
gain = gain.mul(getDeltaEffect())
gain = gain.mul(getZetaEffect())
gain = gain.mul(getLambdaEffect())
gain = gain.mul(tmp.ach.effect)
if (hasMilestone('f', 0)) gain = gain.mul(getTotalLevel().add(7).log(3))
if (hasMilestone('f', 6)) gain = gain.mul(player.f.total.div(2).add(1))
// 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(1e6, (hasMilestone('f', 10) ? getTotalSuperLevel().add(1).log(2).add(1).log(2).add(1) : 1)),
d => d.add(1).log(1.5).add(1)
)
gain = softcap(gain, Decimal.pow(2, 128), _ => new Decimal(0), player.points)
return gain
}
// You can add non-layer related variables that should to into "player" and be saved here, along with default values
function addedPlayerData() { return {
}}
// Display extra things at the top of the page
var displayThings = [
"All exponentiative upgrades only take affect above 1.",
() => getPointGen().gte(getKappaEffect().mul(1000)) ? "Your points per second are being logarithmically softcapped over "
+ format(getKappaEffect().mul(1000)) + "/s" : "",
() => getPointGen().gte(
Decimal.pow(1e6, hasMilestone('f', 10) ? getTotalSuperLevel().pow(1/10).add(1).log(10).add(1).log(10).add(1) : 1)
) ? "Your points per second are being logarithmically softcapped again over "
+ format(Decimal.pow(
1e6, hasMilestone('f', 10) ? getTotalSuperLevel().pow(1/10).add(1).log(10).add(1).log(10).add(1) : 1
)) + "/s"
: "",
() => getPointGen().add(player.points).gte(Decimal.pow(2, 128)) ? "Your points per second are being hardcapped over "
+ format(Decimal.pow(2, 128)) : ""
]
// Determines when the game "ends"
function isEndgame() {
return player.i.points.gt(0)
}
// Less important things beyond this point!
// Style for the background, can be a function
var backgroundStyle = {
}
// You can change this if you have things that can be messed up by long tick lengths
function maxTickLength() {
return(3600) // Default is 1 hour which is just arbitrarily large
}
// Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
// you can cap their current resources with this.
function fixOldSave(oldVersion) {
}