let modInfo = {
name: "Progressbar Incremental",
id: "nif/pbic",
author: "Nif",
pointsName: "points",
modFiles: ["ranks.js", "levels.js", "progress.js", "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: "0/a1",
name: "You guys wanted it.",
}
let changelog = `
Changelog:
v0/a1
- Added progress points.
- Added bars Alpha to Epsilon.
- Added Ranks.
- Endgame: 500 Progress Points.
`
let winText = `Download 100% complete.
You won! Congratulations!
Beyond this point may be unbalanced, proceed with caution!`
// 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)
let gain = getAlphaEffect()
.mul(getBetaEffect())
.mul(getGammaEffect())
.mul(getDeltaEffect())
.pow(getEpsilonEffect())
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 = [
]
// Determines when the game "ends"
function isEndgame() {
return player.p.points.gte(500)
}
// 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){
}