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: "1", name: "The first release.", } let changelog = `

Changelog:



v1


- Added progress points.
- Added bars Alpha to Zeta.
- Added Ranks.
- Added Buyables.
- Endgame: 500 Progress Points.
` let winText = `Download 100% complete.

You won! Congratulations!
Beyond this point may be unbalanced / incomplete, 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()) .mul(getZetaEffect()) .pow(getEpsilonEffect()) gain = softcap(gain, 1000, d => d.add(1).log(1.2).add(1)) 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 getTotalRank().gte(25) } // 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){ }