generated from incremental-social/The-Modding-Tree
106 lines
4.4 KiB
JavaScript
106 lines
4.4 KiB
JavaScript
addLayer("p", {
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name: "progress", // This is optional, only used in a few places, If absent it just uses the layer id.
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symbol: "%", // 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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levels: {
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epsilon: new Decimal(0),
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}
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}},
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color: "#0c6949",
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requires: new Decimal(1), // Can be a function that takes requirement increases into account
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resource: "progress points", // 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
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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
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gainMult() { // Calculate the multiplier for main currency from bonuses
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mult = new Decimal(1)
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return mult
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},
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gainExp() { // Calculate the exponent on main currency from bonuses
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return new Decimal(1)
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},
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row: 0, // Row the layer is in on the tree (0 is the first row)
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hotkeys: [
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{key: "p", description: "P: Reset for progress points", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
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],
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bars: {
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alpha: {
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direction: RIGHT,
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width: 300,
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height: 50,
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progress() { return player[this.layer].points.div(getNextAlphaCost()) },
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display() {
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return "Alpha - Level " + getAlphaLevel() + " (" + player[this.layer].points + "/" + getNextAlphaCost()
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+ ")<br>Effect: +" + getAlphaLevel().div(20) + " to point gen."
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},
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fillStyle: {backgroundColor: "#0c6949"}
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},
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beta: {
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direction: RIGHT,
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width: 300,
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height: 50,
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progress() { return player[this.layer].points.div(getNextBetaCost()) },
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display() {
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return "Beta - Level " + getBetaLevel() + " (" + player[this.layer].points + "/" + getNextBetaCost()
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+ ")<br>Effect: x" + getBetaLevel().div(20).add(1) + " to point gen."
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},
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fillStyle: {backgroundColor: "#0c6949"}
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},
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gamma: {
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direction: RIGHT,
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width: 300,
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height: 50,
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progress() { return player[this.layer].points.div(getNextGammaCost()) },
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display() {
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return "Gamma - Level " + getGammaLevel() + " (" + player[this.layer].points + "/" + getNextGammaCost()
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+ ")<br>Effect: x" + getGammaLevel().div(15).add(1) + " to point gen."
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},
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fillStyle: {backgroundColor: "#0c6949"}
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},
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delta: {
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direction: RIGHT,
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width: 300,
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height: 50,
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progress() { return player[this.layer].points.div(getNextDeltaCost()) },
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display() {
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return "Delta - Level " + getDeltaLevel() + " (" + player[this.layer].points + "/" + getNextDeltaCost()
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+ ")<br>Effect: x" + getDeltaLevel().div(10).add(1) + " to point gen."
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},
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fillStyle: {backgroundColor: "#0c6949"}
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},
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epsilon: {
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direction: RIGHT,
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width: 300,
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height: 50,
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progress() { return player[this.layer].points.div(getNextEpsilonCost()) },
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display() {
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return "Epsilon - Level " + getEpsilonLevel() + " (" + player[this.layer].points + "/" + getNextEpsilonCost()
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+ ")<br>Effect: ^" + getEpsilonLevel().div(40).add(1) + " to point gen."
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},
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fillStyle: {backgroundColor: "#0c6949"}
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},
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},
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update(diff) {
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if (player[this.layer].points.gte(player[this.layer].levels.epsilon.pow_base(5).mul(125/2))) {
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player[this.layer].levels.epsilon = player[this.layer].levels.epsilon.add(1)
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}
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},
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tabFormat: [
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"main-display",
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"prestige-button",
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"blank",
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"h-line",
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"blank",
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["bar", "alpha"],
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["bar", "beta"],
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["bar", "gamma"],
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["bar", "delta"],
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["bar", "epsilon"],
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],
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layerShown(){return true}
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})
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