diff --git a/js/Demo/demoLayers.js b/js/Demo/demoLayers.js
deleted file mode 100644
index 8f9050b..0000000
--- a/js/Demo/demoLayers.js
+++ /dev/null
@@ -1,515 +0,0 @@
-var testTree = [["f", "c"],
-["g", "spook", "h"]]
-
-addLayer("c", {
- layer: "c", // This is assigned automatically, both to the layer and all upgrades, etc. Shown here so you know about it
- name: "Candies", // This is optional, only used in a few places, If absent it just uses the layer id.
- symbol: "C", // 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),
- best: new Decimal(0),
- total: new Decimal(0),
- buyables: {}, // You don't actually have to initialize this one
- beep: false,
- }},
- color: "#4BDC13",
- requires: new Decimal(10), // Can be a function that takes requirement increases into account
- resource: "lollipops", // 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
- base: 5, // Only needed for static layers, base of the formula (b^(x^exp))
- roundUpCost: false, // True if the cost needs to be rounded up (use when baseResource is static?)
-
- // For normal layers, gain beyond [softcap] points is put to the [softcapPower]th power
- 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: {
- rows: 2,
- cols: 12,
- 11: {
- name: "Fun",
- completionLimit: 3,
- challengeDescription() {return "Makes the game 0% harder "+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 complete the challenge
- },
- },
- upgrades: {
- rows: 2,
- cols: 3,
- 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
- },
- 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: {
- rows: 1,
- cols: 12,
- 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
- 11: {
- title: "Exhancers", // Optional, displayed at the top in a larger font
- cost(x=player[this.layer].buyables[this.id]) { // 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=player[this.layer].buyables[this.id]) { // 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] + "\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'},
- 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"]) // This is actually the default behavior
- },
- 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)}, unlocked() {return player.points.gte(10)}},
- {key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){if (player[this.layer].unlocked) respecBuyables(this.layer)}},
- ],
- 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"}]]
- },
- second: {
- 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 ""}],
- ["display-text",
- function() {return 'I have ' + format(player.points) + ' pointy points!'},
- {"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}],
- "h-line", "milestones", "blank", "upgrades", "challenges"],
- },
- thingies: {
- 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: {
- 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 "
C O N F I R M E D
"}], "blank",
- ["microtabs", "stuff", {'width': '600px', 'height': '350px', 'background-color': 'brown', 'border-style': 'solid'}]
- ]
- }
-
- },
- style() {return {
- //'background-color': '#3325CC'
- }},
- nodeStyle() {return { // Style on the layer node
- 'color': '#3325CC',
- 'text-decoration': 'underline'
- }},
- 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 += "\n" + formatWhole(player[this.layer].buyables[11]) + " Exhancers"
- 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)
- },
- resetDescription: "Melt your points into ",
-})
-
-
-
-// This layer is mostly minimal but it uses a custom prestige type and a clickable
-addLayer("f", {
- 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 hasAchievement('a', 13)},
-
- 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 weird dinosaur 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 weird dinosaur and I'll give you " + formatWhole(tmp[this.layer].resetGain) + " Farm Points in exchange for all of your points and lollipops! (You'll get another one at " + formatWhole(tmp[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: {
- rows: 1,
- cols: 1,
- masterButtonPress() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
- 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: " + 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...":
- player[this.layer].clickables[this.id] = "Borkened..."
- break;
- default:
- player[this.layer].clickables[this.id] = "Start"
- break;
-
- }
- },
- 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;
- }},
- },
- },
-
-},
-)
-
-// A side layer with achievements, with no prestige
-addLayer("a", {
- startData() { return {
- unlocked: true,
- points: new Decimal(0),
- }},
- color: "yellow",
- resource: "achievement power",
- row: "side",
- tooltip() { // Optional, tooltip displays when the layer is locked
- return ("Achievements")
- },
- achievementPopups: true,
- achievements: {
- rows: 2,
- cols: 3,
- 11: {
- image: "discord.png",
- name: "Get me!",
- done() {return true}, // This one is a freebie
- goalTooltip: "How did this happen?", // Shows when achievement is not completed
- doneTooltip: "You did it!", // Showed when the achievement is completed
- },
- 12: {
- name: "Impossible!",
- done() {return false},
- goalTooltip: "Mwahahaha!", // Shows when achievement is not completed
- doneTooltip: "HOW????", // Showed when the achievement is completed
- textStyle: {'color': '#04e050'},
- },
- 13: {
- name: "EIEIO",
- done() {return player.f.points.gte(1)},
- tooltip: "Get a farm point.\n\nReward: The dinosaur is now your friend (you can max Farm Points).", // Showed when the achievement is completed
- onComplete() {console.log("Bork bork bork!")}
- },
- },
- },
-)
diff --git a/js/Demo/demoMod.js b/js/Demo/demoMod.js
deleted file mode 100644
index 9659725..0000000
--- a/js/Demo/demoMod.js
+++ /dev/null
@@ -1,77 +0,0 @@
-let modInfo = {
- name: "The Modding Tree",
- id: "modbase",
- pointsName: "points",
- discordName: "",
- discordLink: "",
- initialStartPoints: new Decimal (10), // Used for hard resets and new players
-
- offlineLimit: 1, // In hours
-}
-
-// Set your version in num and name
-let VERSION = {
- num: "2.π",
- name: "Incrementally Updated",
-}
-
-let changelog = `
Changelog:
-
v0.0
- - Added things.
- - Added stuff.`
-
-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.
-// (The ones here are examples, all official functions are already taken care of)
-var doNotCallTheseFunctionsEveryTick = ["doReset", "buy", "onPurchase", "blowUpEverything"]
-
-function getStartPoints(){
- return new Decimal(modInfo.initialStartPoints)
-}
-
-// Determines if it should show points/sec
-function canGenPoints(){
- return hasUpgrade("c", 11)
-}
-
-// Calculate points/sec!
-function getPointGen() {
- if(!canGenPoints())
- return new Decimal(0)
-
- let gain = new Decimal(1)
- if (hasUpgrade("c", 12)) gain = gain.times(upgradeEffect("c", 12))
- 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 {
- weather: "Yes",
- happiness: new Decimal(72),
-}}
-
-// Display extra things at the top of the page
-var displayThings = [
- function() {if (player.points.eq(69)) return "Tee hee!"},
- function() {if (player.f.points.gt(1)) return `You have ${player.f.points} farm points. (Which do nothing.)`},
- function() {if (inChallenge("c", 11)) return "The game is currently
0%
harder."},
-]
-
-// Determines when the game "ends"
-function isEndgame() {
- return player.points.gte(new Decimal("e280000000"))
-}
-
-
-
-// Less important things beyond this point!
-
-// 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){
-}
diff --git a/js/Demo/demoTree.js b/js/Demo/demoTree.js
deleted file mode 100644
index c344a5c..0000000
--- a/js/Demo/demoTree.js
+++ /dev/null
@@ -1,49 +0,0 @@
-// treeLayout will override the default tree's layout if used
-var layoutInfo = {
- startTab: "c",
- showTree: true,
-
- //treeLayout: ""
-
-
-}
-
-// A "ghost" layer which offsets f in the tree
-addNode("spook", {
- row: 1,
- layerShown: "ghost",
-},
-)
-
-
-// A "ghost" layer which offsets f in the tree
-addNode("g", {
- symbol: "TH",
- branches: ["c"],
- color: '#6d3678',
- layerShown: true,
- canClick() {return player.points.gte(10)},
- tooltip: "Thanos your points",
- tooltipLocked: "Thanos your points",
- onClick() {player.points = player.points.div(2)
- console.log(this.layer)}
-
-},
-)
-
-
-// A "ghost" layer which offsets f in the tree
-addNode("h", {
- branches: ["g"],
- layerShown: true,
- tooltip: "Restore your points to 10",
- tooltipLocked: "Restore your points to 10",
- row: "side",
- canClick() {return player.points.lt(10)},
- onClick() {player.points = new Decimal(10)}
-},
-)
-
-addLayer("tree-tab", {
- tabFormat: [["tree", function() {return (layoutInfo.treeLayout ? layoutInfo.treeLayout : TREE_LAYERS)}]]
-})
\ No newline at end of file
diff --git a/js/Layers/distill.js b/js/Layers/distill.js
index 5e82cbd..2d17176 100644
--- a/js/Layers/distill.js
+++ b/js/Layers/distill.js
@@ -204,11 +204,6 @@ addLayer("distill", {
updateInstrument("bainMarie", 6, diff);
updateInstrument("vapours", 8, diff);
}
- let jobLevel = new Decimal(getJobLevel(this.layer));
- if (jobLevel.neq(player[this.layer].lastLevel)) {
- doPopup("none", `Level ${jobLevel}`, "Level Up!", 3, layers[this.layer].color);
- player[this.layer].lastLevel = jobLevel;
- }
},
onAddPoints(gain) {
let xpGain = gain;
@@ -216,6 +211,7 @@ addLayer("distill", {
xpGain = xpGain.times(layers.generators.clickables[this.layer].effect());
}
player[this.layer].xp = player[this.layer].xp.add(xpGain);
+ checkJobXP(this.layer);
},
milestones: {
0: {
diff --git a/js/Layers/flowers.js b/js/Layers/flowers.js
index f729836..ab89fca 100644
--- a/js/Layers/flowers.js
+++ b/js/Layers/flowers.js
@@ -108,11 +108,6 @@ addLayer("flowers", {
}
player[this.layer].realTime += diff;
}
- let jobLevel = new Decimal(getJobLevel(this.layer));
- if (jobLevel.neq(player[this.layer].lastLevel) && player[this.layer].lastLevel.lte(100)) {
- doPopup("none", `Level ${formatWhole(jobLevel)}`, "Level Up!", 3, layers[this.layer].color);
- player[this.layer].lastLevel = jobLevel;
- }
},
onAddPoints(gain) {
let xpGain = gain;
@@ -124,6 +119,7 @@ addLayer("flowers", {
xpGain = xpGain.times(layers.generators.clickables[this.layer].effect());
}
player[this.layer].xp = player[this.layer].xp.add(xpGain);
+ checkJobXP(this.layer);
},
milestones: {
0: {
diff --git a/js/Layers/generators.js b/js/Layers/generators.js
index 965f34b..2ffb869 100644
--- a/js/Layers/generators.js
+++ b/js/Layers/generators.js
@@ -53,7 +53,7 @@ function getBatteryCapBuyable(id, title) {
height: "150px"
},
display() {
- return `Mutliply battery cap by ${formatWhole(buyableEffect(this.layer, 13))}x.
Currently: ${formatWhole(this.effect())}
Cost: ${formatWhole(this.cost())} charge`;
+ return `Multiply battery cap by ${formatWhole(buyableEffect(this.layer, 13))}x.
Currently: ${formatWhole(this.effect())}
Cost: ${formatWhole(this.cost())} charge`;
},
cost(x) {
const amount = x || getBuyableAmount(this.layer, this.id);
@@ -204,11 +204,6 @@ addLayer("generators", {
}
});
}
- let jobLevel = new Decimal(getJobLevel(this.layer));
- if (jobLevel.neq(player[this.layer].lastLevel) && player[this.layer].lastLevel.lte(100)) {
- doPopup("none", `Level ${formatWhole(jobLevel)}`, "Level Up!", 3, layers[this.layer].color);
- player[this.layer].lastLevel = jobLevel;
- }
},
onAddPoints(gain) {
let xpGain = gain;
@@ -216,6 +211,7 @@ addLayer("generators", {
xpGain = xpGain.times(layers.generators.clickables[this.layer].effect());
}
player[this.layer].xp = player[this.layer].xp.add(xpGain);
+ checkJobXP(this.layer);
},
milestones: {
0: {
@@ -517,8 +513,8 @@ let animateElectricity = () => {
const numPoints = Math.max(3, Math.floor(numberOfPoints * height / maxHeight));
let coords = new Array(numPoints).fill(1).map((_,i) => {
- let first = i == 0;
- let last = i == numPoints - 1;
+ let first = i === 0;
+ let last = i === numPoints - 1;
let y = (height - margin * 2) / (numPoints - 1) * i + margin;
let x = (first || last) ? width / 2 : (width - amplitude) / 2 + Math.random() * amplitude;
diff --git a/js/Layers/sands.js b/js/Layers/sands.js
index 36d57b4..a9e0547 100644
--- a/js/Layers/sands.js
+++ b/js/Layers/sands.js
@@ -147,7 +147,7 @@ addLayer("sands", {
tabFormat: {
"Main": {
content: () => {
- const percentChipped = new Decimal(1).sub(player.sands.shrunkAmount.div(nextStoneCost())).times(10000);
+ new Decimal(1).sub(player.sands.shrunkAmount.div(nextStoneCost())).times(10000);
return player.tab !== "sands" ? null : [
"main-display",
"blank",
@@ -321,11 +321,6 @@ addLayer("sands", {
}
}
}
- let jobLevel = new Decimal(getJobLevel(this.layer));
- if (jobLevel.neq(player[this.layer].lastLevel) && player[this.layer].lastLevel.lte(100)) {
- doPopup("none", `Level ${formatWhole(jobLevel)}`, "Level Up!", 3, layers[this.layer].color);
- player[this.layer].lastLevel = jobLevel;
- }
},
onAddPoints(gain) {
let xpGain = gain;
@@ -336,6 +331,7 @@ addLayer("sands", {
xpGain = xpGain.times(Decimal.pow(buyableEffect("sands", "glass"), 2));
}
player[this.layer].xp = player[this.layer].xp.add(xpGain);
+ checkJobXP(this.layer);
},
milestones: {
0: {
diff --git a/js/Layers/study.js b/js/Layers/study.js
index 728ee3b..7323346 100644
--- a/js/Layers/study.js
+++ b/js/Layers/study.js
@@ -18,16 +18,18 @@ const cards = {
}
}
}),
- gainInsight: createCard("And it shall be called... the Earth.", level => level == 0 ? "Gain a key insight." : `Gain ${formatWhole(level.add(1))} key insights.`, level => {
+ gainInsight: createCard("And it shall be called... the Earth.", level => level === 0 ? "Gain a key insight." : `Gain ${formatWhole(level.add(1))} key insights.`, level => {
player.study.insights = player.study.insights.add(level).add(1);
player.study.xp = player.study.xp.add(level.add(1).times(10));
+ checkJobXP(this.layer);
}),
gainBigInsight: createCard("Yes! I shall design this computer for you.", level => `Gain ${new Decimal(player.study.cards.length).times(level.add(1)).sqrt().floor()} key insights. (based on number of cards in the deck)`, level => {
const amount = new Decimal(player.study.cards.length).times(level.add(1)).sqrt().floor();
player.study.insights = player.study.insights.add(amount);
player.study.xp = player.study.xp.add(amount.times(10));
+ checkJobXP(this.layer);
}),
- playTwice: createCard("Oh no, not again.", level => level == 0 ? "Play the next card twice." : `Play the next card twice, with the effect boosted by ${level.div(4)} levels.`, null, (nextCard, level) => {
+ playTwice: createCard("Oh no, not again.", level => level === 0 ? "Play the next card twice." : `Play the next card twice, with the effect boosted by ${level.div(4)} levels.`, null, (nextCard, level) => {
if (nextCard in cards && cards[nextCard].onDraw) {
cards[nextCard].onDraw(cardLevel(nextCard).add(level.div(4)));
cards[nextCard].onDraw(cardLevel(nextCard).add(level.div(4)), false);
@@ -58,7 +60,10 @@ const cards = {
return text;
}, () => player.study.sellDiscount = player.study.sellDiscount.add(1)),
soldOut: createCard("Out of Stock!"),
- gainXp: createCard("A billion times over ... and no one learns anything.", level => `Gain xp equal to ${level == 0 ? "" : `${format(level.div(4).add(1))}x times `}your number of properties.`, level => player.study.xp = player.study.xp.add(player.study.points.times(level.div(4).add(1))))
+ gainXp: createCard("A billion times over ... and no one learns anything.", level => `Gain xp equal to ${level === 0 ? "" : `${format(level.div(4).add(1))}x times `}your number of properties.`, level => {
+ player.study.xp = player.study.xp.add(player.study.points.times(level.div(4).add(1)));
+ checkJobXP(this.layer);
+ })
};
const shopCards = [
@@ -85,11 +90,12 @@ const cardFormat = (card, id = "", className = "", onclick = "", overrideLevel =
return card == null ? null : ["display-text", `