pages/gamedevtree/js/layers/g.js

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addLayer("g", {
name: "good will",
symbol: "G",
color: goodwillColor,
branches: [ 'f' ],
row: 3,
position: 5,
resource: "good will",
baseResource: "fame",
infoboxes: {
lore: {
title: "good will",
body: `Your massive amounts of <span style="color: ${fameColor}">fans</span> and <span style="color: ${fameColor}">fame</span> have gotten your games an amount of <span style="color: ${goodwillColor}">good will</span>. Players are more likely to become <span style="color: ${fameColor}">fans</span>, and trust your games will be good for consumers and fun to boot...<br/><br/>` +
`<i>However</i>, this also means there's lots to gain by cashing in that <span style="color: ${goodwillColor}">good will</span>. Buying these upgrades will have powerful effects, but <span style="color: ${goodwillColor}">good will</span> is <span style="text-shadow: 0px 0px 4px">permanently</span> harder to gain the more you've earned, so it may be better to hold off until you have a lot of <span style="color: ${fameColor}">fans</span> before spending <span style="color: ${goodwillColor}">good will</span>.`
}
},
resetDescription: "Get acknowledged as trustworthy by your fans for ",
startData() { return {
unlocked: false,
points: new Decimal(0),
unused: new Decimal(0)
}},
layerShown() { return player[this.layer].unlocked || player.f.best.gte(6) },
type: "static",
requires: new Decimal(8),
base: new Decimal(1.25),
baseAmount() { return player.f.points },
exponent: 0.9,
gainMult() {
mult = new Decimal(1)
if (hasUpgrade("l", 15)) mult = mult.div(upgradeEffect("l", 15))
return mult
},
gainExp() {
return new Decimal(1)
},
roundUpCost: true,
onPrestige(gain) {
player[this.layer].unused = player[this.layer].unused.add(gain)
},
effect() {
if (inChallenge("d", 11))
return new Decimal(1)
let ret = player.g.unused.add(1)
if (challengeCompletions("d", 12) > 0) ret = ret.add(player[this.layer].points.sub(player[this.layer].unused).div(2))
ret = ret.pow(2.5)
if (hasUpgrade("l", 15)) ret = ret.pow(2)
return ret
},
effectDescription() {
return `which multiplies your fame and fan effects by x${formatWhole(this.effect())}.`
},
tooltip() { return `${formatWhole(player.g.unused)} good will` },
hotkeys: [
{
key: "g",
description: "Press G to get acknowledged as trustworthy by your fans",
onPress() { if (canReset(this.layer)) doReset(this.layer) }
}
],
tabFormat: [
["infobox", "lore"],
["display-text", () => inChallenge("d", 11) ? `<h2 style="color: red;">Disabled during ${layers.d.challenges[player.d.activeChallenge].name} degree plan</h2>` : ""],
["display-text", () => `You have <h2 style="color: ${tmp.g.color}; text-shadow: ${tmp.g.color} 0px 0px 10px">${formatWhole(player.g.unused)}</h2> good will, ${layers.g.effectDescription()}`],
["display-text", () => `You have earned a total of ${player.g.points} good will.`],
"blank",
"prestige-button",
"blank",
["display-text", () => `<button onClick="layers.g.respec()" class="longUpg ${player.g.unlocked ? 'can' : 'locked'}">Respec<br>(Causes good will reset)</button>`],
"blank",
"upgrades",
"milestones"
],
upgrades: {
rows: 2,
cols: 3,
11: {
title: "Surprise Mechanics",
description: "Unlock a series of powerful revenue upgrades",
cost: new Decimal(1),
currencyDisplayName: "goodwill",
currencyInternalName: "unused",
currencyLocation: () => player.g
},
12: {
title: "Trojans and Worms",
description: "Unlock a series of powerful fame upgrades",
cost: new Decimal(1),
currencyDisplayName: "goodwill",
currencyInternalName: "unused",
currencyLocation: () => player.g
},
13: {
title: "Let them make their own content",
description: "Unlock a series of powerful update upgrades",
cost: new Decimal(1),
currencyDisplayName: "goodwill",
currencyInternalName: "unused",
currencyLocation: () => player.g
},
21: {
title: "Trick fans into refactoring for you",
description: "Use free labor to multiply refactors gain based on your fame",
cost: new Decimal(2),
currencyDisplayName: "goodwill",
currencyInternalName: "unused",
currencyLocation: () => player.g,
effect() { return player.f.points.pow(2).add(1) }
},
22: {
title: "Hack into college databases",
description: "Manipulate your GPA to multiply enrollment gain based on your refactors",
cost: new Decimal(2),
currencyDisplayName: "goodwill",
currencyInternalName: "unused",
currencyLocation: () => player.g,
effect() { return player.r.points.pow(2).add(1) }
},
23: {
title: "Run for Student Government",
description: "Take advantage of your local colleges to spread the word about your games and multiply fame gain based on enrollments",
cost: new Decimal(2),
currencyDisplayName: "goodwill",
currencyInternalName: "unused",
currencyLocation: () => player.g,
effect() { return player.s.points.pow(2).add(1) }
}
},
milestones: {
0: {
requirementDescription: "1 total good will",
effectDescription: "Start row 4 resets with 1000 fans",
done() { return player[this.layer].points.gte(1) }
},
1: {
requirementDescription: "2 total good will",
effectDescription: "Start row 4 resets with 1 of each social media account, and unlock a new Degree program",
done() { return player[this.layer].points.gte(2) }
},
2: {
requirementDescription: "3 total good will",
effectDescription: "Retain fame milestones and upgrades",
done() { return player[this.layer].points.gte(3) }
}
},
respec() {
player.g.upgrades = []
player.g.unused = player.g.points
doReset('g', true)
}
})