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 fans and fame have gotten your games an amount of good will. Players are more likely to become fans, and trust your games will be good for consumers and fun to boot...
` +
`However, this also means there's lots to gain by cashing in that good will. Buying these upgrades will have powerful effects, but good will is permanently harder to gain the more you've earned, so it may be better to hold off until you have a lot of fans before spending good will.`
}
},
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) ? `