let modInfo = { name: "❚◀RONOS", id: "kronos", author: "thepaperpilot", pointsName: "points", discordName: "The Paper Pilot Community Server", discordLink: "https://discord.gg/yJ4fjnjU54", 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: "0.24", name: "Chapter 2 (Rituals)", }; let changelog = `<h1>Changelog:</h1><br> <br><h3>v.0.24</h3><br> - Added rituals job<br> - Re-ordered and re-balanced layers<br> <br><h3>v.0.23</h3><br> - Added rest of generators job mechanics<br> - Re-balanced some layers<br> - Added tons of QoL<br> <br><h3>v.0.22</h3><br> - Update generators' looks<br> - Added distill generator<br> <br><h3>v.0.21</h3><br> - Made "Keep Moving Forward" work by hovering rather than holding down<br> - Re-styled things to look nicer<br> - Performance optimizations<br> - Several bug fixes<br> <br><h3>v.0.20</h3><br> - Re-arranged and re-balanced jobs<br> - Added distill job<br> - Added first mechanic of generators job<br> - Reset saves back to start of chapter 2<br> - Several bug fixes<br> <br><h3>v.0.15</h3><br> - Finishing naming time experiments job upgrades<br> - Rebalanced time experiments job<br> - Added deep though mechanic to study job<br> <br><h3>v.0.14</h3><br> - Implemented time experiments job<br> <br><h3>v.0.13</h3><br> - Implemented selling and upgrading cards<br> <br><h3>v0.12</h3><br> - Fixed some issues with new players not being able to play<br> <br><h3>v0.11</h3><br> - Implemented Card Shop<br> <br><h3>v0.1</h3><br> - Beginning of Chapter 2<br> - Cards mechanic in Study Flowers job<br> <br><h3>v0.0</h3><br> - Chapter 1 Demo<br>`; 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) const doNotCallTheseFunctionsEveryTick = ["onAddPoints", "touchstart", "touchend"]; function getStartPoints() { return new Decimal(modInfo.initialStartPoints); } // Determines if it should show points/sec function canGenPoints() { return false; } // Calculate points/sec! function getPointGen() { if (!canGenPoints()) { return new Decimal(0); } let gain = new Decimal(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 { hqTree: true, chapter: 1, timeSlots: new Decimal(0), usedTimeSlots: new Decimal(0), chapterTime: { 1: 0, 2: 0, 3: 0, 4: 0, 5: 0 }, advancedExp: false, levelModifiers: { flowers: new Decimal(0), distill: new Decimal(0), study: new Decimal(0), sands: new Decimal(0), generators: new Decimal(0), rituals: new Decimal(0) } }; } // Display extra things at the top of the page const displayThings = []; // Determines when the game "ends" function isEndgame() { return getJobLevel("rituals").gte(10); } // 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) { if (["0.0", "0.1", "0.11", "0.12", "0.13", "0.14", "0.15", "0.20", "0.21", "0.22", "0.23"].includes(oldVersion)) { hardReset(); } }