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 = `

Changelog:



v.0.24


- Added rituals job
- Re-ordered and re-balanced layers

v.0.23


- Added rest of generators job mechanics
- Re-balanced some layers
- Added tons of QoL

v.0.22


- Update generators' looks
- Added distill generator

v.0.21


- Made "Keep Moving Forward" work by hovering rather than holding down
- Re-styled things to look nicer
- Performance optimizations
- Several bug fixes

v.0.20


- Re-arranged and re-balanced jobs
- Added distill job
- Added first mechanic of generators job
- Reset saves back to start of chapter 2
- Several bug fixes

v.0.15


- Finishing naming time experiments job upgrades
- Rebalanced time experiments job
- Added deep though mechanic to study job

v.0.14


- Implemented time experiments job

v.0.13


- Implemented selling and upgrading cards

v0.12


- Fixed some issues with new players not being able to play

v0.11


- Implemented Card Shop

v0.1


- Beginning of Chapter 2
- Cards mechanic in Study Flowers job

v0.0


- Chapter 1 Demo
`; 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(); } }