126 lines
3.7 KiB
JavaScript
126 lines
3.7 KiB
JavaScript
let modInfo = {
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name: "❚◀RONOS",
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id: "kronos",
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author: "thepaperpilot",
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pointsName: "points",
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discordName: "The Paper Pilot Community Server",
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discordLink: "https://discord.gg/WzejVAx",
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initialStartPoints: new Decimal(10), // Used for hard resets and new players
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offlineLimit: 1, // In hours
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};
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// Set your version in num and name
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let VERSION = {
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num: "0.24",
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name: "Chapter 2 (Rituals)",
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};
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let changelog = `<h1>Changelog:</h1><br>
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<br><h3>v.0.24</h3><br>
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- Added rituals job<br>
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- Re-ordered and re-balanced layers<br>
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<br><h3>v.0.23</h3><br>
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- Added rest of generators job mechanics<br>
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- Re-balanced some layers<br>
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- Added tons of QoL<br>
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<br><h3>v.0.22</h3><br>
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- Update generators' looks<br>
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- Added distill generator<br>
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<br><h3>v.0.21</h3><br>
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- Made "Keep Moving Forward" work by hovering rather than holding down<br>
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- Re-styled things to look nicer<br>
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- Performance optimizations<br>
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- Several bug fixes<br>
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<br><h3>v.0.20</h3><br>
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- Re-arranged and re-balanced jobs<br>
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- Added distill job<br>
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- Added first mechanic of generators job<br>
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- Reset saves back to start of chapter 2<br>
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- Several bug fixes<br>
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<br><h3>v.0.15</h3><br>
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- Finishing naming time experiments job upgrades<br>
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- Rebalanced time experiments job<br>
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- Added deep though mechanic to study job<br>
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<br><h3>v.0.14</h3><br>
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- Implemented time experiments job<br>
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<br><h3>v.0.13</h3><br>
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- Implemented selling and upgrading cards<br>
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<br><h3>v0.12</h3><br>
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- Fixed some issues with new players not being able to play<br>
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<br><h3>v0.11</h3><br>
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- Implemented Card Shop<br>
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<br><h3>v0.1</h3><br>
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- Beginning of Chapter 2<br>
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- Cards mechanic in Study Flowers job<br>
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<br><h3>v0.0</h3><br>
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- Chapter 1 Demo<br>`;
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let winText = "Congratulations! You have reached the end and beaten this game, but for now...";
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// If you add new functions anywhere inside of a layer, and those functions have an effect when called, add them here.
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// (The ones here are examples, all official functions are already taken care of)
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const doNotCallTheseFunctionsEveryTick = ["onAddPoints", "touchstart", "touchend"];
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function getStartPoints() {
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return new Decimal(modInfo.initialStartPoints);
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}
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// Determines if it should show points/sec
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function canGenPoints() {
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return false;
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}
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// Calculate points/sec!
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function getPointGen() {
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if (!canGenPoints()) {
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return new Decimal(0);
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}
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let gain = new Decimal(1);
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return gain;
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}
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// You can add non-layer related variables that should to into "player" and be saved here, along with default values
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function addedPlayerData() {
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return {
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hqTree: true,
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chapter: 1,
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timeSlots: new Decimal(0),
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usedTimeSlots: new Decimal(0),
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chapterTime: { 1: 0, 2: 0, 3: 0, 4: 0, 5: 0 },
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advancedExp: false,
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levelModifiers: {
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flowers: new Decimal(0),
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distill: new Decimal(0),
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study: new Decimal(0),
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sands: new Decimal(0),
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generators: new Decimal(0),
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rituals: new Decimal(0)
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}
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};
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}
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// Display extra things at the top of the page
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const displayThings = [];
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// Determines when the game "ends"
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function isEndgame() {
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return getJobLevel("rituals").gte(10);
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}
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// Less important things beyond this point!
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// You can change this if you have things that can be messed up by long tick lengths
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function maxTickLength() {
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return (3600); // Default is 1 hour which is just arbitrarily large
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}
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// Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
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// you can cap their current resources with this.
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function fixOldSave(oldVersion) {
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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)) {
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hardReset();
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}
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}
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