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config.js
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config.js
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/* Trimps
Copyright (C) 2019 Zach Hood
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program (if you are reading this on the original
author's website, you can find a copy at
<trimps.github.io/license.txt>). If not, see
<http://www.gnu.org/licenses/>. */
//Spoilers ahead, proceed with caution
function newGame () {
var toReturn = {
global: {
//New and accurate version
stringVersion: '5.6.5',
//Leave 'version' at 4.914 forever, for compatability with old saves
version: 4.914,
isBeta: false,
betaV: 0,
killSavesBelow: 0.13,
uniqueId: new Date().getTime() + "" + Math.floor(Math.random() * 1e10),
playerGathering: "",
playerModifier: 1,
buildingsQueue: [],
timeLeftOnCraft: 0,
crafting: "",
timeLeftOnTrap: -1,
world: 1,
universe: 1,
gridArray: [],
mapGridArray: [],
mapsOwnedArray: [],
currentMapId: "",
lastClearedCell: -1,
lastClearedMapCell: -1,
pauseFight: true,
soldierHealth: 0,
soldierHealthMax: 0,
soldierHealthRemaining: 0,
soldierCurrentAttack: 0,
soldierCurrentBlock: 0,
soldierEnergyShield: 0,
soldierEnergyShieldMax: 0,
shieldLayersUsed: 0,
fighting: false,
health: 50,
attack: 6,
block: 0,
autoBattle: false,
autoCraftModifier: 0,
start: new Date().getTime(),
time: 0,
portalTime: new Date().getTime(),
lastFightUpdate: "",
battleCounter: 0,
firing: false,
mapsActive: false,
preMapsActive: false,
switchToMaps: false,
switchToWorld: false,
lookingAtMap: "",
mapsOwned: 0,
totalMapsEarned: 0,
freshFight: false,
tab: "All",
repeatMap: false,
buyAmt: 1,
numTab: 1,
spreadsheetMode: false,
lockTooltip: false,
portalActive: false,
mapsUnlocked: false,
lastOnline: 0,
buyTab: "all",
nextQueueId: 0,
kongBonusMode: false,
canRespecPerks: true,
respecActive: false,
heliumLeftover: 0,
viewingUpgrades: false,
totalPortals: 0,
totalRadPortals: 0,
lastCustomAmt: 1,
trapBuildAllowed: false,
trapBuildToggled: false,
lastSkeletimp: 0,
pp: [],
highestLevelCleared: 0,
highestRadonLevelCleared: 0,
b: 0,
challengeActive: "",
selectedChallenge: "",
lastOfflineProgress: "",
sLevel: 0,
portalColor: 0,
totalGifts: 0,
brokenPlanet: false,
formation: 0,
bestHelium: 0,
tempHighHelium: 0,
totalHeliumEarned: 0,
bestRadon: 0,
tempHighRadon: 0,
totalRadonEarned: 0,
radonLeftover: 0,
newUniverse: 1,
removingPerks: false,
lastBreedTime: 0,
antiStacks: 0,
prisonClear: 0,
frugalDone: false,
glassDone: false,
lastUnlock: 0,
lowestGen: -1,
breedBack: -1,
titimpLeft: 0,
mapBonus: 0,
mapRunCounter: 0,
mapCounterGoal: 0,
slowDone: false,
turkimpTimer: 0,
statsMode: "current",
achievementBonus: 0,
lastLowGen: 0,
presimptStore: "food",
lastWarp: 0,
zoneStarted: new Date().getTime(),
mapStarted: new Date().getTime(),
bionicOwned: 0,
roboTrimpLevel: 0,
roboTrimpCooldown: 0,
useShriek: false,
usingShriek: false,
autoUpgrades: false,
autoUpgradesAvailable: false,
autoPrestiges: 0,
autoStorage: false,
autoStorageAvailable: false,
totalVoidMaps: 0,
voidMapsToggled: false,
voidBuff: "",
lastVoidMap: 0,
voidSeed: Math.floor(Math.random() * 1000000),
scrySeed: Math.floor(Math.random() * 1000000),
heirloomSeed: Math.floor(Math.random() * 1000000),
coreSeed: Math.floor(Math.random() * 1000000),
heirloomBoneSeed: Math.floor(Math.random() * 1000000),
bestHeirloomSeed: Math.floor(Math.random() * 1000000),
eggSeed: Math.floor(Math.random() * 1000000),
mutationSeed: Math.floor(Math.random() * 1000000),
enemySeed: Math.floor(Math.random() * 1000000),
u2WorldSeed: Math.floor(Math.random() * 1000000),
reincarnateSeed: Math.floor(Math.random() * 1000000),
heirloomsExtra: [],
heirloomsCarried: [],
StaffEquipped: {},
ShieldEquipped: {},
CoreEquipped: {},
nullifium: 0,
maxCarriedHeirlooms: 1,
selectedHeirloom: [],
lastPortal: -1,
lastRadonPortal: 0,
addonUser: false,
eggLoc: -1,
researched: false,
bonePortalThisRun: false,
maxSplit: 1,
maxSoldiersAtStart: -1,
playFabLoginType: -1,
lastCustomExact: 1,
voidMaxLevel: -1,
voidMaxLevel2: -1,
rememberInfo: false,
spireActive: false,
spireDeaths: 0,
Geneticistassist: false,
GeneticistassistSetting: -1,
GeneticistassistSteps: [-1, 1, 10, 30],
spireRows: 0,
goldenUpgrades: 0,
voidDeaths: 0,
essence: 0,
spentEssence: 0,
skeleSeed: Math.floor(Math.random() * 1000000),
decayDone: false,
dailyChallenge: {},
recentDailies: [],
dailyHelium: 0,
breedTime: 1,
magmite: 0,
magmaFuel: 0,
generatorMode: 1, //0 passive, 1 active, 2 hybrid
trimpsGenerated: 0,
timeSinceLastGeneratorTick: -1,
canMagma: true,
lastBonePresimpt: 0,
runningChallengeSquared: false,
totalSquaredReward: 0,
ArchaeologyDone: false,
archString: "",
archThresh: 50,
trackedAchieve: null,
mayhemCompletions: 0,
pandCompletions: 0,
perkPresetU1: {
perkPreset1: {},
perkPreset2: {},
perkPreset3: {}
},
perkPresetU2: {
perkPreset1: {},
perkPreset2: {},
perkPreset3: {}
},
improvedAutoStorage: false,
firstCustomAmt: -1,
firstCustomExact: -1,
autoGolden: -1,
autoGoldenU2: -1,
autoStructureSetting: {enabled: false},
autoStructureSettingU2: {enabled: false},
autoJobsSetting: {enabled: false},
autoJobsSettingU2: {enabled: false},
autoEquipSetting: {enabled: false},
autoEquipSettingU2: {enabled: false},
autoEquipUnlocked: false,
passive: true,
spiresCompleted: 0,
lastSpireCleared: 0,
sugarRush: 0,
holidaySeed: Math.floor(Math.random() * 100000),
hideMapRow: false,
mapExtraBonus: "",
realBreedTime: 0,
fluffyExp: 0,
fluffyExp2: 0,
fluffyPrestige: 0,
fluffyPrestige2: 0,
selectedMapPreset: 1,
runFluffyExp: 0,
runTokens: 0,
bestTokens: 0,
genPaused: false,
canMapAtZone: false,
capTrimp: false,
lastSoldierSentAt: new Date().getTime(),
supervisionSetting: 100,
canScryCache: false,
waitToScry: false,
waitToScryMaps: false,
freeTalentRespecs: 3,
genStateConfig: [],
uberNature: "",
//For the log notation base
logNotBase: 10,
lowestShield: 100,
hemmTimer: 150,
armyAttackCount: 0,
fightAttackCount: 0,
mapHealthActive: false,
voidPowerActive: false,
stormDone: false,
exterminateDone: false,
parityBonus: 1,
hazShieldCredit: 0,
zoneRes: [0],
alchemyUnlocked: false,
farmlandsUnlocked: false,
potionData: null,
potionAuto: null,
autoBattleData: null,
canGuString: false,
guString: "",
lastU2Voids: 0,
lastHeirlooms: {
u1: {
Shield: -1,
Staff: -1
},
u2: {
Shield: -1,
Staff: -1
}
},
mapPresets: {
p1: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
},
p2: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
},
p3: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
},
p4: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
},
p5: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
}
},
mapPresets2: {
p1: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
},
p2: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
},
p3: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
},
p4: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
},
p5: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0,
offset: 'd'
}
},
lootAvgs: {
food: {average:0, accumulator: 0},
wood: {average:0, accumulator: 0},
metal: {average:0, accumulator: 0},
gems: {average:0, accumulator: 0},
fragments: {average:0, accumulator: 0},
science: {average:0, accumulator: 0}
},
menu: {
buildings: true,
jobs: false,
upgrades: false
},
messages: {
Story: {
enabled: true
},
Loot: {
enabled: true,
primary: true,
secondary: true,
bone: true,
exotic: true,
helium: true,
essence: true,
token: true,
magma: true,
events: true,
cache: true,
exp: true,
//runetrinkets: true,
},
Unlocks: {
enabled: true,
repeated: true,
unique: true
},
Combat: {
enabled: true,
trimp: true,
enemy: true
},
Notices: {
enabled: true
}
},
prestige: {
attack: 13,
health: 14,
cost: 57,
block: 10
},
difs: {
attack: 0,
health: 0,
block: 0,
trainers: 0
},
getEnemyAttack: function (level, name, ignoreImpStat) {
var world = getCurrentMapObject();
var amt = 0;
world = (game.global.mapsActive) ? world.level : game.global.world;
var attackBase = (game.global.universe == 2) ? 750 : 50;
amt += attackBase * Math.sqrt(world) * Math.pow(3.27, world / 2);
amt -= 10;
if (world == 1){
amt *= 0.35;
amt = (amt * 0.20) + ((amt * 0.75) * (level / 100));
}
else if (world == 2){
amt *= 0.5;
amt = (amt * 0.32) + ((amt * 0.68) * (level / 100));
}
else if (world < 60)
amt = (amt * 0.375) + ((amt * 0.7) * (level / 100));
else{
amt = (amt * 0.4) + ((amt * 0.9) * (level / 100));
amt *= Math.pow(1.15, world - 59);
}
if (world < 60) amt *= 0.85;
if (world > 6 && game.global.mapsActive) amt *= 1.1;
if (!ignoreImpStat)
amt *= game.badGuys[name].attack;
if (game.global.universe == 2){
var part1 = (world > 40) ? 40 : world;
var part2 = (world > 60) ? 20 : world - 40;
var part3 = (world - 60);
if (part2 < 0) part2 = 0;
if (part3 < 0) part3 = 0;
amt *= Math.pow(1.5, part1);
amt *= Math.pow(1.4, part2);
amt *= Math.pow(1.32, part3);
}
return Math.floor(amt);
},
getEnemyHealth: function (level, name, ignoreImpStat) {
var world = getCurrentMapObject();
world = (game.global.mapsActive) ? world.level : game.global.world;
var amt = 0;
var healthBase = (game.global.universe == 2) ? 10e7 : 130;
amt += healthBase * Math.sqrt(world) * Math.pow(3.265, world / 2);
amt -= 110;
if (world == 1 || world == 2 && level < 10){
amt *= 0.6;
amt = (amt * 0.25) + ((amt * 0.72) * (level / 100));
}
else if (world < 60)
amt = (amt * 0.4) + ((amt * 0.4) * (level / 110));
else{
amt = (amt * 0.5) + ((amt * 0.8) * (level / 100));
amt *= Math.pow(1.1, world - 59);
}
if (world < 60) amt *= 0.75;
if (world > 5 && game.global.mapsActive) amt *= 1.1;
if (!ignoreImpStat)
amt *= game.badGuys[name].health;
if (game.global.universe == 2){
var part1 = (world > 60) ? 60 : world;
var part2 = (world - 60);
if (part2 < 0) part2 = 0;
amt *= Math.pow(1.4, part1);
amt *= Math.pow(1.32, part2);
}
return Math.floor(amt);
}
},
herbs: {
Potatoes: {
owned: 0,
cowned: 0,
},
Mushrooms: {
owned: 0,
cowned: 0,
},
Seaweed: {
owned: 0,
cowned: 0,
},
Firebloom: {
owned: 0,
cowned: 0,
},
Berries: {
owned: 0,
cowned: 0,
},
},
empowerments: {
Poison: {
description: function () {
return "When this Empowerment is active, each successful attack by your Trimps stacks a debuff on the enemy, causing it to take <b>" + this.formatModifier(this.getModifier()) + "%</b> of the damage you dealt every attack until it dies. Each attack by your Trimps will further add to the poison effect.";
},
upgradeDescription: function () {
return "Increases the percentage of damage that sticks to enemies as poison during the Empowerment of Poison by <b>" + this.formatModifier(this.baseModifier) + "%</b>. You currently poison for <b>" + this.formatModifier(this.getModifier()) + "%</b>, and next level will cause you to poison for <b>" + this.formatModifier(this.getModifier(1)) + "%</b>.";
},
baseModifier: 0.01,
getModifier: function (change) {
if (!change) change = 0;
return ((this.getLevel() + change) * this.baseModifier);
},
formatModifier: function (number){
return prettify(number * 100);
},
getDamage: function(){
if (getEmpowerment() == "Poison" && getUberEmpowerment() == "Poison") return (this.currentDebuffPower * 2);
return this.currentDebuffPower;
},
getLevel: function(){
var level = this.level;
if (game.talents.nature2.purchased) level += 5;
return level;
},
getRetainBonus: function(){
var extra = 0;
if (game.talents.nature2.purchased){
extra += 5;
}
if (Fluffy.isRewardActive('naturesWrath')){
extra += 10;
}
return extra;
},
color: "#33bb33",
currentDebuffPower: 0,
level: 1,
retainLevel: 0,
tokens: 0,
nextUberCost: 0,
enlightenDesc: "your Trimps deal 3x damage, and Poison Nature stacks deal 2x damage"
},
Wind: {
description: function () {
return "When this Empowerment is active, each successful attack by your Trimps stacks a debuff on the enemy, causing winds to swell and knock extra resources into your reach. Each stack increases Helium gained from the World by <b>" + this.formatModifier(this.getModifier(0, true)) + "%</b> and increases all other basic resources gained from all sources by <b>" + this.formatModifier(this.getModifier()) + "%</b> until that enemy dies (maximum of " + this.stackMax() + " stacks). This bonus does not apply to Fragments, and the helium bonus does not apply to maps.";
},
upgradeDescription: function () {
return "Increases the amount of extra Helium you find in the World by <b>" + this.formatModifier(this.baseModifier) + "%</b> and non-Helium basic resources from all sources by <b>" + this.formatModifier(this.baseModifier * 10) + "%</b> per stack when the Empowerment of Wind is active. Your current bonus is <b>" + this.formatModifier(this.getModifier(0, true)) + "%</b> Helium, and next level will bring your bonus to <b>" + this.formatModifier(this.getModifier(1, true)) + "%</b> extra helium. Non-Helium resource gain is always " + ((Fluffy.isRewardActive('naturesWrath')) ? "double" : "10x") + " that of Helium, and the Helium bonus does not apply in maps.";
},
baseModifier: 0.001,
getModifier: function (change, forHelium) {
if (!change) change = 0;
var mod = ((this.getLevel() + change) * this.baseModifier);
if (!forHelium) mod *= 10;
if (forHelium && Fluffy.isRewardActive("naturesWrath")){
mod *= 5;
}
return mod;
},
formatModifier: function (number) {
return prettify(number * 100);
},
getCombatModifier: function (forHelium) {
var mod = this.currentDebuffPower * this.getModifier(0, forHelium);
return mod;
},
getLevel: function(){
var level = this.level;
if (game.talents.nature2.purchased) level += 5;
return level;
},
getRetainBonus: function(){
var extra = 0;
if (game.talents.nature2.purchased){
extra += 5;
}
if (getUberEmpowerment() == "Wind"){
extra += 5;
}
return extra;
},
currentDebuffPower: 0,
color: "#337733",
level: 1,
retainLevel: 0,
stackMax: function(){
return (getUberEmpowerment() == "Wind") ? 300 : 200;
},
tokens: 0,
nextUberCost: 0,
enlightenDesc: "you gain a 10x increase in all non-Helium loot, Wind stacks accumulate twice as fast, Wind can stack to 300, Wind gains an additional 5% stack transfer rate, and your Trimps gain access to the Wind Formation. This new Formation prevents any enemies in Wind Zones from falling below 1HP before they have 300 stacks of Wind. Wind Formation also grants all bonuses of Scrying Formation and allows collection of Dark Essence with no Trimp stat penalty",
formationDesc: "You have been Enlightened by Wind! While in this Formation in a Wind Zone, enemies will never fall below 1HP before they have 300 stacks of Wind.<br/><br/>This Formation also allows collection of Dark Essence, and grants all bonuses of the Scryer Formation."
},
Ice: {
description: function () {
return "When this Empowerment is active, enemies will be Chilled each time your Trimps attack. The Chill debuff stacks, reduces the damage that enemy deals by <b>" + this.formatModifier(this.getModifier()) + "%</b> (compounding) per stack, and increases the damage your Trimps deal to that enemy by " + ((Fluffy.isRewardActive('naturesWrath')) ? " twice that amount (with diminishing returns, max of +200% attack)" : "the same amount (with diminishing returns, max of 100%)") + " until it dies." + this.overkillDesc();
},
upgradeDescription: function () {
return "Reduces the enemy's damage dealt from each stack of Chilled when the Empowerment of Ice is active by <b>" + this.formatModifier(1 - this.baseModifier) + "%</b> (compounding), and increases the damage your Trimps deal to that enemy by " + ((Fluffy.isRewardActive('naturesWrath')) ? " twice that amount (with diminishing returns, max of +200% attack)" : "the same amount (with diminishing returns, max of 100%)") + ". Your current bonus is <b>" + this.formatModifier(this.getModifier()) + "%</b>, and next level will bring your bonus to <b>" + this.formatModifier(this.getModifier(1)) + "%</b>." + this.overkillDesc();
},
overkillDesc: function(){
var level = this.getLevel();
if (level < 50) return "<div style='margin-top: 10px'><b>You will earn +1 Overkill during Ice Zones once you reach Level 50, and a second Overkill cell at Level 100!</b></div>";
else if (level < 100) return "<div style='margin-top: 10px'><b>You are earning +1 Overkill during Ice Zones! Earn another at Level 100!</b></div>";
else return "<div style='margin-top: 10px'><b>Your Ice level is" + ((level > 100) ? " over" : "") + " 100, and you are gaining an additional 2 cells of Overkill during Ice Zones!</b></div>";
},
baseModifier: 0.01,
getModifier: function (change) {
if (!change) change = 0;
return Math.pow(1 - this.baseModifier, (this.getLevel() + change));
},
getCombatModifier: function () {
return Math.pow(this.getModifier(), this.currentDebuffPower);
},
getDamageModifier: function() {
var mod = 1 - this.getCombatModifier();
if (Fluffy.isRewardActive('naturesWrath')) mod *= 2;
return mod;
},
formatModifier: function (number){
return prettify((1 - number) * 100);
},
getLevel: function(){
var level = this.level;
if (game.talents.nature2.purchased) level += 5;
return level;
},
getRetainBonus: function(){
var extra = 0;
if (game.talents.nature2.purchased){
extra += 5;
}
return extra;
},
color: "#3333bb",
currentDebuffPower: 0,
level: 1,
retainLevel: 0,
tokens: 0,
nextUberCost: 0,
get enlightenDesc(){
return "your Trimps gain +2 maximum Overkill cells " + ((game.global.spiresCompleted >= 2) ? " and +0.25% increased Fluffy Exp per Ice level <b>(currently " + prettify(game.empowerments.Ice.getLevel() * 0.25) + "%)</b>" : "") + " for your entire run. In Ice Zones, Ice stacks accumulate twice as fast, and if an enemy is hit by your Trimps while it has 20 or more stacks of Ice and is below 50% health, it will instantly shatter! The shards of Ice from the shattered enemy destroy everything in their path, triggering your maximum Overkill regardless of your damage";
}
}
},
singleRunBonuses: {
goldMaps: {
name: "Golden Maps",
text: "+100% Map Loot",
cost: 20,
confirmation: "You are about to purchase Golden Maps for 20 bones. All of your current and future maps will gain +100% loot added to their normal loot roll <b>until your next Portal</b>. Is this what you wanted to do?",
owned: false,
fire: function () {
game.unlocks.goldMaps = true;
refreshMaps();
}
},
quickTrimps: {
name: "Quick Trimps",
text: "+100% Breed Speed",
cost: 20,
confirmation: "You are about to purchase Quick Trimps for 20 bones. This will cause your Trimps to breed twice as fast <b>until your next Portal</b>. Is this what you wanted to do?",
owned: false,
fire: function () {
swapClass("psColor", "psColorOrange", document.getElementById("trimpsPs"));
},
reset: function () {
swapClass("psColor", "psColorWhite", document.getElementById("trimpsPs"));
},
load: function () {
this.fire();
}
},
sharpTrimps: {
name: "Sharp Trimps",
text: "+50% Trimp Damage",
cost: 25,
confirmation: "You are about to purchase Sharp Trimps for 25 bones. This will cause your Trimps to deal 50% more damage <b>until your next Portal</b>. Is this what you wanted to do?",
owned: false,
fire: function () {
swapClass("attackColor", "attackColorOrange", document.getElementById("goodGuyAttack"));
},
reset: function () {
swapClass("attackColor", "attackColorNormal", document.getElementById("goodGuyAttack"));
},
load: function () {
this.fire();
}
},
heliumy: {
get name(){
return (game.global.universe == 2) ? "Radonculous" : "Heliumy";
},
get text(){
return "+25% " + heliumOrRadon();
},
cost: 100,
get confirmation(){
return "You are about to purchase " + this.name + " for 100 bones. This will cause you to earn 25% more " + heliumOrRadon() + " from all sources <b>until your next Portal</b>. Is this what you wanted to do?"
},
owned: false,
fire: function () {
swapClass("hePhColor", "hePhColorOrange", document.getElementById("heliumPh"));
},
reset: function () {
swapClass("hePhColor", "hePhColorNormal", document.getElementById("heliumPh"));
},
load: function () {
this.fire();
}
}
},
options: {
displayed: false,
menu: {
autoSave: {
enabled: 1,
extraTags: "popular general",
description: "Automatically save the game once per minute",
titles: ["Not Saving", "Auto Saving"],
onToggle: function () {
var elem = document.getElementById("saveIndicator");
if (this.enabled) elem.innerHTML = "<span class='autosaving'>(AutoSaving)</span>";
else elem.innerHTML = "<span class='notAutosaving'>(Not AutoSaving)</span>";
}
},
usePlayFab: {
enabled: 0,
extraTags: "popular general cloud",
description: "When the game saves, every 30 minutes also back up a copy online with PlayFab. While using this setting, you will be asked if you want to download your online save if it is ever ahead of the version on your computer. You can also manually import your save from PlayFab through the Import menu.",
titles: ["Not Saving Online", "Saving with PlayFab"],
onToggle: function () {
var indicatorElem = document.getElementById("playFabIndicator");
if (this.enabled == 1) indicatorElem.className = "icomoon icon-wifi iconStateGood";
else indicatorElem.className = "";
},
//lockUnless: function (){return false}
},
standardNotation: {
enabled: 1,
extraTags: "layout",
description: "Swap between Standard Formatting (12.7M, 540B), Engineering Notation (12.7e6, 540e9), Scientific Notation (1.27e7, 5.40e11), Alphabetic Notation (12.7b, 540c), Hybrid Notation (Standard up to e96, then Engineering. Mimics Standard pre 4.6), and Logarithmic Notation (10^7.10, 10^8.73). Hold Ctrl while clicking Logarithmic Notation to change the base.",
titles: ["Scientific Notation", "Standard Formatting", "Engineering Notation", "Alphabetic Notation", "Hybrid Notation", "Logarithmic Notation"],
onToggle: function () {
document.getElementById("tab5Text").innerHTML = "+" + prettify(game.global.lastCustomAmt);
}
},
tooltips: {
enabled: 1,
extraTags: "alerts",
description: "<p><b>Showing Tooltips<b> will ensure that all tooltips are shown when you mouse over them.</p><p><b>Shift for Tooltips</b> will hide most tooltips by default, unless you are holding your shift key. Keep this setting in mind when unlocking new things to do, as much of the game is explained in tooltips!</p>",
titles: ["Shift for Tooltips", "Showing Tooltips"]
},
tooltipPosition: {
enabled: 0,
extraTags: "alerts",
description: "Toggle the position of your tooltips between top right, centered above or centered below the mouse.",
titles: ["Top Right Tips", "Center Bottom Tips", "Center Top Tips"]
},
queueAnimation: {
enabled: 1,
extraTags: "layout animation performance",
description: "Toggle on or off the building queue blue color animation.",
titles: ["No Queue Animation", "Queue Animation"]
},
barOutlines: {
enabled: 1,
extraTags: "layout",
description: "Toggle on or off a black bar at the end of all progress bars. Can help discern where the progress bar ends.",
titles: ["No Outline", "Outline"],
onToggle: function () {
var outlineStyle = (this.enabled) ? "2px solid black" : "none";
var bars = document.getElementsByClassName("progress-bar");
for (var x = 0; x < bars.length; x++){
bars[x].style.borderRight = outlineStyle;
}
}
},
menuFormatting: {
enabled: 1,
extraTags: "layout",
description: "Toggle on or off large number formatting for jobs and buildings on the left menu.",
titles: ["No Menu Formatting", "Formatting Menu"]
},
formatPerkLevels: {
enabled: 1,
extraTags: "layout",
description: "Toggle on or off large number formatting for Perk levels.",
titles: ["No Perk Formatting", "Formatting Perk Levels"]
},
smallPerks: {
extraTags: "layout",
enabled: 0,
description: "Shrink the size of perk buttons in the Portal and View Perks windows. <b>Large Perk Buttons</b> is default and fits 5 buttons per row. <b>Small Perk Buttons</b> shrinks the size to fit 6 per row, and <b>Tiny Perk Buttons</b> fits 7 per row.",
titles: ["Large Perk Buttons", "Small Perk Buttons", "Tiny Perk Buttons"]
},
progressBars: {
enabled: 1,
extraTags: "performance",
description: "Toggle progress bars to on, off, or performance. Performance and off will reduce CPU usage.",
titles: ["No Progress Bars", "Progress Bars", "Performance Bars"],
onToggle: function () {
var bars = document.getElementsByClassName("progress-bar");
for (var x = 0; x < bars.length; x++){
if (this.enabled == 2) bars[x].className += " noTransition";
else {
bars[x].className = bars[x].className.replace(" noTransition", "");
if (this.enabled == 0) bars[x].style.width = "0%";
}
}
}
},
confirmhole: {
enabled: 1,
extraTags: "alerts",
description: "Toggles on or off the confirmation popup on scary purchases like Wormholes.",
titles: ["Not Confirming", "Confirming"],
},
lockOnUnlock: {
enabled: 0,
extraTags: "qol",
description: "Enables/disables the locking of buildings, jobs, upgrades, and equipment for 1 second after unlocking something new. Useful to prevent accidental purchases.",
titles: ["Not Locking", "Locking"],
},
achievementPopups: {
enabled: 1,
extraTags: "alerts",
description: "Decide whether or not you want popups on completing an achievement.",
titles: ["No Achieve Popup", "Popup Achievements"]
},
mapLoot: {
enabled: 0,
extraTags: "qol",
description: "<p>Choose which upgrades you want first if it has been a while since you last ran maps.</p><p><b>Tier first</b> will cause maps to drop all items for the lowest tier before moving to the next. (Greatsword II -> Breastplate II -> Shield III)</p><p><b>Equip first</b> will start from Shield and drop all available Shield prestiges before continuing to Dagger and so on. (Shield III -> Shield IV -> Dagger III)</p>",
titles: ["Tier First", "Equip First"],
secondLocation: ["togglemapLoot2", "togglemapLootCM"]
},
repeatUntil: {
enabled: 0,
description: "<p><b>Repeat Forever</b> will cause the map to continually repeat if Repeat Maps is enabled.</p><p><b>Repeat to 10</b> will repeat unless you have 10 Map Bonus stacks.</p><p><b>Repeat for Items</b> will repeat unless there are no more special items left for that level of map.</p><p><b>Repeat for Any</b> will repeat unless there are no special items available AND you can not earn more Map Bonus stacks.</p><p><b>This setting only matters if Repeat is on. Toggling Repeat off will still leave the map when it is finished no matter what.</b></p>",
get titles(){
var arr = ["Repeat Forever", "Repeat to 10", "Repeat for Items", "Repeat for Any"];
if (this.enabled == 0 && game.global.mapCounterGoal > game.global.mapRunCounter){
var count = (game.global.mapCounterGoal - game.global.mapRunCounter);
arr[0] = "Repeat " + count + " Time" + needAnS(count);
}
return arr;
},
onToggle: function(){
game.global.mapCounterGoal = 0;
},
locked: true,
secondLocation: ['togglerepeatUntilCM']
},
exitTo: {
enabled: 0,
description: "Choose whether to go to the Maps Screen or World after completing a map.",
titles: ["Exit to Maps", "Exit to World"],
locked: true,
secondLocation: ['toggleexitToCM']
},
repeatVoids: {
enabled: 0,
description: "Decide if you want to continue running the rest of your Void Maps after finishing one.",
titles: ["One Void Map", "Finish All Voids"],
locked: true,
secondLocation: ['togglerepeatVoidsCM']
},
boneAlerts: {
enabled: 1,
extraTags: "alerts",
description: "Hide popup confirmation messages when spending rare resources in the Bone Trader or Heirlooms menus.",
titles: ["Not Confirming Rare", "Confirming Rare Stuff"]
},
showAlerts: {
enabled: 1,
extraTags: "alerts",
description: "Toggle on or off the display of yellow alert icons when unlocking something new.",
titles: ["Not Alerting", "Alerting"]
},
showFullBreed: {
enabled: 0,
extraTags: "popular general",
description: "Display time to breed a full group of soldiers next to the current breed timer.",
titles: ["Less Breed Timer", "More Breed Timer"]
},
darkTheme: {
extraTags: "general",
enabled: 1,
description: "Toggle between the default Trimps theme, a custom dark theme made by u/Grabarz19, a gradient theme by u/5h3i1ah, and the default theme with a black background.",
titles: ["Black Background", "Default Theme", "Dark Theme", "Gradient Theme"],
//styleName index should always be equal to title index minus 2, and should match the css file name
styleNames: ["dark", "gradient"],
removeStyles: function () {
for (var x = 0; x < this.styleNames.length; x++){
var link = document.getElementById(this.styleNames[x] + "Theme");
if (!link) continue;
document.head.removeChild(link);
}
document.getElementById("innerWrapper").style.backgroundColor = "initial";
},
applyStyle: function (titleIndex){
var styleName = this.styleNames[titleIndex - 2];
var link = document.createElement('link');
link.type = 'text/css';
link.rel = 'stylesheet';
link.href = 'css/' + styleName + '.css';
link.id = styleName + 'Theme';
document.head.appendChild(link);
},
onToggle: function () {
this.removeStyles();
if (this.enabled == 1) return;
if (this.enabled == 0){
document.getElementById("innerWrapper").style.backgroundColor = "black";
return;
}
this.applyStyle(this.enabled);
}
},
fadeIns: {
enabled: 1,
extraTags: "layout performance animation",
description: "Toggle on or off the fade in effect on elements.",
titles: ["Not Fading", "Fading"]
},
extraStats: {
enabled: 1,
extraTags: "layout",
description: "Toggle on or off adding extra information to map items.",
titles: ["Minimalist Maps", "Extra Map Info"],
onToggle: function () {
refreshMaps();
}
},
useAverages: {
extraTags: "popular general",
enabled: 0,
description: "Toggle whether or not loot from maps and the world should be counted in the loot breakdown and tooltip calculations. Calculates a moving average of the loot. If you want to clear the average, try toggling it off and on again.",
titles: ["Not Averaging", "Averaging"],
onToggle: function () {
for (var item in game.global.lootAvgs){
game.global.lootAvgs[item] = {
average: 0,
accumulator: 0
};
}
document.getElementById('gemsPs').style.display = 'block';
}
},
voidPopups: {