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70 changes: 64 additions & 6 deletions js/data/buttons.js
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ let tierColors = [
"#aaa",
"#c4c",
"#f94",
"#777",
"#777",
"#a7c",
]

Expand Down Expand Up @@ -209,7 +209,9 @@ function getButtonGain(row, tier) {
return D.pow(base, D.pow(1.05, tier).sub(1).mul(20)).mul(mult);
}
function getRowMulti(row, index) {
index ??= game.ladder.findIndex(x => D.eq(x.tier, row));
index ??= game.ladder.findIndex(x => D.eq(x.tier, row));
if(index < 0)return D.add(getRowAmount(D.add(row, 1)), 1)
if(index == 0)return D.add(getRowAmount(D.add(row, 1)), 1).mul(temp.milestoneMultis[index] ?? 1).mul(temp.sigilEffects[index] ?? 1).mul(getCollapseMult());
return D.add(getRowAmount(D.add(row, 1)), 1).mul(temp.milestoneMultis[index] ?? 1).mul(temp.sigilEffects[index] ?? 1);
}
function getButtonCost(row, tier) {
Expand Down Expand Up @@ -264,7 +266,28 @@ function makeRow(row) {
presses: D(0),
};
game.ladder.push(highest);
}
}
if(D.lte(highest.tier, row) && game.ladder.length == 10 && game.unlocks.col1){
//if(game.collapsed.gte(5) && !game.unlocks.col2)return;
game.collapsed = game.collapsed.add(1);
for(let i = 2;i < 10; i++){
game.ladder[i-1]=game.ladder[i];
}
highest = {
tier: D.add(highest.tier, 1),
amount: D(0),
level: D(0),
presses: D(0),
};
game.ladder[9]=highest;
updateRuneStats();
updateMilestoneStats();
updateAllChargerUpgEffects();
updateAutomationStats();
updateTokenStats();
updateSigilEffects();
allDirty = true;
}
}

function updateVisibleUnlocks() {
Expand All @@ -291,8 +314,8 @@ function checkEndgame() {
desc.innerHTML = `
You've purchased all the available unlocks currently in the game!<br/>
However, it is not the end of the journey...<br/>
Collapse is not implemented yet, make sure to stay tuned for future game updates!<br/>
<br/>
Collapse is just implemented by loader3229, make sure to stay tuned for future game updates!<br/>
To collapse the first reset layer, you need to reset Hyperity once after unlocking collapse.<br/>
Time played: <b>${format.time(game.stats.timePlayed)}</b><br/>
`
showOverlay("popup", "Congratulations!", desc, ["Ok"]);
Expand Down Expand Up @@ -332,4 +355,39 @@ function doResetAuto(times) {
}
break;
}
}
}

function getHighestButtonForCollapse(row, amount){
let base = D.eq(row, 0) ? 5 : D.eq(row, 1) ? 1e5 : D.pow(2, row).mul(250);
return D.div(D(amount).max(0), base).add(1).logBase(D.add(row, 1).mul(10)).div(10).add(1).logBase(1.1);
}

/* function getMultiReqForCollapse(row, amount, orig){
if(game.unlocks.col2)return orig;
amount = amount.div(getRowMulti(row)).div(temp.sigilEffects[0]);
let tier = getButtonTierForCollapse(row, amount);
if(D(row).gte(2))return getMultiReqForCollapse(D(row).sub(1), getButtonCostForCollapse(row, tier), orig);
return getButtonCostForCollapse(row, tier).max(orig);
} */

function getButtonTierForCollapse(row, amount) {
let base = D.eq(row, 0) ? 8 : 4;
let mult = D.eq(row, 0) ? 1 : D.add(row, 1);
return amount.div(mult).logBase(base).div(20).max(-1).add(1).logBase(1.05);
}

function getButtonCostForCollapse(row, tier) {
let base = D.eq(row, 0) ? 5 : D.eq(row, 1) ? 1e5 : D.pow(2, row).mul(250);
return D.add(row, 1).mul(10).pow(D.pow(1.1, tier).sub(1).mul(10)).mul(base);
}

function getCollapseMult() {
let m = game.ladder[0].amount, mult = D(1);
if(game.collapsed.gte(1)){
for(let i = 1;i <= game.collapsed.toNumber();i++){
m = getButtonGain(i, getHighestButtonForCollapse(i, m)).mul(getRowMulti(i)).mul(temp.sigilEffects[0]);
mult = mult.mul(m);
}
}
return mult;
}
14 changes: 12 additions & 2 deletions js/data/milestones.js
Original file line number Diff line number Diff line change
Expand Up @@ -23,10 +23,19 @@ let milestones = {
goalAmount: (x) => D.add(x, 1).mul(D.add(x, 15)),
goalText: ["Complete", "milestones for"],
goalPrecision: 0,
rewardAmount: (x, row) => D.mul(0.5, x).add(2),
rewardAmount: (x, row) => D.mul(D.pow(2,(D(game.milestones.collapse||0)).sub(1)), x).add(2),
rewardText: ["×{0}", "all above milestones' effect"],
rewardPrecision: 1,
},
collapse: {
goalTarget: (row) => game.collapsed,
goalAmount: (x) => D.add(x, 1),
goalText: ["Collapse", "layers for"],
goalPrecision: 0,
rewardAmount: (x, row) => D.pow(2, x),
rewardText: ["×{0}", "above milestones' effect(Resets previous milestone)"],
rewardPrecision: 0,
},
},
rows: {
presses: {
Expand Down Expand Up @@ -55,7 +64,8 @@ function clickGlobalMilestone(id) {
let level = game.milestones[id] ?? 0;
if (D.gte(data.goalTarget(), data.goalAmount(level))) {
game.milestones[id] = D.add(level, 1);
updateMilestoneStats();
if(id=="collapse")delete game.milestones.meta;
updateMilestoneStats();
}
}

Expand Down
2 changes: 1 addition & 1 deletion js/data/sigils.js
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ function forgeSigil(cooldown = 200, amount = 1) {
if (D.gte(game.scraps, cost) && time - sigilTime >= cooldown) {
let bulk = D.div(game.scraps, cost).floor().min(amount);
game.scraps = D.sub(game.scraps, D.mul(cost, bulk));
let rarity = Math.min(Math.floor(Math.log(1 / (1 - Math.random()))), 10);
let rarity = Math.min(Math.floor(Math.log(1 / (1 - Math.random()))), 9);
while (game.sigils.length <= rarity) game.sigils.push(D(0));
game.sigils[rarity] = D.add(game.sigils[rarity], bulk);
game.stats.sigilForged++;
Expand Down
2 changes: 2 additions & 0 deletions js/save.js
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,8 @@ function getStartGame() {

sigils: [],

collapsed: D(0),

options: {
tickRate: 10,

Expand Down
8 changes: 4 additions & 4 deletions js/tabs/buttons.js
Original file line number Diff line number Diff line change
Expand Up @@ -68,8 +68,8 @@ tabs.buttons = {
for (let a = 0; a < game.ladder.length; a++) {
let data = game.ladder[a];
let row = this.data.rows[a];
let name = D.lt(data.tier, tierNames.length) ? tierNames[D(data.tier).toNumber()] : "p";
row.style.setProperty("--background", D.lt(data.tier, tierColors.length) ? tierColors[D(data.tier).toNumber()] : "#f45");
let name = D.lt(data.tier, tierNames.length) ? tierNames[D(data.tier).toNumber()] : "Reset "+D(data.tier).toNumber();
row.style.setProperty("--background", tierColors[D(data.tier).toNumber()%tierColors.length]);
row.amount.textContent = format(data.amount);
row.name.textContent = name;

Expand All @@ -96,7 +96,7 @@ tabs.buttons = {
button.cost = cost;
}

if (game.unlocks.btn5) data.level = getHighestButton(a, a == 0 ? game.money : game.ladder[a - 1].amount).max(data.level);
if (game.unlocks.btn5) data.level = getHighestButton(data.tier, a == 0 ? game.money : game.ladder[a - 1].amount).max(data.level);
let offset = D.sub(data.level, 6).max(0);
let multi = getRowMulti(data.tier);
let needsUpdate = allDirty || D.neq(multi, row.multi) || D.neq(row.items[0]?.tier ?? -1, offset);
Expand All @@ -107,7 +107,7 @@ tabs.buttons = {
let button = row.items[b];
button.tier = D.add(offset, b);
let cost = getButtonCost(data.tier, button.tier);
if (needsUpdate) {
if (needsUpdate) {
button.gain.textContent = "+" + format(getButtonGain(data.tier, button.tier).mul(row.multi)) + " " + name;
button.cost.textContent = (a == 0 ? "−" : "≥") + format(cost) + " " + prevName;
if (game.unlocks.btn6) button.setAttribute("mark", "#" + format(button.tier.add(1)));
Expand Down
4 changes: 2 additions & 2 deletions js/tabs/milestones.js
Original file line number Diff line number Diff line change
Expand Up @@ -93,8 +93,8 @@ tabs.milestones = {
for (let a = 0; a < game.ladder.length; a++) {
let data = game.ladder[a];
let row = this.data.rows[a];
let name = D.lt(data.tier, tierNames.length) ? tierNames[D(data.tier).toNumber()] : "p";
row.style.setProperty("--background", D.lt(data.tier, tierColors.length) ? tierColors[D(data.tier).toNumber()] : "#f45");
let name = D.lt(data.tier, tierNames.length) ? tierNames[D(data.tier).toNumber()] : "Reset "+D(data.tier).toNumber();
row.style.setProperty("--background", tierColors[D(data.tier).toNumber()%tierColors.length]);
row.amount.textContent = format(data.amount);
row.name.textContent = name;

Expand Down
3 changes: 2 additions & 1 deletion js/tabs/sigils.js
Original file line number Diff line number Diff line change
Expand Up @@ -95,8 +95,9 @@ tabs.sigils = {
for (let b = 0; b < game.sigils.length; b++) {
let ctn = this.data.details.items[b];
let tier = game.ladder[b].tier;
let name = D.lt(tier, tierNames.length) ? tierNames[D(tier).toNumber()] : "p";
let name = D.lt(tier, tierNames.length) ? tierNames[D(tier).toNumber()] : "Reset "+D(tier).toNumber();
ctn.textContent = "×" + format(temp.sigilEffects[b], 2) + " all " + name + " gains";
if(b == 0 && game.unlocks.col1)ctn.textContent = "×" + format(temp.sigilEffects[b], 2) + " all " + name + "/Collapsed Layer gains";
}
},
onEnd() {
Expand Down