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config.js
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config.js
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/* Trimps
Copyright (C) 2016 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: {
version: 4.611,
isBeta: false,
betaV: 0,
killSavesBelow: 0.13,
playerGathering: "",
playerModifier: 1,
buildingsQueue: [],
timeLeftOnCraft: 0,
crafting: "",
timeLeftOnTrap: -1,
world: 1,
gridArray: [],
mapGridArray: [],
mapsOwnedArray: [],
currentMapId: "",
lastClearedCell: -1,
lastClearedMapCell: -1,
pauseFight: true,
soldierHealth: 0,
soldierHealthMax: 0,
soldierHealthRemaining: 0,
soldierCurrentAttack: 0,
soldierCurrentBlock: 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,
lastCustomAmt: 1,
trapBuildAllowed: false,
trapBuildToggled: false,
lastSkeletimp: 0,
pp: [],
highestLevelCleared: 0,
b: 0,
challengeActive: "",
selectedChallenge: "",
lastOfflineProgress: "",
sLevel: 0,
totalGifts: 0,
brokenPlanet: false,
formation: 0,
bestHelium: 0,
tempHighHelium: 0,
totalHeliumEarned: 0,
removingPerks: false,
lastBreedTime: 0,
antiStacks: 0,
prisonClear: 0,
frugalDone: false,
lastUnlock: 0,
lowestGen: -1,
breedBack: -1,
titimpLeft: 0,
mapBonus: 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),
heirloomSeed: Math.floor(Math.random() * 1000000),
heirloomBoneSeed: Math.floor(Math.random() * 1000000),
eggSeed: Math.floor(Math.random() * 1000000),
mutationSeed: Math.floor(Math.random() * 1000000),
enemySeed: Math.floor(Math.random() * 1000000),
heirloomsExtra: [],
heirloomsCarried: [],
StaffEquipped: {},
ShieldEquipped: {},
nullifium: 0,
maxCarriedHeirlooms: 1,
selectedHeirloom: [],
lastPortal: -1,
addonUser: false,
eggLoc: -1,
researched: false,
bonePortalThisRun: false,
maxSplit: 1,
maxSoldiersAtStart: -1,
playFabLoginType: -1,
lastCustomExact: 1,
voidMaxLevel: -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,
perkPreset1: {},
perkPreset2: {},
perkPreset3: {},
improvedAutoStorage: false,
firstCustomAmt: -1,
firstCustomExact: -1,
autoGolden: -1,
autoStructureSetting: {enabled: false},
passive: true,
spiresCompleted: 0,
lastSpireCleared: 0,
sugarRush: 0,
holidaySeed: Math.floor(Math.random() * 100000),
hideMapRow: false,
mapExtraBonus: "",
realBreedTime: 0,
sessionMapValues: {
loot: 0,
difficulty: 0,
size: 0,
biome: "Random",
specMod: "0",
perf: false,
extra: 0
},
lootAvgs: {
food: [0],
foodTotal: 0,
wood: [0],
woodTotal: 0,
metal: [0],
metalTotal: 0,
gems: [0],
gemsTotal: 0,
fragments: [0],
fragmentsTotal: 0
},
menu: {
buildings: true,
jobs: false,
upgrades: false
},
messages: {
Story: {
enabled: true
},
Loot: {
enabled: true,
primary: true,
secondary: true,
exotic: true,
helium: true,
essence: true,
token: true,
magma: true,
events: true,
cache: 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 adjWorld = ((world - 1) * 100) + level;
amt += 50 * 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;
return Math.floor(amt);
},
getEnemyHealth: function (level, name, ignoreImpStat) {
var world = getCurrentMapObject();
world = (game.global.mapsActive) ? world.level : game.global.world;
var amt = 0;
amt += 130 * 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;
return Math.floor(amt);
}
},
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 turn 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;
var bonusLevels = (game.talents.nature3.purchased) ? 5 : 0;
return ((this.level + change + bonusLevels) * this.baseModifier);
},
formatModifier: function (number){
return prettify(number * 100);
},
color: "#33bb33",
currentDebuffPower: 0,
level: 1,
retainLevel: 0,
tokens: 0
},
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 all sources by <b>" + this.formatModifier(this.getModifier()) + "%</b> and increases all other resources gained by <b>" + this.formatModifier(this.getModifier() * 10) + "%</b> until that enemy dies (maximum of 200 stacks). The helium bonus does not apply to maps.";
},
upgradeDescription: function () {
return "Increases the amount of extra Helium you find by <b>" + this.formatModifier(this.baseModifier) + "%</b> and non-Helium resources 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()) + "%</b> Helium, and next level will bring your bonus to <b>" + this.formatModifier(this.getModifier(1)) + "%</b> extra helium. Non-Helium resource gain is always 10x that of Helium, and the Helium bonus does not apply in maps.";
},
baseModifier: 0.001,
getModifier: function (change) {
if (!change) change = 0;
var bonusLevels = (game.talents.nature3.purchased) ? 5 : 0;
return ((this.level + change + bonusLevels) * this.baseModifier);
},
formatModifier: function (number) {
return prettify(number * 100);
},
getCombatModifier: function () {
return this.currentDebuffPower * this.getModifier();
},
currentDebuffPower: 0,
color: "#337733",
level: 1,
retainLevel: 0,
maxStacks: 200,
tokens: 0
},
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 the same amount (with diminishing returns, max of 100%) until it dies.";
},
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 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>.";
},
baseModifier: 0.01,
getModifier: function (change) {
if (!change) change = 0;
var bonusLevels = (game.talents.nature3.purchased) ? 5 : 0;
return Math.pow(1 - this.baseModifier, (this.level + change + bonusLevels));
},
getCombatModifier: function () {
return Math.pow(this.getModifier(), this.currentDebuffPower);
},
formatModifier: function (number){
return prettify((1 - number) * 100);
},
color: "#3333bb",
currentDebuffPower: 0,
level: 1,
retainLevel: 0,
tokens: 0
}
},
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), and Hybrid Notation (Standard up to e96, then Engineering. Mimics Standard pre 4.6).",
titles: ["Scientific Notation", "Standard Formatting", "Engineering Notation", "Alphabetic Notation", "Hybrid Notation"],
},
tooltips: {
enabled: 1,
extraTags: "alerts",
description: "Hide button tooltips unless shift is held.",
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"]
},
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",
},
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>",
titles: ["Repeat Forever", "Repeat to 10", "Repeat for Items", "Repeat for Any"],
locked: true
},
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
},
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
},
boneAlerts: {
enabled: 1,
extraTags: "alerts",
description: "Hide popup confirmation messages when in the Bone Trader or Heirlooms menus.",
titles: ["Not Confirming Bones", "Confirming Bones"]
},
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/k1d_5h31d0n, 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 the average of the last two minutes of loot. If you want to clear the last 2 minutes, try toggling it off and on again.",
titles: ["Not Averaging", "Averaging"],
onToggle: function () {
for (var item in game.global.lootAvgs){
if (Array.isArray(game.global.lootAvgs[item])) game.global.lootAvgs[item] = [0];
else game.global.lootAvgs[item] = 0;
}
}
},
voidPopups: {
extraTags: "alerts",
enabled: 1,
description: "Decide whether or not you want popups on looting an Heirloom.",
titles: ["No Heirloom Pop", "Popping Heirlooms"]
},
detailedPerks: {
extraTags: "qol",
enabled: 0,
description: "Decide whether or not to show extra information on Perk buttons",
titles: ["Minimal Perk Info", "Extra Perk Info"]
},
alwaysAbandon: {
extraTags: "general",
enabled: 0,
description: "Decide whether or not to wait for soldiers to die on switching between maps and world. Toggling this on will automatically abandon your soldiers.",
titles: ["Wait to Travel", "Auto Abandon"]
},
extraMapBtns: {
extraTags: "layout",
enabled: 0,
description: "Toggle the button menu to the right of the map grid",
titles: ["Less Map Buttons", "Extra Map Buttons"],
onToggle: function () {
if (!game.global.mapsActive) return;
var setTo = (this.enabled) ? ["8", "2"] : ["10", "off"];
swapClass("col-xs", "col-xs-" + setTo[0], document.getElementById("gridContainer"));
swapClass("col-xs", "col-xs-" + setTo[1], document.getElementById("extraMapBtns"));
},
lockUnless: function () {
return (game.global.totalPortals > 0)
},
},
GeneticistassistTarget: {
enabled: 0,
disableOnUnlock: false,
extraTags: "popular general",
description: "Customize your three available Geneticistassist targets, choose options for firing and sending, and decide whether or not Geneticistassist should start automatically when unlocked each run.",
titles: ["Geneticistassist Settings"],
lockUnless: function () {
return (game.global.Geneticistassist);
}
},
liquification: {
enabled: 1,
extraTags: "general",
description: "Enable or disable Liquification. Nothing in game should be impossible to complete with Liquification enabled, but if you just want to slow things down then you have every right to do so.",
titles: ["Liquification Off", "Liquification On"],
lockUnless: function () {
return (game.global.spiresCompleted > 0);
}
},
overkillColor: {
enabled: 1,
extraTags: "layout",
description: "Choose if you would like to see a different cell color for cells that you overkilled. Toggle between off, showing both cells involved in the overkill, or just showing the 1 cell that was skipped.",
titles: ["No Overcolors", "1 Overkill Cell", "2 Overkill Cells"],
lockUnless: function () {
return (!game.portal.Overkill.locked)
},
},
forceQueue: {
enabled: 0,
extraTags: "qol",
get description() {
var appliesTo = " only to Warpstation";
if (game.global.improvedAutoStorage) appliesTo = " to Warpstation and AutoStorage";
return "Choose whether or not to force instant-craft buildings to use the queue. Currently applies " + appliesTo + ". May be useful for double checking prices before building!";
},
titles: ["Not Forcing Queue", "Forcing Queue"],
lockUnless: function () {
return (game.global.sLevel >= 4);
}
},
mapsOnSpire: {
enabled: 1,
extraTags: "other",
description: "Choose whether you would like the game to pause combat by sending you to maps when you reach a Spire. <b>Keep Fighting at Spires</b> will not interrupt you when reaching a Spire, <b>Map at Spires</b> will send you to maps on every Spire, <b>Map at Top 2 Spires</b> will send you to maps at the highest and second highest level Spire reached, and <b>Map at Top Spire</b> will switch to maps only on the single highest Spire reached.",
titles: ["Keep Fighting at Spires", "Map at Spires", "Map at Top 2 Spires", "Map at Top Spire"],
lockUnless: function () {
return (game.global.highestLevelCleared >= 199);
}
},
siphonologyMapLevel: {
enabled: 0,
extraTags: "qol",
description: "When entering the Maps screen, by default the Level Selector starts at your current world number. Toggling this setting on will force this number to default to your minimum Siphonology level instead.",
titles: ["Use World Number", "Use Siphonology Level"],
lockUnless: function () {
return (!game.portal.Siphonology.locked)
}
},
timestamps: {
enabled: 0,
extraTags: "qol",
description: "Choose whether or not to display timestamps in the message log. <b>Local Timestamps</b> will log the current time according to your computer, <b>Run Timestamps</b> will log how long it has been since your run started. Note that toggling this setting will not add or remove timestamps from previous messages, but will add or remove them to or from any new ones.",
titles: ["No Timestamps", "Local Timestamps", "Run Timestamps"]
},
gaFire: {
enabled: 1,
locked: true,
extraTags: "qol",
description: "<p>Toggle between <b>Limited GA Firing</b>, <b>Geneticistassist Fire</b> and <b>No GA Firing</b>.</p><p><b>Limited GA Firing</b> will prevent Geneticistassist from firing Farmers, Lumberjacks, or Miners.</p><p><b>Geneticistassist Fire</b> is the default value, and allows Geneticistassist to fire anything.</p><p><b>No GA Firing</b> prevents your Geneticistassist from being able to fire anything at all, including other Geneticists.</p>",
titles: ["Limited GA Firing", "Geneticistassist Fire", "No GA Firing"],
lockUnless: function () {
return game.global.Geneticistassist
}
},
tinyButtons: {
enabled: 0,
extraTags: "layout",
description: "Shrink the buttons in the menu where you purchase Buildings, Upgrades, Jobs, and Equipment. <b>Large Buttons</b> is default and fits 4 buttons per row. <b>Small Buttons</b> shrinks the size to fit 5 per row, and <b>Tiny Buttons</b> fits 6 per row. Small and Tiny may not be readable on small screens.",
titles: ["Large Buttons", "Small Buttons", "Tiny Buttons"],
onToggle: function () {
var classNames = ["buttonSizeLarge", "buttonSizeSmall", "buttonSizeTiny"];
swapClass("buttonSize", classNames[this.enabled], document.getElementById('buyHere'));
}
},
masteryTab: {
enabled: 1,
extraTags: "alerts",
description: "Choose what you would like to see on your Mastery Tab! <b>No Mastery Info</b> will keep the tab clean and static. <b>Alert Mastery</b> will show an alert on the tab as soon as a new Mastery becomes affordable. <b>Show Essence</b> will always show your total amount of unspent essence on the tab.",
titles: ["No Mastery Info", "Alert Mastery", "Show Essence"],
lockUnless: function () {
return (game.global.highestLevelCleared >= 180)
},
onToggle: function () {
updateTalentNumbers();
}
},
bigPopups: {
enabled: 1,
lockUnless: function () {
return (game.global.highestLevelCleared >= 79);
},
get description(){
var text = "<p>This setting applies to big popups that occur after hitting certain milestones each portal. This setting will currently block: the Improbability popup";
if (game.global.highestLevelCleared >= 199) text += ", the popup at Corruption";
if (game.global.highestLevelCleared >= 219) text += ", the popup at The Spire";
if (game.global.highestLevelCleared >= 249) text += ", and the popup on reaching Magma.";
text += "</p><p>Note that this setting only blocks large popups once your Highest Zone Reached is 20 zones past the location of the popup</p>";
return text;
},
extraTags: "alerts popups",
titles: ["Block Big Popups", "Allow Big Popups"]
},
generatorStart: {
enabled: 0,
extraTags: "general",
description: "Choose what mode the Dimensional Generator should start each run on. <b>Default Generator</b> will continue with whatever setting you were using at the end of your last run. <b>The Rest of The Settings<b> are named by what mode will be set to active at the start of each run.",
get titles () {
var arr = ["Default Generator", "Gain Fuel", "Gain Mi"];
if (game.permanentGeneratorUpgrades.Hybridization.owned) arr.push("Hybrid");
return arr;
},
lockUnless: function () {
return (game.global.highestLevelCleared >= 229);
}
},
// showSnow: {
// enabled: 1,
// extraTags: "general",
// description: "Disable the snow effect in the world. <b>This will take effect on the next zone after this setting is changed</b>. This setting is temporary, and will melt when the snow does.",
// titles: ["No Snow", "Show Snow"]
// },
/* showHoliday: {
enabled: 1,
extraTags: "general",
description: "<p>Choose between <b>Show Pumpkimps</b>, <b>Bordered Pumpkimps</b>, and <b>No Pumpkimps</b>. This setting applies only to the visual effect of Pumpkimp zones in the world, does not apply to maps, and has no impact on how many Pumpkimps or Pumpkimp Zones actually spawn. This setting is temporary and will rot away after the Pumpkimp season!</p><p><b>Show Pumpkimps</b> is the default, and displays Pumpkimp Zones as normal.</p><p><b>Bordered Pumpkimps</b> displays Pumpkimp cells by changing the border color instead of the background color.</p><p><b>No Pumpkimps</b> will not show any indicator at all that a world zone is a Pumpkimp Zone. Pumpkimps will still spawn at the same rate.</p>",
titles: ["No Pumpkimps", "Show Pumpkimps", "Bordered Pumpkimps"],
locked: true
},*/
geneSend: {
enabled: 0,
locked: true,
extraTags: "other",
description: "<p>When <b>Using Gene Send</b> is enabled, as long as you have one Geneticist, AutoFight will automatically send soldiers to fight if they have been breeding for longer than your Geneticistassist setting.</p><p>When <b>Enforce Gene Send</b> is enabled, as long as you have one Geneticist, AutoFight will never send a group of Trimps to fight unless you are at max population or you have reached your set Geneticistassist timer.</p>",
titles: ["No Gene Sending", "Using Gene Send", "Enforce Gene Send"]
},
fireForJobs: {
enabled: 0,
extraTags: "other",
description: "When enabled, hiring Trimps for jobs with scaling price increases (Trainer, Explorer, etc) while you have no workspaces will attempt to fire Farmers, Lumberjacks and Miners until you have enough room.",
titles: ["Not Firing For Jobs", "Firing For Jobs"]
},
ctrlGigas: {
enabled: 0,
extraTags: "other",
description: "When enabled, all Gigastation purchases will act as if the Ctrl key was held, regardless of whether or not it actually was held. When disabled, you will have to hold Ctrl to tell Gigastations to automatically purchase Warpstations (See Gigastation tooltip for more info).",
lockUnless: function () {
return (game.global.highestLevelCleared >= 60);
},
titles: ["Dynamic Giga Ctrl", "Always Giga Ctrl"]
},
hotkeys: {
enabled: 1,
extraTags: "other",
description: "Enable or disable hotkeys.",
titles: ["Disable Hotkeys", "Enable Hotkeys"]
},
offlineProgress: {
enabled: 1,
extraTags: "other",
description: "Disables or enables earning resources while offline. <b>Warning: If this is toggled off, no resources will be earned from Trustworthy Trimps when coming back to the game after being offline.</b> This can be helpful if you are analysing stats and do not want resources counted when there is no timer running",
titles: ["No Offline Progress", "Offline Progress"]
},
pauseGame: {
enabled: 0,
extraTags: "other",
description: "Pause your game. This will pause all resource gathering, offline progress, and timers. (Hotkey: Space)",
titles: ["Not Paused", "Paused"],
timeAtPause: 0,
onToggle: function () {
if (this.enabled) {
this.timeAtPause = new Date().getTime();
if (game.options.menu.autoSave.enabled == 1) save(false, true);
swapClass("timer", "timerPaused", document.getElementById("portalTimer"));
}
else if (this.timeAtPause) {
var now = new Date().getTime();
var dif = now - this.timeAtPause;
game.global.portalTime += dif;
game.global.lastSkeletimp += dif;
game.global.zoneStarted += dif;
game.global.mapStarted += dif;
game.global.lastGeneratorTick += dif;
this.timeAtPause = 0;
game.global.time = 0;
game.global.lastOnline = now;
game.global.start = now;
setTimeout(gameTimeout, (100));
swapClass("timer", "timerNotPaused", document.getElementById("portalTimer"));
}
},
locked: true
},
disablePause: {
enabled: 1,
extraTags: "other",
description: "You can pause the game by clicking the run timer in the bottom right of the screen. This setting allows you to remove that ability!",
titles: ["Disable Pausing", "Enable Pausing"]
},
deleteSave: {
enabled: 0,
extraTags: "reset hard wipe clear other",
description: "Delete your save and start fresh. Your Trimps will not be happy.",
titles: ["Delete Save"],
onToggle: function () {
cancelTooltip();
tooltip('Reset', null, 'update');
game.global.lockTooltip = true;
tooltipUpdateFunction = "";
this.enabled = 0;
}
}
}
},
talents: {
bionic: {
description: "<p>Automatically pick up each level of Bionic Wonderland (BW) as you pass a BW zone. Will not work if you have already missed any BWs this run, or if you reach a zone higher than any BW you have ever cleared before.</p><p>In addition, give all current and future copies of Bionic Wonderland the 'Fast Attacks' special modifier.</p>",
name: "Bionic Magnet",
onPurchase: function (clear) {
addMapModifier('Bionic', 'fa');
},
onRespec: function () {
addMapModifier('Bionic', null, true);
},
tier: 1,
purchased: false,
icon: "magnet"
},
portal: {
description: "Unlock Portal immediately after clearing Z20.",
name: "Portal Generator",
tier: 1,
purchased: false,
icon: "eye-open",
},
bounty: {
description: "Unlock Bounty immediately after clearing Z15.",
name: "Bounty Hunter",
tier: 1,
purchased: false,
icon: "th-large",
},
housing: {
description: "Unlock Mansion, Hotel, Nursery, Resort, Gateway, Wormhole, and Collector automatically when passing the zone they drop at.",
name: "Home Detector",
tier: 1,
purchased: false,
icon: "home"
},
turkimp: {
description: "Increases the bonus time from each Turkimp by 5 minutes, and increases the time cap by 10 minutes.",
name: "Turkimp Tamer I",
tier: 1,
purchased: false,
icon: "*spoon-knife"
},
voidPower: {
description: "Your Trimps gain 15% attack and health inside Void Maps.",
name: "Void Power I",
tier: 2,
purchased: false,
icon: "*heart5"
},
pierce: {
description: "Reduce the amount of enemy damage that can pierce block by 25%.",
name: "Metallic Coat",
tier: 2,
purchased: false,
icon: "tint"
},
headstart: {
description: "Corruption begins 5 levels earlier, at zone 176.",
name: "Headstart I",
tier: 2,
purchased: false,
icon: "road"
},
foreman: {
description: "Summon 50000 foremen to aid in construction.",
name: "Foremany",
tier: 2,
purchased: false,
onPurchase: function () {
game.global.autoCraftModifier += 12500;
updateForemenCount();
},
onRespec: function () {
game.global.autoCraftModifier -= 12500;
updateForemenCount();
},
icon: "user",
},
turkimp2: {
description: "Increase the chance of finding a Turkimp by 33%.",
name: "Turkimp Tamer II",
tier: 2,
purchased: false,
requires: "turkimp",
icon: "*spoon-knife"
},
voidPower2: {
description: "Your Trimps gain an additional 20% attack and health inside Void Maps.",
name: "Void Power II",
tier: 3,
purchased: false,
icon: "*heart5",
requires: "voidPower"
},
mapLoot: {
description: "Reduces the starting point of the Low Map Level Loot Penalty by 1 level. This allows you to earn the same amount of loot by doing a map at your current world number, or at your current world number minus 1.",
name: "Map Reducer I",
tier: 3,
purchased: false,
icon: "*gift2"
},
headstart2: {
description: "Corruption begins an additional 10 levels earlier, at zone 166.",
name: "Headstart II",
tier: 3,
purchased: false,
icon: "road",
requires: "headstart"
},
doubleBuild: {
description: "Stacked items in the Building Queue will be constructed two at a time.",
name: "Double Build",
tier: 3,
purchased: false,
icon: "*hammer"
},
skeletimp: {
description: "Double the chance for a Megaskeletimp to appear instead of a Skeletimp.",
name: "King of Bones I",
tier: 3,
purchased: false,
icon: "italic",
},
hyperspeed: {
description: "Reduce the time in between fights and attacks by 100ms.",
name: "Hyperspeed I",
tier: 4,
purchased: false,
icon: "fast-forward"
},
blacksmith: {
get description () {
return "Each cleared zone through Z" + Math.floor((game.global.highestLevelCleared + 1) / 2) + " (half of your highest zone reached) will drop all available equipment prestiges from maps.";
},
name: "Blacksmithery I",
tier: 4,
purchased: false,