[Automated] Merge dev into gh-pages
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dist/CookieMonster.js
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dist/CookieMonster.js
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dist/CookieMonster.js.map
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dist/CookieMonster.js.map
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dist/CookieMonsterDev.js
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dist/CookieMonsterDev.js
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dist/CookieMonsterDev.js.map
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dist/CookieMonsterDev.js.map
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@@ -15,4 +15,6 @@ export const ModDescription = `<a href="https://github.com/CookieMonsterTeam/Coo
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export const LatestReleaseNotes = `This update adds support for some parts of cookie clicker 2.048</br>
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export const LatestReleaseNotes = `This update adds support for some parts of cookie clicker 2.048</br>
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- added support for Dragon Aura 'Supreme Intellect' in the pantheon calculations</br>
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- added support for Dragon Aura 'Supreme Intellect' in the pantheon calculations</br>
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- added support for new tiers of Shimmering veil</br>
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- added support for new tiers of Shimmering veil</br>
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- added support for unshackled upgrades</br>
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- updated some simulator logic to more cloesly match updated cookie clicker logic</br>
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- resolved major issue for negative calculations due to missing glucosimium upgrades, kittens, and achievements</br>`;
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- resolved major issue for negative calculations due to missing glucosimium upgrades, kittens, and achievements</br>`;
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@@ -95,7 +95,7 @@ export default function InitialBuildingData(buildingName) {
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};
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};
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}
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}
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// Below is needed for above eval, specifically for the GetTieredCpsMult function
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// Below is needed for above eval, specifically for the SimGetTieredCpsMult function
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you.baseCps = me.baseCps;
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you.baseCps = me.baseCps;
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you.name = me.name;
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you.name = me.name;
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you.tieredUpgrades = me.tieredUpgrades;
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you.tieredUpgrades = me.tieredUpgrades;
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@@ -105,5 +105,6 @@ export default function InitialBuildingData(buildingName) {
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you.baseCPS = me.baseCps;
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you.baseCPS = me.baseCps;
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you.id = me.id;
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you.id = me.id;
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you.vanilla = me.vanilla;
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you.vanilla = me.vanilla;
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you.unshackleUpgrade = me.unshackleUpgrade;
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return you;
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return you;
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}
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}
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@@ -12,7 +12,8 @@ export default function SimAuraMult(what) {
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n = 1;
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n = 1;
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if (
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if (
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Game.dragonAuras[SimDragonAura].name === 'Reality Bending' ||
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Game.dragonAuras[SimDragonAura].name === 'Reality Bending' ||
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Game.dragonAuras[SimDragonAura2].name === 'Reality Bending'
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Game.dragonAuras[SimDragonAura2].name === 'Reality Bending' &&
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Game.dragonLevel >= Game.dragonAurasBN[what].id + 4
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)
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)
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n += 0.1;
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n += 0.1;
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return n;
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return n;
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@@ -1,8 +1,7 @@
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import SimAuraMult from './SimAuraMult';
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import SimAuraMult from './SimAuraMult';
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/**
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/**
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* This function calculates the sell multiplier based on current "sim data"
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* This functions creates functions similarly to Game.getSellMultiplier but checks Sim Data instead of Game Data
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* It is called by CM.Sim.BuildingSell()
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* @returns {number} giveBack The multiplier
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* @returns {number} giveBack The multiplier
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*/
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*/
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export default function SimGetSellMultiplier() {
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export default function SimGetSellMultiplier() {
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@@ -5,10 +5,15 @@ import SimHas from './SimHas';
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* This functions creates functions similarly to Game.GetTieredCpsMult but checks Sim Data instead of Game Data
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* This functions creates functions similarly to Game.GetTieredCpsMult but checks Sim Data instead of Game Data
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*/
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*/
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export default function SimGetTieredCpsMult(me) {
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export default function SimGetTieredCpsMult(me) {
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let mult = 1;
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let mult = 1;
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Object.keys(me.tieredUpgrades).forEach((i) => {
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Object.keys(me.tieredUpgrades).forEach((i) => {
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if (!Game.Tiers[me.tieredUpgrades[i].tier].special && SimHas(me.tieredUpgrades[i].name))
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if (!Game.Tiers[me.tieredUpgrades[i].tier].special && SimHas(me.tieredUpgrades[i].name)){
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mult *= 2;
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let tierMult=2;
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// unshackled multipliers
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if (Game.ascensionMode!==1 && SimHas(me.unshackleUpgrade) && SimHas(Game.Tiers[me.tieredUpgrades[i].tier].unshackleUpgrade)) tierMult+=me.id===1?0.5:(20-me.id)*0.1;
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mult*=tierMult;
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};
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});
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});
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Object.keys(me.synergies).forEach((i) => {
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Object.keys(me.synergies).forEach((i) => {
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if (SimHas(me.synergies[i].name)) {
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if (SimHas(me.synergies[i].name)) {
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@@ -5,6 +5,6 @@ import { SimUpgrades } from '../VariablesAndData';
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*/
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*/
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export default function SimHas(what) {
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export default function SimHas(what) {
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const it = SimUpgrades[what];
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const it = SimUpgrades[what];
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if (Game.ascensionMode === 1 && (it.pool === 'prestige' || it.tier === 'fortune')) return 0;
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if (it && Game.ascensionMode === 1 && (it.pool === 'prestige' || it.tier === 'fortune')) return 0;
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return it ? it.bought : 0;
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return it ? it.bought : 0;
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}
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}
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