Option to colour PP values based on the selected buy mode (#346)
This commit is contained in:
108
CookieMonster.js
108
CookieMonster.js
@@ -39,6 +39,7 @@ CM.Cache.NextNumber = function(base) {
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CM.Cache.RemakeBuildingsPrices = function() {
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for (var i in Game.Objects) {
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CM.Cache.Objects[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 1);
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CM.Cache.Objects10[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 10);
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CM.Cache.Objects100[i].price = CM.Sim.BuildingGetPrice(Game.Objects[i], Game.Objects[i].basePrice, Game.Objects[i].amount, Game.Objects[i].free, 100);
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}
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@@ -89,20 +90,86 @@ CM.Cache.RemakeBuildingsPP = function() {
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CM.Cache.min = -1;
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CM.Cache.max = -1;
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CM.Cache.mid = -1;
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for (var i in CM.Cache.Objects) {
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//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
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CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
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if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp;
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}
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CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
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for (var i in CM.Cache.Objects) {
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var color = '';
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if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects[i].color = color;
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// Calculate PP and colors when compared to purchase of single optimal building
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if (CM.Config.ColorPPBulkMode == 0) {
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for (var i in CM.Cache.Objects) {
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//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
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CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
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if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp;
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}
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CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
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for (var i in CM.Cache.Objects) {
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var color = '';
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if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects[i].color = color;
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}
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// Buildings for 10 amount
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CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
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// Buildings for 100 amount
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CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
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}
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// Calculate PP and colors when compared to purchase of selected bulk mode
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else {
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if (Game.buyBulk == 1) {
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for (var i in CM.Cache.Objects) {
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//CM.Cache.Objects[i].pp = Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus;
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CM.Cache.Objects[i].pp = (Math.max(Game.Objects[i].getPrice() - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].getPrice() / CM.Cache.Objects[i].bonus);
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if (CM.Cache.min == -1 || CM.Cache.Objects[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects[i].pp;
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if (CM.Cache.max == -1 || CM.Cache.Objects[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects[i].pp;
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}
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CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
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for (var i in CM.Cache.Objects) {
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var color = '';
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if (CM.Cache.Objects[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects[i].color = color;
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}
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CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
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CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
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}
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else if (Game.buyBulk == 10) {
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for (var i in CM.Cache.Objects) {
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CM.Cache.Objects10[i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache.Objects10[i].bonus);
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if (CM.Cache.min == -1 || CM.Cache.Objects10[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects10[i].pp;
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if (CM.Cache.max == -1 || CM.Cache.Objects10[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects10[i].pp;
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}
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CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
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for (var i in CM.Cache.Objects) {
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var color = '';
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if (CM.Cache.Objects10[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects10[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects10[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects10[i].color = color;
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}
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CM.Cache.RemakeBuildingsOtherPP(1, 'Objects');
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CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
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}
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else if (Game.buyBulk == 100) {
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for (var i in CM.Cache.Objects) {
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CM.Cache.Objects100[i].pp = (Math.max(Game.Objects[i].bulkPrice - (Game.cookies + CM.Disp.GetWrinkConfigBank()), 0) / Game.cookiesPs) + (Game.Objects[i].bulkPrice / CM.Cache.Objects100[i].bonus);
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if (CM.Cache.min == -1 || CM.Cache.Objects100[i].pp < CM.Cache.min) CM.Cache.min = CM.Cache.Objects100[i].pp;
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if (CM.Cache.max == -1 || CM.Cache.Objects100[i].pp > CM.Cache.max) CM.Cache.max = CM.Cache.Objects100[i].pp;
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}
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CM.Cache.mid = ((CM.Cache.max - CM.Cache.min) / 2) + CM.Cache.min;
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for (var i in CM.Cache.Objects) {
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var color = '';
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if (CM.Cache.Objects100[i].pp == CM.Cache.min) color = CM.Disp.colorGreen;
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else if (CM.Cache.Objects100[i].pp == CM.Cache.max) color = CM.Disp.colorRed;
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else if (CM.Cache.Objects100[i].pp > CM.Cache.mid) color = CM.Disp.colorOrange;
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else color = CM.Disp.colorYellow;
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CM.Cache.Objects100[i].color = color;
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}
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CM.Cache.RemakeBuildingsOtherPP(1, 'Objects');
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CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
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}
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}
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}
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@@ -140,17 +207,11 @@ CM.Cache.RemakeBuildingsOtherPP = function(amount, target) {
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}
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CM.Cache.RemakePP = function() {
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// Buildings for 1 amount
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// Buildings
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CM.Cache.RemakeBuildingsPP();
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// Upgrades
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CM.Cache.RemakeUpgradePP();
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// Buildings for 10 amount
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CM.Cache.RemakeBuildingsOtherPP(10, 'Objects10');
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// Buildings for 100 amount
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CM.Cache.RemakeBuildingsOtherPP(100, 'Objects100');
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}
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CM.Cache.RemakeLucky = function() {
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@@ -557,7 +618,8 @@ CM.ConfigData.BotBar = {label: ['Bottom Bar OFF', 'Bottom Bar ON'], desc: 'Build
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CM.ConfigData.TimerBar = {label: ['Timer Bar OFF', 'Timer Bar ON'], desc: 'Timers of Golden Cookie, Season Popup, Frenzy (Normal, Clot, Elder), Click Frenzy', toggle: true, func: function() {CM.Disp.ToggleTimerBar();}};
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CM.ConfigData.TimerBarPos = {label: ['Timer Bar Position (Top Left)', 'Timer Bar Position (Bottom)'], desc: 'Placement of the Timer Bar', toggle: false, func: function() {CM.Disp.ToggleTimerBarPos();}};
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CM.ConfigData.BuildColor = {label: ['Building Colors OFF', 'Building Colors ON'], desc: 'Color code buildings', toggle: true, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.BulkBuildColor = {label: ['Bulk Building Colors (Single Buildings Color)', 'Bulk Building Colors (Calculated Color)'], desc: 'Color code bulk buildings based on single buildings color or calculated bulk value color', toggle: false, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.BulkBuildColor = {label: ['Bulk Building Colors (Single Building Color)', 'Bulk Building Colors (Calculated Bulk Color)'], desc: 'Color code bulk buildings based on single buildings color or calculated bulk value color', toggle: false, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.ColorPPBulkMode = {label: ['Color of PP (Compared to Single)', 'Color of PP (Compared to Bulk)'], desc: 'Color PP-values based on comparison with single purchase or with selected bul-buy mode', toggle: false};
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CM.ConfigData.UpBarColor = {label: ['Upgrade Colors/Bar OFF', 'Upgrade Colors with Bar ON', 'Upgrade Colors without Bar ON'], desc: 'Color code upgrades and optionally add a counter bar', toggle: false, func: function() {CM.Disp.ToggleUpBarColor();}};
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CM.ConfigData.Colors = {
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desc: {
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@@ -1894,6 +1956,7 @@ CM.Disp.AddMenuPref = function(title) {
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frag.appendChild(listing('SortUpgrades'));
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frag.appendChild(listing('BuildColor'));
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frag.appendChild(listing('BulkBuildColor'));
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frag.appendChild(listing('ColorPPBulkMode'));
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frag.appendChild(listing('UpBarColor'));
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for (var i = 0; i < CM.Disp.colors.length; i++) {
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var div = document.createElement('div');
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@@ -3306,6 +3369,7 @@ CM.ConfigDefault = {
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TimerBarPos: 0,
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BuildColor: 1,
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BulkBuildColor: 0,
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ColorPPBulkMode: 0,
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UpBarColor: 1,
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UpgradeBarFixedPos: 1,
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CalcWrink: 0,
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