Added back prestige statistics (Issue #46)
This commit is contained in:
41
src/Disp.js
41
src/Disp.js
@@ -754,11 +754,11 @@ CM.Disp.UpdateTitle = function() {
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CM.Disp.CreateResetTooltip = function() {
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CM.Disp.ResetTooltipPlaceholder = document.createElement('div');
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var resetTitleDesc = document.createElement('div');
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resetTitleDesc.style.minWidth = '260px';
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resetTitleDesc.style.minWidth = '340px';
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resetTitleDesc.style.marginBottom = '4px';
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var div = document.createElement('div');
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div.style.textAlign = 'left';
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div.textContent = 'The bonus income you would get from new heavenly chips/reset achievements if you have the same buildings/upgrades after reset';
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div.textContent = 'The bonus income you would get from new prestige levels at 100% of its potential and from reset achievements if you have the same buildings/upgrades after reset';
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resetTitleDesc.appendChild(div);
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CM.Disp.ResetTooltipPlaceholder.appendChild(resetTitleDesc);
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}
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@@ -1037,22 +1037,19 @@ CM.Disp.AddMenuStats = function(title) {
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stats.appendChild(listing('\"Chain\" Reward (CUR) (Wrath)', document.createTextNode(Beautify(chainCurWrath))));
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}
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// Useless for now; cleanup later
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/*stats.appendChild(header('Heavenly Chips', 'HC'));
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if (CM.Config.StatsPref.HC) {
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var possibleHC = Game.HowMuchPrestige(Game.cookiesEarned + Game.cookiesReset);
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var neededCook = Game.HowManyCookiesReset(possibleHC + 1) - (Game.cookiesEarned + Game.cookiesReset);
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stats.appendChild(header('Prestige', 'Prestige'));
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if (CM.Config.StatsPref.Prestige) {
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var possiblePres = Math.floor(Game.HowMuchPrestige(Game.cookiesEarned + Game.cookiesReset));
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var neededCook = Game.HowManyCookiesReset(possiblePres + 1) - (Game.cookiesEarned + Game.cookiesReset);
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var hcMaxFrag = document.createDocumentFragment();
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hcMaxFrag.appendChild(document.createTextNode(Beautify(possibleHC)));
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stats.appendChild(listing('Heavenly Chips (MAX)', hcMaxFrag));
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var hcCurFrag = document.createDocumentFragment();
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// Remove all chip stats?
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//hcCurFrag.appendChild(document.createTextNode(Beautify(Game.heavenlyChipsEarned)));
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//stats.appendChild(listing('Heavenly Chips (CUR)', hcCurFrag));
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stats.appendChild(listing('Cookies To Next Chip', document.createTextNode(Beautify(neededCook))));
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stats.appendChild(listing('Time To Next Chip', document.createTextNode(CM.Disp.FormatTime(neededCook / (Game.cookiesPs * (1 - Game.cpsSucked)), 1))));
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// Unneeded?
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var presMaxFrag = document.createDocumentFragment();
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presMaxFrag.appendChild(document.createTextNode(Beautify(possiblePres)));
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stats.appendChild(listing('Prestige (MAX)', presMaxFrag));
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var presCurFrag = document.createDocumentFragment();
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presCurFrag.appendChild(document.createTextNode(Beautify(Game.prestige)));
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stats.appendChild(listing('Prestige (CUR)', presCurFrag));
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stats.appendChild(listing('Cookies To Next Level', document.createTextNode(Beautify(neededCook))));
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stats.appendChild(listing('Time To Next Level', document.createTextNode(CM.Disp.FormatTime(neededCook / (Game.cookiesPs * (1 - Game.cpsSucked)), 1))));
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var resetTitleFrag = document.createDocumentFragment();
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resetTitleFrag.appendChild(document.createTextNode('Reset Bonus Income '))
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var resetTitleSpan = document.createElement('span');
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@@ -1079,8 +1076,8 @@ CM.Disp.AddMenuStats = function(title) {
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resetSmall.textContent = ' (' + (increase / 100) + '% of income)';
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resetFrag.appendChild(resetSmall);
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}
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//stats.appendChild(listing(resetTitleFrag, resetFrag));
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}*/
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stats.appendChild(listing(resetTitleFrag, resetFrag));
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}
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var choEgg = (Game.HasUnlocked('Chocolate egg') && !Game.Has('Chocolate egg')); // Needs to be done for the checking below
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@@ -1092,7 +1089,7 @@ CM.Disp.AddMenuStats = function(title) {
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var sucked = Game.wrinklers[i].sucked;
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var toSuck = 1.1;
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if (Game.Has('Sacrilegious corruption')) toSuck *= 1.05;
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if (Game.wrinklers[i].type==1) toSuck *= 3; //shiny wrinklers are an elusive, profitable breed
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if (Game.wrinklers[i].type==1) toSuck *= 3; // Shiny wrinklers
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sucked *= toSuck;
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if (Game.Has('Wrinklerspawn')) sucked *= 1.05;
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totalSucked += sucked;
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@@ -1261,7 +1258,7 @@ CM.Disp.UpdateTooltipLocation = function() {
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}
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// Kept for future possible use if the code changes again
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/*else if (!Game.onCrate && !Game.OnAscend && CM.Config.TimerBar == 1 && CM.Config.TimerBarPos == 0) {
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//Game.tooltip.tta.style.top = (parseInt(Game.tooltip.tta.style.top) + parseInt(CM.Disp.TimerBar.style.height)) + 'px';
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Game.tooltip.tta.style.top = (parseInt(Game.tooltip.tta.style.top) + parseInt(CM.Disp.TimerBar.style.height)) + 'px';
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}*/
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}
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@@ -1598,7 +1595,7 @@ CM.Disp.UpdateWrinklerTooltip = function() {
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var sucked = Game.wrinklers[CM.Disp.TooltipWrinkler].sucked;
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var toSuck = 1.1;
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if (Game.Has('Sacrilegious corruption')) toSuck *= 1.05;
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if (Game.wrinklers[CM.Disp.TooltipWrinkler].type == 1) toSuck *= 3; //shiny wrinklers are an elusive, profitable breed
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if (Game.wrinklers[CM.Disp.TooltipWrinkler].type == 1) toSuck *= 3; // Shiny wrinklers
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sucked *= toSuck;
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if (Game.Has('Wrinklerspawn')) sucked *= 1.05;
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l('CMTooltipWrinkler').textContent = Beautify(sucked);
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