Add more h2p pages, fix #1528

This commit is contained in:
SpectralFlame 2021-06-01 12:41:57 -05:00
parent 0e00b23fd9
commit 0a9587547a

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@ -14,6 +14,107 @@ GameDatabase.h2p = {
* }
*/
tabs: [
{
name: "Your savefile",
info: () => `
Your game's save data is stored on your computer's browser data, which means that clearing your browser's cache and
cookies will also delete your save file. Similarly, if you are playing in a private or incognito window, your save
will not be there the next time you open up your browser. The saves are browser-specific as well, so for example
if you play the game on Chrome, you won't find your save on Firefox.
<br>
<br>
You can transfer your save between places by using the export function, which will copy a <i>very</i> long string of
random-looking characters into your clipboard. That text contains your save data, which you can load back into the
game by pasting it into the text box on the import prompt. You need the entirety of the save text for importing to
work properly, or else the game might not recognize the text as a valid save. Keep in mind that certain messaging
applications may cut off part of the text if you are using one to transfer the save between devices.
In addition to importing and exporting to your clipboard, you can also import and export from text files as well.
<br>
<br>
You can use the "Choose save" button to pick between three separate saves on your browser. These saves are, for most
intents and purposes, completely separate from each other. Importing and exporting will only affect the current save
slot. The only exception is clearing your broswer data, in which case all three saves will be reset.
<br>
<br>
The game automatically saves periodically, by default once every ${formatInt(30)} seconds, and it will notify you in
the top-right corner of the screen whenever it saves. Keep this in mind if you need to close the game - anything you
do right before closing it might not be saved unless you wait for the autosave interval or manually save again. The
length of the autosave interval is adjustable.
<br>
<br>
You can completely reset your save at any point if desired by clicking the button, which brings up a prompt you need
to fill out in order to make sure you intentionally wanted to reset. Going through with this reset will only clear
your current save; the other save slots will be unaffected. <b>Resetting your game in this way is completely
irreversible and gives you no permanent benefits, secret or otherwise.</b>
`,
isUnlocked: () => true,
tags: ["choose", "save", "import", "export", "reset"],
tab: "options/saving"
},
{
name: "Customization",
info: () => `
The game has two different UI layouts - the "old" UI maintains the style of Antimatter Dimensions from before the
Reality update, while the "new" UI is a redesign based on more modern dark theme styles. Additionally, there are
various themes which can be applied to modify the appearance of everything in the game. There are a few secret
themes which can be unlocked through various means. Both UI layouts support all the different possible themes.
<br>
<br>
The notation used to display numbers in the game defaults to Mixed Scientific, but can be changed to one of numerous
options in the drop-down menu. Many of these notations are intended as jokes and in some cases will format numbers
in a way that causes text to spill over into other parts of the screen - this is not a bug. "Exponent formatting" is
a setting affecting some notations which lets you toggle between showing the number in an exponent itself (with commas
every three digits) or also applying the notation formatting to the exponent. Note that notation formatting is forced
when exponents are larger than ${format(1e9)}.
<br>
<br>
Many events in the game trigger full-screen animations or pop-up modals which require you to confirm that you want to
continue. All of these animations and confirmations can be disabled on an individual basis through the options,
although the ability to disable any given animation or confirmation will only appear after then have already shown up
at least once.
`,
isUnlocked: () => true,
tags: ["UI", "update", "news", "theme", "notation", "comma", "exponent", "animation", "retry", "confirmation",
"offline", "hotkey"],
tab: "options/visual"
},
{
name: "Offline Progress",
info: () => `
Antimatter Dimensions has a catch-up mechanic which attempts to simulate the game's behavior if the game is closed for
an extended period of time. The simulation behavior is only somewhat accurate, as the game is too mathematically
complicated to be run at full accuracy in a reasonable amount of time. At the end of the simulation, the game will
summarize how various relevant resources have changed while you were gone.
<br>
<br>
The game runs on a system where everything is updated once per tick - all dimensions and resources do one unit of
production, all autobuyers trigger once, all multipliers and values are changed accordingly, and all the displayed
numbers are updated. There are normally ${formatInt(20)} ticks per second when the game is running, although lag and
internal javascript behavior may cause tick length to vary by a few milliseconds.
<br>
<br>
When offline simulation is active, these ticks have an adjusted length in order to fill the amount of time you were
away - for example having a setting for ${formatInt(1000)} offline ticks and closing the game for an hour will result in
ticks which are ${format(3.6, 1, 1)} seconds long each. For most things in the game, this is not an issue because this
will still result in approximately the same amount of resources after the simulation completes. A notable exception is
autobuyers - in this situation autobuyers will effectively only trigger once every ${format(3.6, 1, 1)} seconds, which
may have a strong impact depending on the part of the game.
<br>
<br>
Offline tick count can be adjusted between ${formatInt(100)} and ${formatInt(10000)} ticks. Smaller counts will result
in faster but less accurate simulations, while larger counts will result in more accurate simulations which take longer
to complete.
<br>
<br>
Offline progress can be disabled entirely if desired, for example for diagnostic or timing purposes, or in order
to do an "online only" playthrough of the game. Otherwise, offline progress is on by default from the very beginning
of the game. Note that if offline progress is disabled, the statistic for total time played will also be paused while
the game closed.
`,
isUnlocked: () => true,
tags: ["offline", "away", "progress"],
tab: "options/gameplay"
},
{
name: "Dimensions",
info: () => `
@ -463,14 +564,27 @@ Dimensions, your production will be reset to the amount you purchased after ever
upgrades to your multipliers you purchased.
<br>
<br>
Each purchase increases the multiplier of that specific Time Dimension by ${formatX(4)}. The cost multiplier between
upgrades has a base value, but is increased by ${formatX(1.5, 1, 1)} at
${format(TimeDimension(1)._costIncreaseThresholds[0], 2)} EP and ${formatX(2.2, 1, 1)} (of the base value) at
${format(TimeDimension(1)._costIncreaseThresholds[1])} EP. These increases apply retroactively, causing the cost to
jump when they reach those thresholds, and only apply to the first four dimensions. Beyond
${format(TimeDimension(1)._costIncreaseThresholds[2])} EP each dimension purchase counts as four purchases for the
purpose of cost increases, causing the price to rise much more steeply.
<br>
<b>Time Dimension base prices (EP):</b> ${Array.range(1, 8)
.map(tier => format(TimeDimension(tier)._baseCost))
.join(", ")}
<br>
<b>Time Dimension base price increases:</b> ${Array.range(1, 8)
.map(tier => format(TimeDimension(tier)._costMultiplier))
.join(", ")}
<br>
<br>
Each threshold to gain another Tickspeed upgrade is ${formatPercents(0.33)} more Time Shards than the previous,
or ${formatPercents(0.25)} with the relevant time study. After ${formatInt(FreeTickspeed.softcap)} upgrades, the
multiplier between each successive free Tickspeed upgrade will gradually increase at a rate of ~${formatX(1.35, 0, 2)}
per ${formatInt(50000)} upgrades (${formatX(1.000006, 0, 6)} per upgrade). For example, your
${formatInt(FreeTickspeed.softcap + 50001)}st upgrade will require
${format(1.33, 2, 2)}×${format(1.35, 2, 2)}=${format(1.33 * 1.35, 2, 2)}
(or ${format(1.25, 2, 2)}×${format(1.35, 2, 2)}=${format(1.25 * 1.35, 2, 2)}) times more
shards than your ${formatInt(FreeTickspeed.softcap + 50000)}th upgrade.
per ${formatInt(50000)} upgrades (${formatX(1.000006, 0, 6)} per upgrade).
`,
isUnlocked: () => PlayerProgress.eternityUnlocked(),
tags: ["dims", "td", "shards", "eternity", "midgame"],