Address PR comments (mult tab adjustments)

This commit is contained in:
SpectralFlame 2022-12-07 21:52:35 -06:00 committed by cyip92
parent b31b1e7a1f
commit 26091976d2
7 changed files with 19 additions and 14 deletions

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@ -11,7 +11,8 @@ GameDatabase.multiplierTabValues.DT = {
isBase: true,
displayOverride: () => `${format(getDilationGainPerSecond().times(getGameSpeedupForDisplay()), 2, 2)}/sec`,
multValue: () => getDilationGainPerSecond().times(getGameSpeedupForDisplay()),
isActive: () => PlayerProgress.realityUnlocked() || PlayerProgress.dilationUnlocked(),
isActive: () => PlayerProgress.realityUnlocked() ||
(PlayerProgress.dilationUnlocked() && getDilationGainPerSecond().gt(0)),
dilationEffect: () => (Enslaved.isRunning ? 0.85 : 1),
isDilated: true,
overlay: ["Ψ"],

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@ -9,8 +9,8 @@ GameDatabase.multiplierTabValues.EP = {
total: {
name: "Total EP Gained on Eternity",
isBase: true,
multValue: () => (Player.canEternity ? gainedEternityPoints() : 0),
isActive: () => PlayerProgress.eternityUnlocked() || gainedEternityPoints().gt(0),
multValue: () => gainedEternityPoints(),
isActive: () => PlayerProgress.eternityUnlocked() || Player.canEternity,
dilationEffect: () => (Laitela.isRunning ? 0.75 * Effects.product(DilationUpgrade.dilationPenalty) : 1),
isDilated: true,
overlay: ["Δ", "<i class='fa-solid fa-layer-group' />"],

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@ -9,7 +9,8 @@ GameDatabase.multiplierTabValues.infinities = {
name: "Infinities gained per Crunch",
isBase: true,
multValue: () => gainedInfinities(),
isActive: () => (Achievement(87).isUnlocked || PlayerProgress.realityUnlocked()) &&
// The earliest sources of infinity multipliers are ach87 and TS32, which may happen in either order
isActive: () => (Achievement(87).isUnlocked || PlayerProgress.eternityUnlocked()) &&
!EternityChallenge(4).isRunning && !Pelle.isDoomed,
overlay: ["∞", "<i class='fa-solid fa-arrows-rotate' />"],
},

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@ -23,8 +23,10 @@ GameDatabase.multiplierTabValues.ID = {
.filter(id => id.isProducing)
.map(id => id.multiplier)
.reduce((x, y) => x.times(y), DC.D1)),
isActive: dim => (dim ? InfinityDimension(dim).isProducing : PlayerProgress.eternityUnlocked()) &&
!EternityChallenge(11).isRunning,
isActive: dim => !EternityChallenge(11).isRunning &&
(dim
? InfinityDimension(dim).isProducing
: (PlayerProgress.eternityUnlocked() || InfinityDimension(1).isProducing)),
dilationEffect: () => {
const baseEff = player.dilation.active
? 0.75 * Effects.product(DilationUpgrade.dilationPenalty)

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@ -9,8 +9,8 @@ GameDatabase.multiplierTabValues.IP = {
total: {
name: "Total IP Gained on Infinity",
isBase: true,
multValue: () => (Player.canCrunch ? gainedInfinityPoints() : 0),
isActive: () => PlayerProgress.infinityUnlocked() || gainedInfinityPoints().gt(0),
multValue: () => gainedInfinityPoints(),
isActive: () => PlayerProgress.infinityUnlocked() || Player.canCrunch,
dilationEffect: () => (Laitela.isRunning ? 0.75 * Effects.product(DilationUpgrade.dilationPenalty) : 1),
isDilated: true,
overlay: ["∞", "<i class='fa-solid fa-layer-group' />"],

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@ -23,8 +23,8 @@ GameDatabase.multiplierTabValues.TD = {
.filter(td => td.isProducing)
.map(td => td.multiplier)
.reduce((x, y) => x.times(y), DC.D1)),
isActive: dim => (dim ? TimeDimension(dim).isProducing : PlayerProgress.realityUnlocked()) &&
!EternityChallenge(11).isRunning,
isActive: dim => !EternityChallenge(11).isRunning &&
(dim ? TimeDimension(dim).isProducing : (PlayerProgress.realityUnlocked() || TimeDimension(1).isProducing)),
dilationEffect: () => {
const baseEff = player.dilation.active
? 0.75 * Effects.product(DilationUpgrade.dilationPenalty)

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@ -361,10 +361,11 @@ export default {
</div>
<div v-if="resource === 'AD_total'">
<br>
"Base AD Production" is the amount of Antimatter that you would be producing with your current AD upgrades,
as if you had waited 10 seconds after a Sacrifice. This is likely to underestimate your actual production
depending on how long you have been producing, but the relative mismatch will become smaller as you progress
further in the game.
"Base AD Production" is the amount of Antimatter that you would be producing with your current AD upgrades
as if you had waited a fixed amount of time ({{ formatInt(10) }}-{{ formatInt(40) }} seconds depending on
your AD count) after a Sacrifice. This is may misrepresent your actual production if your ADs have been
producing for a while, but the relative mismatch will become smaller as you progress further in the game
and numbers become larger.
</div>
</div>
</div>