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Address PR comments (mult tab adjustments)
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@ -11,7 +11,8 @@ GameDatabase.multiplierTabValues.DT = {
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isBase: true,
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displayOverride: () => `${format(getDilationGainPerSecond().times(getGameSpeedupForDisplay()), 2, 2)}/sec`,
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multValue: () => getDilationGainPerSecond().times(getGameSpeedupForDisplay()),
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isActive: () => PlayerProgress.realityUnlocked() || PlayerProgress.dilationUnlocked(),
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isActive: () => PlayerProgress.realityUnlocked() ||
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(PlayerProgress.dilationUnlocked() && getDilationGainPerSecond().gt(0)),
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dilationEffect: () => (Enslaved.isRunning ? 0.85 : 1),
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isDilated: true,
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overlay: ["Ψ"],
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@ -9,8 +9,8 @@ GameDatabase.multiplierTabValues.EP = {
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total: {
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name: "Total EP Gained on Eternity",
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isBase: true,
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multValue: () => (Player.canEternity ? gainedEternityPoints() : 0),
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isActive: () => PlayerProgress.eternityUnlocked() || gainedEternityPoints().gt(0),
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multValue: () => gainedEternityPoints(),
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isActive: () => PlayerProgress.eternityUnlocked() || Player.canEternity,
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dilationEffect: () => (Laitela.isRunning ? 0.75 * Effects.product(DilationUpgrade.dilationPenalty) : 1),
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isDilated: true,
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overlay: ["Δ", "<i class='fa-solid fa-layer-group' />"],
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@ -9,7 +9,8 @@ GameDatabase.multiplierTabValues.infinities = {
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name: "Infinities gained per Crunch",
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isBase: true,
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multValue: () => gainedInfinities(),
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isActive: () => (Achievement(87).isUnlocked || PlayerProgress.realityUnlocked()) &&
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// The earliest sources of infinity multipliers are ach87 and TS32, which may happen in either order
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isActive: () => (Achievement(87).isUnlocked || PlayerProgress.eternityUnlocked()) &&
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!EternityChallenge(4).isRunning && !Pelle.isDoomed,
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overlay: ["∞", "<i class='fa-solid fa-arrows-rotate' />"],
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},
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@ -23,8 +23,10 @@ GameDatabase.multiplierTabValues.ID = {
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.filter(id => id.isProducing)
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.map(id => id.multiplier)
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.reduce((x, y) => x.times(y), DC.D1)),
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isActive: dim => (dim ? InfinityDimension(dim).isProducing : PlayerProgress.eternityUnlocked()) &&
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!EternityChallenge(11).isRunning,
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isActive: dim => !EternityChallenge(11).isRunning &&
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(dim
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? InfinityDimension(dim).isProducing
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: (PlayerProgress.eternityUnlocked() || InfinityDimension(1).isProducing)),
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dilationEffect: () => {
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const baseEff = player.dilation.active
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? 0.75 * Effects.product(DilationUpgrade.dilationPenalty)
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@ -9,8 +9,8 @@ GameDatabase.multiplierTabValues.IP = {
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total: {
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name: "Total IP Gained on Infinity",
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isBase: true,
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multValue: () => (Player.canCrunch ? gainedInfinityPoints() : 0),
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isActive: () => PlayerProgress.infinityUnlocked() || gainedInfinityPoints().gt(0),
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multValue: () => gainedInfinityPoints(),
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isActive: () => PlayerProgress.infinityUnlocked() || Player.canCrunch,
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dilationEffect: () => (Laitela.isRunning ? 0.75 * Effects.product(DilationUpgrade.dilationPenalty) : 1),
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isDilated: true,
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overlay: ["∞", "<i class='fa-solid fa-layer-group' />"],
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@ -23,8 +23,8 @@ GameDatabase.multiplierTabValues.TD = {
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.filter(td => td.isProducing)
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.map(td => td.multiplier)
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.reduce((x, y) => x.times(y), DC.D1)),
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isActive: dim => (dim ? TimeDimension(dim).isProducing : PlayerProgress.realityUnlocked()) &&
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!EternityChallenge(11).isRunning,
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isActive: dim => !EternityChallenge(11).isRunning &&
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(dim ? TimeDimension(dim).isProducing : (PlayerProgress.realityUnlocked() || TimeDimension(1).isProducing)),
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dilationEffect: () => {
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const baseEff = player.dilation.active
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? 0.75 * Effects.product(DilationUpgrade.dilationPenalty)
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@ -361,10 +361,11 @@ export default {
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</div>
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<div v-if="resource === 'AD_total'">
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<br>
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"Base AD Production" is the amount of Antimatter that you would be producing with your current AD upgrades,
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as if you had waited 10 seconds after a Sacrifice. This is likely to underestimate your actual production
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depending on how long you have been producing, but the relative mismatch will become smaller as you progress
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further in the game.
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"Base AD Production" is the amount of Antimatter that you would be producing with your current AD upgrades
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as if you had waited a fixed amount of time ({{ formatInt(10) }}-{{ formatInt(40) }} seconds depending on
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your AD count) after a Sacrifice. This is may misrepresent your actual production if your ADs have been
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producing for a while, but the relative mismatch will become smaller as you progress further in the game
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and numbers become larger.
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</div>
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</div>
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</div>
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