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All the 3.2 changes, "merged"
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the easy way
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eternaldensity committed Dec 6, 2013
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39 changes: 39 additions & 0 deletions README.md
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Expand Up @@ -24,6 +24,45 @@ For personal amusement only.

## Changelog

## 3.2
- Glass Ceilings are their own boost group
- Also a Draconic boost group (even though the dragons are currently terrible)
- Dragon unlocks were checking if the potential reward was owned rather than unlocked, which was silly.
- Dragon Changes (hopefully should make them more useful)
- NaN (mustard) Time Travel price is autocorrected to Infinity
- waveney did a bunch of stuff: fix Discov Detector for Minus, fixed jump pricing for Minus travel, Magic Mirror and Locked Vaults
- Added a new absolutely free boost because I'm so generous
- Added a badge. You probably don't want it
- Boost to start making Molpy Down a little more interesting and less painful in the later game (there will be more...)
- Fix Swim Between the Flags bug (modulus operator can have a negative result)
- Add jQuery-UI (not latest version because it has a bug with draggable stuff and the scrollbar)
- Make lots of elements draggable and some resizable
- Flatten HTML hierarchy since it's not necessary for layout now
- Options/Stats/Export can be toggled on and off independently rather than replacing each other
- Added missing linebreaks in Mould fillers
- More items can be hidden
- Moving items to the right or bottom automatically scrolls the viewport
- Default layout
- Added a pane for offsite links, copied the links from the index to it.
- Added a new link to index
- Everything but the newpix is hidden until the layout loads, so you don't see an ugly mess (especially if your browser asks confirmation before running javascript)
- Split the stats tabs into separate panels
- Button to lock/unlock the layout, it's locked by default
- When layout is unlocked, you can toggle Snap to Panes and Snap to Grid
- Buttons for managing layouts: activate, rename, clone, overwrite, export, delete.
- You can't delete the active layout
- Toggling visibility of panels immediately affects the active layout. Moving or resizing an element does not affect a layout at all.
- Overwrite will store the positions, sizes, and visibility of everything in that layout
- the Load/Save Layouts buttons store all the current layout values in cookies. (If you have moved any panes and not used Overwrite, those changes aren't saved)
- When you load layouts, the top layout is automatically activated
- By default, layouts are automatically saved when you save your game.
- There's an option to not automatically save layouts, or to save layouts when the game autosaves (it still won't automatically Overwrite current positions/sizes into a layout)
- The Autosave Option boost now unlocks after 5 saves rather than 20
- You can get back the default layout (if you want it for some reason :P) by typing the word "default" into the Import New dialog, instead of a layout code
- BTW, layouts are exported individually so you can share individual layouts as you wish. Also they're not encoded so you can easily edit them externally if you want
- When you save layouts, the current screen layout is saved as 'temporary' and added to the end of the layouts list, in case you didn't Overwrite
- Notifications are not affected by scrollbar!

## 3.19
- Glass Monuments no longer tease that there's something to get after them, because it's not available yet so implying that there is something that players can't get yet would be mean so I'm not doing that any more :P
- Split code into separate files finally!
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63 changes: 61 additions & 2 deletions badges.js
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@@ -1,4 +1,4 @@
Molpy.DefineBadges=function()
Molpy.DefineBadges=function()
{
new Molpy.Badge({name:'Amazon Patent',desc:'1-Click'});
new Molpy.Badge({name:'Oops',desc:'You clicked it again'});
Expand Down Expand Up @@ -356,13 +356,14 @@ Molpy.DefineBadges=function()
new Molpy.Badge({name:'Nuclear Fission Chips',desc:'Have a Glass Chip production rate from Glass Tools of at least '+Molpify(5e12)+' Chips/mNP',vis:1});
new Molpy.Badge({name:'Silicon Chips',desc:'Have a Glass Chip production rate from Glass Tools of at least '+Molpify(6e14)+' Chips/mNP',vis:1});
new Molpy.Badge({name:'Blue Poker Chips',desc:'Have a Glass Chip production rate from Glass Tools of at least '+Molpify(1e19)+' Chips/mNP',vis:1});
new Molpy.Badge({name:'Neat!',desc:'All your tools appear to have the same number owned',vis:1});
new Molpy.Badge({name:'Neat!',desc:'All your tools appear to have the same number owned',stats:'Requies at least a million of each tool',vis:1});
new Molpy.Badge({name:'Mains Power',desc:'Automata Control level at least 230',vis:1});
new Molpy.Badge({name:'It Hertz',desc:'Automata Control level at least 50',vis:1});
new Molpy.Badge({name:'Second Edition',desc:'Have at least two Goats'});
new Molpy.Badge({name:'Nope!',desc:'Power Control is at the limit',vis:1});
new Molpy.Badge({name:'Minus Worlds',desc:'Take a jaunt to the negative NewPix',vis:1});
new Molpy.Badge({name:'Badge Found',desc:'Description Found',stats:'What is this, I don\'t even?'});
new Molpy.Badge({name:'Typo Storm',desc:'Encounter 1000 typos in a play session (resets on reload)',stats:'Toggle typos by typing "typo" into the Import dialog.<br>The number of typos are limitted by the NewPix you are on.<br>Actual typos the the developers don\'t count.<br>For instance, "limitted".<br>Sorry.'});

//*************************************************
//these MUST go last: add any new badges BEFORE them
Expand Down Expand Up @@ -639,5 +640,63 @@ Molpy.DefineBadges=function()
Molpy.MakeQuadBadge({np:1886,name:'Splat!',desc:'Megan lands on Cueball!'});
Molpy.MakeQuadBadge({np:1888,name:'Tiny River',desc:'Megan has found a tiny river'});
Molpy.MakeQuadBadge({np:1890,name:'You OK?',desc:'Megan checks Cueball is OK'});
Molpy.MakeQuadBadge({np:1917,name:'Facebug!',desc:'A beesnake lands on Megan'});
Molpy.MakeQuadBadge({np:1918,name:'Mrrr Gbishx',desc:'Really'});
Molpy.MakeQuadBadge({np:1926,name:'HEY!',desc:'Wake up'});
Molpy.MakeQuadBadge({np:1927,name:'See what I found',desc:'Megan is excited'});
Molpy.MakeQuadBadge({np:1928,name:'River Connected',desc:'Megan: This river is flowing toward the big one, so I followed it to see if they connected'});
Molpy.MakeQuadBadge({np:1929,name:'Wait for it',desc:'They follow the stream'});
Molpy.MakeQuadBadge({np:1932,name:'Wow',desc:'What has Cueball seen?'});
Molpy.MakeQuadBadge({np:1933,name:'Definately WOW!',desc:'The excitement is justified'});
Molpy.MakeQuadBadge({np:1934,name:'Yes WOW!',desc:'Look around, it is worth it'});
Molpy.MakeQuadBadge({np:1935,name:'Keep looking',desc:'Its wowerful'});
Molpy.MakeQuadBadge({np:1936,name:'Still worth it',desc:'The view is stunning'});
Molpy.MakeQuadBadge({np:1938,name:'Land goes up',desc:'Megan:I guess the land goes up, but the river stays at the same level'});
Molpy.MakeQuadBadge({np:1939,name:'River going up too',desc:'Megan: The river has been going up, too. But not as fast as the land'});
Molpy.MakeQuadBadge({np:1941,name:'Water wear away rock',desc:'Megan: can water really wear away rock like this?'});
Molpy.MakeQuadBadge({np:1942,name:'I guess it can',desc:'Cueball: I guess it can'});
Molpy.MakeQuadBadge({np:1944,name:'How long',desc:'Megan: I ca\'t imagine how long it must have taken'});
Molpy.MakeQuadBadge({np:1945,name:'Yeah...',desc:'Cueball: Yeah...'});
Molpy.MakeQuadBadge({np:1950,name:'Crumbly rocks',desc:'Cueball: A lot of these rocks are pretty crumbly'});
Molpy.MakeQuadBadge({np:1951,name:'Sandy Rocks',desc:'Cueball: Even down there, between all the big rocks, the cliff walls look sandy. Water eats away sand pretty fast'});
Molpy.MakeQuadBadge({np:1953,name:'Yeah',desc:'Megan says Yeah.'});
Molpy.MakeQuadBadge({np:1957,name:'How deep',desc:'Megan: I woder how deep it gets'});
Molpy.MakeQuadBadge({np:1958,name:'Right through the mountain',desc:'Cueball: Maybe it goes right through the mountain, and it\'s as deep as the mountain is tall'});
Molpy.MakeQuadBadge({np:1959,name:'Even deeper',desc:'Megan: It could be even deeper. We don\'t know how far down the water goes'});
Molpy.MakeQuadBadge({np:1960,name:'Hmm',desc:'Cueball: Hmm'});
Molpy.MakeQuadBadge({np:1961,name:'Deeper than the sea',desc:'The discuss it can\'t be deeper than the sea'});
Molpy.MakeQuadBadge({np:1962,name:'How would it get started',desc:'Megan: But then, a river couldn\'t cat all the way through aa mountain, either. Because how would it get started'});
Molpy.MakeQuadBadge({np:1964,name:'Top of a mountain',desc:'Megan: I wonder what the top of a mountain is like?'});
Molpy.MakeQuadBadge({np:1966,name:'Find out',desc:'Cueball: Let\'s find out'});
Molpy.MakeQuadBadge({np:2023,name:'Journey\'s End?',desc:'Cueball is pathetic'});
Molpy.MakeQuadBadge({np:2024,name:'Easier Spot?',desc:'Can they do it?'});
Molpy.MakeQuadBadge({np:2034,name:'OH!',desc:'Cueball spots Prickly'});
Molpy.MakeQuadBadge({np:2045,name:'Careful!',desc:'Megan: Careful!, Cueball: It\'s OK'});
Molpy.MakeQuadBadge({np:2048,name:'Pickly',desc:'Megan: Does it Hurt? Cueball: It\'s a little prickly'});
Molpy.MakeQuadBadge({np:2049,name:'Never this close',desc:'They discuss Prickly'});
Molpy.MakeQuadBadge({np:2050,name:'Really Neat',desc:'Megan: It\'s really neat.'});
Molpy.MakeQuadBadge({np:2051,name:'Stop Bothering',desc:'Cueball: OK, we\'ll stop bothering you'});
Molpy.MakeQuadBadge({np:2063,name:'Prickly carries on',desc:'Prckly is no longer disturbed by them'});
Molpy.MakeQuadBadge({np:2074,name:'Bop',desc:'Megan bops a seed head from a plant'});
Molpy.MakeQuadBadge({np:2097,name:'You OK?',desc:'Megan stops, Cueball: You OK?'});
Molpy.MakeQuadBadge({np:2098,name:'Yup!',desc:'Why did she stop?'});
Molpy.MakeQuadBadge({np:2100,name:'Wet blanket again',desc:'Cueball: Maybe it\'s time to turn around'});
Molpy.MakeQuadBadge({np:2101,name:'World is too big',desc:'Cueball: The world is too big. It can go on longer than we can'});
Molpy.MakeQuadBadge({np:2102,name:'Still going',desc:'Megan is continuing'});
Molpy.MakeQuadBadge({np:2103,name:'Long way from home',desc:'Cueball: But one day we wo\'nt be. And we\'re a long way from home'});
Molpy.MakeQuadBadge({np:2105,name:'Cueball Questions',desc:'Cueball: Earlier I thought you wanted to turn around and go back to the sea'});
Molpy.MakeQuadBadge({np:2106,name:'I want to understand',desc:'Megan: I don\'t want to go back to it. I want to <i>Understand</i> it.'});
Molpy.MakeQuadBadge({np:2108,name:'By Climbing?',desc:'Cueball: By Climbing? The Sea is down, not up'});
Molpy.MakeQuadBadge({np:2114,name:'Beautiful Wings',desc:'Megan: These bugs have such beautifl wings'});
Molpy.MakeQuadBadge({np:2115,name:'Thousand lifetimes',desc:'Megan gets philosophical'});
Molpy.MakeQuadBadge({np:2118,name:'See the top',desc:'Megan: I wanna see the top'});
Molpy.MakeQuadBadge({np:2119,name:'More world',desc:'Cueball: What do you think we\'ll find? Megan: More world, maybe different'});
Molpy.MakeQuadBadge({np:2139,name:'Chomp',desc:'It may have had beautiful wings, now it\'s lunch'});
Molpy.MakeQuadBadge({np:2154,name:'Bag throwing',desc:'They throw the bags up'});
Molpy.MakeQuadBadge({np:2158,name:'Rope',desc:'Megan throws the rope down to help Cueball up'});
Molpy.MakeQuadBadge({np:2166,name:'Weird',desc:'They look a weird broken tree'});
Molpy.MakeQuadBadge({np:2171,name:'Pfffthh',desc:'It does not taste very good'});
Molpy.MakeQuadBadge({np:2182,name:'Oh!',desc:'Megan sees a rock cain'});
Molpy.MakeQuadBadge({np:2196,name:'Hut',desc:'They see the abandoned hut'}); // Up to 2200 now
//Molpy.MakeQuadBadge({np:,name:'',desc:''});
}
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