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Add BH cost info to H2P
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@ -1081,18 +1081,18 @@ the Reality Upgrade "Replicative Rapidity" for example.
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<br>
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You can buy upgrades for the Black Hole by using Reality Machines. There are three upgrades for the Black Hole:
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<br>
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Interval - How long the Black Hole is inactive between bursts,
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<b>Interval</b> - How long the Black Hole is inactive between bursts,
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reduced by ${formatPercents(0.2)} per upgrade.
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<br>
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Power - How much faster the game runs during the temporary speed bursts,
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<b>Power</b> - How much faster the game runs during the temporary speed bursts,
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increased by ${formatPercents(0.35)} per upgrade.
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<br>
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Duration - How long each speed burst lasts before going back to normal speed,
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<b>Duration</b> - How long each speed burst lasts before going back to normal speed,
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increased by ${formatPercents(0.3)} per upgrade.
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<br>
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<br>
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${formatInt(100)} days of <i>game time</i> after unlocking the Black Hole, you unlock the ability to purchase
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a Reality Upgrade that allows you to have a second Black Hole.
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a Reality Upgrade that allows you to have a second Black Hole.
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The timer on the second Black Hole only advances when the first Black Hole is active. So, for example, if the first
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Black Hole has a duration of ${formatInt(4)} minutes and the second has an interval of ${formatInt(8)} minutes, the
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second Black Hole will only activate once every two cycles of the first Black Hole regardless of how short the
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@ -1122,6 +1122,23 @@ automatically ${BlackHoles.ACCELERATION_TIME} real-time seconds before activatio
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the Black Hole tab.
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<br>
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<br>
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<b>Upgrade Cost Information:</b>
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<br>
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<b>Interval</b> - Base cost of ${formatInt(15)} RM and increase of ${formatX(3.5, 0, 1)} per upgrade.
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<br>
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<b>Power</b> - Base cost of ${formatInt(20)} RM and increase of ${formatX(2)} per upgrade.
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<br>
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<b>Duration</b> - Base cost of ${formatInt(10)} RM and increase of ${formatX(4)} per upgrade.
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<br>
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<b>Increased cost scaling:</b> Above ${format(1e30)} RM, the cost multiplier between purchases increases by an additive
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+${format(0.2, 0, 1)} per upgrade. Above ${format(Number.MAX_VALUE, 1)} RM, a new scaling occurs which ignores all the
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previous behavior. From this point, all upgrades instead behave as if they had an initial cost of ${format(DC.E310)}
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and further upgrade costs increase by ${format(1e6)}, ${format(1e7)}, and so on (${formatX(10)} between upgrades).
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<br>
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<b>Black Hole 2:</b> All upgrades have an initial cost ${formatX(1000)} higher than the first Black Hole,
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but the same cost multipliers.
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<br>
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<br>
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<b>Hotkey: B</b> will pause/unpause the Black Holes.
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`,
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isUnlocked: () => player.blackHole[0].unlocked,
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@ -1621,8 +1638,8 @@ scaling. However, these upgrades won't function if Continuum is disabled on the
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in a loss of production if disabled. Continuum makes your autobuyers for Antimatter Dimensions obsolete, so all the
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autobuyer settings for Antimatter Dimension autobuyers are now hidden on that tab as long as Continuum is active.
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`,
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// Apparently continuumUnlocked is really important in a lot of places and if we keep it unlocked
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// Things break, so we check for the iMU instead.
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// Apparently continuumUnlocked is really important in a lot of places and if we keep it unlocked
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// Things break, so we check for the iMU instead.
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isUnlocked: () => ImaginaryUpgrade(15).isBought,
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tags: ["continuum", "purchase", "reality", "lategame", "endgame"],
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tab: ""
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