代码拉取完成,页面将自动刷新
同步操作将从 锅巴汉化/脆皮(Trimps) 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
var playerSpire = {
layout: [],
rowsAllowed: 1,
resetToRows: 1,
startingRunestones: 200,
runestones: 200,
spirestones: 0,
spentOnUpgrades: 0,
currentEnemies: 0,
selectedTrap: "",
enemiesKilled: 0,
escapees: 0,
difficulty: 1,
difficultyHidden: 1,
ticksSinceLastEnemy: 0,
strengthLocations: [],
lightColumns: [0, 0, 0, 0, 0],
smallMode: false,
popupOpen: false,
initialized: false,
wasCatchingUp: false,
nextUpgrade: -1,
nextTrap: -1,
tutorialStep: 0,
killedSinceLeak: 0,
savedLayout1: [],
savedLayout2: [],
layout1Note: "",
layout2Note: "",
peakThreat: 0,
nextIcon: 0,
dontDraw: false,
paused: false,
tooltipUpdate: null,
sealed: false,
lastCommand: '',
settings: {
fctTrap: true,
fctPoison: true,
fctRs: true,
fctStatic: false,
chillGradient: true,
enemyIcons: true,
trapIcons: true,
shockEffect: true,
percentHealth: false,
enemyFade: false
},
lootAvg: {
accumulator: 0,
average: 0,
counter: 0,
lastAvg: [0]
},
resetToDefault: function(){
this.layout = [];
this.rowsAllowed = 1;
this.resetToRows = 1;
this.startingRunestones = 200;
this.runestones = 200;
this.spirestones = 0;
this.spentOnUpgrades = 0;
this.currentEnemies = 0;
this.selectedTrap = "";
this.enemiesKilled = 0;
this.escapees = 0;
this.difficulty = 1;
this.difficultyHidden = 1;
this.ticksSinceLastEnemy = 0;
this.strengthLocations = [];
this.lightColumns = [0, 0, 0, 0, 0];
this.smallMode = false;
this.popupOpen = false;
this.initialized = false;
this.wasCatchingUp = false;
this.nextUpgrade = -1;
this.nextTrap = -1;
this.tutorialStep = 0;
this.killedSinceLeak = 0;
this.savedLayout = [];
this.savedLayout2 = [];
this.layout1Note = "";
this.layout2Note = "";
this.nextIcon = 0;
this.peakThreat = 0;
this.paused = false;
this.sealed = false;
this.settings = {
fctTrap: true,
fctPoison: true,
fctRs: true,
fctStatic: false,
chillGradient: true,
shockEffect: true,
enemyIcons: true,
trapIcons: true,
percentHealth: false,
enemyFade: false
}
this.lootAvg = {
accumulator: 0,
average: 0,
counter: 0,
lastAvg: [0]
}
for (var item in playerSpireTraps){
playerSpireTraps[item].owned = 0;
playerSpireTraps[item].level = 1;
playerSpireTraps[item].locked = true;
}
document.getElementById('playerSpireTab').style.display = 'none';
playerSpire.closePopup();
},
init: function(){
this.resetToDefault();
if (game.global.spiresCompleted < 1) return;
if (this.popupOpen)
this.openPopup();
else this.closePopup();
if (this.smallMode)
this.shrink();
else this.enlarge();
var layout = [];
var totalCells = this.rowsAllowed * 5;
for (var x = 0; x < totalCells; x++){
layout.push({trap: {}, occupiedBy: {}});
}
this.layout = layout;
playerSpireTraps.Fire.locked = false;
playerSpireTraps.Frost.locked = false;
this.initialized = true;
this.drawSpire();
this.drawInfo();
document.getElementById('playerSpireTab').style.display = 'table-cell';
},
get maxEnemies(){
var max = 1 + Math.ceil(this.rowsAllowed * 2.5);
return max;
},
get killPercent(){
var total = this.escapees + this.enemiesKilled;
if (total == 0) return "0%";
return prettify((this.enemiesKilled / total) * 100) + "%"
},
get difficultyMod(){
var mod = this.difficulty;
if (this.tutorialStep >= 4) this.addRow();
if (mod < 1) mod = 1;
return mod;
},
getNextRowCost: function(){
var costs = [ //Spire I: 20. II: 200. III: 2k. IV: 20k. V: 200k
-1, 6, 14, 20, 60, 200, 400, 800, 1600, 2500, 5500, 10e3, 25e3, 55e3, 100e3, 150e3, 200e3, 1e6, 2e6, 4e6
];
if (this.rowsAllowed >= 20) return -1;
return costs[this.rowsAllowed];
},
saveLayout: function(slot){
var saveLayout = [];
for (var x = 0; x < this.layout.length; x++){
var toAdd = this.layout[x].trap.name ? this.layout[x].trap.name : "";
saveLayout.push(toAdd);
}
this['savedLayout' + slot] = saveLayout;
var noteElem = document.getElementById('spireLayoutNoteInput');
if (noteElem){
var note = noteElem.value;
if (!note) {
this['layout' + slot + 'Note'] = "";
}
if (note.length > 250) note = note.substring(0, 250);
this['layout' + slot + 'Note'] = htmlEncode(note)
}
},
loadLayout: function(slot){
if (slot <= 0 || slot > 3) return false;
var savedLayout = this["savedLayout" + slot];
if ((this.runestones + this.getCurrentLayoutPrice()) < this.getSavedLayoutPrice(slot)) return false;
this.resetTraps();
for (var x = 0; x < savedLayout.length; x++){
if (!savedLayout[x]) continue;
this.buildTrap(x, savedLayout[x]);
}
return true;
},
getSavedLayoutPrice: function(slot){
var layoutCost = 0;
var tempTraps = {};
var savedLayout = this['savedLayout' + slot];
for (var x = 0; x < savedLayout.length; x++){
if (!savedLayout[x]) continue;
if (!tempTraps[savedLayout[x]]) tempTraps[savedLayout[x]] = 0;
layoutCost += this.getTrapCost(savedLayout[x], false, tempTraps[savedLayout[x]]);
tempTraps[savedLayout[x]]++;
}
return layoutCost;
},
getCurrentLayoutPrice: function(){
var price = 0;
var tempTraps = {};
for (var item in playerSpireTraps){
tempTraps[item] = 0;
}
for (var x = 0; x < this.layout.length; x++){
var cell = this.layout[x];
if (cell.trap.name && tempTraps[item] >= 0){
price += this.getTrapCost(cell.trap.name, false, tempTraps[cell.trap.name]);
tempTraps[cell.trap.name]++;
}
}
return price;
},
presetTooltip: function(slot){
var title = "陷阱布局" + slot;
var text = "<b>This saved layout contains:</b><br/><br/>";
var traps = {};
var layout = this["savedLayout" + slot];
var hasTraps = false;
for (var item in playerSpireTraps){
traps[item] = 0;
}
for (var x = 0; x < layout.length; x++){
if (!layout[x]) continue;
hasTraps = true;
traps[layout[x]]++;
}
var cost = this.getSavedLayoutPrice(slot);
var curCost = this.getCurrentLayoutPrice();
for (var item in traps){
if (traps[item] == 0) continue;
var color = playerSpireTraps[item].color;
text += "<span class='playerSpireTooltipTrapName' style='background-color: " + color + "'> " + item + "<i></i>x" + traps[item] + "</span> ";
}
text += "<br/><br/>";
text += "Total Cost: " + prettify(cost) + " Rs<br/>Value of Current Traps: " + prettify(curCost) + " Rs<br/>";
var dif = (curCost - cost);
if (dif < 0) text += "Remaining Cost: " + prettify(Math.abs(dif));
else text += "Refund: " + prettify(dif);
text += " Rs";
if (!hasTraps) text = "This layout is currently empty. You can save your current setup to this layout, and load it later!";
else if (this['layout' + slot + 'Note'].length) text += "<br/><br/><b>You wanted to remind yourself:</b><br/>" + this['layout' + slot + 'Note'];
text += "<br/>";
var noLoad = false;
if (dif < 0 && this.runestones < Math.abs(dif)){
text += "<span class='red'>You cannot afford to load this Trap layout.</span>";
noLoad = true;
}
else if (layout.length > this.layout.length){
text += "<span class='red'>You don't have enough Floors available in your Spire to load this layout.</span>";
noLoad = true;
}
text += "<br/><br/><div class='spirePresetBtns'><span onclick='tooltip(\"confirm\", null, \"update\", \"Are you sure you want to save your current Spire layout to Preset " + slot + "? This will overwrite your currently saved layout.<br/><br/>If you want, you can also type a note to your future self below!<br/><br/><input maxlength=\\\"250\\\" style=\\\"width: 100%\\\" id=\\\"spireLayoutNoteInput\\\"/><br/>\", \"playerSpire.saveLayout(" + slot + ")\", \"Save to Layout " + slot + "?\")'>Save Current Layout Here</span>";
if (hasTraps && layout.length <= this.layout.length && !noLoad)
text += "<span onclick='tooltip(\"confirm\", null, \"update\", \"Are you sure you want to load layout " + slot + "? This will remove all Traps and Towers currently placed in your Spire!\", \"playerSpire.loadLayout(" + slot + ")\", \"Load Layout " + slot + "?\")'>Load This Layout</span>";
text += "</div>";
tooltip(title, 'customText', 'lock', text, "", "center");
},
settingsTooltip: function(){
var text = "<div id='spireSettingsTooltip'>";
text += "<b style='margin-bottom: 1vw'>Floating Combat Text</b>";
text += "<span class='spireOption'>Make Static:" + buildNiceCheckbox('spirefctStatic', '', this.settings.fctStatic) + "</span>";
text += "<span class='spireOption'>Trap Damage: " + buildNiceCheckbox('spirefctTrap', '', this.settings.fctTrap) + "</span>";
if (!playerSpireTraps.Poison.locked)
text += "<span class='spireOption'>Poison Tick: " + buildNiceCheckbox('spirefctPoison', '', this.settings.fctPoison) + "</span>";
text += "<span class='spireOption'>Runestones: " + buildNiceCheckbox('spirefctRs', '', this.settings.fctRs) + "</span>";
text += "<b style='margin-top: 0; margin-bottom: 1vw'>Visual Settings</b>";
text += "<span class='spireOption'>Trap Icons: " + buildNiceCheckbox('spiretrapIcons', '', this.settings.trapIcons) + "</span>";
text += "<span class='spireOption'>Enemy Icons: " + buildNiceCheckbox('spireenemyIcons', '', this.settings.enemyIcons) + "</span>";
text += "<span class='spireOption'>Chill Effect: " + buildNiceCheckbox('spirechillGradient', '', this.settings.chillGradient) + "</span>";
if (!playerSpireTraps.Lightning.locked)
text += "<span class='spireOption'>Shock Effect: " + buildNiceCheckbox('spireshockEffect', '', this.settings.shockEffect) + "</span>";
text += "<span class='spireOption'>Health as %: " + buildNiceCheckbox('spirepercentHealth', '', this.settings.percentHealth) + "</span>";
text += "<span class='spireOption'>Faded Enemies: " + buildNiceCheckbox('spireenemyFade', '', this.settings.enemyFade) + "</span>";
text += "</div>";
tooltip("Spire Settings", 'customText', 'lock', text, "<span class='btn btn-info' onclick='playerSpire.saveSettings()'>Save</span><span class='btn btn-danger' onclick='cancelTooltip()'>Cancel</span>", "hi", "hi");
},
saveSettings: function(){
for (var item in this.settings){
var elem = document.getElementById('spire' + item);
if (elem){
this.settings[item] = readNiceCheckbox(elem);
}
}
this.drawSpire();
this.drawInfo();
cancelTooltip();
},
rewardRunestones: function(amt){
this.runestones += amt;
this.lootAvg.accumulator += amt;
this.updateRunestones();
},
getRsPs: function() {
if (!this.lootAvg.lastAvg.length) return 0;
var avg = 0;
for (var x = 0; x < this.lootAvg.lastAvg.length; x++){
avg += this.lootAvg.lastAvg[x];
}
avg /= this.lootAvg.lastAvg.length;
return (avg > 0.01) ? avg : 0;
},
updateRsPs: function(){
var elem = document.getElementById('RsPs');
if (elem)
elem.innerHTML = prettify(this.getRsPs());
},
curateAvgs: function() {
this.lootAvg.counter++;
if (this.lootAvg.counter < 10) return;
this.lootAvg.counter = 0;
var alpha = 0.05;
this.lootAvg.average = this.lootAvg.average * (1 - alpha) + this.lootAvg.accumulator * alpha / 10;
this.lootAvg.accumulator = 0;
if (this.lootAvg.lastAvg && this.lootAvg.lastAvg.length >= 20) this.lootAvg.lastAvg.splice(0, 1);
this.lootAvg.lastAvg.push(Math.floor(this.lootAvg.average * 100) / 100);
this.updateRsPs();
if (game.stats.tdKills.value + game.stats.tdKills.valueTotal >= 500e3) giveSingleAchieve("Stoned");
},
addRow: function(force){
var cost = this.getNextRowCost();
if (cost == -1) return;
if (!force && this.spirestones < cost) return;
if (!force && this.difficulty < (100 * (this.rowsAllowed + 1))) return;
this.rowsAllowed++;
if (this.rowsAllowed == 10) giveSingleAchieve("Defender");
if (this.rowsAllowed == 20) giveSingleAchieve("Power Tower");
this.spirestones -= cost;
if (this.spirestones < 0) this.spirestones = 0;
for (var x = 0; x < 5; x++){
this.layout.push({occupiedBy: {}, trap: {}})
}
this.drawSpire();
this.drawInfo();
},
getUpgradesHtml: function(){
var html = "";
var cheapestTrap = -1;
if (this.tutorialStep < 4) return "";
for (var trapItem in playerSpireTraps){
var trap = playerSpireTraps[trapItem];
if (trap.locked) continue;
if (!trap.upgrades || trap.upgrades.length < trap.level) continue;
var nextUpgrade = trap.upgrades[trap.level - 1];
if ((nextUpgrade.cost > this.runestones || game.global.highestLevelCleared + 1 < nextUpgrade.unlockAt) && this.smallMode) continue;
var trapText = trap.isTower ? " Tower<i></i> " : " Trap<i></i> ";
var style = (nextUpgrade.cost > this.runestones || (game.global.highestLevelCleared + 1 < nextUpgrade.unlockAt)) ? "grey" : trap.color;
var upgradeClass;
var text;
if (this.smallMode){
upgradeClass = 'spireTrapBoxSmall';
text = " " + trapItem + "<i></i> " + romanNumeral(trap.level + 1);
}
else{
upgradeClass = 'playerSpireUpgrade spireTrapBox';
text = trapItem + trapText + romanNumeral(trap.level + 1)
}
html += "<div onmouseover='playerSpire.upgradeTooltip(\"" + trapItem + "\", event)' onmouseout='tooltip(\"hide\")' onclick='playerSpire.buyUpgrade(\"" + trapItem + "\")' style='background-color: " + style + "' class='" + upgradeClass + "'>" + text + "</div>";
if (this.runestones < nextUpgrade.cost && (cheapestTrap == -1 || nextUpgrade.cost < cheapestTrap)) cheapestTrap = nextUpgrade.cost;
}
if (this.smallMode && html.length) html = "<hr/>" + html;
this.nextUpgrade = cheapestTrap;
return html;
},
resetUpgrades: function(){
for (var trap in playerSpireTraps){
var trapObj = playerSpireTraps[trap];
trapObj.level = 1;
}
this.runestones += this.spentOnUpgrades;
this.spentOnUpgrades = 0;
this.drawInfo();
},
redrawUpgrades: function(){
var elem = document.getElementById('playerSpireUpgradesArea');
if (elem == null){
this.drawInfo();
return;
}
elem.innerHTML = this.getUpgradesHtml();
},
checkRedrawUpgrades: function(){
//only needed if drawInfo isn't being called, basically just for killedEnemy()
if (this.nextUpgrade != -1 && this.runestones >= this.nextUpgrade) this.redrawUpgrades();
},
checkUpdateTrapColors: function(){
if (this.nextTrap != -1 && this.runestones >= this.nextTrap) this.updateTrapColors();
},
updateTrapColors: function(){
var cheapestTrap = -1;
for (var item in playerSpireTraps){
var trap = playerSpireTraps[item];
if (trap.locked) continue;
var cost = this.getTrapCost(item);
var color = (this.runestones >= cost) ? trap.color : "grey";
var elem = document.getElementById(item + "TrapBox");
if (elem) elem.style.backgroundColor = color;
if (this.runestones < cost && (cheapestTrap == -1 || cost < cheapestTrap)) cheapestTrap = cost;
}
this.nextTrap = cheapestTrap;
},
buyUpgrade: function(trapName, confirmed){
var trapObj = playerSpireTraps[trapName];
if (!trapObj.upgrades || trapObj.upgrades.length < trapObj.level) return 0;
var upgrade = trapObj.upgrades[trapObj.level - 1];
if (this.runestones < upgrade.cost) return 1;
if (game.global.highestLevelCleared + 1 < upgrade.unlockAt) return 2;
if (!confirmed){
var trapText = trapName + ((trapObj.isTower) ? " Tower" : " Trap");
var tipText = "您确定要升级<i></i>" + trapText + "<i></i>吗?升级后将无法反悔!<br/><br/><i>\"" + upgrade.description + "\"</i><br/><br/><b>花费:" + prettify(upgrade.cost) + "符石</b>";
tooltip("confirm", null, "update", tipText, "playerSpire.buyUpgrade('" + trapName + "', true)", "确定升级<i></i>" + trapText + "<i></i>吗?");
return;
}
this.runestones -= upgrade.cost;
this.spentOnUpgrades += upgrade.cost;
if (this.runestones + this.getCurrentLayoutPrice() < 200) this.runestones = 200 - this.getCurrentLayoutPrice();
trapObj.level++;
this.drawInfo();
this.drawSpire();
return true;
},
rewardSpirestones: function(spireNumber){
var reward = Math.floor(Math.pow(10, spireNumber - 1) * 20);
this.spirestones += reward;
if (this.tutorialStep >= 4) this.addRow();
this.updateSpirestoneText();
return reward;
},
giveSpirestones: function(count){
this.spirestones += count;
if (this.tutorialStep >= 4) this.addRow();
this.updateSpirestoneText();
},
updateSpirestoneText: function() {
var elem = document.getElementById('spirestoneBox');
if (elem) elem.innerHTML = this.getSpirestoneHtml();
},
getSpirestoneHtml: function() {
var text = ((this.smallMode) ? "尖:" : "尖塔石:") + prettify(this.spirestones);
var nextCost = this.getNextRowCost();
if (nextCost == -1 || this.tutorialStep < 3) return text;
text += " / " + prettify(nextCost) + "</span>"
return text;
},
canSeal: function(){
return (playerSpireTraps.Strength.owned >= 10 && playerSpireTraps.Knowledge.owned >= 10 && playerSpireTraps.Condenser.owned >= 10);
},
seal: function(){
this.sealed = true;
this.clearEnemies();
playerSpireTraps.Knowledge.owned = 11;
playerSpireTraps.Strength.owned = 11;
playerSpireTraps.Condenser.owned = 11;
document.getElementById('playerSpireTab').style.display = 'none';
},
unseal: function(){
playerSpireTraps.Knowledge.owned = 10;
playerSpireTraps.Strength.owned = 10;
playerSpireTraps.Condenser.owned = 10;
this.sealed = false;
document.getElementById('playerSpireTab').style.display = 'table-cell';
this.drawInfo();
},
togglePause: function(){
this.paused = !this.paused;
this.drawInfo();
this.updateTabColor();
},
infoTooltip: function(what, event){
var tooltipText = "";
switch(what){
case "Runestones":
var curCost = this.getCurrentLayoutPrice();
var upgradeCost = this.spentOnUpgrades;
var remaining = this.runestones;
tooltipText = "Runestones (Rs) are earned by killing Bad Guys in your Spire, and the amount of Runestones gained is directly proportional to the Max Health of the slain Bad Guy.<br/><br/>您总共获得了" + prettify(curCost + upgradeCost + remaining) + "符石。<br/><br/>您将" + prettify(upgradeCost) + "符石用于了升级。<br/><br/>您将" + prettify(curCost) + "符石用于了购买当前布局的陷阱和塔。";
if (game.heirlooms.Core.runestones.currentBonus > 0) tooltipText += "<br/><br/>由于您有尖塔核心的效果,符石获取量增加了" + prettify(game.heirlooms.Core.runestones.currentBonus) + "%!";
break;
case "Threat":
tooltipText = "Threat rises as you kill Bad Guys in your Spire, and falls as they escape. Threat is an average of kills/escapes over some time and may not always rise immediately after a kill or fall immediately after an escape, but will always stay near what your Spire can handle.<br/><br/>More Threat means Healthier Bad Guys, which means more Runestones. Threat is also required for adding additional Floors to your Spire, increasing by 100 Threat required per Floor.<br/><br/>The highest Threat your Spire has ever reached is: <b>" + prettify(Math.floor(this.peakThreat)) + "</b><br/><br/>Displayed As: <b>Current Threat</b> / <b>Threat Required for Next Floor</b>";
break;
case "Enemies":
tooltipText = "The amount of enemies currently allowed in your Spire.<br/><br/>Your Spire can hold 1 Bad Guy, plus an additional 2.5 Bad Guys for each Floor in your Spire (rounded up).";
if (playerSpireTraps.Frost.level >= 7 && playerSpireTraps.Frost.owned) tooltipText += "<br/><br/>由于您有冰霜陷阱 IV的效果,可以多容纳" + playerSpireTraps.Frost.owned + "名敌人。";
tooltipText += "<br/><br/>Displayed As: <b>Current Enemies in Spire</b> / <b>Maximum Enemies Allowed in Spire</b>"
break;
case "Spirestones":
tooltipText = "Spirestones (Ss) can only be earned by recycling Spire Cores found from Spires in the World, and can be used to add Floors to your Spire or upgrade other Cores.<br/><br/>Displayed As: <b>Current Spirestones</b> / <b>Spirestones Required for Next Floor</b>"
break;
default:
break;
}
tooltip(what, 'customText', event, tooltipText, "");
tooltipUpdateFunction = function(){playerSpire.infoTooltip(what, event)};
},
selectScreenReadInput: function(){
var input = document.getElementById('spireScreenReadInput');
input.focus();
input.select();
},
getCellNum: function(col, row){
var col = parseInt(col);
if (isNumberBad(col) || col > 5 || col < 1){
return "Column (the first number) must be between 1 and 5";
return -1;
}
var row = parseInt(row);
if (isNumberBad(row) || row > this.rowsAllowed){
return "Row (the second number) must be between 1 and " + this.rowsAllowed;
return -1;
}
var cell = ((row - 1) * 5) + col - 1;
return cell;
},
screenReadCommand: function(){
var input = document.getElementById('spireScreenReadInput');
if (!input) return;
var output = document.getElementById('screenReaderTooltip');
if (!output) return;
var val = input.value;
if (val != 'r') this.lastCommand = val;
var split = val.toLowerCase().split(' ');
input.value = "";
this.selectScreenReadInput();
if (split[0] == "help"){
output.innerHTML = "This is a tower defense minigame where the goal is to stop enemies from scaling your spire. You currently have " + this.rowsAllowed + " rows in your Spire, and each row has 5 columns. Your threat increases as you kill enemies, and decreases as enemies reach the top of your Spire. Killing enemies also rewards you with Runestones, which can be used to buy more traps and upgrades. You can also read some additional details about the spire and get your current quest at the heading labeled 'Spire Defense Story/Quest'. Type 'Commands' for a list of the different commands you can use to control your spire!";
return;
}
if (split[0] == "commands"){
output.innerHTML = "Type 'Build X column row' to build a trap. For example, type 'Build Frost 1 1' and then 'Build Fire 2 1' to complete your first quest. You can also type 'Build Fire 2 1 3 1 4 1' to build traps on the 2nd, 3rd and 4th columns of the first row. Type 'Sell Column Row' to sell a trap, for example 'Sell 1 1' will sell the bottom left trap. You can also type multiple pairs of columns and rows with the sell command to sell multiple traps at once just like with build, or you can type 'Sell all' if you want to sell all of your traps. Type 'Traps' for a list of all purchaseable traps and their costs. Type 'Info X' where X is the name of a trap to get the price and description of that trap. Type 'Upgrades' for a list of all purchaseable upgrades and their costs. Type 'Upgrade X' to purchase an upgrade for Trap type X. Type 'Read X' to read the traps on row X, or type 'Read Enemies X' to read what enemies are currently on row X and what their health percents are. Finally you can type 'Shift Up' or 'Shift Down' followed by a Column and Row number to shift the trap on that cell and any other traps ahead or behind it up or down. For example, if you type 'Shift up 1 1' when you have a Frost trap on 1 1 and a Fire trap on 2 1, your Frost trap will be shifted to 2 1 and your Fire trap will be shifted to 3 1."
return;
}
//traps
//upgrades
//upgrade x
if (split[0] == "r"){
if (this.lastCommand) input.value = this.lastCommand;
this.screenReadCommand();
return;
}
if (split[0] == "build"){
var trapName = split[1];
var outputText = "";
trapName = trapName[0].toUpperCase() + trapName.substring(1);
if (!playerSpireTraps[trapName]){
output.innerHTML = "Trap " + trapName + " does not exist";
return;
}
if (playerSpireTraps[trapName].locked) return;
var loops = Math.floor((split.length - 2) / 2);
for (var x = 0; x < loops; x++){
var next = 2 + (x * 2);
if (split.length < (next + 2)) break;
var col = split[next];
var row = split[(next + 1)];
var cell = this.getCellNum(col, row);
if (isNaN(cell)){
outputText += cell + ". ";
continue;
}
var built = this.buildTrap(cell, trapName);
if (built === true) outputText += trapName + " built at " + col + ' ' + row;
else if (built === false) outputText += "Cannot afford " + trapName;
else if (built === 1) outputText += trapName + " already exists at " + col + ' ' + row;
else outputText += "Build failed at " + col + " " + row;
outputText += ". ";
}
output.innerHTML = outputText;
this.selectScreenReadInput();
return;
}
if (split[0] == "shift"){
var cell = this.getCellNum(split[2], split[3]);
if (isNaN(cell)){
output.innerHTML = cell;
return;
}
var command = "shift";
if (split[1] == "up") command += "Up";
else if (split[1] == "down") command += "Down";
else return;
if (!this.layout[cell] || !this.layout[cell].trap){
output.innerHTML = "There is no trap at " + split[2] + " " + split[3] + " to shift!";
return;
}
this.buildTrap(cell, command);
this.selectScreenReadInput();
return;
}
if (split[0] == "sell"){
if (split[1] == "all"){
this.resetTraps();
output.innerHTML = "All traps sold!";
return;
}
var outputText = "";
var loops = Math.floor((split.length - 1) / 2);
for (var x = 0; x < loops; x++){
var next = 1 + (x * 2);
if (split.length < (next + 2)) break;
var col = split[next];
var row = split[(next + 1)];
var cell = this.getCellNum(col, row);
if (isNaN(cell)) {
outputText += cell + ". ";
continue;
}
if (!this.layout[cell] || !this.layout[cell].trap){
outputText += "There is no trap at " + col + " " + row + ". ";
continue;
}
outputText += "Sold " + this.layout[cell].trap.name + " at " + col + ' ' + row + ". ";
this.sellTrap(cell);
}
output.innerHTML = outputText;
this.selectScreenReadInput();
return;
}
if (split[0] == "traps"){
var text = "";
for (var item in playerSpireTraps){
var trap = playerSpireTraps[item];
if (trap.locked) continue;
text += item + " " + ((trap.isTower) ? "Tower" : "Trap") + " ";
text += "Next costs " + prettify(this.getTrapCost(item)) + " Runestones. ";
}
output.innerHTML = text;
return;
}
if (split[0] == "upgrades"){
if (this.tutorialStep < 4) {
output.innerHTML = "No upgrades available yet, check your quest!";
return;
}
var text = "Upgrades: ";
for (var trapItem in playerSpireTraps){
var trap = playerSpireTraps[trapItem];
if (trap.locked) continue;
if (!trap.upgrades || trap.upgrades.length < trap.level) continue;
var nextUpgrade = trap.upgrades[trap.level - 1];
var canAfford = (nextUpgrade.cost <= this.runestones);
var enoughZones = (game.global.highestLevelCleared + 1 >= nextUpgrade.unlockAt);
text += trapItem + " " + (trap.level + 1) + " costs " + prettify(nextUpgrade.cost) + " Runestones. ";
if (!enoughZones) text += " Requires reaching Zone " + nextUpgrade.unlockAt + ". ";
else if (canAfford) text += "Can buy now! ";
text += nextUpgrade.description + ". ";
}
output.innerHTML = text;
return;
}
if (split[0] == "upgrade"){
if (this.tutorialStep < 4) {
output.innerHTML = "No upgrades available yet, check your quest!";
return;
}
var trapName = split[1].toLowerCase();
trapName = trapName[0].toUpperCase() + trapName.substring(1);
if (!playerSpireTraps[trapName]){
output.innerHTML = "Trap " + trapName + " does not exist";
return;
}
var result = this.buyUpgrade(trapName, true);
if (result === 0) output.innerHTML = "No upgrades available for " + trapName;
else if (result === 1) output.innerHTML = "Not enough runestones for upgrade";
else if (result === 2) output.innerHTML = "You haven't reached a high enough Zone for this upgrade";
else if (result == true) output.innerHTML = "Upgrade purchased!";
this.selectScreenReadInput();
return;
}
if (split[0] == "info"){
var text = "";
var trapName = split[1].toLowerCase();
trapName = trapName[0].toUpperCase() + trapName.substring(1);
if (!playerSpireTraps[trapName]){
output.innerHTML = "Trap " + trapName + " does not exist";
return;
}
if (playerSpireTraps[trapName].locked) return;
var trap = playerSpireTraps[trapName];
text += trapName + " " + ((trap.isTower) ? "Tower" : "Trap") + " ";
text += "Next costs " + prettify(this.getTrapCost(trapName)) + " Runestones. ";
text += trap.description.split("<br/>")[0] + " ";
output.innerHTML = text;
return;
}
if (split[0] == "read"){
if (split [1] == "enemies"){
var row = parseInt(split[2]);
if (isNumberBad(row) || row > this.rowsAllowed){
output.innerHTML = "Row must be between 1 and " + this.rowsAllowed;
return;
}
var start = (row - 1) * 5;
var end = start + 5;
var cellNo = 0;
var text = "Enemies on row " + row + ": ";
for (var x = start; x < end; x++){
cellNo++;
var cell = this.layout[x];
if (cell.occupiedBy.name){
text += "Col " + cellNo + " has " + prettify(cell.occupiedBy.health) + " health which is " + Math.floor((cell.occupiedBy.health / cell.occupiedBy.maxHealth) * 100) + "%. ";
}
}
output.innerHTML = text;
return;
}
var row = parseInt(split[1]);
if (isNumberBad(row) || row > this.rowsAllowed){
output.innerHTML = "Row must be between 1 and " + this.rowsAllowed;
return;
}
var start = (row - 1) * 5;
var end = start + 5;
var cellNo = 0;
var text = "Traps on row " + row + ": ";
for (var x = start; x < end; x++){
cellNo++;
var cell = this.layout[x];
if (cell.trap.name){
text += "Col " + cellNo + " has " + cell.trap.name + ". ";
}
else text += "Col " + cellNo + " is empty. "
}
output.innerHTML = text;
return;
}
output.innerHTML = split[0] + " is an unknown command.";
this.selectScreenReadInput();
},
drawInfo: function(){
if (!this.popupOpen) return;
if (this.sealed){
document.getElementById('playerSpireInfoPanel').innerHTML = "<div style='text-align: center; font-weight: bold'>The Spire is Sealed, but you are still earning bonuses from having 11 of each Tower.<br/><br/>You can unseal the Spire if you want to, but will lose your 11th towers.<br/><br/><div onclick='playerSpire.unseal()' id='unsealSpireBtn' class='spireControlBox'>Unseal Spire</div></div><span id='playerSpireCloseBtn' class='icomoon icon-close' onclick='playerSpire.closePopup()'></span>"
return;
}
if (this.smallMode){
this.drawSmallInfo();
return;
}
var elem = document.getElementById('playerSpireInfoPanel');
var infoHtml = "";
infoHtml += "<div id='playerSpireInfoTop'>";
if (usingScreenReader) infoHtml += "<h1>Spire Defense - Type Help in the input below, then press enter</h1><br/><input id='spireScreenReadInput'/><br/>"
infoHtml += "<span onmouseover='playerSpire.infoTooltip(\"Runestones\", event)' onmouseout='tooltip(\"hide\")'>Runestones: <span id='playerSpireRunestones'>" + prettify(this.runestones) + "</span><br/>Runestones per Second: <span id='RsPs'>" + prettify(this.getRsPs()) + "</span></span>";
infoHtml += "<br/><span onmouseover='playerSpire.infoTooltip(\"Enemies\", event)' onmouseout='tooltip(\"hide\")'>Enemies: <span id='playerSpireCurrentEnemies'>" + this.currentEnemies + "</span> / <span id='playerSpireMaxEnemies'>" + this.maxEnemies + "</span></span>";
infoHtml += "<br/><span onmouseover='playerSpire.infoTooltip(\"Spirestones\", event)' onmouseout='tooltip(\"hide\")' id='spirestoneBox'>" + this.getSpirestoneHtml() + "</span><br/><span onmouseover='playerSpire.infoTooltip(\"Threat\", event)' onmouseout='tooltip(\"hide\")' id='playerSpireDifficulty'>" + this.getDifficultyHtml() + "</span></div>";
infoHtml += "<div id='spireTrapsWindow'>";
infoHtml += "<div onclick='playerSpire.shrink()' id='shrinkSpireBox' class='spireControlBox'>Shrink Window</div>";
infoHtml += "<div onclick='playerSpire.settingsTooltip()' id='spireSettingsBox' class='spireControlBox'>Settings</div>"
infoHtml += "<div onclick='tooltip(\"confirm\", null, \"update\", \"Are you sure you want to sell all Traps and Towers? You will get back 100% of Runestones spent on them.<br/><br/>" + ((this.paused) ? "" : "<b>Protip:</b> Pause your Spire before selling your defenses if you want to avoid leaking!") + "\", \"playerSpire.resetTraps()\", \"Sell All?\")' class='spireControlBox'>Sell All</div>";
infoHtml += "<div onclick='playerSpire.togglePause()' id='pauseSpireBtn' class='spireControlBox spirePaused" + ((this.paused) ? "Yes'>Unpause" : "'>Pause Spire") + "</div>";
infoHtml += "<div class='spireControlBoxDbl'><div onclick='playerSpire.presetTooltip(1)'>布局1</div><div onclick='playerSpire.presetTooltip(2)'>布局2</div></div>"
infoHtml += "<div onclick='playerSpire.selectTrap(\"shiftUp\")' onmouseout='tooltip(\"hide\")' onmouseover='playerSpire.trapTooltip(\"shiftUp\", event)' id='sellTrapBox' class='spireControlBox" + ((this.selectedTrap == "shiftUp") ? " selected" : "") + "'>Shift Up</div>";
infoHtml += "<div onclick='playerSpire.selectTrap(\"shiftDown\")' onmouseout='tooltip(\"hide\")' onmouseover='playerSpire.trapTooltip(\"shiftDown\", event)' id='sellTrapBox' class='spireControlBox" + ((this.selectedTrap == "shiftDown") ? " selected" : "") + "'>Shift Down</div>";
// infoHtml += "<div onclick='playerSpire.resetUpgrades()' class='spireControlBox'>Reset Upgrades</div>";
// infoHtml += "<div onclick='tooltip(\"confirm\", null, \"update\", \"Are you sure you want to reset EVERYTHING? This includes Floors, upgrades, and runestones!\", \"playerSpire.init()\", \"Reset Spire?\")' class='spireControlBox'>Reset EVERYTHING</div>";
// infoHtml += "<div onclick='playerSpire.clearEnemies()' class='spireControlBox'>Clear Enemies</div>";
infoHtml += "<br/><hr/>"
infoHtml += "<div onclick='playerSpire.selectTrap(\"sell\")' onmouseout='tooltip(\"hide\")' onmouseover='playerSpire.trapTooltip(\"sell\", event)' style='padding-top: 1.35vw' id='sellTrapBox' class='spireTrapBox" + ((this.selectedTrap == "sell") ? " selected" : "") + "'>Sell a Trap/Tower</div>";
var cheapestTrap = -1;
for (var item in playerSpireTraps){
var trap = playerSpireTraps[item];
if (trap.locked) continue;
var trapText = trap.isTower ? "Tower" : "Trap";
trapText += "<i></i> " + romanNumeral(trap.level);
var trapIcon = "";
if (this.settings.trapIcons) trapIcon = "<span class='icomoon icon-" + trap.icon + "'></span>";
var cost = this.getTrapCost(item);
var color = (this.runestones >= cost) ? trap.color : "grey";
var costText = prettify(this.getTrapCost(item)) + "符石";
if (trap.isTower && trap.owned >= 10) {
costText = "Max Level"
color = "grey";
}
infoHtml += "<div style='background-color: " + color + "' onmouseout='tooltip(\"hide\")' onmouseover='playerSpire.trapTooltip(\"" + item + "\", event)' onclick='playerSpire.selectTrap(\"" + item + "\")' id='" + item + "TrapBox' class='spireTrapBox" + ((item == this.selectedTrap) ? " selected" : "") + "'>" + trapIcon + item + " " + trapText + "<br/>" + costText + "</div>"
if (this.runestones < cost && (cheapestTrap == -1 || cost < cheapestTrap)) cheapestTrap = cost;
}
this.nextTrap = cheapestTrap;
infoHtml += "</div><hr/>"; //spireTrapsWindow
infoHtml += "<span id='playerSpireCloseBtn' class='icomoon icon-close' onclick='playerSpire.closePopup()'></span>";
infoHtml += "<div id='playerSpireUpgradesArea'>";
infoHtml += this.getUpgradesHtml();
if (this.canSeal()){
infoHtml += "<div id='spireSealInfo' style='font-weight: bold; text-align: center;'>You now have 10 of each Tower and have successfully reinforced every floor of this Spire. Your Trimps would be incredibly proud of you if they could process such strong emotions, for this was no small feat! Your Scientists can now construct one more of each Tower for free, but doing so will seal the Spire. If you choose to Seal the Spire, you'll earn World bonuses as if you had 11 of each Tower, but enemies will no longer spawn in the Spire.<br/>NOTE: Sealing the Spire will remove the tab used to access this window, but a Setting will be added under Other should you want to unseal it for any reason.<br/><div onclick='playerSpire.seal()' id='sealSpireBtn' class='spireControlBox'>Seal Spire</div></div>"
}
infoHtml += "</div>"; //playerSpireUpgradesArea
elem.innerHTML = infoHtml;
if (usingScreenReader) this.selectScreenReadInput();
},
drawSmallInfo: function(){
var elem = document.getElementById('playerSpireSmallPanel');
var html = "<div id='playerSpireInfoTopSm'>";
html += "<span onmouseover='playerSpire.infoTooltip(\"Runestones\", event)' onmouseout='tooltip(\"hide\")'>符:<span id='playerSpireRunestones'>" + prettify(this.runestones) + "</span><br/>";
html += "符/秒:<span id='RsPs'>" + prettify(this.getRsPs()) + "</span></span><br/>"
html += "<span onmouseover='playerSpire.infoTooltip(\"Enemies\", event)' onmouseout='tooltip(\"hide\")'>敌: <span id='playerSpireCurrentEnemies'>" + this.currentEnemies + "</span> / <span id='playerSpireMaxEnemies'>" + this.maxEnemies + "</span></span><br/>";
html += "<span onmouseover='playerSpire.infoTooltip(\"Spirestones\", event)' onmouseout='tooltip(\"hide\")' id='spirestoneBox'>" + this.getSpirestoneHtml() + "</span><br/>"
html += "<span onmouseover='playerSpire.infoTooltip(\"Threat\", event)' onmouseout='tooltip(\"hide\")' id='playerSpireDifficulty'>" + this.getDifficultyHtml() + "</span><br/>";
html += "</div>"; //playerSpireInfoTopSm
html += "<div onclick='playerSpire.enlarge()' id='shrinkSpireBox' class='spireControlBoxSmall'>Enlarge</div>";
html += "<hr style='margin: 2%'/>";
html += "<div onclick='playerSpire.selectTrap(\"sell\")' id='sellTrapBox' onmouseout='tooltip(\"hide\")' onmouseover='playerSpire.trapTooltip(\"sell\", event)' class='spireTrapBoxSmall" + ((this.selectedTrap == "sell") ? " selected" : "") + "'>Sell</div>";
var cheapestTrap = -1;
for (var item in playerSpireTraps){
if (playerSpireTraps[item].locked) continue;
var cost = this.getTrapCost(item);
var color = (this.runestones >= cost) ? playerSpireTraps[item].color : "grey";
if (playerSpireTraps[item].isTower && playerSpireTraps[item].owned >= 10) color = "grey";
var trapIcon = "";
if (this.settings.trapIcons) trapIcon = "<span class='icomoon icon-" + playerSpireTraps[item].icon + "'></span> ";
html += "<div style='background-color: " + color + "' onmouseout='tooltip(\"hide\")' onmouseover='playerSpire.trapTooltip(\"" + item + "\", event)' onclick='playerSpire.selectTrap(\"" + item + "\")' id='" + item + "TrapBox' class='spireTrapBoxSmall" + ((item == this.selectedTrap) ? " selected" : "") + "'>" + trapIcon + item + "</div>";
if (this.runestones < cost && (cheapestTrap == -1 || cost < cheapestTrap)) cheapestTrap = cost;
}
html += "<div id='playerSpireUpgradesArea'>" + this.getUpgradesHtml() + "</div>";
this.nextTrap = cheapestTrap;
html += "<span id='playerSpireCloseBtnSm' class='icomoon icon-close' onclick='playerSpire.closePopup()'></span>";
elem.innerHTML = html;
},
resetStats: function(){
this.escapees = 0;
this.enemiesKilled = 0;
this.lootAvg.accumulator = 0;
this.lootAvg.average = 0;
this.updateKills();
this.updateRsPs();
},
resetTraps: function(){
var refund = 0;
for (var x = 0; x < this.layout.length; x++){
var cell = this.layout[x];
if (cell.trap.name){
playerSpireTraps[cell.trap.name].owned--;
refund += this.getTrapCost(cell.trap.name);
}
cell.trap = {};
}
for (var trap in playerSpireTraps){
playerSpireTraps[trap].owned = 0;
}
this.runestones += refund;
this.strengthLocations = [];
this.lightColumns = [0, 0, 0, 0, 0];
this.drawSpire();
this.drawInfo();
},
clearEnemies: function(){
for (var x = 0; x < this.layout.length; x++){
var cell = this.layout[x];
cell.occupiedBy = {};
}
this.drawSpire();
this.resetStats();
this.currentEnemies = 0;
this.drawInfo();
},
shrink: function(){
this.smallMode = true;
document.getElementById('playerSpireInfoPanel').style.display = 'none';
var popoutElem = document.getElementById('playerSpirePopout');
popoutElem.style.left = "2.5%";
document.getElementById('playerSpireSmallPanel').style.display = 'inline-block';
document.getElementById('playerSpireSpirePanel').style.width = "calc(27vw - 4px)";
document.getElementById('floatingCombatText').style.width = "calc(26vw - 4px)";
this.drawSmallInfo();
},
enlarge: function(){
this.smallMode = false;
document.getElementById('playerSpireInfoPanel').style.display = 'inline-block';
var smallElem = document.getElementById('playerSpireSmallPanel');
smallElem.innerHTML = "";
smallElem.style.display = 'none';
document.getElementById('playerSpirePopout').style.left = "5%";
document.getElementById('playerSpireSpirePanel').style.width = "calc(30vw - 4px)";
document.getElementById('floatingCombatText').style.width = "calc(29vw - 4px)";
this.drawInfo();
},
updateTabColor: function(){
var tabClass = (this.paused) ? 'pausedSpire' : 'pausedSpireNo';
swapClass('pausedSpire', tabClass, document.getElementById('playerSpireTab'));
},
closePopup: function() {
this.popupOpen = false;
document.getElementById('playerSpirePopout').style.display = 'none';
this.updateTabColor();
},
openPopup: function(){
this.popupOpen = true;
document.getElementById('playerSpirePopout').style.display = 'block';
this.drawSpire();
this.drawInfo();
},
trapTooltip: function(which, event){
if (which == "sell"){
tooltip("Sell Trap/Tower", 'customText', event, "Sell a Trap or Tower! You'll get back 100% of what you spent on the last Trap or Tower of that type.<br/><br/>(Hotkey 0 or ')")
return;
}
if (which == "shiftUp"){
tooltip("Shift Up", 'customText', event, "Shift your Traps and Towers up one cell!<br/><br/>Click this to select Shift Up Mode, then click a Trap or Tower in your Spire. The Trap/Tower you select and all Traps/Towers after it will shift up one cell until the first empty space is hit.<br/><br/>If there is no empty space, your last Trap/Tower will be sold.")
return;
}
if (which == "shiftDown"){
tooltip("Shift Down", 'customText', event, "Shift your Traps and Towers down one cell!<br/><br/>Click this to select Shift Down Mode, then click a Trap or Tower in your Spire. The Trap/Tower you select and all Traps/Towers before it will shift down one cell until the first empty space is hit.<br/><br/>If there is no empty space, your first Trap/Tower will be sold.")
return;
}
var trapText = playerSpireTraps[which].isTower ? " Tower" : " Trap";
var cost = this.getTrapCost(which);
var costText = (cost > this.runestones) ? "<span style='color: red'>" : "<span style='color: green'>";
costText += prettify(cost) + "符石";
if (cost > this.runestones) costText += " (" + calculateTimeToMax(null, this.lootAvg.average, (cost - this.runestones)) + ")";
else{
var costPct = (cost / this.runestones) * 100;
if (costPct < 0.01) costPct = 0;
costText += " (" + prettify(costPct) + "%)";
}
costText += "</span>";
tooltip(which + trapText, 'customText', event, playerSpireTraps[which].description, costText);
tooltipUpdateFunction = function(){playerSpire.trapTooltip(which, event)};
},
upgradeTooltip: function(which, event){
var trap = playerSpireTraps[which];
if (!trap.upgrades || trap.upgrades.length < trap.level) return;
var upgrade = trap.upgrades[trap.level - 1];
var text = upgrade.description;
var title = which + ((trap.isTower) ? " Tower<i></i> " : " Trap<i></i> ") + romanNumeral(trap.level + 1);
var cost = "<span style='color: ";
cost += (this.runestones >= upgrade.cost) ? "green" : "red";
cost += "'>" + prettify(upgrade.cost) + "符石";
if (upgrade.cost > this.runestones) cost += " (" + calculateTimeToMax(null, this.lootAvg.average, (upgrade.cost - this.runestones)) + ")";
else{
var costPct = (upgrade.cost / this.runestones) * 100;
if (costPct < 0.01) costPct = 0;
cost += " (" + prettify(costPct) + "%)";
}
cost += "</span>";
if (upgrade.unlockAt != -1)
cost += ",<span style='color: " + ((game.global.highestLevelCleared + 1 >= upgrade.unlockAt) ? "green" : "red") + "'>Reach Z" + upgrade.unlockAt + "</span>";
tooltip(title, 'customText', event, text, cost);
tooltipUpdateFunction = function(){playerSpire.upgradeTooltip(which, event)};
},
selectTrap: function(which){
this.selectedTrap = which;
this.drawInfo();
},
drawSpire: function(){
if (!this.popupOpen) return;
if (this.dontDraw) return;
var layout = this.layout;
var layoutHtml = "";
var rowHtml = "";
for (var x = layout.length - 1; x >= 0; x--){
var cellWrapper = "<div onmouseover='playerSpire.checkDragTraps(" + x + ", event)' onmousedown='playerSpire.buildTrap(\"" + x + "\")' id='playerSpireCell" + x + "' class='noselect playerSpireCell'";
cellWrapper += " style='";
cellWrapper += this.getSetTrapBgColor(x);
cellWrapper += "'><span id='playerSpireCell" + x + "enemy'>"
var iconText = "";
if (this.settings.trapIcons){
iconText = "<span id='spireTrapIcon" + x + "' class='spireTrapIcon'>"
if (layout[x].trap.name)
iconText += this.getTrapIcon(x);
iconText += "</span>"
}
rowHtml = cellWrapper + this.getEnemyHtml(x) + "</span>" + iconText + "</div>" + rowHtml;
if (x % 5 == 0){
layoutHtml += rowHtml;
rowHtml = "";
}
}
var tutorialHeight = 84 - (playerSpire.rowsAllowed * 4.5);
if (usingScreenReader) layoutHtml += "<h1>Spire Defense Story/Quest</h1>"
layoutHtml += "<div id='playerSpireTutorial' style='height: " + tutorialHeight + "vh' class='niceScroll'>" + this.updateTutorial(true) + "</div>"
document.getElementById("playerSpireSpireSpirePanel").innerHTML = layoutHtml;
},
updateTutorial: function(textOnly){
var elem = document.getElementById('playerSpireTutorial');
if (!elem || this.tutorialStep >= 8) return "";
var currentStep = this.tutorialStep;
switch(currentStep){
case 0:
if (this.layout[0].trap.name == "Frost" && this.layout[1].trap.name == "Fire"){
this.tutorialStep++;
}
break;
case 1:
if (playerSpireTraps.Frost.owned + playerSpireTraps.Fire.owned >= 5){
this.tutorialStep++;
playerSpireTraps.Strength.locked = false;
this.addRow(true);
}
break;
case 2:
if (this.difficulty >= 300){
this.tutorialStep++;
this.addRow(true);
}
break;
case 3:
if (this.difficulty >= 400 && this.spirestones >= 20){
this.tutorialStep++;
this.addRow();
}
break;
case 4:
if (playerSpireTraps.Frost.level >= 2){
this.tutorialStep++;
}
break;
case 5:
if (playerSpireTraps.Poison.locked && game.global.spiresCompleted >= 2) {
playerSpireTraps.Poison.locked = false;
playerSpireTraps.Condenser.locked = false;
this.drawInfo();
}
if (this.rowsAllowed >= 6 && game.global.spiresCompleted >= 2){
this.tutorialStep++;
}
break;
case 6:
if (playerSpireTraps.Lightning.locked && game.global.spiresCompleted >= 3) {
playerSpireTraps.Lightning.locked = false;
playerSpireTraps.Knowledge.locked = false;
this.drawInfo();
}
if (this.rowsAllowed >= 11 && game.global.spiresCompleted >= 3){
this.tutorialStep++;
}
break;
case 7:
if (this.rowsAllowed >= 13){
this.tutorialStep++;
}
break;
default:
break;
}
if (currentStep != this.tutorialStep){
this.drawInfo();
this.drawSpire();
if (usingScreenReader) {
var output = document.getElementById('screenReaderTooltip');
if (output) output.innerHTML = "Spire Defense Quest Complete!";
}
}
var tutorialSteps = [
"<p>Welcome to your Spire! You've killed Druopitee and stolen some Spirestones: ancient construction materials that duplicate themselves across dimensions, traditionally used to create powerful Spires. Druopitee thought that he was the only one who could build tall buildings, but you're on a mission to prove him wrong!</p><p>You were able to finish constructing the first Floor of your very own Spire with the Spirestones you found, and you still have a few left over to try to make it even taller. You had your Trimps build a wall around the entire town, making your new Spire the only entrance and exit point. You feel super safe for a few seconds, and your Trimps are super stoked on their new fortress.</p><p>After those few seconds are up, you see that the Spire is attracting a decent amount of unwanted attention from jealous enemies, who seem to take your Spire as a challenge.</p><p>Luckily, your Scientists have managed to come up with a few Trap designs that can hopefully stop the flow of enemies into your town.</p><p class='spireQuest'>Try placing a Frost Trap in the leftmost cell of your Spire, and a Fire Trap directly to the right of it.</p>",
"<p>Perfect, everything seems to be working just as your Scientists explained. The Frost Trap slows the enemies down, and the Fire Trap finishes them off.</p><p>Unfortunately, it seems like each enemy you kill in here makes your Spire a more important target, causing stronger and stronger enemies to come through.</p><p>Fortunately though, your Magical Spire Traps convert Bad Guys into a new type of resource whenever they kill one, which your Scientists call 'Runestones'. Even more fortunately, larger enemies with more Max Health convert into larger amounts of Runestones! As your Spire's Threat increases, so will your Runestones per second, and so will your Spire's defenses (if you're doing your job).</p><p style='text-decoration: underline'>You don't have to stay here while Runestones build up, you can go back to leading your Trimps while your Traps do some work. The enchanted Spirestones copy your progress to all possible dimensions, so you won't even lose your Traps if you Portal!</p><p class='spireQuest'>Keep an eye on your Runestones, and add more Traps whenever you can. Try to fill this entire Floor with Traps!</p>",
"<p>You're a natural Spiarchitect! Your Scientists have finally finished adding the second Floor of your Spire, and the added height seems to be attracting even more enemies. Cool, more Runestones for you! You're starting to really like the idea of enemies constantly climbing to their demise in the teeth of your Traps.</p><p>While you're appreciating your deadly handiwork, a small group of Scientists runs up to you and shares some new research. They say that the Runestones can also be used to create mini-towers that broadcast their energy to all Trimps in the World. Wasting no time, they hand you the schematics for the Strength Tower, which increases the effect of all Fire Traps on its Floor, and grants all of your Trimps an attack bonus.</p><p class='spireQuest'>Continue placing more Traps and Towers to fill out your Spire, and raise your Threat level to 300.</p>",
"<p>Beautiful. It seems like you're getting the hang of this!</p><p>You've finished constructing the third Floor of your Spire, but it seems as if you've used up your entire intial supply of Spirestones. You'll need to clear a Spire and crush its Core to earn more! Note that you'll find considerably better Cores worth more Spirestones from more difficult Spires.</p><p class='spireQuest'>Collect 20 Spirestones and raise your Spire's Threat to 400 to build your fourth Floor.</p>",
"<p>It's getting huge! However, the Traps are getting more expensive as you place more and more of them. At this rate you'll never be able to afford enough Strength Towers to make a huge impact on your Trimps.</p><p>You consult with your Scientists, who tell you that they can create upgrades for your Traps, but that they need to study corpses of high level enemies in order to exploit their weaknesses.</p><p class='spireQuest'>Raise your Highest Zone Reached to Z230, and upgrade your Frost Trap.</p>",
"<p>Wow, look at that thing slow!</p><p>You seem to have a pretty decent understanding of how to manage your Spire, and I believe you can handle it on your own for a while. Continue to raise your HZE to unlock more upgrades, collect Spirestones to add more Floors and enemies, and tweak your Trap layout every once in a while to make sure you're getting as many Runestones as you can, you'll definitely need them later.</p><p>Your Scientists let you know that they can possibly forge a new Trap and Tower, but they need to study a Core from a higher level Spire first.</p><p class='spireQuest'>Complete Spire II to unlock Poison Trap and Condenser Tower! Once you have your new Traps, raise your Spire's Threat to 600 and build your sixth Floor.<br/><br/>Remember that you have to satisfy both the Threat and Spirestone requirements to add a new Floor!</p>",
"<p>You've got a new Trap and Tower, your Spire is still growing, and your power is growing with it! Your Trimps are slightly annoyed that they have to clean up the occasional Bad Guy that makes it through the Spire and into the town, but they can handle it. They all agree that life in general is just more fun when there's a giant Spire grinding Bad Guys at the entrance to their town.</p><p>While you're feeling comfortable maintaining your Spire's defenses with the tools you have, you still feel like there's something missing. Your Scientists say that they could perhaps create one more Trap and Tower, but again they'll need to study a Core from an even higher Spire.</p><p class='spireQuest'>Clear Spire III to unlock the Lightning Trap and Knowledge Tower, then raise your Spire's Threat to 1100 and build your eleventh Floor.</p>",
"<p>And that's about all there is to teach you! The rest of the management of your Spire is left in your more-than-capable hands.</p><p>Raise your HZE, clear Spires, buy upgrades, build Floors, and come up with the perfect layout for your Spire.</p><p class='spireQuest'>I'll hang out and make sure everything's OK until you reach Threat level 1300 and build your thirteenth Floor, and then you'll be on your own.</p>"
];
var text = (this.tutorialStep < 8) ? tutorialSteps[this.tutorialStep] : "";
if (textOnly) return text;
elem.innerHTML = text;
},
getSetTrapBgColor: function(cellNumber, elem){
//Elem is optional, will set on the element instead of getting html
var trap = this.layout[cellNumber].trap;
var bgColor = trap.name ? playerSpireTraps[trap.name].color : "#000";
var layout = this.layout;
var dblPoisonColor = "";
if (playerSpireTraps.Poison.level >= 3 && trap.name == "Poison"){
var dblPoisonCount = 0;
if (cellNumber > 0 && this.layout[cellNumber - 1].trap.name == "Poison") dblPoisonCount++;
if (cellNumber + 1 < this.layout.length && this.layout[cellNumber + 1].trap.name == "Poison") dblPoisonCount++;
var barColor = "#012b13";
if (dblPoisonCount > 0){
dblPoisonColor = "linear-gradient(" + barColor + " 20%, " + bgColor + " 20%";
if (dblPoisonCount == 2) dblPoisonColor += ", " + bgColor + " 30%, " + barColor + " 30%, " + barColor + " 50%, " + bgColor + " 50%";
dblPoisonColor += ")";
}
}
var secondGradient = "";
var lightStacks = (playerSpireTraps.Lightning.level >= 4) ? this.lightColumns[this.getColFromCell(cellNumber)] : 0;
if (lightStacks && (trap.name == "Poison" || trap.name == "Fire")){
var pct = (100 - (lightStacks * 2)) + "%";
secondGradient = "linear-gradient(to right, rgba(0,0,0,0) " + pct + ", " + playerSpireTraps.Lightning.color + " " + pct + ")";
}
if ((!trap.name || trap.name == "Fire") && this.strengthLocations.indexOf(this.getRowFromCell(cellNumber)) != -1){
var setting = (trap.name) ? "linear-gradient(#7F0505, #630202 75%, #684112 75%)" : "linear-gradient(#000 75%, #684112 75%)";
if (secondGradient) setting = secondGradient + ", " + setting;
if (elem) elem.style.backgroundImage = setting;
else return "background-image: " + setting;
}
else if (playerSpireTraps.Frost.level >= 4 && (!trap.name || trap.name == "Poison") && layout.length > cellNumber + 1 && playerSpire.layout[cellNumber + 1].trap.name && playerSpire.layout[cellNumber + 1].trap.name == "Frost"){
var setting = "linear-gradient(";
if (dblPoisonColor) setting = dblPoisonColor.substring(0, dblPoisonColor.length - 1) + ", ";
setting += bgColor + " 73%, " + playerSpireTraps.Frost.color + " 73%)";
if (secondGradient) setting = secondGradient + ", " + setting;
if (elem) elem.style.backgroundImage = setting;
else return "background-image: " + setting;
}
else if (dblPoisonColor){
if (secondGradient) dblPoisonColor = secondGradient + ", " + dblPoisonColor;
if (elem) elem.style.backgroundImage = dblPoisonColor;
else return "background-image: " + dblPoisonColor;
}
else if (secondGradient){
secondGradient = secondGradient.replace("rgba(0,0,0,0)", bgColor);
if (elem) elem.style.backgroundImage = secondGradient;
else return "background-image: " + secondGradient;
}
else if (elem){
elem.style.backgroundColor = bgColor;
elem.style.backgroundImage = "none";
}
else return "background-color: " + bgColor;
},
getEnemyHtml: function(cellNumber){
var cell = this.layout[cellNumber];
var color = "";
var iconColor = "#000";
if (cell.occupiedBy.dead){
color = "#350e0d";
}
else if (!cell.occupiedBy.name) return "";
else {
var healthPct = Math.ceil(cell.occupiedBy.health / cell.occupiedBy.maxHealth * 100);
color = "#009681";
iconColor = "#42f1d9";
if (healthPct <= 20){
color = "#541411";
iconColor = "#ec352c";
}
else if (healthPct <= 50){
color = "#861d18";
iconColor = "#ff584f";
}
else if (healthPct < 75){
color = "#b55b1b";
iconColor = "#fb9b57"
}
}
var cellHtml = "<span ";
var cellClass = "playerSpireEnemy";
if (this.settings.enemyFade) cellClass += " enemyFade"
if (cell.occupiedBy.slowedFor && this.settings.chillGradient){
var pct = cell.occupiedBy.slowedFor * 10;
var freezeColor = cell.occupiedBy.slowMod == 1 ? playerSpireTraps.Frost.color : playerSpireTraps.Knowledge.color;
var gradient = freezeColor + " 0%, ";
var lastPct = 0;
if (pct > 100) pct = 100;
var bars = Math.floor(pct / 10);
var borderColor = cell.occupiedBy.slowMod == 1 ? "#0470CE" : "#7e4fd4";
for (var x = 0; x < bars; x++){
//if (x != 0) gradient += freezeColor + " " + lastPct + "%, ";
lastPct += 10;
gradient += borderColor + " " + (lastPct) + "%";
if (x != 9) gradient += ", " + freezeColor + " " + (lastPct) + "%, "
}
if (bars != 10) gradient += color + " " + lastPct + "%";
cellHtml += "style='background-image: linear-gradient(to right, " + gradient + ");";
}
else cellHtml += "style='background-color: " + color + ";";
if (this.settings.shockEffect && cell.occupiedBy.shockTurns != null && cell.occupiedBy.shockTurns >= 0) cellClass += " shocked"
var innerText = (cell.occupiedBy.dead) ? "<span class='icomoon icon-skeletor'></span>" : ((this.settings.percentHealth) ? prettify((cell.occupiedBy.health / cell.occupiedBy.maxHealth) * 100) + "%" : prettify(cell.occupiedBy.health));
innerText = "<span class='playerSpireEnemyText'>" + innerText + "</span>";
if (cell.occupiedBy.name && this.settings.enemyIcons){
innerText += "<span class='icomoon icon-" + cell.occupiedBy.name + " spireUniqueIcon' style='color: " + iconColor + "'></span>"
}
cellHtml += "' class='" + cellClass + "'>" + innerText + "</span>";
return cellHtml;
},
checkDragTraps: function(cell, event){
if (event.buttons) this.buildTrap(cell);
},
drawSpireCell: function(cellNumber){
if (!this.popupOpen) return;
var elem = document.getElementById('playerSpireCell' + cellNumber);
if (!elem) return;
this.drawTrapIcon(cellNumber);
this.getSetTrapBgColor(cellNumber, elem);
this.drawEnemy(cellNumber);
},
getTrapIcon: function(cellNumber){
var trap = this.layout[cellNumber].trap;
if (!trap.name) return "";
var trapIcon = "icomoon icon-" + playerSpireTraps[trap.name].icon;
return "<span class='" + trapIcon + "'></span>";
},
drawTrapIcon: function(cellNumber){
if (!this.settings.trapIcons) return;
var elem = document.getElementById('spireTrapIcon' + cellNumber);
if (!elem) return;
elem.innerHTML = this.getTrapIcon(cellNumber);
},
drawEnemy: function(cellNumber){
if (!this.popupOpen) return;
var elem = document.getElementById('playerSpireCell' + cellNumber + 'enemy');
if (!elem) return;
elem.innerHTML = this.getEnemyHtml(cellNumber);
},
getThreatChange: function(isKill, enemy, location){
var base = 2;
if (!isKill){
var healthPct = Math.ceil((enemy.health / enemy.maxHealth) / 0.15);
base *= healthPct;
}
else{
if (this.killedSinceLeak > 100) base *= 2;
if (this.killedSinceLeak > 250) base *= 2;
if (this.difficultyHidden > 300){
var row = this.getRowFromCell(location);
row = (this.rowsAllowed - row + 1) / this.rowsAllowed;
base *= row;
}
else base *= 0.5;
}
var enemyMod = 1 / (this.currentEnemies / 5);
if (enemyMod > 1) enemyMod = 1;
base *= enemyMod;
//console.log(((isKill) ? "kill" : "leak"), prettify(enemy.health / enemy.maxHealth * 100), location, base);
return base;
},
enemyEscaped: function(enemy, location, catchingUp){
this.currentEnemies--;
this.updateEnemyCount();
this.escapees++;
this.killedSinceLeak = 0;
if (enemy.toxicity > 0 && playerSpireTraps.Poison.level >= 6){
var toxReward = enemy.toxicity * 0.1;
toxReward = calcHeirloomBonus("Core", "runestones", toxReward);
this.rewardRunestones(toxReward);
if (!catchingUp && this.settings.fctRs)
TDFloatingText.spawnFloatingText(location, playerSpireTraps.Poison.color, -0.05, 3.5, "+" + prettify(toxReward) + "符石");
}
this.difficultyHidden -= this.getThreatChange(false, enemy, location);
if (this.difficultyHidden < 1) this.difficultyHidden = 1;
if (this.difficultyHidden < this.difficulty)
this.difficulty += ((this.difficultyHidden - this.difficulty) / 10);
if (this.difficulty < 1) this.difficulty = 1;
this.updateKills();
},
getRsReward: function(enemy, rsBonus){
var reward = Math.ceil(enemy.maxHealth / 600);
if (enemy.threat){
reward += enemy.threat / 20;
reward *= Math.pow(1.00116, enemy.threat);
}
if (rsBonus > 0){
//Send rsBonus as the integer, EG 20 for 20%
reward *= (1 + (rsBonus / 100));
}
if (enemy.slowTot && playerSpireTraps.Frost.level >= 5){
var mult = playerSpireTraps.Frost.rsPerSlow();
reward *= (1 + (enemy.slowTot * (mult / 100)))
}
return reward;
},
killedEnemy: function(enemy, location, rsBonus, catchingUp){
this.killedSinceLeak++;
var reward = this.getRsReward(enemy, rsBonus);
reward = calcHeirloomBonus("Core", "runestones", reward);
this.rewardRunestones(reward);
this.layout[location].occupiedBy = {dead: true};
this.currentEnemies--;
this.updateEnemyCount();
this.enemiesKilled++;
game.stats.tdKills.value++;
//Increase Threat
this.difficultyHidden += this.getThreatChange(true, enemy, location);
if (this.difficulty < this.difficultyHidden)
this.difficulty += ((this.difficultyHidden - this.difficulty) / 10);
if (this.difficulty > this.peakThreat) this.peakThreat = this.difficulty;
this.updateKills();
if (!catchingUp && this.settings.fctRs)
TDFloatingText.spawnFloatingText(location, "black", -0.1, 7, "+" + prettify(reward) + "符石");
this.checkRedrawUpgrades();
this.checkUpdateTrapColors();
},
updateRunestones: function(){
var elem = document.getElementById('playerSpireRunestones');
if (elem)
elem.innerHTML = prettify(this.runestones);
},
updateEnemyCount: function(){
var elem1 = document.getElementById('playerSpireCurrentEnemies');
if (elem1)
elem1.textContent = this.currentEnemies;
var elem2 = document.getElementById('playerSpireMaxEnemies');
if (elem2)
elem2.textContent = this.maxEnemies;
},
updateDifficultyMod: function(){
var elem = document.getElementById('playerSpireDifficulty');
if (elem)
elem.textContent = this.getDifficultyHtml();
},
getDifficultyHtml: function() {
var text = ((this.smallMode) ? "威:" : "威胁度:") + prettify(Math.floor(this.difficulty));
var nextCost = (this.rowsAllowed < 20 && this.tutorialStep > 1) ? " / " + prettify(100 * (this.rowsAllowed + 1)) : "";
return text + nextCost;
},
updateKills: function(){
var elem1 = document.getElementById('playerSpireKilled');
if (elem1)
elem1.textContent = prettify(this.enemiesKilled);
var elem2 = document.getElementById('playerSpireEscapees');
if (elem2)
elem2.textContent = prettify(this.escapees);
var elem3 = document.getElementById('playerSpireKillPct');
if (elem3)
elem3.textContent = this.killPercent;
},
spawnEnemy: function(catchingUp){
var health = this.getEnemyHealth();
var icons = ["spades", "diamonds", "clubs", "heart"];
var icon;
if (this.nextIcon < icons.length) icon = icons[this.nextIcon];
else icon = icons[0];
this.nextIcon++;
if (this.nextIcon >= icons.length) this.nextIcon = 0;
this.layout[0].occupiedBy = {name: icon, maxHealth: health, health: health, toxicity: 0, threat: this.difficulty};
this.currentEnemies++;
var enemy = this.layout[0].occupiedBy;
if (this.layout[0].trap.name) this.triggerTrap(this.layout[0].trap, enemy, 0);
if (enemy.toxicity){
enemy.health -= enemy.toxicity;
if (!catchingUp && this.settings.fctPoison)
TDFloatingText.spawnFloatingText(0, playerSpireTraps.Poison.color, -1.5, 45, prettify(enemy.toxicity));
}
if (enemy.health <= 0){
this.killedEnemy(enemy, 0, 0, catchingUp);
}
if (!catchingUp){
this.updateEnemyCount();
this.drawEnemy(0);
}
},
getEnemyHealth: function() {
var difficultyMod = this.difficultyMod;
var scaledMod = Math.pow(1.012, difficultyMod);
var health = 10 + (difficultyMod * 4) + scaledMod;
var difPct = 0.00053 * this.difficulty;
if (difPct > 0.85) difPct = 0.85;
if (difPct < 0.15) difPct = 0.15;
health = (health * (1 - difPct)) + (Math.random() * difPct * health);
return Math.floor(health);
},
sellTrap: function(cell){
cell = parseInt(cell, 10);
var trapToSell = this.layout[cell].trap.name;
if (trapToSell){
var cost = this.getTrapCost(trapToSell, true);
this.layout[cell].trap = {};
this.runestones += cost;
playerSpireTraps[trapToSell].owned--;
if (trapToSell == "Strength"){
this.removeStrength(cell);
var row = this.getRowFromCell(cell);
for (var x = (row * 5); x < ((row * 5) + 5); x++){
if (x !== cell)
this.drawSpireCell(x);
}
}
if (trapToSell == "Lightning"){
this.removeLightning(cell);
this.redrawColumn(cell);
}
if (trapToSell == "Frost" && cell != 0){
this.drawSpireCell(cell - 1);
}
if (trapToSell == "Poison"){
if (cell != 0) this.drawSpireCell(cell - 1);
if (cell != this.layout.length - 1) this.drawSpireCell(cell + 1);
}
this.drawSpireCell(cell);
this.drawInfo();
}
},
buildTrap: function(cell, forceTrap){
var trap = this.selectedTrap;
if (forceTrap != null) trap = forceTrap;
if (trap == "shiftUp"){
this.dontDraw = true;
this.shiftUp(cell);
this.dontDraw = false;
this.drawSpire();
return;
}
if (trap == "shiftDown"){
this.dontDraw = true;
this.shiftDown(cell);
this.dontDraw = false;
this.drawSpire();
return;
}
cell = parseInt(cell, 10);
var redrawSpire = false;
var redrawCol = false;
if (trap == "sell"){
this.sellTrap(cell);
return;
}
if (!trap) return;
var oldTrap = this.layout[cell].trap.name;
if (trap == oldTrap) return 1;
if (playerSpireTraps[trap].isTower && playerSpireTraps[trap].owned >= 10) return;
var cost = this.getTrapCost(trap);
var refund = 0;
if (oldTrap) refund = this.getTrapCost(oldTrap, true);
if (this.runestones + refund < cost) return false;
if (trap == "Strength"){
if (this.addStrength(cell) == -1) return;
redrawSpire = true;
}
if (trap == "Lightning"){
this.addLightning(cell);
redrawCol = true;
}
if (oldTrap){
playerSpireTraps[oldTrap].owned--;
if (oldTrap == "Strength"){
this.removeStrength(cell);
redrawSpire = true;
}
if (oldTrap == "Lightning"){
this.removeLightning(cell);
redrawCol = true;
}
}
playerSpireTraps[trap].owned++;
this.runestones += refund - cost;
this.layout[cell].trap = {name: trap};
if (redrawSpire) this.drawSpire();
else{
if (redrawCol)
this.redrawColumn(cell);
else
this.drawSpireCell(cell);
if ((trap == "Frost" || oldTrap == "Frost") && cell != 0){
this.drawSpireCell(cell - 1);
}
if ((trap == "Poison" || oldTrap == "Poison")){
if (cell != 0) this.drawSpireCell(cell - 1);
if (cell != this.layout.length - 1) this.drawSpireCell(cell + 1);
}
}
this.drawInfo();
return true;
},
shiftUp: function(fromCell){
fromCell = parseInt(fromCell, 10);
if (fromCell + 1 >= this.layout.length || fromCell < 0) return;
var startCell = this.layout.length - 1;
for (var x = fromCell; x < this.layout.length; x++){
if (!this.layout[x].trap.name){
startCell = x;
break;
}
}
for (var x = startCell; x > fromCell; x--){
var trap = this.layout[x].trap;
if (x == this.layout.length - 1 && trap.name){
this.sellTrap(x);
}
if (x > 0 && this.layout[x - 1].trap.name){
var trapSave = this.layout[x - 1].trap.name;
this.sellTrap(x - 1);
this.buildTrap(x, trapSave);
}
}
},
shiftDown: function(fromCell){
fromCell = parseInt(fromCell, 10);
if (fromCell >= this.layout.length || fromCell < 0) return;
var startCell = 0;
for (var x = fromCell; x >= 0; x--){
if (!this.layout[x].trap.name){
startCell = x;
break;
}
}
for (var x = startCell; x <= fromCell - 1; x++){
var trap = this.layout[x].trap;
if (x == 0 && trap.name){
this.sellTrap(x);
}
if (x < this.layout.length - 1 && this.layout[x + 1].trap.name){
var trapSave = this.layout[x + 1].trap.name;
this.sellTrap(x + 1);
this.buildTrap(x, trapSave);
}
}
},
addStrength: function(cell){
var row = this.getRowFromCell(cell);
if (this.strengthLocations.indexOf(row) != -1){
return -1;
}
this.strengthLocations.push(row);
},
removeStrength: function(cell){
var row = this.getRowFromCell(cell);
var index = this.strengthLocations.indexOf(row);
this.strengthLocations.splice(index, 1);
},
addLightning: function(cell){
var col = this.getColFromCell(cell);
this.lightColumns[col]++;
},
removeLightning: function(cell){
var col = this.getColFromCell(cell);
if (this.lightColumns[col] > 0)
this.lightColumns[col]--;
},
redrawColumn: function(cell){
var col = this.getColFromCell(cell);
for (var x = 0; x < this.rowsAllowed; x++){
this.drawSpireCell((x * 5) + col);
}
},
triggerTrap: function(trap, enemy, cellNumber, catchingUp){
var trapConfig = playerSpireTraps[trap.name];
if (!trapConfig.noDirectDamage){
var trapDmg = playerSpireTraps[trap.name].totalDamage(enemy, cellNumber);
enemy.health -= trapDmg;
if (!catchingUp && this.settings.fctTrap)
TDFloatingText.spawnFloatingText(cellNumber, trapConfig.color, -0.5, 25, prettify(trapDmg));
}
if (typeof trapConfig.extraEffect !== 'undefined') trapConfig.extraEffect(enemy, cellNumber)
if (trap.name != "Lightning" && enemy.shockTurns >= 0) enemy.shockTurns--;
},
getTrapCost: function(trap, forRefund, levelOverride){
var trapCfg = playerSpireTraps[trap];
var level;
if (levelOverride != null)
level = levelOverride;
else
level = (forRefund) ? trapCfg.owned - 1 : trapCfg.owned;
var amt = Math.floor(Math.pow(trapCfg.costIncrease, level) * trapCfg.baseCost);
return amt;
},
getRowFromCell: function(cell){
return Math.floor(cell / 5);
},
getColFromCell: function(cell){
return cell % 5;
},
moveEnemies: function(catchingUp){
if (this.sealed) return;
if (this.paused) return;
var layout = playerSpire.layout;
var totalEnemies = 0;
var cells = layout.length;
if (!playerSpire.popupOpen) catchingUp = true;
for (var x = cells - 1; x >= 0; x--){
var drawCell = false;
if (layout[x].occupiedBy.dead){
drawCell = true;
layout[x].occupiedBy = {};
}
if (layout[x].occupiedBy.name){
totalEnemies++;
var newLocation;
var enemy = layout[x].occupiedBy;
var slowed = false;
if (enemy.slowedFor && enemy.slowedFor > 0){
if (enemy.canMoveIn > 0){
enemy.canMoveIn--;
slowed = true;
}
else if (x == cells - 1 || !layout[x + 1].occupiedBy.name){
enemy.canMoveIn = enemy.slowMod;
enemy.slowedFor--;
}
}
if (slowed && playerSpireTraps.Frost.level >= 5){
enemy.slowTot = (enemy.slowTot) ? enemy.slowTot + 1 : 1;
}
if (!slowed && x == cells - 1){
playerSpire.enemyEscaped(layout[x].occupiedBy, x, catchingUp);
layout[x].occupiedBy = {};
drawCell = true;
}
else{
if (!slowed && !layout[x + 1].occupiedBy.name){
layout[x + 1].occupiedBy = enemy;
layout[x].occupiedBy = {};
newLocation = x + 1;
}
else newLocation = x;
enemy = layout[newLocation].occupiedBy;
var trap = layout[newLocation].trap;
var rsBonus = 0;
if (trap.name){
playerSpire.triggerTrap(trap, enemy, newLocation, catchingUp);
if (trap.name == "Fire" && playerSpireTraps.Fire.level >= 4){
var healthPct = (enemy.health / enemy.maxHealth);
if (healthPct <= 0.2) enemy.health = 0;
}
if (trap.name == "Fire" && playerSpireTraps.Fire.level >= 7){
rsBonus = 20;
}
}
if (enemy.toxicity && enemy.health > 0){
enemy.health -= enemy.toxicity;
if (!catchingUp && this.settings.fctPoison)
TDFloatingText.spawnFloatingText(newLocation, playerSpireTraps.Poison.color, -1.5, 45, prettify(enemy.toxicity));
}
if (enemy.health <= 0) {
playerSpire.killedEnemy(enemy, newLocation, rsBonus, catchingUp)
totalEnemies--;
}
drawCell = true;
if (!catchingUp){
if (newLocation != x) playerSpire.drawEnemy(newLocation);
}
}
}
if (drawCell && !catchingUp) playerSpire.drawEnemy(x);
}
playerSpire.currentEnemies = totalEnemies;
if (totalEnemies < playerSpire.maxEnemies && playerSpire.ticksSinceLastEnemy > 1){
playerSpire.spawnEnemy(catchingUp);
playerSpire.ticksSinceLastEnemy = 0;
}
else playerSpire.ticksSinceLastEnemy++;
if (!catchingUp)
playerSpire.updateDifficultyMod();
if (!catchingUp && playerSpire.wasCatchingUp) {
playerSpire.drawSpire();
playerSpire.drawInfo();
}
playerSpire.wasCatchingUp = catchingUp;
playerSpire.curateAvgs();
playerSpire.updateTutorial();
},
save: function(){
var saveObject = {main: {}, traps: {}, settings: {}};
saveObject.main.layout = this.layout;
saveObject.main.rowsAllowed = this.rowsAllowed;
saveObject.main.runestones = this.runestones;
saveObject.main.spirestones = this.spirestones;
saveObject.main.maxEnemies = this.maxEnemies;
saveObject.main.currentEnemies = this.currentEnemies;
saveObject.main.enemiesKilled = this.enemiesKilled;
saveObject.main.escapees = this.escapees;
saveObject.main.ticksSinceLastEnemy = this.ticksSinceLastEnemy;
saveObject.main.smallMode = this.smallMode;
saveObject.main.popupOpen = this.popupOpen;
saveObject.main.strengthLocations = this.strengthLocations;
saveObject.main.lightColumns = this.lightColumns;
saveObject.main.initialized = this.initialized;
saveObject.main.difficulty = this.difficulty;
saveObject.main.tutorialStep = this.tutorialStep;
saveObject.main.lootAvg = this.lootAvg;
saveObject.main.killedSinceLeak = this.killedSinceLeak;
saveObject.main.nextIcon = this.nextIcon;
saveObject.main.spentOnUpgrades = this.spentOnUpgrades;
saveObject.main.savedLayout1 = this.savedLayout1;
saveObject.main.savedLayout2 = this.savedLayout2;
saveObject.main.layout1Note = this.layout1Note;
saveObject.main.layout2Note = this.layout2Note;
saveObject.main.spirestones = this.spirestones;
saveObject.main.difficultyHidden = this.difficultyHidden;
saveObject.main.peakThreat = this.peakThreat;
saveObject.main.paused = this.paused;
saveObject.main.sealed = this.sealed;
saveObject.settings = this.settings;
for (var item in playerSpireTraps){
saveObject.traps[item] = {
owned: playerSpireTraps[item].owned,
level: playerSpireTraps[item].level,
locked: playerSpireTraps[item].locked
};
}
return saveObject;
},
load: function(saveObj){
if (!saveObj.main.initialized) {
return;
}
for (var item in saveObj.main){
if (typeof this[item] === 'undefined') continue;
this[item] = saveObj.main[item];
}
for (var item in saveObj.settings){
if (typeof this.settings[item] === 'undefined') continue;
this.settings[item] = saveObj.settings[item];
}
for (var item in saveObj.traps){
if (typeof saveObj.traps[item].owned === 'undefined') continue;
playerSpireTraps[item].owned = saveObj.traps[item].owned;
playerSpireTraps[item].level = saveObj.traps[item].level;
playerSpireTraps[item].locked = saveObj.traps[item].locked;
}
if (this.smallMode && ((this.canSeal() && !this.sealed) || this.sealed)) this.smallMode = false;
if (this.popupOpen)
this.openPopup();
else this.closePopup();
if (this.smallMode)
this.shrink();
else this.enlarge();
if (this.difficultyHidden == 1) this.difficultyHidden = this.difficulty;
this.drawSpire();
this.drawInfo();
this.initalized = true;
if (!this.sealed) document.getElementById('playerSpireTab').style.display = 'table-cell';
else document.getElementById('playerSpireTab').style.display = 'none';
this.updateTabColor();
}
}
var playerSpireTraps = {
Fire: {
color: "#7F0505",
baseCost: 100,
costIncrease: 1.5,
icon: "fire",
upgrades: [
{ //level 2
description: "使所有火焰陷阱造成的伤害变为<b>10倍</b>。", //500
unlockAt: 250,
cost: 5e4
},
{
//level 3
description: "使所有火焰陷阱造成的伤害变为<b>5倍</b>。", //2500
unlockAt: 300,
cost: 5e6
},
{
//level 4
description: "使所有火焰陷阱造成的伤害<b>翻倍</b>,并使火焰陷阱可以一击击杀生命值不超过20%的敌人。", //5000
unlockAt: 375,
cost: 2.5e7
},
{
//level 5
description: "使所有火焰陷阱造成的伤害<b>翻倍</b>。",
unlockAt: 425,
cost: 7.5e7
},
{
//level 6
description: "使所有火焰陷阱造成的伤害<b>变为十倍</b>。", //50k
unlockAt: 500,
cost: 5e9
},
{
//level 7
description: "使所有火焰陷阱造成的伤害再次<b>变为十倍</b>,当火焰陷阱击杀敌人时,使它们额外掉落20%的符石。", //500k
unlockAt: 590,
cost: 5e11
},
{
//level 8
description: "使所有火焰陷阱造成的伤害变为<b>100倍</b>。", //5m
unlockAt: 650,
cost: 1e14
}
],
level: 1,
locked: false,
damage: 50,
owned: 0,
get description(){
var desc = "当敌人进入时,受到" + prettify(this.totalDamage()) + "伤害。";
if (this.level >= 4) desc += "<br/><br/>If an enemy with 20% health or less steps on a Fire Trap, it dies instantly.";
if (this.level >= 7) desc += "<br/><br/>All Fire Traps grant 20% extra Runestones when they get the killing blow on an enemy.";
desc += "<br/><br/>(快捷键:1)";
return desc;
},
totalDamage: function (enemy, cell){
var effect = (enemy && enemy.shockTurns && enemy.shockTurns > 0) ? playerSpireTraps.Lightning.shockedDamage() : 0;
var level = this.level;
var dmgs = [50, 500, 2500, 5e3, 10e3, 10e4, 10e5, 10e7];
var dmg;
if (level > dmgs.length)
dmg = dmgs[dmgs.length - 1];
else
dmg = dmgs[this.level - 1];
var row = playerSpire.getRowFromCell(cell);
if (playerSpire.strengthLocations.indexOf(row) != -1) dmg = calcHeirloomBonus("Core", "strengthEffect", (dmg * 2));
if (playerSpireTraps.Frost.level >= 3 && enemy && enemy.slowedFor && enemy.slowMod == 1){
dmg *= 1.25;
}
if (effect > 0) dmg *= effect;
dmg *= playerSpireTraps.Lightning.getColBonus(cell);
dmg = calcHeirloomBonus("Core", "fireTrap", dmg);
return dmg;
},
},
Frost: {
color: "#02437C",
baseCost: 100,
costIncrease: 5,
icon: "snow",
upgrades: [
{
//level 2
description: "使所有冰霜陷阱造成的伤害变为<b>5</b>倍,并使冰冻的效果多持续1格。",
unlockAt: 230,
cost: 1e4
},
{
//level 3
description: "使所有冰霜陷阱造成的伤害变为<b>10</b>倍。被冰霜陷阱冰冻的敌人受到火焰陷阱的伤害时,使该伤害额外增加25%。",
unlockAt: 275,
cost: 5e5
},
{
//level 4
description: "使所有冰霜陷阱造成的伤害变为<b>5</b>倍。放置在冰霜陷阱前一格的剧毒陷阱效果变为4倍。",
unlockAt: 330,
cost: 2.5e6
},
{
//level 5
description: "使所有冰霜陷阱造成的伤害变为<b>2</b>倍,每当一名敌人因被减速(冰冻或冻结)而无法移动,它就额外掉落2%的符石。该效果相互叠加。",
unlockAt: 430,
cost: 1e8
},
{
//level 6
description: "使所有冰霜陷阱造成的伤害变为<b>5</b>倍,并使冰冻的效果多持续1格。",
unlockAt: 530,
cost: 5e10,
},
{
//level 7
description: "使所有冰霜陷阱造成的伤害变为<b>2</b>倍,每当一名敌人因被减速(冰冻或冻结)而无法移动,它就再额外掉落2%的符石。该效果相互叠加。",
unlockAt: 630,
cost: 5e13
},
{
//level 8
description: "使所有冰霜陷阱造成的伤害变为<b>2</b>倍,每当一名敌人因被减速(冰冻或冻结)而无法移动,它就再额外掉落2%的符石。该效果相互叠加。",
unlockAt: 730,
cost: 1e18
}
],
level: 1,
locked: false,
owned: 0,
damage: 10,
get description() {
var desc = "当敌人进入时,受到" + prettify(this.totalDamage()) + "伤害,并且被冰冻,在" + this.slowTurns() + "格内移动速度减半。此时它们在每个格子中停留的时间将变为原来的2倍,每个格子将触发两次陷阱。请注意冰霜陷阱本身涂有防冻剂,因此敌人在冰霜陷阱中不触发冰冻效果。"
if (this.level >= 3) desc += "<br/><br/>Enemies chilled by Frost Traps take 25% extra damage from Fire Traps."
if (this.level >= 4) desc += "<br/><br/>Any Poison Traps placed directly before a Frost Trap become 4x as effective.";
if (this.level >= 5) desc += "<br/><br/>Each time an enemy can't move because it's slowed (from Chilled or Frozen), it becomes worth " + this.rsPerSlow() + "% more Runestones. This effect stacks additively."
desc += "<br/><br/>(快捷键:2)";
return desc;
},
rsPerSlow: function(){
if (this.level < 5) return 0;
if (this.level == 7) return 4;
if (this.level == 8) return 6;
return 2;
},
slowTurns: function(){
if (this.level < 2) return 3;
if (this.level < 6) return 4;
return 5;
},
totalDamage: function (enemy){
var effect = (enemy && enemy.shockTurns && enemy.shockTurns > 0) ? playerSpireTraps.Lightning.shockedDamage() : 0;
var level = this.level;
var dmgs = [10, 50, 500, 2500, 5000, 25000, 50000, 100000];
var dmg;
if (level > dmgs.length)
dmg = dmgs[dmgs.length - 1];
else
dmg = dmgs[this.level - 1];
if (effect) dmg *= effect;
return dmg;
},
extraEffect: function (enemy){
var slowTurns = this.slowTurns();
var effect = (enemy && enemy.shockTurns && enemy.shockTurns > 0) ? playerSpireTraps.Lightning.shockedEffect() : 0;
if (effect > 0) slowTurns *= effect;
slowTurns++; //to make up for stuff
enemy.slowedFor = slowTurns;
enemy.canMoveIn = 0;
enemy.slowMod = 1;
}
},
Poison: {
color: "#008238",
baseCost: 500,
locked: true,
costIncrease: 1.75,
icon: "flask",
upgrades: [
{
//Level 2
description: "使所有剧毒陷阱增加的毒性<b>翻倍</b>。",
unlockAt: 350,
cost: 1e7
},
{
//level 3
description: "如果一个剧毒陷阱的前一格或后一格有另一个剧毒陷阱的话,两个陷阱的伤害都将变为3倍。如果一个剧毒陷阱的前一格和后一格都有另一个剧毒陷阱的话,那么它的伤害将变为9倍。",
unlockAt: 400,
cost: 5e7
},
{
//Level 4
description: "使所有剧毒陷阱增加的毒性<b>翻倍</b>。",
unlockAt: 450,
cost: 7.5e8
},
{
//Level 5
description: "使所有剧毒陷阱增加的毒性<b>翻倍</b>。另外,如果进入陷阱时敌人的生命值不超过75%,那么最终增加的毒性数值将变为5倍。",
unlockAt: 550,
cost: 1e11
},
{
//Level 6
description: "使所有剧毒陷阱增加的毒性<b>翻倍</b>。另外,如果一名敌人通过了尖塔,您将获得它身上毒性数值10%的符石。",
unlockAt: 600,
cost: 1e12
},
{
//Level 7
description: "使所有剧毒陷阱增加的毒性<b>翻倍</b>。",
unlockAt: 625,
cost: 4e13
},
{
//Level 8
description: "使所有剧毒陷阱增加的毒性<b>变为三倍</b>。",
unlockAt: 700,
cost: 1e16
},
{
//Level 9
description: "使所有剧毒陷阱增加的毒性<b>变为四倍</b>。",
unlockAt: 750,
cost: 5e19
}
],
damage: 5,
owned: 0,
level: 1,
noDirectDamage: true,
get description() {
var desc = "当敌人进入时,增加" + prettify(this.totalDamage()) + "毒性。敌人每次尝试移动时受到等同于毒性数值的伤害。";
if (this.level >= 3) desc += "<br/><br/>If a Poison Trap is placed directly next to another Poison Trap, both Traps gain 3x damage. If a Poison Trap has other Poison Traps on both sides of itself, it gains 9x damage instead."
if (this.level >= 5) desc += "<br/><br/>如果进入陷阱时敌人的生命值不超过75%,将改为增加" + prettify(this.totalDamage() * 5) + "毒性。";
if (this.level >= 6) desc += "<br/><br/>If an enemy leaks, gain 10% of its total Toxicity as Runestones.";
desc += "<br/><br/>(快捷键:3)";
return desc;
},
totalDamage: function (enemy, cell){
var level = this.level;
var dmgs = [5, 10, 10, 20, 40, 80, 160, 480, 1920];
var dmg;
if (level > dmgs.length)
dmg = dmgs[dmgs.length - 1];
else
dmg = dmgs[this.level - 1];
var effect = (enemy && enemy.shockTurns && enemy.shockTurns > 0) ? playerSpireTraps.Lightning.shockedDamage() : 0;
if (effect > 0) dmg *= effect;
if (cell != null && playerSpireTraps.Frost.level >= 4 && playerSpire.layout.length > cell + 1 && playerSpire.layout[cell + 1].trap.name && playerSpire.layout[cell + 1].trap.name == "Frost"){
dmg *= 4;
}
if (this.level >= 3 && cell != null){
var count = 0;
if (cell > 0 && playerSpire.layout[cell - 1].trap.name == "Poison") count++;
if (cell + 1 < playerSpire.layout.length && playerSpire.layout[cell + 1].trap.name == "Poison") count++;
if (count == 1) dmg *= 3;
if (count == 2) dmg *= 9;
}
if (this.level >= 5 && cell != null){
var enemy = playerSpire.layout[cell].occupiedBy;
if (enemy.name){
if ((enemy.health / enemy.maxHealth) <= 0.75){
dmg *= 5;
}
}
}
dmg *= playerSpireTraps.Lightning.getColBonus(cell);
dmg = calcHeirloomBonus("Core", "poisonTrap", dmg);
return dmg;
},
extraEffect: function (enemy, cell){
var dmg = this.totalDamage(enemy, cell);
enemy.toxicity += dmg;
}
},
Lightning: {
color: "#a27d02",
baseCost: 1000,
locked: true,
costIncrease: 3,
icon: "bolt",
getColBonus: function(cell){
if (cell == null) return 1;
if (this.level < 4) return 1;
var col = playerSpire.getColFromCell(cell);
var traps = playerSpire.lightColumns[col];
return 1 + calcHeirloomBonus("Core", "lightningTrap", (traps * 0.1));
},
upgrades: [
{
//Level 2
description: "使所有闪电陷阱造成的伤害变为<b>10倍</b>,并使闪电陷阱改为使敌人获得<b>2</b>层震荡。",
unlockAt: 440,
cost: 5e8
},
{
//Level 3
description: "使所有闪电陷阱造成的伤害变为<b>10倍</b>,震荡改为使敌人受到4倍的伤害或增加4倍的毒性。小塔或减速(冰冻或冻结)的效果不受影响。",
unlockAt: 500,
cost: 5e9
},
{
//Level 4
description: "每个闪电陷阱使同一列的火焰陷阱和剧毒陷阱的伤害和效果增加10%,该效果与同一列中其他的闪电陷阱相互叠加。",
unlockAt: 575,
cost: 2.5e11
},
{
//Level 5
description: "使所有闪电陷阱造成的伤害变为<b>10倍</b>,并使闪电陷阱改为使敌人获得<b>3</b>层震荡。",
unlockAt: 600,
cost: 1e12
},
{
//Level 6
description: "使所有闪电陷阱造成的伤害变为<b>10倍</b>,震荡改为使敌人受到8倍的伤害或增加8倍的毒性。小塔或减速(冰冻或冻结)的效果不受影响。",
unlockAt: 675,
cost: 1e15
}
],
damage: 50,
level: 1,
owned: 0,
damageMod: 2,
effectMod: 2,
turns: 1,
get description(){
var shockTurns = this.shockTurns();
var text = "当敌人进入时,受到" + prettify(this.totalDamage()) + "伤害,并使敌人获得" + shockTurns + "层震荡。每当敌人进入一个陷阱或小塔时,消耗1层震荡,使该陷阱或小塔的伤害变为" + prettify(this.shockedDamage()) + "倍,效果变为" + prettify(this.shockedEffect()) + "倍。震荡可以增加其他闪电陷阱的伤害,但不影响其他闪电陷阱的效果。"
if (this.level >= 4) text += "<br/><br/>每个闪电陷阱使同一列的火焰陷阱和剧毒陷阱的伤害和效果增加" + prettify(calcHeirloomBonus("Core", "lightningTrap", 10)) + "%,该效果相互叠加。";
text += "<br/><br/>(快捷键:4)";
return text;
},
shockedDamage: function(){
var dmg = this.damageMod;
if (this.level >= 3) dmg *= 2;
if (this.level >= 6) dmg *= 2;
dmg = calcHeirloomBonus("Core", "lightningTrap", dmg);
return dmg;
},
shockedEffect: function(){
return this.effectMod;
},
shockTurns: function(){
var turns = this.turns;
if (this.level >= 2) turns++;
if (this.level >= 5) turns++;
return turns;
},
totalDamage: function (enemy){
var effect = (enemy && enemy.shockTurns && enemy.shockTurns > 0) ? playerSpireTraps.Lightning.shockedDamage() : 0;
var level = this.level;
var dmgs = [50, 500, 5000, 5000, 5e4, 5e5];
var dmg;
if (level > dmgs.length)
dmg = dmgs[dmgs.length - 1];
else
dmg = dmgs[this.level - 1];
if (effect) dmg *= effect;
dmg = calcHeirloomBonus("Core", "lightningTrap", dmg);
return dmg;
},
extraEffect: function (enemy){
enemy.shockTurns = this.shockTurns();
}
},
//Towers
Strength: {
color: "#684112",
isTower: true,
locked: true,
baseCost: 3000,
costIncrease: 100,
icon: "gavel",
upgrades: [
{ //level 2
description: "每个力量塔使我方脆皮的攻击力再增加15%。", //500
unlockAt: -1,
cost: 1e6
},
{
//level 3
description: "每个力量塔使我方脆皮的攻击力再增加15%。", //5000
unlockAt: -1,
cost: 1e10
},
{
//level 4
description: "每个力量塔使我方脆皮的攻击力再增加15%。", //50000
unlockAt: -1,
cost: 1e14
},
{
//level 5
description: "每个力量塔使我方脆皮的攻击力再增加15%。", //500000
unlockAt: -1,
cost: 1e18
},
],
totalDamage: function (enemy, cell){
var effect = (enemy && enemy.shockTurns && enemy.shockTurns > 0) ? playerSpireTraps.Lightning.shockedDamage() : 0;
var row = playerSpire.getRowFromCell(cell);
var startCell = row * 5;
var dmg = 0;
for (var x = startCell; x < startCell + 5; x++){
if (playerSpire.layout.length <= x) continue;
if (playerSpire.layout[x].trap.name == "Fire") dmg += playerSpireTraps.Fire.totalDamage(null, x);
}
if (playerSpireTraps.Frost.level >= 3 && enemy && enemy.slowedFor && enemy.slowMod == 1){
dmg *= 1.25;
}
if (effect > 0) dmg *= effect;
return dmg;
},
getWorldBonus: function(singleOnly){
var mod = 30;
if (this.level > 1) mod += ((this.level - 1) * 15);
if (singleOnly) return mod;
return (mod * this.owned);
},
damage: 0,
level: 1,
owned: 0,
get description(){
return "使与力量塔同一层的所有火焰陷阱造成的伤害增加" + prettify(calcHeirloomBonus("Core", "strengthEffect", 100)) + "%,当敌人进入时,受到等同于该层火焰陷阱伤害之和的伤害(每层至多1个力量塔)。另外,每个力量塔还可以使我方脆皮的攻击力增加" + prettify(this.getWorldBonus(true)) + "%(效果与其他力量塔相互叠加)。<br/><br/>Your Strength Towers are currently granting a total of <b>" + prettify(this.getWorldBonus()) + "%</b> attack to your Trimps.<br/><br/>(快捷键:5)";
}
},
Condenser: {
color: "#262925",
isTower: true,
locked: true,
baseCost: 6000,
costIncrease: 100,
icon: "funnel",
upgrades: [
{ //level 2
get description(){ return "每个冷凝塔使" + heliumOrRadon() + "获取量再增加5%。";}, //500
unlockAt: -1,
cost: 2e6
},
{
//level 3
get description(){ return "每个冷凝塔使" + heliumOrRadon() + "获取量再增加5%。";}, //5000
unlockAt: -1,
cost: 2e10
},
{
//level 4
get description(){ return "每个冷凝塔使" + heliumOrRadon() + "获取量再增加5%。";}, //50000
unlockAt: -1,
cost: 2e14
},
{
//level 5
get description(){ return "每个冷凝塔使" + heliumOrRadon() + "获取量再增加5%。";}, //500000
unlockAt: -1,
cost: 2e18
},
],
damage: 0,
level: 1,
owned: 0,
getWorldBonus: function(singleOnly){
var mod = 10;
if (this.level > 1) mod += ((this.level - 1) * 5);
if (singleOnly) return mod;
return (mod * this.owned);
},
noDirectDamage: true,
get description(){
return "当敌人进入时,增加" + prettify(calcHeirloomBonus("Core", "condenserEffect", 25)) + "%毒性。另外,每个冷凝塔还可以使" + heliumOrRadon() + "获取量增加" + prettify(this.getWorldBonus(true)) + "%(效果与其他冷凝塔相互叠加)。<br/><br/>冷凝塔目前使" + heliumOrRadon() + "获取量增加<b>" + prettify(this.getWorldBonus()) + "%</b>。<br/><br/>(快捷键:6)";
},
extraEffect: function(enemy, cell){
var effect = (enemy && enemy.shockTurns && enemy.shockTurns > 0) ? playerSpireTraps.Lightning.shockedEffect() : 1;
var baseEffect = 0.25;
baseEffect = calcHeirloomBonus("Core", "condenserEffect", baseEffect);
var boost = (1 + (baseEffect * effect));
if (enemy.toxicity) enemy.toxicity *= boost;
},
},
Knowledge: {
color: "#2b115b",
isTower: true,
locked: true,
baseCost: 9000,
costIncrease: 100,
icon: "book2",
upgrades: [
{ //level 2
get description(){ return "每个知识塔使" + Fluffy.getName() + "的经验值获取量再增加7.5%。";}, //500
unlockAt: -1,
cost: 3e6
},
{
//level 3
get description(){ return "每个知识塔使" + Fluffy.getName() + "的经验值获取量再增加7.5%。";}, //5000
unlockAt: -1,
cost: 3e10
},
{
//level 4
get description(){ return "每个知识塔使" + Fluffy.getName() + "的经验值获取量再增加7.5%。";}, //50000
unlockAt: -1,
cost: 3e14
},
{
//level 4
get description(){ return "每个知识塔使" + Fluffy.getName() + "的经验值获取量再增加7.5%。";}, //50000
unlockAt: -1,
cost: 3e18
}
],
damage: 0,
level: 1,
owned: 0,
getWorldBonus: function(singleOnly){
var mod = 15;
if (this.level > 1) mod += ((this.level - 1) * 7.5);
if (singleOnly) return mod;
return (mod * this.owned);
},
noDirectDamage: true,
get description(){
return "当被冰冻的敌人进入时,使它的冰冻效果变为冻结效果,在5格内移动速度减慢为原来的33%。另外,每个知识塔还可以使" + Fluffy.getName() + "的经验值获取量增加" + prettify(this.getWorldBonus(true)) + "%(效果与其他知识塔相互叠加)。请注意知识塔本身涂有防冻剂,因此敌人在知识塔中不触发冰冻效果。<br/><br/>知识塔目前使" + Fluffy.getName() + "的经验值获取量增加<b>" + prettify(this.getWorldBonus()) + "%</b>。<br/><br/>(快捷键:7)";
},
totalDamage: function (enemy){
var level = this.level;
var effect = (enemy && enemy.shockTurns && enemy.shockTurns > 0) ? playerSpireTraps.Lightning.shockedDamage() : 0;
var dmg = this.damage + ((level - 1) * 10);
if (effect > 0) dmg *= effect;
return dmg;
},
extraEffect: function(enemy){
var effect = (enemy && enemy.shockTurns && enemy.shockTurns > 0) ? playerSpireTraps.Lightning.shockedEffect() : 0;
if (enemy.slowedFor && enemy.slowMod == 1){
var slowTurns = 5;
if (effect) slowTurns *= effect;
slowTurns++;
enemy.slowedFor = slowTurns;
enemy.canMoveIn = 0;
enemy.slowMod = 2;
}
}
}
}
var TDFloatingText = (function(floatingCombatText) {
//Floating combat text brought to you by your friendly neighborhood Grabarz
var frameTime = 30;
var elements = [];
var interval = null;
setFrameTime(frameTime);
function setFrameTime(ft) {
clearInterval(interval);
interval = setInterval(update, ft);
frameTime = ft;
}
function spawnFloatingText(cellNumber, color, speed, distance, text) {
if (playerSpire.wasCatchingUp) return;
var maxRows = 20;
var maxCols = 5;
var row = (playerSpire.rowsAllowed - Math.floor(cellNumber / 5)) - 1;
var col = (cellNumber % 5);
var elem = document.createElement("div");
elem.className = "playerSpireCell floatingCombatText";
elem.textContent = text;
elem.style.position = "absolute";
elem.style.color = color;
elem.style.border = "none";
var cellWidth = 1 / maxCols;
var cellHeight = 1 / maxRows;
var x = cellWidth * col;
var y = cellHeight * row;
if (playerSpire.settings.fctStatic){
if (color == "black"){
y += 0.02;
distance = 5;
}
else if (playerSpireTraps.Poison.owned){
if (color == playerSpireTraps.Poison.color){
if (speed == -0.05){ //Poison leak
y += 0.04;
}
else {
if (playerSpire.settings.fctTrap)
x -= 0.05;
speed = -0.5;
distance = 25;
}
}
else if (playerSpire.settings.fctPoison) x += 0.05;
}
y -= (0.001 * row);
}
elem.style.left = (x * 100) + "%";
elem.style.top = (y * 100) + "%";
floatingCombatText.appendChild(elem);
elements.push({
elem: elem,
row: row,
col: col,
speed: speed,
distanceLeft: distance,
posY: 0
});
}
function update() {
var i;
for(i = 0; i < elements.length; i++) {
var element = elements[i];
var speed = element.speed * (frameTime / 20);
element.distanceLeft -= Math.abs(speed);
if(element.distanceLeft <= 0) {
elements.splice(i, 1);
i--;
floatingCombatText.removeChild(element.elem);
continue;
}
if (!playerSpire.settings.fctStatic){
element.posY += speed;
element.elem.style.transform = "translateY(" + element.posY + "px)";
}
}
}
return {
spawnFloatingText: spawnFloatingText,
update: update,
setFrameTime: setFrameTime
}
})(document.getElementById("floatingCombatText"));
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