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Home Page: https://clickerultimate.github.io/
License: GNU General Public License v3.0
The Ultimate Clicker Game
Home Page: https://clickerultimate.github.io/
License: GNU General Public License v3.0
Is there an app for this
can you make a clicker ultimate discord server?
The prestige 'Double Clicking' got a bug.
The source codes:
ptgDoubleClicking: {
name: "ptgDoubleClicking",
label: "Double Clicking",
type: "active",
description: function () {
var desc = "This mysterious artifact will occasionally boost your resource gathering. Will sometimes <b>double</b> the resource progress gathered when you click.";
if (this.level == 0) desc += " Double Clicking will occur every <b>" + this.nextRate + " clicks</b>.";
else if (this.level < 8) desc += " Double Clicking rate will increase from every <b>" + this.rate + " clicks</b> to every <b>" + this.nextRate + " clicks</b>.";
else desc += " Double Clicking rate will occur every <b>" + this.rate + " clicks</b>.";
return desc;
},
ptgCost: 1,
rate: 0,
nextRate: 50,
level: 0,
maxLevel: 8,
requirements: {
ptgSoftTap: 4,
ptgMechanicalClicker: 2
},
effect: function (level) {
this.rate = this.nextRate;
game.player.doubleClick = this.nextRate;
this.nextRate -= (level >= 2 ? 5 : 10);
},
bought: false
},
It took effect every time I started a new colony. The rate kept fallen down and down. Now in my saving data, it is -825.
The saving data:
"ptgDoubleClicking":{
"rate":-825,
"nextRate":-830,
"level":3
},
So, I modify the code as following:
ptgDoubleClicking: {
name: "ptgDoubleClicking",
label: "Double Clicking",
type: "active",
description: function () {
var rates = [50, 40, 30, 20, 15, 10, 5, 1];
var desc = "This mysterious artifact will occasionally boost your resource gathering. Will sometimes <b>double</b> the resource progress gathered when you click.";
if (this.level == 0) desc += " Double Clicking will occur every <b>" + rates[0] + " clicks</b>.";
else if (this.level < 8) desc += " Double Clicking rate will increase from every <b>" + rates[this.level - 1] + " clicks</b> to every <b>" + rates[this.level] + " clicks</b>.";
else desc += " Double Clicking rate will occur every <b>" + rates[7] + " clicks</b>.";
return desc;
},
ptgCost: 1,
level: 0,
maxLevel: 8,
requirements: {
ptgSoftTap: 4,
ptgMechanicalClicker: 2
},
effect: function (level) {
var rates = [50, 40, 30, 20, 15, 10, 5, 1];
game.player.doubleClick = this.level > 0 ? rates[this.level - 1] : 0;
},
bought: false
},
It works with the previous saving data. The 'rate' and 'nextRate' fields will not be loaded when loading from a saving string. And they will be deleted the next time when I press saving button.
When I've hit the cap for a certain resource, the resource producers still drain things. This is pretty annoying; once I've maxed out iron, my foundries should stop consuming stone.
Another annoying one since I couldn't predict in advance the tax / property tax mechanic. Some workers barely help out and I'd gladly dispose of them so that I can get gold easier. There's also the fact that, when I hit the Dark Ages, I had so much water consumers that I was barely making any water at all! It was a bit of a rough patch and, aside from going in better prepared, there was little I could do.
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