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main.html
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<!DOCTYPE html>
<head>
<title>Distance Incremental</title>
<link rel="icon" href="images/game_icon.ico" type="image/icon type" />
</head>
<body id="body" onload="loadGame()">
<div id="loading" >
<br><br><br><br>
<img src="images/game_icon.ico" style="width: 200px; height: 200px;"></img>
<span class="centered" style="color: white">Loading...<br><span style="font-size: 20px !important;"><a href="https://discord.gg/wwQfgPa" target="_blank">Help</a></span></span>
</div>
<div id="mltContainer" style="display: none">
<br><span class="mltTitle">Multiverse Map</span><br><br>
You have <span id="mltEnergy" class="mlttxt"></span> Multiversal Energy (<span id="totalME" class="mlttxt"></span> total)<br>
<span style="font-size: 12px">You have moved on from a Multiverse <span id="mltTimes" class="mlttxt"></span> times.</span><br><br>
<div class="band pnk">
<button id="mltReset2" class="btn locked" onclick="mltReset()"></button>
<table>
<tr>
<td><button class="btn tb inf" style="visibility: hidden;"></button></td>
</tr>
<tr>
<td>
<button id="mltMaptabbtn" class="btn tb mlt main" onclick="tmp.mlt.showTab('mltMap')">
Multiverse Map
</button>
</td>
<td>
<button id="mltMilestonestabbtn" class="btn tb mlt main" onclick="tmp.mlt.showTab('mltMilestones')">
Milestones
</button>
</td>
<td>
<button id="quiltstabbtn" class="btn tb mlt main" onclick="tmp.mlt.showTab('quilts')">
Quilts
</button>
</td>
</tr>
</table><br>
</div>
<div id="mltMap" class="mlttab">
<div id="mltData" class="sideBand pnkSeeThru" style="height: 60px;">
<div id="mltDataTxt"></div><br><br>
<button id="mltUnl" class="btn locked" onclick="unlMlt(mltSelected)">Unlock</button>
<button id="mltStart" class="btn mlt" onclick="startMultiverse(mltSelected)">Enter the Multiverse</button>
</div><br>
<div id="mltMapContainer">
<button id="mltmapPrime" class="mltPrime" style="top: 12vw; left: 21.5vw;" onclick="setupMlt(0)">PRIME</button>
<div id="innerMltOrbit">
<button id="mltmap1" class="innerMltOrbit" style="top: 8vw; left: -2vw;" onclick="setupMlt(1)"><div class="uprightOrbitTxt">1</div></button>
<button id="mltmap2" class="innerMltOrbit" style="top: -1.2vw; left: 6vw;" onclick="setupMlt(2)"><div class="uprightOrbitTxt">2</div></button>
<button id="mltmap3" class="innerMltOrbit" style="top: 4vw; left: 17vw;" onclick="setupMlt(3)"><div class="uprightOrbitTxt">3</div></button>
<button id="mltmap4" class="innerMltOrbit" style="top: 15vw; left: 16vw;" onclick="setupMlt(4)"><div class="uprightOrbitTxt">4</div></button>
<button id="mltmap5" class="innerMltOrbit" style="top: 17.5vw; left: 5vw;" onclick="setupMlt(5)"><div class="uprightOrbitTxt">5</div></button>
</div>
</div>
</div>
<div id="mltMilestones" class="mlttab">
<br><br><div id="mltMilestoneTable"></div><br><br><br>
</div>
<div id="quilts" class="mlttab">
<br><br>
<div class="flexRow">
<div class="flexContainer" style="background-color: rgba(183, 0, 255, 0.4); width: 33%; min-height: 400px;">
<div class="mltMinorTitle">Multiversal Quilt I</div>
<div>Quilt Strength: <span id="quilt1Strength" class="mlttxt"></span>% (based on Distance)</div><br>
<div>Multiplies Time Speed by <span id="quilt1Eff" class="mlttxt"></span></div><br>
<div>Also multiplies the speed of all Theory subfeatures & all Foam types by <span id="quilt1Eff2" class="mlttxt"></span></div><br><br>
<button id="quiltUpg1" class="btn locked" onclick="buyQuiltUpg(1)"></button>
</div>
<div class="flexContainer" style="background-color: rgba(255, 183, 0, 0.4); width: 33%; min-height: 400px;">
<div class="mltMinorTitle">Multiversal Quilt II</div>
<div>Quilt Strength: <span id="quilt2Strength" class="mlttxt"></span>% (based on Knowledge)</div><br>
<div>Makes Endorsements <span id="quilt2Eff" class="mlttxt"></span>% more efficient</div><br>
<div>Also multiplies Theory Point gain from Theoriverse completions<span id="quilt2Eff2Desc"></span> by <span id="quilt2Eff2" class="mlttxt"></span></div><br><br>
<button id="quiltUpg2" class="btn locked" onclick="buyQuiltUpg(2)"></button>
</div>
<div class="flexContainer" style="background-color: rgba(0, 247, 255, 0.4); width: 33%; min-height: 400px;">
<div class="mltMinorTitle">Multiversal Quilt III</div>
<div>Quilt Strength: <span id="quilt3Strength" class="mlttxt"></span>% (based on Elementary Particles)</div><br>
<div>Increases Quark & Lepton exponents and Gauge Speed's efficiency by <span id="quilt3Eff" class="mlttxt"></span>%<span id="quilt3sc" class="sc dark"></span></div><br>
<div>Also multiplies Gauge Speed, Higgs Boson gain, & Hadron gain by <span id="quilt3Eff2" class="mlttxt"></span></div><br><br>
<button id="quiltUpg3" class="btn locked" onclick="buyQuiltUpg(3)"></button>
</div>
</div>
</div>
</div>
<div id="mainContainer" style="display: none">
<div class="band lb" style="min-height: 100px;">
<button id="mltReset" class="btn locked" onclick="mltReset()"></button>
<p class="halfline"> </p><span id="linkToGame"></span><span id="nextFeature"></span><p class="halfline"> </p>
<div id="newsticker"><div id="news"></div></div><br>
<div style="overflow-x: auto;">
<table>
<tr>
<td><button id="maintabbtn" class="btn tb main" onclick="showTab('main')">Main</button></td>
<td>
<button id="optionstabbtn" class="btn tb main" onclick="showTab('options')">Options</button>
</td>
<td>
<button id="statisticstabbtn" class="btn tb main" onclick="showTab('statistics')">Stats</button>
</td>
<td>
<button id="achievementstabbtn" class="btn tb main" onclick="showTab('achievements')">
Achievements
</button>
</td>
<td>
<button
id="energytabbtn"
class="btn tb en main"
onclick="showTab('energy')"
style="visibility: hidden;"
>
Energy
</button>
</td>
<td>
<button id="rocketstabbtn" class="btn tb rckt main" onclick="showTab('rockets')">
Rockets
</button>
</td>
<td>
<button
id="furnacetabbtn"
class="btn tb fn main"
onclick="showTab('furnace')"
style="visibility: hidden;"
>
The Furnace
</button>
</td>
<td>
<button id="autotabbtn" class="btn tb rckt main" onclick="showTab('auto')">Automation</button>
</td>
<td><button id="trtabbtn" class="btn tb rt main" onclick="showTab('tr')">Time Reversal</button></td>
<td>
<button id="collapsetabbtn" class="btn tb btndd main" onclick="showTab('collapse')">
Universal Collapse
</button>
</td>
<td>
<button id="pathogenstabbtn" class="btn tb gross main" onclick="showTab('pathogens')">
Pathogens
</button>
</td>
<td><button id="dctabbtn" class="btn tb dark main" onclick="showTab('dc')">Dark Circle</button></td>
<td><button id="inftabbtn" class="btn tb inf main" onclick="showTab('inf')">Infinity</button></td>
<td>
<button id="elementarytabbtn" class="btn tb elm eltxt main" onclick="showTab('elementary')">
Elementary
</button>
</td>
<td>
<button id="multiversestabbtn" class="btn tb s mlt main" onclick="player.tab = 'mlt'; mltSelected = player.mlt.active;">
Multiverses
</button>
</td>
</tr>
</table><br>
</div>
</div>
<br />
<div id="main" class="tab">
<span id="ts"></span>
<span id="incline"></span>
You have gone a total of <span id="distance"></span>.<br />
Your current velocity is <span id="velocity"></span> (<span id="mvName"></span>
<span id="maxVel"></span>/s).<br />
Your current acceleration is <span id="acceleration"></span>/s<sup>2</sup
><span id="accEn"></span>.<br /><br />
<table>
<tr>
<td>
<span id="rankName"></span> <span id="rank"></span>:
<button id="rankUp" class="btn locked" onclick="tmp.ranks.layer.reset(false, false)">
Reset your journey, but <span id="rankDesc" class="based"></span><br />Req:
<span id="rankReq" class="based"></span>.
</button>
</td>
<td id="rankCheapDiv">
<span id="rankCheapName"></span> <span id="rankCheap"></span>:
<button id="rankCheapUp" class="btn locked" onclick="tmp.rankCheap.layer.reset(false, false)">
Reset your journey, but weaken the rank requirement formula.<br />Req:
<span id="rankCheapReq" class="based"></span>.
</button>
</td>
</tr>
</table>
<br /><br />
<span id="tierName"></span> <span id="tier"></span>:
<button id="tierUp" class="btn locked" onclick="tmp.tiers.layer.reset(false, false)">
Reset your ranks, but <span id="tierDesc" class="based"></span><br />Req: Rank
<span id="tierReq" class="based"></span>.
</button><br><br>
<button id="quickReset" class="btn" onclick="quickReset()" style="min-width: 200px;" tooltip="Performs a Rank reset (without the reward)">Quick Reset</button><br><br><br>
</div>
<div id="options" class="tab" style="display: none;">
<table>
<tr>
<td><button class="btn tb rckt main" onclick="showOptionsTab('saving')">Saving</button></td>
<td><button class="btn tb rckt main" onclick="showOptionsTab('modes')">Modes</button></td>
<td><button id="ingamebtn" class="btn tb rckt main" onclick="showOptionsTab('ingame')">In-game</button></td>
<td><button class="btn tb rckt main" onclick="showOptionsTab('other')">Other</button></td>
</tr>
</table>
<br /><br />
<div id="saving" class="optionstab">
<table>
<tr>
<td><button class="btn tb opt ob" onclick="save()">Save</button></td>
<td><button class="btn tb opt ob" onclick="loads()">Load</button></td>
<td><button class="btn tb opt ob" onclick="importSave()">Import</button></td>
<td><button class="btn tb opt ob" onclick="exportSave()">Export</button></td>
<td><button class="btn tb opt ob" onclick="hardReset()">HARD RESET</button></td>
</tr>
<tr>
<td></td>
<td></td>
<td><button class="btn tb opt ob" onclick="importAll()">Import All</button></td>
<td><button class="btn tb opt ob" onclick="exportAll()">Export All</button></td>
</td>
</tr>
</table>
<br />
<div
class="dropdown"
style="width: 100%; min-height: 400px; max-height: 400px; left: 0%; position: absolute;"
>
<div id="dropDown2" class="dropdown-content2"></div>
</div>
</div>
<div id="modes" class="optionstab" style="display: none;">
<div id="mcta">
<b><span id="modeComboCompletions"></span></b><br><br>
<div id="modeComboTable" class="flexContainer"></div>
</div>
<div id="mctna">
<table>
<tr>
<td>
<button id="aauMode" class="btn tb opt ob" onclick="selectMode('aau')" style="z-index: 0">AAU</button>
</td>
<td>
<button id="easyMode" class="btn tb opt ob" onclick="selectMode('easy')" style="z-index: 0">Easy</button>
</td>
<td>
<button id="absurdMode" class="btn tb opt ob" onclick="selectMode('absurd')" style="z-index: 0">Absurd</button>
</td>
<td>
<button id="naMode" class="btn tb opt ob" onclick="selectMode('na')" style="z-index: 0">NA</button>
</td>
</tr>
<tr>
<td>
<button id="extremeMode" class="btn tb opt ob" onclick="selectMode('extreme')" style="z-index: 0">Extreme</button>
</td>
<td>
<button id="hardMode" class="btn tb opt ob" onclick="selectMode('hard')" style="z-index: 0">Hard</button>
</td>
<td>
<button id="hikers_dreamMode" class="btn tb opt ob" onclick="selectMode('hikers_dream')" style="z-index: 0">Hiker's Dream</button>
</td>
</tr>
</table>
</div>
<br /><br />
<span id="selectedMode"></span>
<br />
<span id="selectedModeBalancing"></span>
<br /><br />
<button class="btn tb opt" onclick="confirmModes()">Activate Modes</button>
</div>
<div id="ingame" class="optionstab" style="display: none;">
<div class="flexContainer">
<div class="flexRow">
<button id="dcPulse" class="btn tb opt ob" onclick="changeOpt('dcPulse', 0)">
Dark Circle Pulsing: ON
</button>
<button id="elc" class="btn tb opt ob" onclick="changeOpt('elc', 0)">
Elementary Confirmation: ON
</button>
<button id="tht" class="btn tb opt ob" onclick="changeOpt('tht', 0)">
Theory Tree Display: GROUPS
</button>
<button id="hcc" class="btn tb opt ob" onclick="changeOpt('hcc', 0)">
Exit Hadronic Chall Confirmation: ON
</button>
</div>
<div class="flexRow">
<button id="mltnc" class="btn tb opt ob" onclick="changeOpt('mltnc', 0)">
Multiverse Confirmation: ON
</button>
<button id="mltforcetab" class="btn tb opt ob" onclick="changeOpt('mltforcetab', 0)">
Multiverse Tab Shown on Reset: ON
</button>
<button id="hideMltBtn" class="btn tb opt ob" onclick="changeOpt('hideMltBtn', 0)">
Multiverse Reset Button: TOP OF SCREEN
</button>
</div>
</div>
</div>
<div id="other" class="optionstab" style="display: none;">
<div class="flexContainer">
<div class="flexRow">
<button id="sf" class="btn tb opt ob" onclick="changeOpt('sf', 1)">
Significant Figures: X
</button>
<button id="not" class="btn tb opt ob" onclick="changeOpt('not', 2)">
Notation: X
</button>
<button id="fonts" class="btn tb opt ob" onclick="changeOpt('fonts', 2)">
Font: X
</button>
<button id="theme" class="btn tb opt ob" onclick="changeOpt('theme', 2)">
Theme: X
</button>
<button id="name" class="btn tb opt ob" onclick="changeOpt('name', 3)">
Rename Save
</button>
</div><div class="flexRow">
<button id="hot" class="btn tb opt ob" onclick="changeOpt('hot', 0)">
Hotkeys: ON
</button>
<button id="newst" class="btn tb opt ob" onclick="changeOpt('newst', 0)">
News Ticker: ON
</button>
<button id="featPerc" class="btn tb opt ob" onclick="changeOpt('featPerc', 2)">
Feature Percentage: X
</button>
<button id="saveImp" class="btn tb opt ob" onclick="changeOpt('saveImp', 2)">
Imports: X
</button>
<button id="autoSave" class="btn tb opt ob" onclick="changeOpt('autoSave', 0)">
Auto-Save: ON
</button>
</div><div class="flexRow">
<button id="hideAch" class="btn tb opt ob" onclick="changeOpt('hideAch', 0)">
Hide Completed Ach Rows: OFF
</button>
<button id="visUpd" class="btn tb opt ob" onclick="changeOpt('visUpd', 2)">
Visual Updates: X
</button>
<button id="tabsHidden" class="btn tb opt ob" onclick="changeOpt('tabsHidden', 4)">
Show/Hide Tabs
</button>
<button id="modeComboTableActive" class="btn tb opt ob" onclick="changeOpt('modeComboTableActive', 0)">
Mode Combination Table: OFF
</button>
</div>
</div>
<br />
<div class="dropdown" style="z-index: 10"><div id="dropDown" class="dropdown-content"></div></div>
</div>
<br /><br />
<div id="footer">
Notice: You are currently playing in v<span id="version"></span>. This game was inspired by <a href="https://ivark.github.io/" target="_blank">Antimatter Dimensions</a> by
Hevipelle, and it uses <a href="https://jquery.com/" target="_blank">jQuery.js</a>,
<a href="https://notifyjs.jpillora.com/" target="_blank">notify.js</a>, and
<a href="https://naruyoko.github.io/OmegaNum.js/index.html" target="_blank">OmegaNum.js</a>, none of which I take credit for.
If you would like to create a mod of this game, that's fine, just give credit, let me know in the
discord (preferrably with a game link), and name it something slightly different (like Distance
Incremental NG+ or something of the sort)...<br /><br />
<a href="changelog.html" target="_blank">Changelog</a> <a
href="key.html"
target="_blank"
>Distances</a
> <span id="hotkeys" style="z-index: 0" widetooltip="">Hotkeys</span>
<a href="https://discord.gg/wwQfgPa" target="_blank">Discord</a> <a href="https://www.patreon.com/Jacorb90?fan_landing=true" target="_blank">Donate</a>
</div>
</div>
<div id="statistics" class="tab" style="display: none;">
<div class="band">
<table>
<tr>
<td><button class="btn tb inf" style="visibility: hidden;"></button></td>
</tr>
<tr>
<td>
<button id="mainStatsbtn" class="btn tb rckt" onclick="showStatTab('mainStats')">
Main
</button>
</td>
<td>
<button id="scalingsbtn" class="btn tb rckt" onclick="showStatTab('scalings')">
Scalings
</button>
</td>
<td>
<button id="rankTiersbtn" class="btn tb rckt" onclick="showStatTab('rankTiers')">
Rank/Tier Rewards
</button>
</td>
<td>
<button id="statBreakbtn" class="btn tb rckt" onclick="showStatTab('statBreak')">
Stat Breakdown
</button>
</td>
</tr>
</table>
</div>
<div id="mainStats" class="stattab">
Best-Ever Distance: <span id="best"></span><br>
Best-Ever Velocity: <span id="bestV"></span><br>
Best-Ever Acceleration: <span id="bestA"></span><br>
<span id="maxEnd"></span><br>
<span id="maxEP"></span><br><br>
</div><div id="scalings" class="stattab" style="display: none;">
<div align="center" style="min-width: 100%;">
<b>Scaling Levels</b><br><br>
<span id="scaledStat">Scaled</span>
<span id="superscaledStat">Superscaled</span>
<span id="hyperStat">Hyper</span>
<span id="atomicStat">Atomic</span>
<span id="supercriticalStat">Supercritical</span>
<span id="metaStat">Meta</span>
<span id="exoticStat">Exotic</span>
<span id="instantStat">Instant</span>
<span id="wtfStat">WTF</span>
<span id="utterlyFuckedStat">Utterly Fucked</span>
</div>
</div>
<div id="rankTiers" class="stattab" style="display: none;">
<div class="flexContainer">
<div id="rankTierStats"></div>
</div>
</div>
<div id="statBreak" class="stattab" style="display: none;">
<div class="band">
<table>
<tr id="multiBreakButtons">
</tr>
</table>
</div>
<table>
<tr id="multiBreak">
</tr>
</table>
</div>
</div>
<div id="achievements" class="tab" style="display: none;">
<div id="achDesc" class="band gn"></div>
<table id="achTable"></table>
<div id="achFin"></div>
</div>
<div id="energy" class="tab" style="display: none;">
<div class="band ylw">
<table>
<tr>
<td><button class="btn tb inf" style="visibility: hidden;"></button></td>
</tr>
<tr>
<td>
<button id="mainENtabbtn" class="btn tb en main" onclick="showENTab('mainEN')">
Main
</button>
</td>
<td>
<button id="generatortabbtn" class="btn tb en main" onclick="showENTab('generator')">
The Generators
</button>
</td>
</tr>
</table>
</div>
<div id="mainEN" class="enTab">
You have <span id="energyAmt" class="energy"></span> Energy, which is multiplying your velocity by <span id="energyEff" class="energy"></span>.<br><br>
<button id="energyRefill" class="btn en" onclick="refillEnergy()">Rejuvenate <div id="energyRefillOnce" style="color: black;">(can only be done once per reset)</div></button><br><br>
You have <span id="motive" class="energy"></span> Motive (based on Ranks, Tiers, & Incline) <span id="nextMotive"></span><br><br>
<button class="btn en" onclick="respecEnergyUpgs()">Respec Energy Upgrades</button><br><br>
<table>
<tr>
<td><button id="energyUpg1" class="btn locked" onclick="buyEnergyUpg(1)"><h2>Optimization</h2><br>The energy effect is boosted by your Motive<br><br>Cost: <span id="energyUpg1Cost"></span> Motive<br>Currently: <span id="energyUpg1Current"></span>x<br></button></td>
<td><button id="energyUpg2" class="btn locked" onclick="buyEnergyUpg(2)"><h2>Endurance</h2><br>Energy decreases slower based on your Motive<br><br>Cost: <span id="energyUpg2Cost"></span> Motive<br>Currently: /<span id="energyUpg2Current"></span></button></td>
<td><button id="energyUpg3" class="btn locked" onclick="buyEnergyUpg(3)"><h2>Confidence</h2><br>Your Motive is higher based on the Incline<br><br>Cost: <span id="energyUpg3Cost"></span> Motive<br>Currently: <span id="energyUpg3Current"></span>x</button></td>
<td><button id="energyUpg4" class="btn locked" onclick="buyEnergyUpg(4)"><h2>Thrusters</h2><br>The Incline nerf to max velocity & acceleration is reduced based on your Rockets<br><br>Cost: <span id="energyUpg4Cost"></span> Motive<br>Currently: <span id="energyUpg4Current"></span>th root</button></td>
<td><button id="energyUpg13" class="btn locked" onclick="buyEnergyUpg(13)"><h2>Hill-Bending</h2><br>All Energy Upgrades that are based on The Incline have a better incline in their effect<br><br>Cost: <span id="energyUpg13Cost"></span> Motive<br>Currently: +<span id="energyUpg13Current"></span>°</button></td>
</tr>
<tr>
<td><button id="energyUpg5" class="btn locked" onclick="buyEnergyUpg(5)"><h2>Optimization II</h2><br>The above upgrade is stronger based on your Energy<br><br>Cost: <span id="energyUpg5Cost"></span> Motive<br>Currently: <span id="energyUpg5Current"></span>% stronger<br></button></td>
<td><button id="energyUpg6" class="btn locked" onclick="buyEnergyUpg(6)"><h2>Endurance II</h2><br>The above upgrade is stronger based on your Energy<br><br>Cost: <span id="energyUpg6Cost"></span> Motive<br>Currently: <span id="energyUpg6Current"></span>% stronger<br></button></td>
<td><button id="energyUpg7" class="btn locked" onclick="buyEnergyUpg(7)"><h2>Confidence II</h2><br>The above upgrade is stronger based on your Total Motive<br><br>Cost: <span id="energyUpg7Cost"></span> Motive<br>Currently: <span id="energyUpg7Current"></span>% stronger<br></button></td>
<td><button id="energyUpg8" class="btn locked" onclick="buyEnergyUpg(8)"><h2>Thrusters II</h2><br>The above upgrade is stronger based on the Incline<br><br>Cost: <span id="energyUpg8Cost"></span> Motive<br>Currently: <span id="energyUpg8Current"></span>% stronger<br></button></td>
<td><button id="energyUpg14" class="btn locked" onclick="buyEnergyUpg(14)"><h2>Hill-Bending II</h2><br>The above upgrade is stronger based on your Pathogens<br><br>Cost: <span id="energyUpg14Cost"></span> Motive<br>Currently: <span id="energyUpg14Current"></span>% stronger</button></td>
</tr>
<tr>
<td><button id="energyUpg9" class="btn locked" onclick="buyEnergyUpg(9)"><h2>Optimization III</h2><br>The above upgrade is stronger based on your Time Cubes<br><br>Cost: <span id="energyUpg9Cost"></span> Motive<br>Currently: <span id="energyUpg9Current"></span>% stronger<br></button></td>
<td><button id="energyUpg10" class="btn locked" onclick="buyEnergyUpg(10)"><h2>Endurance III</h2><br>The above upgrade is stronger based on your Time Cubes<br><br>Cost: <span id="energyUpg10Cost"></span> Motive<br>Currently: <span id="energyUpg10Current"></span>% stronger<br></button></td>
<td><button id="energyUpg11" class="btn locked" onclick="buyEnergyUpg(11)"><h2>Confidence III</h2><br>The above upgrade is stronger based on your Time Cubes<br><br>Cost: <span id="energyUpg11Cost"></span> Motive<br>Currently: <span id="energyUpg11Current"></span>% stronger<br></button></td>
<td><button id="energyUpg12" class="btn locked" onclick="buyEnergyUpg(12)"><h2>Thrusters III</h2><br>The above upgrade is stronger based on your Time Cubes<br><br>Cost: <span id="energyUpg12Cost"></span> Motive<br>Currently: <span id="energyUpg12Current"></span>% stronger<br></button></td>
<td><button id="energyUpg15" class="btn locked" onclick="buyEnergyUpg(15)"><h2>Hill-Bending III</h2><br>The above upgrade is stronger based on your Pathogens<br><br>Cost: <span id="energyUpg15Cost"></span> Motive<br>Currently: <span id="energyUpg15Current"></span>% stronger</button></td>
</tr>
<tr>
<td><button id="energyUpg16" class="btn locked" onclick="buyEnergyUpg(16)"><h2>Optimization IV</h2><br>The above upgrade is stronger based on your Cadavers<br><br>Cost: <span id="energyUpg16Cost"></span> Motive<br>Currently: <span id="energyUpg16Current"></span>% stronger<br></button></td>
<td><button id="energyUpg17" class="btn locked" onclick="buyEnergyUpg(17)"><h2>Endurance IV</h2><br>The above upgrade is stronger based on your Life Essence<br><br>Cost: <span id="energyUpg17Cost"></span> Motive<br>Currently: <span id="energyUpg17Current"></span>% stronger<br></button></td>
<td><button id="energyUpg18" class="btn locked" onclick="buyEnergyUpg(18)"><h2>Confidence IV</h2><br>The above upgrade is stronger based on your Pathogens<br><br>Cost: <span id="energyUpg18Cost"></span> Motive<br>Currently: <span id="energyUpg18Current"></span>% stronger<br></button></td>
<td><button id="energyUpg19" class="btn locked" onclick="buyEnergyUpg(19)"><h2>Thrusters IV</h2><br>The above upgrade is stronger based on your Pathogens<br><br>Cost: <span id="energyUpg19Cost"></span> Motive<br>Currently: <span id="energyUpg19Current"></span>% stronger<br></button></td>
<td><button id="energyUpg20" class="btn locked" onclick="buyEnergyUpg(20)"><h2>Omnipotence</h2><br>All other upgrades in this row are stronger based on your Motive and Energy<br><br>Cost: <span id="energyUpg20Cost"></span> Motive<br>Currently: <span id="energyUpg20Current"></span>% stronger<br></button></td>
</tr>
<tr>
<td><button id="energyUpg21" class="btn locked" onclick="buyEnergyUpg(21)"><h2>Omnipotence II</h2><br><b>Omnipotence</b> is stronger based on your Super-Energy<br><br>Cost: <span id="energyUpg21Cost"></span> Motive<br>Currently: <span id="energyUpg21Current"></span>% stronger<br></button></td>
<td><button id="energyUpg22" class="btn locked" onclick="buyEnergyUpg(22)"><h2>Omnipotence III</h2><br><b>Omnipotence II</b> is stronger based on your Super-Energy<br><br>Cost: <span id="energyUpg22Cost"></span> Motive<br>Currently: <span id="energyUpg22Current"></span>% stronger<br></button></td>
<td><button id="energyUpg23" class="btn locked" onclick="buyEnergyUpg(23)"><h2>Omnipotence IV</h2><br><b>Omnipotence II</b> and <b>Omnipotence III</b> are stronger based on your Super-Energy<br><br>Cost: <span id="energyUpg23Cost"></span> Motive<br>Currently: <span id="energyUpg23Current"></span>% stronger<br></button></td>
<td><button id="energyUpg24" class="btn locked" onclick="buyEnergyUpg(24)"><h2>Consistency</h2><br>Your Motive cannot be lower than X, which is based on your Best-Ever Motive<br><br>Cost: <span id="energyUpg24Cost"></span> Motive<br>Currently: <span id="energyUpg24Current"></span><br></button></td>
<td><button id="energyUpg25" class="btn locked" onclick="buyEnergyUpg(25)"><h2>Storage</h2><br>The Energy cap is increased based on your Best-Ever Motive<br><br>Cost: <span id="energyUpg25Cost"></span> Motive<br>Currently: <span id="energyUpg25Current"></span>x<br></button></td>
</tr>
<tr>
<td><button id="energyUpg29" class="btn locked" onclick="buyEnergyUpg(29)"><h2>Energy Evolution</h2><br>The Super Energy amount & first effect are raised to an exponent based on your Energy<br><br>Cost: <span id="energyUpg29Cost"></span> Motive<br>Currently: ^<span id="energyUpg29Current"></span></button></td>
<td><button id="energyUpg27" class="btn locked" onclick="buyEnergyUpg(27)"><h2>Godlike</h2><br>Your Best Hadronic Score powers Optimization I and multiplies hadron gain<br><br>Cost: <span id="energyUpg27Cost"></span> Motive<br>Currently: <span id="energyUpg27Current"></span></button></td>
<td><button id="energyUpg26" class="btn locked" onclick="buyEnergyUpg(26)"><h2>Meta Omnipotence</h2><br>Super-Energy's second effect is stronger based on your Best-Ever Motive<br><br>Cost: <span id="energyUpg26Cost"></span> Motive<br>Currently: <span id="energyUpg26Current"></span>% stronger<br></button></td>
<td><button id="energyUpg28" class="btn locked" onclick="buyEnergyUpg(28)"><h2>Super-Confidence</h2><br>Your Motive is multiplied by your Hadrons<br><br>Cost: <span id="energyUpg28Cost"></span> Motive<br>Currently: <span id="energyUpg28Current"></span>x</button></td>
<td><button id="energyUpg30" class="btn locked" onclick="buyEnergyUpg(30)"><h2>Omnipotence V</h2><br><b>Omnipotence I-IV</b> are stronger based on your Best Entropy<br><br>Cost: <span id="energyUpg30Cost"></span> Motive<br>Currently: <span id="energyUpg30Current"></span>% stronger</button></td>
</tr>
<tr>
<td><button id="energyUpg31" class="btn locked" onclick="buyEnergyUpg(31)"><h2>Omnipotence VI</h2><br><b>Omnipotence I-V</b> are stronger based on your Total Multiversal Energy<br><br>Cost: <span id="energyUpg31Cost"></span> Motive<br>Currently: <span id="energyUpg31Current"></span>% stronger</button></td>
<td><button id="energyUpg32" class="btn locked" onclick="buyEnergyUpg(32)"><h2>Anti-Incline</h2><br>The Incline's Secant is reduced by 25% for each unique Multiverse completed (50% stronger in non-Prime Multiverses)<br><br>Cost: <span id="energyUpg32Cost"></span> Motive<br>Currently: -<span id="energyUpg32Current"></span>%</button></td>
<td><button id="energyUpg33" class="btn locked" onclick="buyEnergyUpg(33)" style="font-size: 11px;"><h2>Generator Evolution</h2><br>The cost of Purchasing/Upgrading Generators scales slower based on your Energy, and the Energy effect is raised ^20.<br><br>Cost: <span id="energyUpg33Cost"></span> Motive<br>Currently: <span id="energyUpg33Current"></span>% slower</button></td>
<td><button id="energyUpg34" class="btn locked" onclick="buyEnergyUpg(34)"><h2>Anti-Incline II</h2><br>The Incline's Secant is divided based on your Ranks.<br><br>Cost: <span id="energyUpg34Cost"></span> Motive<br>Currently: /<span id="energyUpg34Current"></span></button></td>
<td><button id="energyUpg35" class="btn locked" onclick="buyEnergyUpg(35)"><h2>Entropic Energy</h2><br>Energy boosts Entropy gain.<br><br>Cost: <span id="energyUpg35Cost"></span> Motive<br>Currently: <span id="energyUpg35Current"></span>x</button></td>
</tr>
<tr>
<td></td><td></td>
<td><button id="energyUpg36" class="btn locked" onclick="buyEnergyUpg(36)"><h2>Thrusters V</h2><br><b>Thrusters I-IV</b> are exponentially stronger based on your Distance.<br><br>Cost: <span id="energyUpg36Cost"></span> Motive<br>Currently: <span id="energyUpg36Current"></span>% stronger</button></td>
</tr>
</table><br><br><br>
</div><div id="generator" class="enTab">
<br><br>The <span id="geners"></span> currently at Level <span id="genLvl" class="energy"></span>, and so it is generating <span id="energyGen" class="energy"></span> Energy/sec, with a limit of <span id="energyLim" class="energy"></span> Energy<br><br>
The Generators have also granted you <span id="superEn" class="energy"></span> Super-Energy, which makes you get <span id="superEnEff" class="energy"></span>x more Motive.<br>
<span id="superEnEff2Div">Your Super Energy is also making the first 25 Energy Upgrades <span id="superEnEff2" class="energy"></span>% stronger.</span><br><br>
<button class="btn en" onclick="respecGens()">Respec The Generators</button><br><br>
<button id="buyGen" class="btn locked" onclick="buyGen()"><h2>Upgrade Generators</h2><br><h3>Cost: <span id="genCost"></span> Motive</h3></button> <button id="newGen" class="btn locked" onclick="newGen()"><h2>Buy a new Generator</h2><br><h3>Cost: <span id="newGenCost"></span> Motive</h3></button><br><br>
</div>
</div>
<div id="rockets" class="tab" style="display: none;">
<div class="band or">
<table>
<tr>
<td><button class="btn tb fn" style="visibility: hidden;"></button></td>
</tr>
<tr>
<td>
<button id="mrcabbtn" class="btn tb rckt main" onclick="showRocketsTab('mrc')">
Rockets
</button>
</td>
<td>
<button id="upgrctabbtn" class="btn tb rckt main" onclick="showRocketsTab('upgrc')">
Rocket Upgrades
</button>
</td>
</tr>
</table><br>
</div><br>
<div id="mrc" class="rocketTab">
<button id="rocketReset" class="btn locked" onclick="tmp.rockets.layer.reset()">
Reset all previous progress to gain <span id="rocketGain" class="based2"></span> rockets
<span id="rocketGainSC"></span></button
><br /><br />
You have <span id="rocketsAmt"></span>, which are making your acceleration & maximum velocity boost
themselves (log(x+1)<sup><span id="rocketsEff"></span></sup>) <span id="rocketEffSC"></span><br /><br />
<button id="rfReset" class="btn locked" onclick="tmp.rf.layer.reset(false, false)">
Reset your rockets (but nothing else) to get 1 rocket fuel<br />Req:
<span id="rfReq" class="based"></span> rockets.</button
><br /><br />
You have <span id="rf"></span> <span id="rfName"></span>, which boosts the effect of rockets by
<span id="rfEff"></span>%, and adds <span id="rf2"></span> additional rockets to their effect.
</div>
<div id="upgrc" class="rocketTab" style="display: none;">
You have <span id="rocketsAmtInUpg"></span>
<table id = "rckUpgs"><tr>
</tr></table>
</div>
</div>
<div id="furnace" class="tab" style="display: none;">
<div class="band or">
<table>
<tr>
<td><button class="btn tb fn" style="visibility: hidden;"></button></td>
</tr>
<tr>
<td>
<button id="nfntabbtn" class="btn tb fn main" onclick="showFurnaceTab('nfn')">
The Furnace
</button>
</td>
<td>
<button id="efntabbtn" class="btn tb fn main" onclick="showFurnaceTab('efn')">
Enhanced Furnace
</button>
</td>
<td>
<button id="magmatabbtn" class="btn tb magma main" onclick="showFurnaceTab('magma')">
Magma Search
</button>
</td>
<td>
<button id="plasmatabbtn" class="btn tb plasma main" onclick="showFurnaceTab('plasma')">
Plasma
</button>
</td>
</tr>
</table><br>
</div><br>
<div id="nfn" class="furnaceTab">
You have <span id="coal" class="char"></span>, translated to <span id="coalEff" class="char"></span> added
Rocket effect.<br /><br />
<table>
<tr>
<td>
<button
id="fnu1"
class="btn locked"
onclick="tmp.fn.upgs[1].buy()"
style="min-height: 100px; max-height: 100px; font-size: 10px;"
>
Multiply Coal gain by <span id="fnu1eff"></span> (before Extreme Mode reduction)<br />Cost:
<span id="fnu1cost"></span> Coal<br /><span id="fnu1name"></span>Level:
<span id="fnu1lvl"></span>
</button>
</td>
<td>
<button
id="fnu2"
class="btn locked"
onclick="tmp.fn.upgs[2].buy()"
style="min-height: 100px; max-height: 100px;"
>
Gain an extra Rank Cheapener<br />Cost: <span id="fnu2cost"></span> Coal<br /><span
id="fnu2name"
></span
>Level: <span id="fnu2lvl"></span>
</button>
</td>
<td>
<button
id="fnu3"
class="btn locked"
onclick="tmp.fn.upgs[3].buy()"
style="min-height: 100px; max-height: 100px;"
>
Double Rocket gain<br />Cost: <span id="fnu3cost"></span> Coal<br /><span
id="fnu3name"
></span
>Level: <span id="fnu3lvl"></span>
</button>
</td>
<td>
<button
id="fnu4"
class="btn locked"
onclick="tmp.fn.upgs[4].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add to the power of Furnace Upgrade 1 by <span id="fnu4eff"></span>x<br />Cost: <span id="fnu4cost"></span> Coal<br /><span
id="fnu4name"
></span
>Level: <span id="fnu4lvl"></span>
</button>
</td>
<td>
<button
id="fnu5"
class="btn locked"
onclick="tmp.fn.upgs[5].buy()"
style="min-height: 100px; max-height: 100px;"
>
Double Cadaver gain<br />Cost: <span id="fnu5cost"></span> Coal<br /><span
id="fnu5name"
></span
>Level: <span id="fnu5lvl"></span>
</button>
</td>
</tr>
</table>
<br /><br /><br />
<button id="bf" class="btn locked" onclick="tmp.fn.bfReset()">
Reset all Furnace progress to gain a Blue Flame<br />Req: <span id="bfReq"></span> Coal</button
><br /><br />
You have <span id="bfAmt" class="blfl"></span> <span id="blueFlameName"></span>Blue Flame, which makes the cost of all Furnace Upgrades
scale <span id="bfEff" class="blfl"></span> slower.<br><br><br>
<div id="furnChalls">
Notice: Furnace Challenges will perform a Collapse reset. When in a Furnace Challenge, Furnace Upgrade 4 <span id="fu4dc">does nothing</span>.<br>
<table><tr>
<td id="fnc1" class="furnChall"><br><b>Blue Flame does nothing.</b><br>Goal: <span id="fnc1goal"></span> Blue Flame<br><button id="fns1" class="btn fn" onclick="startFurnChall(1)"></button><br><br>Reward: Superscaled & Hyper Furnace Upgrade scalings are 90% weaker.<br><br></td>
<td id="fnc2" class="furnChall"><br><b>Coal gain is raised to the power of 0.075 (before reduction)</b><br>Goal: <span id="fnc2goal"></span> Blue Flame<br><button id="fns2" class="btn fn" onclick="startFurnChall(2)"></button><br><br>Reward: Furnace Upgrade 1's effect is increased by 25x.<br><br></td>
<td id="fnc3" class="furnChall"><br><b>Time Reversal Upgrade 16 does not affect Coal gain, and Hyper Furnace Upgrade scaling is stuck at 9,999% strength</b><br>Goal: <span id="fnc3goal"></span> Blue Flame<br><button id="fns3" class="btn fn" onclick="startFurnChall(3)"></button><br><br>Reward: Scaled Rank Cheapener scaling is 90% weaker, and Knowledge gain is 3.2x faster.<br><br></td>
<td id="fnc4" class="furnChall"><br><b>Furnace Upgrade 1 does nothing, and the Blue Flame cost formula is faster</b><br>Goal: <span id="fnc4goal"></span> Blue Flame<br><button id="fns4" class="btn fn" onclick="startFurnChall(4)"></button><br><br>Reward: The Extreme Mode reduction to pre-Infinity generation is less lethal (^0.75 -> ^0.825)<br><br></td>
<td id="fnc5" class="furnChall"><br><b>All Coal generation boosts from outside The Furnace is disabled (which includes Time Speed), and Blue Flame is weaker</b><br>Goal: <span id="fnc5goal"></span> Blue Flame<br><button id="fns5" class="btn fn" onclick="startFurnChall(5)"></button><br><br>Reward: Furnace Upgrade 4's effect is increased by 0.0001x for each Furnace Upgrade 1 bought, and unlock Furnace Upgrade 5<br><br></td>
<td id="fnc6" class="furnChall"><br><b>Furnace Upgrades are 99.99% weaker, Enhanced Furnace Upgrades are 50% weaker, and Blue Flame & Enhanced Furnace Upgrades cost scale much faster. This challenge forces an Elementary reset instead of a Collapse reset.</b><br>Goal: <span id="fnc6goal"></span> Blue Flame<br><button id="fns6" class="btn fn" onclick="startFurnChall(6)"></button><br><br>Reward: Blue Flame affects Enhanced Furnace Upgrades at a reduced rate<br><br></td>
</tr></table>
</div>
</div>
<div id="efn" class="furnaceTab" style="display: none;">
You have <span id="eCoal" class="char"></span>, translated to <span id="eCoalEff" class="char"></span> free Blue Flame, and multiply Time Speed by <span id="eCoalEff2" class="char"></span>x.<br /><br />
<table>
<tr>
<td>
<button
id="efnu1"
class="btn locked"
onclick="tmp.fn.enh.upgs[1].buy()"
style="min-height: 100px; max-height: 100px; font-size: 9px"
>
Multiply Enhanced Coal gain by <span id="efnu1eff"></span> (before Extreme Mode reduction, boosted by Coal and Endorsements)<br />Cost:
<span id="efnu1cost"></span> Enhanced Coal<br /><span id="efnu1name"></span>Level:
<span id="efnu1lvl"></span>
</button>
</td>
<td>
<button
id="efnu2"
class="btn locked"
onclick="tmp.fn.enh.upgs[2].buy()"
style="min-height: 100px; max-height: 100px;"
>
Non-free Rank Cheapeners are <span id="efnu2eff"></span>% stronger (additive)<br />Cost: <span id="efnu2cost"></span> Enhanced Coal<br /><span
id="efnu2name"
></span
>Level: <span id="efnu2lvl"></span>
</button>
</td>
<td>
<button
id="efnu3"
class="btn locked"
onclick="tmp.fn.enh.upgs[3].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add to the power of Furnace Upgrade 4 by <span id="efnu3eff"></span>x<br />Cost: <span id="efnu3cost"></span> Enhanced Coal<br /><span
id="efnu3name"
></span
>Level: <span id="efnu3lvl"></span>
</button>
</td>
</tr>
<tr>
<td>
<button
id="efnu4"
class="btn locked"
onclick="tmp.fn.enh.upgs[4].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add an extra level to the above upgrade<br />Cost:
<span id="efnu4cost"></span> Enhanced Coal<br /><span id="efnu4name"></span>Level:
<span id="efnu4lvl"></span>
</button>
</td>
<td>
<button
id="efnu5"
class="btn locked"
onclick="tmp.fn.enh.upgs[5].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add an extra level to the above upgrade<br />Cost: <span id="efnu5cost"></span> Enhanced Coal<br /><span
id="efnu5name"
></span
>Level: <span id="efnu5lvl"></span>
</button>
</td>
<td>
<button
id="efnu6"
class="btn locked"
onclick="tmp.fn.enh.upgs[6].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add an extra level to the above upgrade<br />Cost: <span id="efnu6cost"></span> Enhanced Coal<br /><span
id="efnu6name"
></span
>Level: <span id="efnu6lvl"></span>
</button>
</td>
</tr>
<tr>
<td>
<button
id="efnu7"
class="btn locked"
onclick="tmp.fn.enh.upgs[7].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add an extra level to the above upgrade<br />Cost:
<span id="efnu7cost"></span> Enhanced Coal<br /><span id="efnu7name"></span>Level:
<span id="efnu7lvl"></span>
</button>
</td>
<td>
<button
id="efnu8"
class="btn locked"
onclick="tmp.fn.enh.upgs[8].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add an extra level to the above upgrade<br />Cost: <span id="efnu8cost"></span> Enhanced Coal<br /><span
id="efnu8name"
></span
>Level: <span id="efnu8lvl"></span>
</button>
</td>
<td>
<button
id="efnu9"
class="btn locked"
onclick="tmp.fn.enh.upgs[9].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add an extra level to the above upgrade<br />Cost: <span id="efnu9cost"></span> Enhanced Coal<br /><span
id="efnu9name"
></span
>Level: <span id="efnu9lvl"></span>
</button>
</td>
</tr>
<tr>
<td>
<button
id="efnu10"
class="btn locked"
onclick="tmp.fn.enh.upgs[10].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add two extra levels to the above upgrade<br />Cost:
<span id="efnu10cost"></span> Enhanced Coal<br /><span id="efnu10name"></span>Level:
<span id="efnu10lvl"></span>
</button>
</td>
<td>
<button
id="efnu11"
class="btn locked"
onclick="tmp.fn.enh.upgs[11].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add two extra levels to the above upgrade<br />Cost: <span id="efnu11cost"></span> Enhanced Coal<br /><span
id="efnu11name"
></span
>Level: <span id="efnu11lvl"></span>
</button>
</td>
<td>
<button
id="efnu12"
class="btn locked"
onclick="tmp.fn.enh.upgs[12].buy()"
style="min-height: 100px; max-height: 100px;"
>
Add two extra levels to the above upgrade<br />Cost: <span id="efnu12cost"></span> Enhanced Coal<br /><span
id="efnu12name"
></span
>Level: <span id="efnu12lvl"></span>
</button>
</td>
</tr>
<tr>
<td></td>
<td>
<button
id="efnu13"
class="btn locked"
onclick="tmp.fn.enh.upgs[13].buy()"
style="min-height: 100px; max-height: 100px; font-size: 10px;"
>
Increase the exponent of Enhanced Coal's boost to Time Speed (+<span id="efnu13eff"></span>) and add an extra level to all previous upgrades<br />Cost: <span id="efnu13cost"></span> Enhanced Coal<br /><span
id="efnu13name"
></span
>Level: <span id="efnu13lvl"></span>
</button>
</td>
<td></td>
</tr>
</tr>
</table><br><br>
<span id="moltBr">Your Enhanced Coal has granted you <span id="moltBrAmt" class="char"></span> Molten Bricks, which boost Pathogen gain & Enhanced Coal gain by <span id="moltBrEff" class="char"></span>x, and boost Knowledge gain by <span id="moltBrEff2" class="char"></span>x</span><br><br>
</div>
<div id="magma" class="furnaceTab" style="display: none;">
<br><br><table>
<tr>
<td><button id="magmaSearch" class="btn locked" onclick="magmaSearch()" style="min-height: 150px; max-height: 150px;"><h2>Search for Magma</h2><br>Req: <span id="magmaReq"></span> Enhanced Coal</button></td>
<td><button id="reformMagma" class="btn locked" onclick="reformMagma()" style="min-height: 150px; max-height: 150px;"><h2>Reform your Magma</h2><br>Req: <span id="magmaReformReq"></span> Magma & <span id="magmaReformReq2"></span> Knowledge</button></td>
</tr>
</table><br><br>
You have <span id="magmaAmt" class="magmaTxt"></span> <span id="magmaDesc"></span>, which is making Furnace & Enhanced Furnace Upgrades <span id="magmaEff" class="magmaTxt"></span>% stronger<br><br>
You have <span id="rMagmaAmt" class="magmaTxt"></span> <span id="rMagmaDesc"></span>, which is multiplying your Molten Bricks by <span id="rMagmaEff"></span><br><br>
Note: This does not reset on Elementary.
</div>
<div id="plasma" class="furnaceTab" style="display: none;">
<br><br>
You are generating 1 Plasma every second, and your Skyrmions are raising your Plasma to the power of <span id="plasmaExp" class="plasmaTxt"></span>.<br><br>
You have <span id="plasmaAmt" class="plasmaTxt"></span> Plasma.<br><br><br>
Your Plasma & Blue Flame have generated <span id="whiteFlameAmt" class="whiteFlame"></span> White Flame <span id="whiteFlameGen"></span><br><br>
<button id="plasmaBoostBtn" class="btn locked" onclick="buyPlasmaBoost()"></button><br><br>
<div id="plasmaBoosts" class="flexContainer"></div><br><br>
</div>
</div>
<div id="auto" class="tab" style="display: none;">
<table>
<tr>
<td>You have <span id="scraps"></span>.</td>
<td> </td>
<td>You have <span id="intAmt"></span>.</td>
</tr>
</table>
<table>
<tr>
<td><button id="rankbot" class="btn locked" onclick="tmp.auto['rankbot'].btn()"></button></td>
<td>
<button id="rankCheapbot" class="btn locked" onclick="tmp.auto['rankCheapbot'].btn()"></button>
</td>
<td><button id="tierbot" class="btn locked" onclick="tmp.auto['tierbot'].btn()"></button></td>
<td><button id="fuelbot" class="btn locked" onclick="tmp.auto['fuelbot'].btn()"></button></td>
</tr>
</table>
<br /><br />
<div id="robotTab">
<br /><b><span id="robotName"></span></b><br /><br />
<button id="robotMax" class="btn rckt" onclick="tmp.auto[player.automation.open].maxAll()">
Max All
</button>
<table>
<tr>
<td><b>Interval</b>: <span id="robotInterval"></span></td>
<td><b>Magnitude</b>: <span id="robotMagnitude"></span></td>
</tr>
<tr>
<td>
<button
id="buyRobotInterval"
class="btn locked"
onclick="tmp.auto[player.automation.open].buy(0)"
tooltip="The interval is how quickly the robot can purchase their designated upgrade."
></button>
</td>
<td>
<button
id="buyRobotMagnitude"
class="btn locked"
onclick="tmp.auto[player.automation.open].buy(1)"
tooltip="The magnitude is how many the robot can purchase at once."
></button>
</td>
</tr>
</table><br><br>
<button id="robotToggle" class="btn rckt" onclick="toggleRobot(player.automation.open)"></button>
</div>
<br />
<div id="automator" class="flexRow"></div>
</div>
<div id="tr" class="tab" style="display: none;">
<br /><button
id="rt"
class="btn rt"
onclick="reverseTime()"
widetooltip="Once you reverse time, all previous resources will be lost over time instead of being generated! In return, you gain Time Cubes over time."
></button
><br /><br />
You have <span id="tc"></span>, translated to <span id="frf"></span> free rocket fuel
<span id="timeCubeEffSC"></span><br /><br />
<table id="trTable"></table>
<br>
</div>
<div id="collapse" class="tab" style="display: none;">
<button id="collapseReset" class="btn locked" onclick="tmp.collapse.layer.reset()">
Reset all previous progress to gain <span id="cadaverGain" class="dead"></span> cadavers
<span id="cadaverGainSC"></span></button
><br /><br />
You have <span id="cadavers"></span>, which make time go <span id="cadaverEff" class="dead"></span>x faster
<span id="cadaverEffSC"></span><br /><br />
<button id="sacrificeCadavers" class="btn locked" onclick="sacrificeToLifeEssence()">
Sacrifice all your cadavers into <span id="lifeEssGain" class="dead"></span> life essence.</button
><br /><br />
You have <span id="lifeEssence"></span>.<br /><br />
<table id="cmTable"></table>
<br /><br />
</div>
<div id="pathogens" class="tab" style="display: none;">
<span id="tdeEff"></span>
You have <span id="pathogensAmt"></span> <span id="pthGainSC"></span><br /><br />
<button class="btn gross" onclick="tmp.pathogens.maxAll()">Max All</button><br /><br />
<span id="pthUpgPow" class="grosstxt"></span>
<div id="pthUpgs"></div>
<br /><br />
</div>
<div id="dc" class="tab" style="display: none;">
Dark Flow: <span id="darkFlow" style="font-weight: bold;"></span>x<br />
<table>
<tr>
<td class="darkcircleHidden"></td>
<td class="darkcircleHidden"></td>
<td id="darkMatter" class="darkcircle"></td>
<td class="darkcircleHidden"></td>
<td class="darkcircleHidden"></td>
</tr>
<tr>
<td class="darkcircleHidden"></td>
<td class="darkcircleHidden"></td>