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- Let's make a game!
- name:Antimatter Dimensions
- by:slabdrill
- desc:A game about making antimatter.
- //forum post:
- created:24/10/2017
- updated:24/10/2017
- version:0
- Settings
- building cost increase:100%
- building cost refund:0%
- //Buttons
- Resources
- *m|d0a
- name: Antimatter
- *TEMPLATE
- tags: da rl
- *d1a
- *d2a
- *d3a
- *d4a
- *d5a
- *d6a
- *d7a
- *d8a
- *TEMPLATE
- tags:dc rl
- always hidden
- *d1c
- *d2c
- *d3c
- *d4c
- *d5c
- *d6c
- *d7c
- *d8c
- Buildings
- *ts
- tag:rl
- cost:1000 m
- cost increase:1000%
- req:1 d2a
- desc:decreases tickspeed by 11%
- *resets
- cost:20 d8a
- name:Reset the game for a Boost
- on earn:do reset with core
- *TEMPLATE
- limit:10
- tags:db rl
- *d1b
- cost:10 m
- passive:grant 1 d1a
- *d2b
- cost:100 m
- passive:grant 1 d2a
- req:1 d1a
- *d3b
- cost:1e4 m
- passive:grant 1 d3a
- req:1 d2a
- *d4b
- cost:1e6 m
- passive:grant 1 d4a
- req:1 d3a
- *d5b
- cost:1e9 m
- passive:grant 1 d5a
- req:1 d4a,1 resets
- *d6b
- cost:1e13 m
- passive:grant 1 d6a
- req:1 d5a,2 resets
- *d7b
- cost:1e18 m
- passive:grant 1 d7a
- req:1 d6a,3 resets
- *d8b
- cost:1e24 m
- passive:grant 1 d8a
- req:1 d7a,4 resets
- Upgrades
- *cheat
- cost:10 m
- on tick:gain 1e6 m
- *cheat2
- req:cheat
- desc:you dirty cheater
- cost:1e6 m
- on tick:gain 1e6 d4a
- *TEMPLATE
- passive:grant 1 resets
- name:Reset the game for a new Dimension
- on earn:do reset with core
- *reset1
- cost:20 d4a
- *reset2
- req:reset1
- cost:20 d5a
- *reset3
- req:reset2
- cost:20 d6a
- *reset4
- req:reset3
- cost:20 d7a
- Includes
- *include b10c %num %ci %numm
- if (d[%num]b>=10)
- lose 10 d[%num]b
- gain 10 d[%num]a
- gain [%ci] d[%num]c
- multiply cost of d[%num]b by 1e[%ci]
- end
- multiply cost of d[%num]b by pow(10,d[%num]c)
- multiply d[%numm]a yield of core by pow(2,d[%num]c)
- multiply d[%numm]a yield of core by max(pow(2,resets-[%numm]),1)
- multiply d[%numm]a yield of core by d[%num]a
- multiply d[%numm]a yield of core by pow(1/0.89,ts)
- if (d[%num]a:max>0) gain 0.1 d[%numm]a
- //the if should be unnecessary but it seems to be anyway
- //Items
- Achievements
- *core
- owned
- always hidden
- passive:
- multiply m yield of core by 10
- [include b10c %num="1" %ci="3" %numm="0"]
- [include b10c %num="2" %ci="4" %numm="1"]
- [include b10c %num="3" %ci="5" %numm="2"]
- [include b10c %num="4" %ci="6" %numm="3"]
- [include b10c %num="5" %ci="8" %numm="4"]
- [include b10c %num="6" %ci="10" %numm="5"]
- [include b10c %num="7" %ci="12" %numm="6"]
- [include b10c %num="8" %ci="15" %numm="7"]
- increase cost of resets by 15*max(resets-4,0)
- end
- on reset:
- lose tag:rl
- m=10
- end
- on start:do reset
- //Shinies
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