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- Let's make a game!
- name:gaem
- by:Estrumbilo
- Desc:<b>v0.1:</b>
- version:1
- Buttons
- *fight
- no tooltip
- no text
- class:bigButton hasFlares
- on click:yield 1 gold
- on start:toast This is just a test. If this is your first time playing check the tutorial in the gold resource tooltip.
- Resources
- //Main
- *gold
- name:Gold
- desc:<b>Tutorial</b><//>----<.><b>Buildings</b> - Building can be bought on the buildings menu, they generate gold.<.><b>Units</b> - Units can be hired in the unit shop for gold. They fight monsters so you can go to the next zone. Units level up over time, and some of them find loot while fighting (a loot bag spawns when loot is found). When they level up their <b>Power</b> increases, power increases their kills per second.<.><b>Zones</b> - You start in the <b>Forest</b> zone, to unlock more zones when you reach the required progress (kills) on them. Each zone has unique stats, like chance to find loot or how much loot Loot Bags have.
- class:noBackground
- start with:10
- icon:CCicons[25,11]
- //kills
- *TEMPLATE
- hidden
- *kills
- *killsForest
- *killsDesert
- *TEMPLATE
- hidden
- *powerPerLVL
- start with:1.01
- *killsWarrior
- *killsArcher
- *killsThief
- *killsMage
- //GOLD
- *goldFarm
- *goldHouse
- *goldMerchant
- *goldMine
- *goldFarmB
- start with:1
- *goldHouseB
- start with:6
- *goldMerchantB
- start with:35
- *goldMineB
- start with:140
- //EXP
- *warriorLVL
- start with:1
- *warriorEXP
- *warriorMAX
- start with:20
- *warriorStartMAX
- start with:20
- *archerLVL
- start with:1
- *archerEXP
- *archerMAX
- start with:20
- *archerStartMAX
- start with:20
- *thiefLVL
- start with:1
- *thiefEXP
- *thiefMAX
- start with:35
- *thiefStartMAX
- start with:35
- *mageLVL
- start with:1
- *mageEXP
- *mageMAX
- start with:30
- *mageStartMAX
- start with:30
- //LOOT
- *lBagFreq
- start with:1%
- *lBagFreqZone
- start with:1
- *lBagGoldZone
- start with:60
- *lBagFreqZone1
- start with:1
- *lBagFreqZone2
- start with:0.5
- *lBagGoldZone1
- start with:30
- *lBagGoldZone2
- start with:35
- Shinies
- *lootBag
- name:Wow! A Loot Bag!
- on click:
- yield (gold:ps * lBagGoldZone) gold
- toast On the lootbag you found <b><#ffff00>[(gold:ps * lBagGoldZone)] Gold!</#></b>
- end
- movement:anywhere fade
- class:noBackground
- Buildings
- *TEMPLATE
- class:myBuilding
- on click:anim glow
- tag:buildings
- hidden
- *farm
- name:Farm
- desc:A nice farm that will earn gold.<//><b>Info:</b><.>Each farm earns <b><#ffff00>[goldFarmB] Gold</#></b> each second.<.>Earning <b><#ffff00>[goldFarm:ps] Gold</#></b> each second.<.><b><#ffff00>[goldFarm] Gold</#></b> earned so far.
- on tick:yield 1 gold
- on tick:yield 1 goldFarm
- cost:100 gold
- on earn:yield farmList
- *house
- name:House
- desc:A nice house that will earn gold.<//><b>Info:</b><.>Each house earns <b><#ffff00>[goldHouseB] Gold</#></b> each second.<.>Earning <b><#ffff00>[goldHouse:ps] Gold</#></b> each second.<.><b><#ffff00>[goldHouse] Gold</#></b> earned so far.
- on tick:yield 6 gold
- on tick:yield 6 goldHouse
- cost:900 gold
- on earn:yield houseList
- *merchant
- name:Merchant
- desc:A nice merchant that will earn gold.<//><b>Info:</b><.>Each merchant earns <b><#ffff00>[goldMerchantB] Gold</#></b> each second.<.>Earning <b><#ffff00>[goldMerchant:ps] Gold</#></b> each second.<.><b><#ffff00>[goldMerchant] Gold</#></b> earned so far.
- on tick:yield 35 gold
- on tick:yield 35 goldMerchant
- cost:8000 gold
- on earn:yield merchantList
- *mine
- name:Mine
- desc:A nice mine that will earn gold.<//><b>Info:</b><.>Each mine earns <b><#ffff00>[goldMineB] Gold</#></b> each second.<.>Earning <b><#ffff00>[goldMine:ps] Gold</#></b> each second.<.><b><#ffff00>[goldMine] Gold</#></b> earned so far.
- on tick:yield 140 gold
- on tick:yield 140 goldMine
- cost:70000 gold
- req:zone2 = 1
- on earn:yield mineList
- *TEMPLATE
- limit:1
- class:normal
- hidden when 0
- tag:units
- *Warrior
- desc:A mighty Warrior that will hunt down enemies for you.<//><b>Stats:</b><.>Kills <b>[killsWarrior:ps] Enemies</b> each second.<.>Power Multiplier from Level - <b>[((1 * (pow(powerPerLVL,warriorLVL))) * 100)]%</b><.>EXP - <b>[warriorEXP]/[warriorMAX] Exp ([warriorEXP:ps] Exp/s)</b><.>Chance to find loot - <b>[(((lBagFreq * lBagFreqZone) / 2) * 1000)]/1,000,000</b> every second.<//><b>Type:</b><.><b><#ffa500>Brawler</b></#>
- text:Warrior</>Level - [warriorLVL]
- on tick:yield (2 * (pow(powerPerLVL,warriorLVL))) kills
- on tick:yield (2 * (pow(powerPerLVL,warriorLVL))) killsWarrior
- on tick:
- if (zone1 = 1)
- yield (2 * (pow(powerPerLVL,warriorLVL))) killsForest
- end
- end
- on tick:
- if (zone2 = 1)
- yield (2 * (pow(powerPerLVL,warriorLVL))) killsDesert
- end
- end
- on tick:yield 1 warriorEXP
- on tick:
- if (warriorEXP >= warriorMAX)
- yield (1 / this) warriorLVL
- warriorEXP is 0
- warriorMAX is (warriorMAX * 1.2)
- end
- end
- on tick:
- if (chance((lBagFreq * lBagFreqZone) / 2))
- spawn lootBag
- end
- end
- *Archer
- desc:A mighty Archer that will shoot down enemies for you.<//><b>Stats:</b><.>Kills <b>[killsArcher:ps] Enemies</b> each second.<.>Power Multiplier from Level - <b>[((1 * (pow(powerPerLVL,archerLVL))) * 100)]%</b><.>EXP - <b>[archerEXP]/[archerMAX] Exp ([archerEXP:ps] Exp/s)</b><//><b>Type:</b><.><b><#42a7df>Marksman</b></#>
- text:Archer</>Level - [archerLVL]
- on tick:yield (3 * (pow(powerPerLVL,archerLVL))) kills
- on tick:yield (3 * (pow(powerPerLVL,archerLVL))) killsArcher
- on tick:
- if (zone1 = 1)
- yield (3 * (pow(powerPerLVL,archerLVL))) killsForest
- end
- end
- on tick:
- if (zone2 = 1)
- yield (3 * (pow(powerPerLVL,archerLVL))) killsDesert
- end
- end
- on tick:yield 1 archerEXP
- on tick:
- if (archerEXP >= archerMAX)
- yield (1 / this) archerLVL
- archerEXP is 0
- archerMAX is (archerMAX * 1.2)
- end
- end
- *Thief
- desc:A sneaky Thief that will kill enemies for you.<//><b>Stats:</b><.>Kills <b>[killsThief:ps] Enemies</b> each second.<.>Power Multiplier from Level - <b>[((1 * (pow(powerPerLVL,thiefLVL))) * 100)]%</b><.>EXP - <b>[thiefEXP]/[thiefMAX] Exp ([thiefEXP:ps] Exp/s)</b><.>Chance to find loot - <b>[((lBagFreq * lBagFreqZone) * 1000)]/1,000,000</b> every second.<//><b>Type:</b><.><b><#ff0000>Assassin</b></#>
- text:Thief</>Level - [thiefLVL]
- on tick:yield (5 * (pow(powerPerLVL,thiefLVL))) kills
- on tick:yield (5 * (pow(powerPerLVL,thiefLVL))) killsThief
- on tick:
- if (zone1 = 1)
- yield (5 * (pow(powerPerLVL,thiefLVL))) killsForest
- end
- end
- on tick:
- if (zone2 = 1)
- yield (5 * (pow(powerPerLVL,thiefLVL))) killsDesert
- end
- end
- on tick:yield 1 thiefEXP
- on tick:
- if (thiefEXP >= thiefMAX)
- yield (1 / this) thiefLVL
- thiefEXP is 0
- thiefMAX is (thiefMAX * 1.2)
- end
- end
- on tick:
- if (chance((lBagFreq * lBagFreqZone)))
- spawn lootBag
- end
- end
- *Mage
- desc:A mystic mage that will obliterate enemies for you.<//><b>Stats:</b><.>Kills <b>[killsMage:ps] Enemies</b> each second.<.>Power Multiplier from Level - <b>[((1 * (pow(powerPerLVL,mageLVL))) * 100)]%</b><.>EXP - <b>[mageEXP]/[mageMAX] Exp ([mageEXP:ps] Exp/s)</b><//><b>Type:</b><.><b><#8A2BE2>Spellcaster</#></b>
- text:Mage</>Level - [mageLVL]
- on tick:yield (6 * (pow(powerPerLVL,mageLVL))) kills
- on tick:yield (6 * (pow(powerPerLVL,mageLVL))) killsMage
- on tick:
- if (zone1 = 1)
- yield (6 * (pow(powerPerLVL,mageLVL))) killsForest
- end
- end
- on tick:
- if (zone2 = 1)
- yield (6 * (pow(powerPerLVL,mageLVL))) killsDesert
- end
- end
- on tick:yield 1 mageEXP
- on tick:
- if (mageEXP >= mageMAX)
- yield (1 / this) mageLVL
- mageEXP is 0
- mageMAX is (mageMAX * 1.2)
- end
- end
- Upgrades
- //*debug
- //on click:yield 322222222222222222222222 gold
- *goBack
- name:Go back
- no tooltip
- on click:hide tag:hire
- on click:hide tag:upgrades
- on click:hide tag:bupgrades
- on click:hide tag:zones
- on click:hide this
- on click:show tag:menu
- hidden
- no buy
- class:hire
- on click:anim glow
- *goBack2
- name:Go back
- no tooltip
- on click:hide tag:units
- on click:hide tag:buildings
- on click:hide this
- on click:show tag:menu2
- hidden
- no buy
- class:hire
- on click:anim glow
- tag:goBack2
- *TEMPLATE
- tag:menu
- class:hire
- no buy
- on click:anim glow
- *hireMenu
- name:Unit Shop
- desc:Buy units here to help you kill monsters.
- on click:show tag:hire
- on click:show goBack
- on click:hide tag:menu
- *upgradeMenu
- name:Upgrade Shop
- desc:Buy upgrades here to increase your gold income.
- on click:show tag:upgrades:notOwned
- on click:show goBack
- on click:hide tag:menu
- *bupgradeMenu
- name:Bought Upgrades
- desc:All your bought upgrades are shown here.
- on click:hide this
- on click:show tag:bupgrades:owned
- on click:show goBack
- on click:hide tag:menu
- *zoneMenu
- name:Zones
- desc:Your <b>Adventure Zones</b> are here!
- on click:hide this
- on click:show tag:zones
- on click:show goBack
- on click:hide tag:menu
- *TEMPLATE
- tag:menu2
- class:hire
- no buy
- on click:anim glow
- *unitMenu
- name:Units
- desc:Your hired units are located here. There are <b>4</b> unit types:<.><b><#ffa500>Brawler</b></#> units have a balance in most aspects, they level up at normal speed and can find loot in the battlefield.<.><b><#42a7df>Marksman</b></#> units are similar to Brawlers units, they have balanced stats, the only difference is that they can't find loot and are slightly more powerful.<.><b><#ff0000>Assassin</b></#> units level up slower but have higher base stats and find loot more often.<.><#8A2BE2>Spellcaster</#></b> units level up slower and can't find loot, but have the highest base stats.
- on click:show tag:units
- on click:hide tag:menu2
- on click:show goBack2
- *buildMenu
- name:Buildings
- no tooltip
- on click:show tag:buildings
- on click:hide tag:menu2
- on click:show goBack2
- *TEMPLATE
- tag:zones
- class:upgrade2
- hidden
- *zone1
- text:Forest ([?(this=0)| |X])
- name:Forest
- desc:This is where you will start your mighty adventure.<//><b>Info:</b><.>Zone Progress - <b>[killsForest]/5,000</b><.>Loot Bag Chance Modifier - <b>[(lBagFreqZone1 * 1000000)]/1,000,000</b><.>Loot Bag Gold Modifier - <b>[lBagGoldZone1]x</b>
- cost:20 gold
- on earn:lBagFreqZone is lBagFreqZone1
- on earn:lBagGoldZone is lBagGoldZone1
- on earn:lose zone2
- owned
- *zone2
- text:Desert ([?(this=0)| |X])
- name:Desert
- desc:It burns!<//><b>Info:</b><.>Zone Progress - <b>[killsDesert]/40,000</b><.>Loot Bag Chance Modifier - <b>[(lBagFreqZone2 * 1000000)]/1,000,000</b><.>Loot Bag Gold Modifier - <b>[lBagGoldZone2]x</b><.>Unlocks a new <b>Unit</b> and <b>Building</b>.
- cost:100000 gold
- req:killsForest >= 5000
- on earn:lBagFreqZone is lBagFreqZone2
- on earn:lBagGoldZone is lBagGoldZone2
- on earn:lose zone1
- *TEMPLATE
- tag:hire
- class:hire
- hidden
- on click:anim glow
- *hireWarrior
- text:Warrior ([?(this=0)| |X])
- name:Warrior
- desc:Hire a Warrior.
- cost:50 gold
- on earn:yield 1 Warrior
- *hireArcher
- text:Archer ([?(this=0)| |X])
- name:Archer
- desc:Hire a Archer.
- cost:1000 gold
- on earn:yield 1 Archer
- *hireThief
- text:Thief ([?(this=0)| |X])
- name:Thief
- desc:Hire a Thief.
- cost:15000 gold
- on earn:yield 1 Thief
- *hireMage
- text:Mage ([?(this=0)| |X])
- name:Mage
- desc:Hire a Mage.
- cost:200000 gold
- on earn:yield 1 Mage
- req:zone2 = 1
- *TEMPLATE
- tag:upgrades
- hidden
- class:upgrade2
- *farm1
- name:Farm I
- text:<#7CFC00>Farm I</#>
- name:Farm I
- desc:Farms earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>I</#></b>
- passive:multiply yield of farm by 2
- on earn:goldFarmB is goldFarmB*2
- on earn:hide this
- cost:1000 gold
- req:1 farm
- *farm2
- name:Farm II
- text:<#7CFC00>Farm II</#>
- name:Farm II
- desc:Farms earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>II</#></b>
- passive:multiply yield of farm by 2
- on earn:goldFarmB is goldFarmB*2
- on earn:hide this
- cost:5000 gold
- req:5 farm
- *farm3
- name:Farm III
- text:<#7CFC00>Farm III</#>
- name:Farm III
- desc:Farms earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>III</#></b>
- passive:multiply yield of farm by 2
- on earn:goldFarmB is goldFarmB*2
- on earn:hide this
- cost:50000 gold
- req:50 farm
- *house1
- name:House I
- text:<#7CFC00>House I</#>
- desc:Houses earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>I</#></b>
- passive:multiply yield of house by 2
- on earn:goldHouseB is goldHouseB*2
- on earn:hide this
- cost:9000 gold
- req:5 house
- *house2
- name:House II
- text:<#7CFC00>House II</#>
- desc:Houses earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>II</#></b>
- passive:multiply yield of house by 2
- on earn:goldHouseB is goldHouseB*2
- on earn:hide this
- cost:45000 gold
- req:10 house
- *house3
- name:House III
- text:<#7CFC00>House III</#>
- desc:Houses earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>III</#></b>
- passive:multiply yield of house by 2
- on earn:goldHouseB is goldHouseB*2
- on earn:hide this
- cost:450000 gold
- req:25 house
- *merchant1
- name:Merchant I
- text:<#7CFC00>Merchant I</#>
- desc:Merchants earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>I</#></b>
- passive:multiply yield of merchant by 2
- on earn:goldMerchantB is goldMerchantB*2
- on earn:hide this
- cost:80000 gold
- req:5 merchant
- *merchant2
- name:Merchant II
- text:<#7CFC00>Merchant II</#>
- desc:Merchants earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>II</#></b>
- passive:multiply yield of merchant by 2
- on earn:goldMerchantB is goldMerchantB*2
- on earn:hide this
- cost:400000 gold
- req:10 merchant
- *merchant3
- name:Merchant III
- text:<#7CFC00>Merchant III</#>
- desc:Merchants earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>III</#></b>
- passive:multiply yield of merchant by 2
- on earn:goldFarmB is goldMerchantB*2
- on earn:hide this
- cost:4000000 gold
- req:25 merchant
- *mine1
- name:Mine I
- text:<#7CFC00>Mine I</#>
- desc:Mine earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>I</#></b>
- passive:multiply yield of mine by 2
- on earn:goldMineB is goldMineB*2
- on earn:hide this
- cost:80000 gold
- req:5 mine
- *mine2
- name:Mine II
- text:<#7CFC00>Mine II</#>
- desc:Mines earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>II</#></b>
- passive:multiply yield of mine by 2
- on earn:goldMineB is goldMineB*2
- on earn:hide this
- cost:400000 gold
- req:10 mine
- *mine3
- name:Mine III
- text:<#7CFC00>Mine III</#>
- desc:Mines earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>III</#></b>
- passive:multiply yield of mine by 2
- on earn:goldFarmB is goldMineB*2
- on earn:hide this
- cost:4000000 gold
- req:25 mine
- *cursor1
- name:Cursor I
- text:<#7CFC00>Cursor I</#>
- desc:Your clicks earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>I</#></b>
- passive:increase gold yield of fight by 1
- on earn:hide this
- cost:100 gold
- *cursor2
- name:Cursor II
- text:<#7CFC00>Cursor II</#>
- desc:Your clicks earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>I</#></b>
- passive:increase gold yield of fight by 2
- on earn:hide this
- cost:500 gold
- req:cursor1 = 1
- *cursor3
- name:Cursor III
- text:<#7CFC00>Cursor III</#>
- desc:Your clicks earn <b>twice</b> as much.<//><b>Info:</b><.>Tier - <b><#7CFC00>I</#></b>
- passive:increase gold yield of fight by 4
- on earn:hide this
- cost:5000 gold
- req:cursor2 = 1
- *TEMPLATE
- hidden
- tag:bupgrades
- class:upgrade2
- tooltip origin:left
- *cursorList
- name:Cursor Upgrades
- desc:<b><t><#7CFC00>Cursor I</#></t></b><//>([?(have cursor1)|Bought|-])<//>Your clicks earn <b>twice</b> as much.<//><b><t><#7CFC00>Cursor II</#></t></b><//>([?(have cursor2)|Bought|-])<//>Your clicks earn <b>twice</b> as much.<//><b><t><#7CFC00>Cursor III</#></t></b><//>([?(have cursor3)|Bought|-])<//>Your clicks earn <b>twice</b> as much.
- owned
- *farmList
- name:Farm Upgrades
- desc:<b><t><#7CFC00>Farm I</#></t></b><//>([?(have farm1)|Bought|-])<//>Farms earn <b>twice</b> as much.<//><b><t><#7CFC00>Farm II</#></t></b><//>([?(have farm2)|Bought|-])<//>Farms earn <b>twice</b> as much.<//><b><t><#7CFC00>Farm III</#></t></b><//>([?(have farm3)|Bought|-])<//>Farms earn <b>twice</b> as much.
- *houseList
- name:House Upgrades
- desc:<b><t><#7CFC00>House I</#></t></b><//>([?(have house1)|Bought|-])<//>Houses earn <b>twice</b> as much.<//><b><t><#7CFC00>House II</#></t></b><//>([?(have house2)|Bought|-])<//>Houses earn <b>twice</b> as much.<//><b><t><#7CFC00>House III</#></t></b><//>([?(have house3)|Bought|-])<//>Houses earn <b>twice</b> as much.
- *merchantList
- name:Merchant Upgrades
- desc:<b><t><#7CFC00>Merchant I</#></t></b><//>([?(have merchant1)|Bought|-])<//>Merchants earn <b>twice</b> as much.<//><b><t><#7CFC00>Merchant II</#></t></b><//>([?(have merchant2)|Bought|-])<//>Merchants earn <b>twice</b> as much.<//><b><t><#7CFC00>Merchant III</#></t></b><//>([?(have merchant3)|Bought|-])<//>Merchants earn <b>twice</b> as much.
- *mineList
- name:Mine Upgrades
- desc:<b><t><#7CFC00>Mine I</#></t></b><//>([?(have mine1)|Bought|-])<//>Mines earn <b>twice</b> as much.<//><b><t><#7CFC00>Mine II</#></t></b><//>([?(have mine2)|Bought|-])<//>Mines earn <b>twice</b> as much.<//><b><t><#7CFC00>Mine III</#></t></b><//>([?(have mine3)|Bought|-])<//>Mines earn <b>twice</b> as much.
- Settings
- //stylesheet by me, dont use without permssion
- stylesheet:https://pastebin.com/qentW9td
- background:http://orteil.dashnet.org/cookieclicker/img/bgBlack.jpg
- spritesheet:CCicons, 48 by 48, http://orteil.dashnet.org/cookieclicker/img/icons.png
- building cost increase:120%
- Layout
- *main
- contains:res, buttons
- *res
- contains:Resources, Achievements
- class:fullWidth
- *buttons
- contains:Buttons
- *store
- contains:buildings, upgrades
- *buildings
- contains:tag:goBack2, Buildings, tag:menu2
- header:Stuff
- tooltip origin:left
- *upgrades
- contains:tag:repUpgrades, Upgrades
- header:Menu
- costs:hide
- names:hide
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