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- Let's make a game!
- name:Stuff Clicker
- by:Simanalix
- desc:We have a new goal in life: have lots and LOTS of stuff. All things = ours = good!
- created:04.20.2020
- updated:04.21.2020
- version:1.20.backup.1
- Layout
- *main
- contains:res, buttons
- *res
- contains:Resources
- class:fullWidth
- *buttons
- contains:Buttons
- *store
- contains:buildings, upgrades
- *buildings
- contains:BulkDisplay, Buildings
- header:Buildings
- tooltip origin:left
- *upgrades
- contains:Upgrades
- header:Upgrades
- costs:hide
- names:hide
- CSS
- #game
- {
- background:rgba(220,255,255);
- font-size:16px;
- color:rgba(0,0,0,0.9);
- text-shadow:rgba(0,0,0,0,6);
- }
- .box
- {
- text-align:center;
- padding:6px;
- box-shadow:rgba(170,220,170,0.5);
- }
- .thing,.box-header,.box-footer,.box-bit
- {
- background:rgba(255,255,255,0.5);
- border:1px solid rgba(0,0,0,0.9);
- margin:1px;
- }
- .thing:hover
- {
- background:rgba(255,255,255,0.75);
- }
- .box-header
- {
- margin-bottom:4px;
- }
- .box-footer
- {
- margin-top:4px;
- }
- .title
- {
- text-decoration:underline;
- }
- #box-main
- {
- left:0px;
- top:0px;
- bottom:0px;
- overflow:hidden;
- width:60%;
- position:absolute;
- }
- #box-res.fullWidth
- {
- width:100%;
- top:5%;
- height:5%;
- min-height:32px;
- z-index:100;
- position:absolute;
- }
- #box-buttons
- {
- top:0px;
- right:0px;
- bottom:0px;
- left:0px;
- position:absolute
- }
- #box-store
- {
- right:0px;
- top:0px;
- bottom:0px;
- width:40%;
- position:absolute;
- background-color:rgba(255,255,222,0.9);
- }
- #box-buildings,#box-upgrades
- {
- top:0px;
- bottom:0px;
- width:50%;
- right:0%;
- overflow-x:hidden;
- overflow-y:scroll;
- padding-bottom:48px;/* this is to accommodate the info and settings buttons */
- position:absolute;
- }
- #box-upgrades
- {
- background-color:rgba(255,222,222,1);
- }
- #box-buildings
- {
- right:50%;
- background-color:rgba(222,255,222,1);
- }
- #box-buildings>.box-header
- {
- padding-bottom:16px;
- }
- #bulkDisplay
- {
- margin:-20px 24px 6px 24px;;
- }
- .thing
- {
- display:inline-block;
- padding:0px;
- border-radius:11px
- cursor:pointer;
- }
- .thing:active
- {
- opacity:0.5;
- }
- .upgrade.owned,.achiev.owned
- {
- box-shadow:0px 0px 0px 2px rgba(0,0,0,0.5) inset;
- }
- .thing.cantAfford
- {
- opacity:0.65;
- }
- .upgrade.cantAfford
- {
- border:none;
- }
- .thing-costs{font-weight:bold;text-shadow:1px 1px 0px rgba(0,0,0,0.5);}
- .cost.hasEnough{color:#0f0;}
- .cost.notEnough{color:#f00;}
- .button>.thing-text
- {
- text-decoration:underline;
- }
- .building
- {
- display:block;
- margin-right:0px;
- font-size:14px;
- }
- .fullWidth
- {
- display:block;
- margin-left:0px;
- margin-right:0px;
- z-index:10;
- }
- #game .fullWidth
- {
- height:auto;
- min-height:auto;
- }
- .fullWidth,.fullWidth:hover
- {
- background:rgba(0,0,0,0.75);
- box-shadow:none;
- color:#fff;
- }
- .fullWidth:before,.fullWidth:after
- {
- content:'';
- height:1px;
- background:rgba(255,255,255,0.75);
- position:absolute;
- left:0px;
- right:0px;
- z-index:-1;
- }
- .fullWidth:before{top:-1px;}
- .fullWidth:after{bottom:-1px;}
- .fullWidth .thing-icon
- {
- margin-top:-10px;
- margin-bottom:-10px;
- }
- .fullWidth .thing-text
- {
- margin-top:-4px;
- margin-bottom:-4px;
- }
- .listing
- {
- font-weight:normal;
- }
- #game.filtersOn .thing-icon
- {
- filter:drop-shadow(3px 3px 1px rgba(0,0,0,0.5));
- }
- Resources
- *TEMPLATE
- show earned
- *soil
- name:Soil
- desc:This stuff is great. Your production is multiplied by your soil amount (+1)!
- req:have A1
- *fruit|fruits
- name:Fruits
- desc:Common resource, that is quite tasty.
- *wood
- name:Wood
- desc:New resource. Not reset by Deflation.
- req:gold>=10
- *gold|golds
- name:Gold
- desc:This is not reset by Deflation, and increases your SoilPS!
- req:(Manors:max)>=20
- *silver
- name:Silver
- desc:Valuable currency for most people.
- req:have MarketU
- *sugar
- name:Sugar
- desc:This is very special, and has unique abilities.
- req:have A6
- *stone
- name:Stone
- desc:Just some normal rocks from underground.
- req:wood>=20
- *iron
- name:Iron
- desc:Just some Iron from the mines.
- req:Miners+Lumberjacks>=60
- *coal
- name:Coal
- desc:Boring lumps of coal, good for making steel.
- req:have CoalMining
- *steel
- name:Steel
- desc:Special material, increases SilkPS
- req:iron>=20
- req:Miners+Lumberjacks>=120
- *silk
- name:Silk
- desc:This special substance grows in special orchards.
- req:have SilkOrchards
- *TEMPLATE
- show earned
- hidden when 0
- *crystal|crystals
- name:Crystal
- desc:These are a special reward for getting rare achievements. These slow down Gold production, but will be very useful.
- *flower|flowers
- name:Flowers
- desc:These are a special reward for getting achievements. These increase sugar rates!
- *TEMPLATE
- hidden
- *MarketSalePrice
- *SilverInflation
- *PurchasedSilver
- *ProducedSilver
- *luck
- *canGold
- *DeflationCount
- *SilkPrice
- *IronPrice
- *SteelPrice
- *Impossiblium
- Buttons
- *farmA
- name:Apple Farm
- desc:Click this to get fruits.
- on click:yield 1 fruit
- on click:if (have MarketU) yield 0.1 silver
- on click:if (Manors>5) yield 0.1 soil
- on click:if (have AppleOrchards) yield Orchards fruits
- on click:$chancE=chance((luck)%)
- on click:if (have A6 and $chancE>0) yield (1+flowers) sugar
- on click:if (have A6 and luck<100 and $chanceE<1) yield 1 luck
- on click:if (have A6 and $chancE>0) lose (luck-flowers) luck
- class:bigButton
- Buildings
- *Orchard|Orchards
- name:Peach Orchards
- desc:Grows some peaches for you. Grows 1 fruit per second (1 FruitPS)
- on tick:yield 1*(1+soil) fruit
- req: (farmA:clicks)>=9
- cost:25 fruits
- cost:if ((Orchards)>=50) 1 silver
- cost increase: 105%
- *BerryPatch|BerryPatches
- name:Strawberry Patches
- desc:Grows strawberries in huge patches. (10 FruitPS)
- on tick:yield 10*(1+soil) fruit
- req: (Orchards)>=20
- cost:500 fruits
- cost:if ((BerryPatches)>=50) 1 soil
- cost increase: 105%
- *Market|Markets
- name:Market
- desc:Sells your fruits for silver. (1 SilverPS, -2 FruitsPS)
- on tick:if ((fruits)>=((MarketSalePrice)*(Markets)*0.1)) yield 0.1 silver
- on tick:if ((fruits)>=((MarketSalePrice)*(Markets)*0.1)) yield 0.1 PurchasedSilver
- on tick:if ((fruits)>=((MarketSalePrice)*(Markets)*0.1)) lose MarketSalePrice fruits
- req:have MarketU
- cost:2000 fruits
- cost increase:110%
- *Manor|Manors
- name:Manor
- desc:A lovely large home, perfect for housing services. (0.1 SoilPS)
- on tick:yield 0.1*(gold+1) soil
- on tick:yield SilverInflation MarketSalePrice
- req:(silver:earned)>=30
- cost:10 silver
- cost increase:120%
- *LoyalLumberjack|LoyalLumberjacks
- name:Loyal Lumberjacks
- desc:These give 1 WoodPS, and last forever.
- cost:2 gold
- cost increase:100%
- req:gold>=15
- on tick:yield 1 wood
- *Lumberjack|Lumberjacks
- name:Loyal Lumberjacks
- desc:These give 1 WoodPS, and last forever.
- cost:10 silver
- cost:10 wood
- req:LoyalLumberjacks>0
- cost increase:110%
- on tick:yield 1 wood
- *Managerminer|Managerminers
- name:Manager Miner
- desc:These give 1 StonePS, and last forever.
- cost:4 gold
- req:wood>=20
- on tick:yield (1+Mineshafts) stone
- cost increase:100%
- *Miner|Miners
- name:Miner
- desc:These give 1 StonePS.
- cost:30 wood
- cost:50 silver
- req:stone>=1000
- on tick:yield (1+Mineshafts) stone
- on tick:if (have CoalMining) yield ((1+Mineshafts)/2) coal
- cost increase:110%
- *Mill|Mills
- name:Lumber Mill
- desc:Increases your Lumberjack production.
- cost:100 wood
- cost:50 silk
- cost increase:130%
- req:Lumberjacks>=15
- *Mineshaft|Mineshafts
- name:Mine Shaft
- desc:Increases your Miner production.
- cost:100 wood
- cost:100 stone
- cost increase:130%
- req:Miners>=15
- *SilkTreeOrchard|SilkTreeOrchard|SilkTO
- req:have SilkOrchards
- cost:200 wood
- on tick:if ((soil)>=((SilkPrice)*(SilkTO)*0.1*(1+(steel/10)))) yield 0.1 silk
- on tick:if ((soil)>=((SilkPrice)*(SilkTO)*0.1*(1+(steel/10)))) lose SilkPrice soil
- *Smeltery|Smelteries
- name:Smeltery
- desc:Uses stone and wood to produce iron for you.
- cost:50 sugar
- cost:500 wood
- cost increase:130%
- req:Miners+Lumberjacks>=60
- on tick:if ((stone)>=((IronPrice)*(Smelteries)*0.1) and (wood)>=((IronPrice)*(Smelteries)*0.1)) yield 0.1*IronPrice iron
- on tick:if ((stone)>=((IronPrice)*(Smelteries)*0.1) and (wood)>=((IronPrice)*(Smelteries)*0.1)) lose 0.1*IronPrice wood
- on tick:if ((stone)>=((IronPrice)*(Smelteries)*0.1) and (wood)>=((IronPrice)*(Smelteries)*0.1)) lose 0.1*IronPrice stone
- *Blacksmith|Blacksmiths
- name:Blacksmith
- desc:Mixes iron and coal to make steel for you.
- cost:1000 stone
- cost:2000 silver
- cost increase:130%
- req:Miners+Lumberjacks>=125
- on tick:if ((iron)>=((SteelPrice)*(Blacksmiths)*0.1) and (coal)>=((SteelPrice)*(Blacksmiths)*0.1)) yield 0.1*SteelPrice steel
- on tick:if ((iron)>=((SteelPrice)*(Blacksmiths)*0.1) and (coal)>=((SteelPrice)*(Blacksmiths)*0.1)) lose 0.1*SteelPrice coal
- on tick:if ((iron)>=((SteelPrice)*(Blacksmiths)*0.1) and (coal)>=((SteelPrice)*(Blacksmiths)*0.1)) lose 0.1*SteelPrice iron
- *MysticMarkets
- name:Mystic Markets
- desc:Sorry, this is not complete yet!
- cost:1 Impossiblium
- req:have A9
- Upgrades
- *StartingStats
- always hidden
- start with
- on earn:yield 20 MarketSalePrice
- on earn:lose SilverInflation-(2/(pow(2,DeflationCount))) SilverInflation
- on tick:if ((silver:earned)>=ceil(pow((2+(0.1*(crystals:earned))),(canGold-1)))) yield 1 canGold
- on earn:SilkPrice=40
- on earn:SteelPrice=30
- on earn:IronPrice=50
- *MarketU
- name:Commercialization
- desc:Unlock a new building: the Market. Also, you can click for silver!
- req:BerryPatches>=20
- cost:10000 fruits
- *EfficientMarkets|U0
- name:Efficient Markets
- desc:Markets now buy silver at half price!
- passive:$MarketSalePriceL=((MarketSalePrice)/2)
- passive:lose $MarketSalePriceL MarketSalePrice
- req:Markets>20
- cost:50 silver
- *Deflation
- name:Deflation!
- desc:This resets (almost) EVERYTHING! (fruits, silver, soil)
- on earn:lose fruits fruits
- on earn:lose soil soil
- on earn:lose silver silver
- on earn:lose Manors Manors
- on earn:lose Markets Markets
- on earn:lose BerryPatches BerryPatches
- on earn:lose Orchards Orchards
- on earn:lose MarketSalePrice MarketSalePrice
- passive:yield 1 MarketSalePrice
- passive:yield 1 DeflationCount
- on earn:lose 1 MarketU
- on earn:lose 1 U0
- on earn:lose 1 U1
- on earn:lose 1 U2
- on earn:lose 1 U3
- on earn:lose 1 U4
- on earn:lose 1 U5
- on earn:lose 1 U6
- on earn:lose 1 U7
- on earn:lose 1 U8
- on earn:lose 1 U9
- on earn:lose 1 U10
- on earn:lose 1 U11
- on earn:lose 1 U12
- on earn:lose 1 U13
- on earn:lose 1 U14
- on earn:lose 1 U15
- on earn:lose 1 U16
- on earn:lose 1 U17
- on earn:lose 1 U18
- on earn:lose 1 U19
- on earn:lose 1 U20
- on earn:lose 1 U21
- on earn:lose 1 U22
- on earn:lose 1 U23
- on earn:lose 1 U24
- on earn:lose 1 U25
- on earn:lose 1 U26
- on earn:lose 1 StartingStats
- on earn:lose 1 FreshStart
- on earn:gain 1 StartingStats
- passive:yield canGold-(gold:earned) gold
- req:Manors>=20
- req:canGold>(gold:earned)
- /*
- This will reset everything, except for gold and Silver Inflation.
- This gives you gold based on your silver amount. The first, and second golds take 1 silver, and then each gold after that requires twice as much as the previous gold.
- Your wood and soil production are multiplied by 1+ your gold.
- This reduces you Silver Inflation by 1/2.
- */
- *FreshStart
- name:Fresh Start
- desc:Start producing fruits again. (Reset Deflation)
- on earn:lose Deflation
- req:have Deflation
- *TEMPLATE
- Passive:multiply yield of Orchards by 2
- *AppleOrchards|U1
- req:Orchards>=10
- name:Apple Orchards
- desc:They grow fruit you get by clicking, increase your Fruits Per Click (Orchards +1 FruitsPC). Also, Orchard FruitPS x2
- Cost:1000 fruits
- *OrangeOrchards|U2
- req:Orchards>=25
- name:Orange Orchards
- desc:What's the difference between apples and oranges? Orchard FruitPS x2
- cost:10000 fruits
- *LimeOrchards|U3
- req:Orchards>=50
- name:Lime Orchards
- desc:It smells fresh here. Orchard FruitPS x2
- Cost:100000 fruits
- *BananaOrchards|U4
- req:Orchards>=75
- name:Tropical Orchards
- desc:I have never seen a banana tree. Orchard FruitPS x2
- cost:1000000 fruits
- *LemonOrchards|U5
- req:Orchards>=100
- name:Lemon Orchards
- desc:Lemons are the sweetest fruit. Orchard FruitPS x2
- cost:10000000 fruits
- *CoconutOrchards|U6
- req:Orchards>=125
- name:Coconut Orchards
- desc:Coconuts are my favorite too.
- cost:100000000 fruits
- *PearOrchards|U7
- req:Orchards>=150
- name:Pear Orchards
- desc:Those are huge. They are as good as 2 fruits! Orchard FruitPS x2
- cost:1000000000 fruits
- *CashOrchards|U8
- req:Orchards>=175
- name:Coconut Orchards
- desc:Silver doesn't grow on trees, but this does. Orchard FruitPS x2
- cost:10000000000 fruits
- *MangoOrchards|U9
- req:Orchards>=200
- name:Mango Orchards
- desc:Tell the man to go! Orchard FruitPS x2
- cost:100000000000 fruits
- *SilkOrchards|U10
- req:Orchards>=250
- name:Silk Tree Orchards
- desc:New Building unlocked: Silk Orchards. Orchard FruitPS x3
- passive:multiply yield of Orchards by 3
- cost:1000000000000 fruits
- *TEMPLATE
- passive:multiply yield of BerryPatches by 2
- *CherryPatches|U11
- req:BerryPatches>=10
- name:Cherry Patches
- desc:They have these "yummy" pits. Berry Patch FruitsPS x2
- cost:10000 fruits
- *GrapePatches|U12
- req:BerryPatches>=25
- name:Grape Vineyards
- desc:Looks alot like a Berry Patch. Berry Patch FruitsPS x2
- cost:100000 fruits
- *BlueberryPatches|U13
- req:BerryPatches>=50
- name:Blueberry Patches
- desc:Blueberries are popular among the children. Berry Patch FruitsPS x2
- cost:1000000 fruits
- *TomatoPatches|U14
- req:BerryPatches>=75
- name:Tomato Patches
- desc:These aren't berries... Berry Patch FruitsPS x2
- cost:10000000 fruits
- *RaspberryPatches|U15
- req:BerryPatches>=100
- name:Raspberry Patches
- desc:"More like rash-berries" farmers complain. Berry Patch FruitsPS x2
- cost:100000000 fruits
- *BlackberryPatches|U16
- req:BerryPatches>=125
- name:Blackberry Patches
- desc:These only grow at night! Berry Patch FruitsPS x2
- cost:1000000000 fruits
- *NightshadePatches|U17
- req:BerryPatches>=150
- name:Nightshade Patches
- desc:These berries are poisonous! Berry Patch FruitsPS x2
- cost:10000000000 fruits
- *PumpkinPatches|U18
- req:BerryPatches>=175
- name:Pumpkin Patches
- desc:These make fun hats when carved out. Berry Patch FruitsPS x2
- cost:100000000000 fruits
- *MelonPatches|U19
- req:BerryPatches>=200
- name:Watermelon Patches
- desc:They are blood red inside! Berry Patch FruitsPS x2
- cost:1000000000000 fruits
- *CantaloupePatches|U20
- req:BerryPatches>=250
- passive:$BerrPatchUID=9
- name:Cantaloupe Patches
- desc:You cantaloupe fool me! Berry Patch FruitsPS x2
- *TEMPLATE
- passive:multiply yield of Markets by 3
- passive:grant (2*MarketSalePrice) MarketSalePrice
- *MoreMerchants|U21
- req:Markets>=10
- name:More Merchants
- desc:Markets have 3 times as many merchants, so Market Sales x3
- cost:100000 fruits
- *Billboards|U22
- req:Markets>=50
- name:Billboards
- desc:to attract more customers, Market Sales x3
- cost:2000000 fruits
- *GroceryStore|U23
- req:Markets>=100
- name:Grocery Store
- desc:Markets are replaced with full on stores, so Market Sales x3
- cost:40000000 fruits
- *Advertisements|U24
- req:Markets>=200
- name:Advertisements
- desc:Posters and signs are put around town to attract more buyers, so Market Sales x3
- cost:800000000 fruits
- *Malls|U25
- req:Markets>=300
- name:Malls
- desc:Markets are now lots of stores put together. Market Sales x3
- cost:16000000000 fruits
- *TEMPLATE
- *PersonalMegaFarm|U26
- name:Personal Mega Farm
- desc:You sugar coat tools at your personal farm. Click produce x5
- passive:multiply yield of farmA by 5
- req:sugar>=10
- cost:30 sugar
- *CoalMining
- name:Coal Mining
- desc:Your miners now mine coal as well.
- req:Miners>=20
- cost:100 iron
- *TEMPLATE
- passive:multiply yield of farmA by 2
- *GoldenApples
- name:Golden Apples
- desc:The apples on your farm are golden, boosting the area. Click produce x2
- req:(gold:earned)>=40
- cost:10 gold
- *SteelTools
- name:Steel Tools
- desc:Give your personal tools steel handles. Click produce x2
- req:Blacksmiths>=15
- cost:100 steel
- *SilkySeating
- name:Silky Seating
- desc:How about you use some of all that silk? Click produce x2
- cost:1000 silk
- req:(silk:earned)>=10000
- *TEMPLATE
- passive:multiply yield of LumberJacks by 3
- *TEMPLATE
- passive:multiply yield of Miners by 3
- *TEMPLATE
- passive:multiply yield of _ by 3
- Achievements
- //Flower
- *TEMPLATE
- on earn:yield 1 flower
- *A1
- name:Rich
- desc:Congratulations! You have enough silver to buy yourself a Manor.
- req:silver>=1000
- *A2
- name:Soil Ville
- desc:You have 10 of those? Did you know you can now click for 0.5 soil.
- req:Manors>=10
- *A3
- name:Fruit Farmer
- desc:Get 30 fruit farms.
- req:BerryPatches+Orchards>=30
- *A4
- name:Salesman
- desc:Purchase 100,000 silver.
- req:PurchasedSilver>=100000
- *A5
- name:Deflated
- desc:You have reset the market, for your own profit. Genius!
- req:have Deflation
- *A6
- name:Golden Touch
- desc:You got 25 earned Gold!
- req:(gold:earned)>=25
- *A6B
- name:Barrel of Gold
- desc:You have 100 earned Gold!
- req:(gold:earned)>=100
- *A6C
- name:House of Gold
- desc:You have 500 earned Gold!
- req:(gold:earned)>=500
- *A6D
- name:Golden Manor
- desc:You have 2000 earned Gold!!
- req:(gold:earned)>=2,000
- *A6E
- name:Golden City
- desc:You somehow have earned 10,000 Gold!!
- req:(gold:earned)>=10000
- *A7
- name:Getting Somewhere
- desc:Have 15 Loyal Lumberjacks
- req:LoyalLumberjacks>=15
- *A8
- name:Many fruits
- desc:Farm 10,000 total fruits.
- req:(fruit:earned)>=(pow(10,4))
- *A8B
- name:So many fruits
- desc:Farm 100,000 total fruits.
- req:(fruit:earned)>=(pow(10,5))
- *A8C
- name:Fruit City
- desc:Farm 1,000,000 total fruits.
- req:(fruit:earned)>=(pow(10,6))
- *A8D
- name:Just a few more fruits...
- desc:Farm 10,000,000 total fruits.
- req:(fruit:earned)>=(pow(10,7))
- *A8E
- name:Sea of fruits
- desc:Farm 100,000,000 total fruits.
- req:(fruit:earned)>=(pow(10,8))
- *A8F
- name:That is enough fruits!
- desc:Farm 1,000,000,000 total fruits.
- req:(fruit:earned)>=(pow(10,9))
- *A8G
- name:Cure Hunger
- desc:With fruits! Farm 10,000,000,000 total fruits.
- req:(fruit:earned)>=(pow(10,10))
- *A9
- name:Market Master
- desc:You have 200 Markets. Now you can build Mystic Markets!
- req:Markets>=200
- *A10
- name:Silver Architect
- desc:Build 300 Silver based buildings!
- req:(Orchards+BerryPatches+Markets+Manors)>=300
- *A11
- name:Steel Architect
- desc:Build 300 Steel based buildings.
- req:(Miners+Managerminers+Mineshafts+Smelteries+Blacksmiths)>=300
- //Crystal
- *TEMPLATE
- on earn:yield 1 crystal
- *A6F
- name:King of Gold (crystal)
- desc:Are you cheating? You have earned 50,000 Gold!!!
- req:(gold:earned)>=50000
- *A8H
- name:Too many fruits! (crystal)
- desc:How about vegetables instead? Farm 1,000,000,000,000 total fruits!
- req:(fruit:earned)>=(pow(10,12))
- *A12
- name:Invented Clothing
- desc:Wow! You've grown 1,000,000 Silk. You will be able to make clothing when the game gets updated.
- req:(silk:earned)>=1000000
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