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- Let's make a game!
- name:Candy Cantagion
- by: Creator:Gamers_Party and Co-creator:Simanalix
- desc:This is a clicker game, about Candy. Update goes day/month/year.
- created:07/02/2020 /*7th of Feb?*/
- updated:25/04/2020
- version:1.1
- /*
- http://pastebin.com/
- How to make icons:
- Step 1:
- Go to https://www.pixilart.com/draw,
- and make the icon. Click download (in the top left), and download the image.
- Step 2:
- Go to https://uploaddeimagens.com.br/,
- and click choose file. Then click recent in your storage, to find the icon you
- just made.
- Step 3:
- Plans:
- */
- Settings
- //background: ?
- building cost increase:115%
- building cost refund:50%
- //spritesheet:icons, 48 by 48, ?
- stylesheet:https://pastebin.com/ZANCMrjP
- Layout
- *achievs
- contains:Achievements
- *buildings
- contains:Buildings
- *buttons
- contains:Buttons
- *res
- contains:Resources
- *upgrades
- contains:Upgrades
- Buttons
- *SugarPool
- name:Sugar Pool
- desc:Click this tasty pool to get more candies! <b>1 Candy Per Click (1 CandyPC)</b>
- on click:yield 1 candy
- no text
- class:bigButton hasFlares
- icon class:shadowed
- tooltip origin:top
- tooltip class:red
- Resources
- *TEMPLATE
- class:noBackground
- hidden when 0
- show earned
- *candy
- name:Candy
- desc:This is how much candy you have. You can use them to purchase things. Your goal is to have as much candy as possible!
- icon:
- *sugar
- name:Sugar
- desc:Candy is filled with this. Your sugar increases CandyPS by 2 per
- passive:if (!have ArchitectA4) lose sugar sugar
- *jelly
- name:Jelly
- desc:<q>Healthier than candy.</q></>Each jelly increases FruitPS by 2 per building.
- on tick:yield ((buildingcount)*(jellyMult)) candy
- *gum
- name:Gum
- desc:This is earned from clicking lollipops.</><b>Special, permanant currency!</b>
- /*these \/ are just for tracking stats.*/
- *TEMPLATE
- always hidden
- *jellyMult
- *buildingcount
- *upgradecount
- *achievementcount
- *playtimetick
- *chanceAearn
- Shinies
- *luckyPop
- on click:yield 1 gum
- movement:onLeft moveRight fade bounce:2
- frequency:30
- frequency variation:15
- icon:
- Buildings
- *TEMPLATE
- on click:anim glow
- on earn:yield 1/this buildingcount
- on lose:lose 1/this buildingcount
- *B1|Baker
- name:Baker
- desc:<q>A Baker making candy.</q> Makes 0.1 Candy per second (0.1 CandyPS).
- icon:
- cost:10 candy
- on tick:yield 0.1 candy
- unlocked
- *B2|Collector
- name:Collector
- desc:<q>Spends all his time money collecting and buying candy.</q> 1 CandyPS
- icon:
- cost:100 candy
- on tick:yield 1 candy
- req:15 Baker
- *B3|Coop
- name:Coop
- desc:<q>Special bunnies here lay candy eggs for you.</q> 8 CandyPS
- icon:
- cost:1000 candy
- on tick:yield 10 candy
- req:10 Collector
- *B4|Farm
- name:Farm
- desc:<q>A special Candylope farm.</q> 80 CandyPS
- icon:
- cost:10000 candy
- on tick:yield 80 candy
- req:10 Coop
- *B5|Factory
- name:Factory
- desc:Factory that mass produces candy. 600 CandyPS
- icon:
- cost:100000 candy
- on tick:yield 600 candy
- req:10 Farm
- *B6|Restaurant
- name:Restauratn
- desc:<q>Other foods are now cooked into candy at restaurants.</q> 5,000 CandyPS
- icon:
- cost:900000 candy
- on tick:yield 5000 candy
- req:7000 candy
- req:10 Factory
- *B7|Store
- name:Stores
- desc:<q>A store where people can buy things with candy.</q> 40,000 CandyPS
- icon:
- cost:80000000 candy
- on tick:yield 40000 candy
- req:15 Restaurant
- *B8|Town
- name:Town
- desc:<q>An entire town full of people making candy.</q> 300,000 CandyPS
- icon:
- cost:700000000 candy
- on tick:yield 300000 candy
- req:10 Store
- *B9|City
- name:Candy city
- desc:<q>A massive city of people, producing lots of candy.</q> 2,200,000 CandyPS
- icon:
- cost:7000000000 candy
- on tick:yield 2200000 candy
- req:10 Town
- *B10|Continent
- name:Candy continent
- desc:<q>A whole continent.</q> 16,000,000 CandyPS
- icon:
- cost:60000000000 candy
- on tick:yield 16000000 candy
- req:10 City
- *B11|State
- name:Candy state
- desc:<q>An entire state, with laws designed to keep everybody busy producing candy!</q> 120,000,000 CandyPS
- icon:
- cost:550000000000 candy
- on tick:yield 120000000 candy
- req:10 Continent
- *B12|Country
- name:Country
- desc:<q>A huge nation of people United under a Candy flag.</q> 1,000,000,000,000 CandyPS
- icon:
- cost:4400000000000 candy
- on tick:yield 1000000000 candy
- req:10 State
- Upgrades
- //Management
- *managementU
- start with
- always hidden
- on tick:
- if (chanceAearn<1) yield 1 candy
- end
- *RESETupgrade
- on earn:
- lose candy candy
- lose buildingcount buildingcount
- lose upgradecount upgradecount
- lose B1 B1
- lose B2 B2
- lose B3 B3
- lose B4 B4
- lose B5 B5
- lose B6 B6
- lose B7 B7
- lose B8 B8
- lose B9 B9
- lose B10 B10
- lose B11 B11
- lose B12 B12
- lose 1 U1
- lose 1 U2
- lose 1 U3
- lose 1 U4
- lose 1 U5
- lose 1 U6
- lose 1 U7
- lose 1 U8
- lose 1 U9
- lose 1 U10
- lose 1 U11
- lose 1 U12
- lose 1 U13
- lose 1 U14
- lose 1 U15
- lose 1 U16
- lose 1 U17
- lose 1 U18
- lose 1 U19
- lose 1 U20
- lose 1 U21
- lose 1 U22
- lose 1 U23
- lose 1 U24
- lose 1 U25
- lose 1 U26
- lose 1 U27
- lose 1 U28
- lose 1 U29
- lose 1 U30
- lose 1 U31
- lose 1 U32
- lose 1 U33
- lose 1 U34
- lose 1 U35
- lose 1 U36
- lose 1 U37
- lose 1 U38
- lose 1 U39
- lose 1 U40
- lose 1 U41
- lose 1 U42
- lose 1 U43
- lose 1 U44
- lose 1 U45
- lose 1 U46
- lose 1 U47
- lose 1 U48
- lose 1 U49
- lose 1 U50
- lose 1 U51
- lose 1 U52
- lose 1 U53
- lose 1 U54
- lose 1 U55
- lose 1 U56
- lose 1 U57
- lose 1 U58
- lose 1 U59
- lose 1 U60
- lose 1 U61
- lose 1 U62
- lose 1 U63
- lose 1 U64
- lose 1 U66
- lose 1 U67
- lose 1 U68
- lose 1 U69
- yield 2 jelly
- end
- req:(candy:earned)>=(pow(10,15))
- //Candy Upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:
- multiply candy yield of :Buildings by 1.1
- multiply candy yield of :Buttons by 1.1
- end
- desc:CandyPS +10%
- *U55
- name:Dum-dum suckers
- cost:((pow(10,2))/2) candy
- req:(candy:earned)>=(pow(10,2))
- *U56
- name:Liquorish
- cost:((pow(10,3))/2) candy
- req:(candy:earned)>=(pow(10,3))
- *U57
- name:Carmel
- cost:((pow(10,4))/2) candy
- req:(candy:earned)>=(pow(10,4))
- *U58
- name:Hershey's Kiss
- cost:((pow(10,5))/2) candy
- req:(candy:earned)>=(pow(10,5))
- *U59
- name:Pink Sugar
- cost:((pow(10,6))/2) candy
- req:(candy:earned)>=(pow(10,6))
- *U60
- name:Peppermints
- cost:((pow(10,7))/2) candy
- req:(candy:earned)>=(pow(10,7))
- *U61
- name:Taffy
- cost:((pow(10,8))/2) candy
- req:(candy:earned)>=(pow(10,8))
- *U62
- name:Cough Drops
- cost:((pow(10,9))/2) candy
- req:(candy:earned)>=(pow(10,9))
- *U63
- name:Extra Gum
- cost:((pow(10,10))/2) candy
- req:(candy:earned)>=(pow(10,10))
- *U64
- name:M&M's
- cost:((pow(10,11))/2) candy
- req:(candy:earned)>=(pow(10,11))
- *U65
- name:Bigger Candies
- cost:((pow(10,12))/2) candy
- req:(candy:earned)>=(pow(10,12))
- *U66
- name:Jelly Beans
- cost:((pow(10,13))/2) candy
- req:(candy:earned)>=(pow(10,13))
- *U67
- name:Cookie Dough Chunks
- cost:((pow(10,14))/2) candy
- req:(candy:earned)>=(pow(10,14))
- *U68
- name:Marshmallows
- cost:((pow(10,15))/2) candy
- req:(candy:earned)>=(pow(10,15))
- *U69
- name:Skittles
- cost:((pow(10,16))/2) candy
- req:(candy:earned)>=(pow(10,16))
- //Baker upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Baker by 2
- *U1
- name:Candyventional Ovens
- desc:<q>Redesign Baker ovens for making candy</q></><b>Effect:</b></>Baker CandyPS x2
- cost:((pow(5,0))*(pow(10,3))) candy
- req:25 Baker
- icon:
- *U2
- name:
- desc:<q> </q></><b>Effect:</b></>Baker CandyPS x2
- cost:((pow(5,1))*(pow(10,3))) candy
- req:50 Baker
- icon:
- *U3
- name:
- desc:<q> </q></><b>Effect:</b></>Baker CandyPS x2
- cost:((pow(5,2))*(pow(10,3))) candy
- req:75 Baker
- icon:
- *U4
- name:
- desc:<q> </q></><b>Effect:</b></>Baker CandyPS x2
- cost:((pow(5,3))*(pow(10,3))) candy
- req:100 Baker
- icon:
- //Collector upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Collector by 2
- *U5
- name:
- desc:<q> </q></><b>Effect:</b></>Collector CandyPS x2
- cost:((pow(5,0))*(pow(10,4))) candy
- req:25 Collector
- icon:
- *U6
- name:
- desc:<q> </q></><b>Effect:</b></>Collector CandyPS x2
- cost:((pow(5,1))*(pow(10,4))) candy
- req:50 Collector
- icon:
- *U7
- name:
- desc:<q> </q></><b>Effect:</b></>Collector CandyPS x2
- cost:((pow(5,2))*(pow(10,4))) candy
- req:75 Collector
- icon:
- *U8
- name:
- desc:<q> </q></><b>Effect:</b></>Collector CandyPS x2
- cost:((pow(5,3))*(pow(10,4))) candy
- req:100 Collector
- icon:
- //Coop upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Coop by 2
- *U9
- name:
- desc:<q> </q></><b>Effect:</b></>Coop CandyPS x2
- cost:((pow(5,0))*(pow(10,5))) candy
- req:25 Coop
- icon:
- *U10
- name:
- desc:<q> </q></><b>Effect:</b></>Coop CandyPS x2
- cost:((pow(5,1))*(pow(10,5))) candy
- req:50 Coop
- icon:
- *U11
- name:
- desc:<q> </q></><b>Effect:</b></>Coop CandyPS x2
- cost:((pow(5,2))*(pow(10,5))) candy
- req:75 Coop
- icon:
- *U12
- name:
- desc:<q> </q></><b>Effect:</b></>Coop CandyPS x2
- cost:((pow(5,3))*(pow(10,5))) candy
- req:100 Coop
- icon:
- //Farm upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Farm by 2
- *U13
- name:
- desc:<q> </q></><b>Effect:</b></>Farm CandyPS x2
- cost:((pow(5,0))*(pow(10,6))) candy
- req:25 Farm
- icon:
- *U14
- name:
- desc:<q> </q></><b>Effect:</b></>Farm CandyPS x2
- cost:((pow(5,1))*(pow(10,6))) candy
- req:50 Farm
- icon:
- *U15
- name:
- desc:<q> </q></><b>Effect:</b></>Farm CandyPS x2
- cost:((pow(5,2))*(pow(10,6))) candy
- req:75 Farm
- icon:
- *U16
- name:
- desc:<q> </q></><b>Effect:</b></>Farm CandyPS x2
- cost:((pow(5,3))*(pow(10,6))) candy
- req:100 Farm
- icon:
- //Factory upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Baker by 2
- *U17
- name:
- desc:<q> </q></><b>Effect:</b></>Factory CandyPS x2
- cost:((pow(5,0))*(pow(10,7))) candy
- req:25 Factory
- icon:
- *U18
- name:
- desc:<q> </q></><b>Effect:</b></>Factory CandyPS x2
- cost:((pow(5,1))*(pow(10,7))) candy
- req:50 Factory
- icon:
- *U19
- name:
- desc:<q> </q></><b>Effect:</b></>Factory CandyPS x2
- cost:((pow(5,2))*(pow(10,7))) candy
- req:75 Factory
- icon:
- *U20
- name:
- desc:<q> </q></><b>Effect:</b></>Factory CandyPS x2
- cost:((pow(5,3))*(pow(10,7))) candy
- req:100 Factory
- icon:
- //Restaurant upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Restaurant by 2
- *U21
- name:
- desc:<q> </q></><b>Effect:</b></>Restaurant CandyPS x2
- cost:((pow(5,0))*(pow(10,8))) candy
- req:25 Restaurant
- icon:
- *U22
- name:
- desc:<q> </q></><b>Effect:</b></>Restaurant CandyPS x2
- cost:((pow(5,1))*(pow(10,8))) candy
- req:50 Restaurant
- icon:
- *U23
- name:
- desc:<q> </q></><b>Effect:</b></>Restaurant CandyPS x2
- cost:((pow(5,2))*(pow(10,8))) candy
- req:75 Restaurant
- icon:
- *U24
- name:
- desc:<q> </q></><b>Effect:</b></>Restaurant CandyPS x2
- cost:((pow(5,3))*(pow(10,8))) candy
- req:100 Restaurant
- icon:
- //Store upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Store by 2
- *U25
- name:
- desc:<q> </q></><b>Effect:</b></>Store CandyPS x2
- cost:((pow(5,0))*(pow(10,9))) candy
- req:25 Store
- icon:
- *U26
- name:
- desc:<q> </q></><b>Effect:</b></>Store CandyPS x2
- cost:((pow(5,1))*(pow(10,9))) candy
- req:50 Store
- icon:
- *U27
- name:
- desc:<q> </q></><b>Effect:</b></>Store CandyPS x2
- cost:((pow(5,2))*(pow(10,9))) candy
- req:75 Store
- icon:
- *U28
- name:
- desc:<q> </q></><b>Effect:</b></>Store CandyPS x2
- cost:((pow(5,3))*(pow(10,9))) candy
- req:100 Store
- icon:
- //Town upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Town by 2
- *U29
- name:
- desc:<q> </q></><b>Effect:</b></>Town CandyPS x2
- cost:((pow(5,0))*(pow(10,10))) candy
- req:25 Town
- icon:
- *U30
- name:
- desc:<q> </q></><b>Effect:</b></>Town CandyPS x2
- cost:((pow(5,1))*(pow(10,10))) candy
- req:50 Town
- icon:
- *U31
- name:
- desc:<q> </q></><b>Effect:</b></>Town CandyPS x2
- cost:((pow(5,2))*(pow(10,10))) candy
- req:75 Town
- icon:
- *U32
- name:
- desc:<q> </q></><b>Effect:</b></>Town CandyPS x2
- cost:((pow(5,3))*(pow(10,10))) candy
- req:100 Town
- icon:
- //City upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of City by 2
- *U33
- name:
- desc:<q> </q></><b>Effect:</b></>City CandyPS x2
- cost:((pow(5,0))*(pow(10,11))) candy
- req:25 City
- icon:
- *U34
- name:
- desc:<q> </q></><b>Effect:</b></>City CandyPS x2
- cost:((pow(5,1))*(pow(10,11))) candy
- req:50 City
- icon:
- *U35
- name:
- desc:<q> </q></><b>Effect:</b></>City CandyPS x2
- cost:((pow(5,2))*(pow(10,11))) candy
- req:2 City
- icon:
- *U36
- name:
- desc:<q> </q></><b>Effect:</b></>City CandyPS x2
- cost:((pow(5,3))*(pow(10,11))) candy
- req:100 City
- icon:
- //Continent upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Continent by 2
- *U37
- name:
- desc:<q> </q></><b>Effect:</b></>Continent CandyPS x2
- cost:((pow(5,0))*(pow(10,12))) candy
- req:25 Continent
- icon:
- *U38
- name:
- desc:<q> </q></><b>Effect:</b></>Continent CandyPS x2
- cost:((pow(5,1))*(pow(10,12))) candy
- req:50 Continent
- icon:
- *U39
- name:
- desc:<q> </q></><b>Effect:</b></>Continent CandyPS x2
- cost:((pow(5,2))*(pow(10,12))) candy
- req:75 Continent
- icon:
- *U40
- name:
- desc:<q> </q></><b>Effect:</b></>Continent CandyPS x2
- cost:((pow(5,3))*(pow(10,12))) candy
- req:100 Continent
- icon:
- //State upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of State by 2
- *U41
- name:
- desc:<q> </q></><b>Effect:</b></>State CandyPS x2
- cost:1 candy
- req:2 State
- icon:
- *U42
- name:
- desc:<q> </q></><b>Effect:</b></>State CandyPS x2
- cost:1 candy
- req:2 State
- icon:
- *U43
- name:
- desc:<q> </q></><b>Effect:</b></>State CandyPS x2
- cost:1 candy
- req:2 State
- icon:
- *U44
- name:
- desc:<q> </q></><b>Effect:</b></>State CandyPS x2
- cost:1 candy
- req:2 State
- icon:
- //Country upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of Country by 2
- *U45
- name:
- desc:<q> </q></><b>Effect:</b></>Country CandyPS x2
- cost:1 candy
- req:2 Country
- icon:
- *U46
- name:
- desc:<q> </q></><b>Effect:</b></>Country CandyPS x2
- cost:1 candy
- req:2 Country
- icon:
- *U47
- name:
- desc:<q> </q></><b>Effect:</b></>Country CandyPS x2
- cost:1 candy
- req:2 Country
- icon:
- *U48
- name:
- desc:<q> </q></><b>Effect:</b></>Country CandyPS x2
- cost:1 candy
- req:2 Country
- Icon:
- //Clicking Upgrades
- *TEMPLATE
- on earn:yield 1 upgradecount
- on lose:lose 1 upgradecount
- on click:anim glow
- passive:multiply yield of SugarPool by 2
- *U49
- name:Sour Pool
- desc:<q> </q></><b>Effect:</b></>CandyPC x2
- cost:1000 candy
- req:3 achievementcount
- icon:
- *U50
- name:Chocolate Pool
- desc:<q> </q></><b>Effect:</b></>CandyPC x2
- cost:20000 candy
- req:6 achievementcount
- icon:
- *U51
- name:Dough Pool
- desc:<q> </q></><b>Effect:</b></>CandyPC x2
- cost:400000 candy
- req:9 achievementcount
- icon:
- *U52
- name:Extra Pools
- desc:<q> </q></><b>Effect:</b></>CandyPC x2
- cost:8000000 candy
- req:12 achievementcount
- icon:
- *U53
- name:Deep End
- desc:<q>Add a <b>deep</b> end to the sugar pool!</q></><b>Effect:</b></>CandyPC x2
- cost:160000000 candy
- req:15 achievementcount
- icon:
- *U54
- name:Molten Candy Pool
- desc:<q>The seller wanted to call it a “spa”!</q></><b>Effect:</b></>CandyPC x2
- cost:3200000000 candy
- req:3 achievementcount
- icon:
- Achievements
- *TEMPLATE
- on click:anim glow
- on earn:yield 1 achievementcount
- *CandyA1
- name:Candy. Mmmm…. Yum.
- desc:Have <b>10</b> candy.
- req:10 candy
- icon:
- *CandyA2
- name:Tap tap tappidy tap
- desc:Have <b>100</b> candy.
- req:100 candy
- icon:
- *CandyA3
- name:TAP TAP TAPPIDY TAP
- desc:Have <b>1000</b> candy.
- req:1000 candy
- icon:
- *CandyA4
- name:Baby you sweeten my world
- desc:Have <b>10000</b> candy.
- req:10000 candy
- icon:
- *CandyA5
- name:Candy gone viral
- desc:Have <b>100000</b> candy.
- req:100000 candy
- icon:
- *CandyA6
- name:Into the millions!
- desc:Have <b>1000000</b> candy.
- req:10000000 candy
- icon:
- *clickA1
- name:That's easy
- desc:Click the Sugar Pool <b>10</b> times.
- req:10 (SugarPool:clicks)
- icon:
- *clickA2
- name:That is hundreds
- desc:Click the Sugar Pool <b>100</b> times.
- req:100 (SugarPool:clicks)
- icon:
- *clickA3
- name:Into the thousands
- desc:Click the Sugar Pool <b>1000</b> times.
- req:1000 (SugarPool:clicks)
- icon:
- *clickA4
- name:Baby you must love 'er
- desc:Click the Sugar Pool <b>2000</b> times.
- req:3000 (SugarPool:clicks)
- icon:
- *clickA5
- name:Baby you must love 'er
- desc:Click the Sugar Pool <b>2000</b> times.
- req:3000 (SugarPool:clicks)
- icon:
- *CandyPSA1
- name:10's
- desc:Produce <b>10</b> candy per second.
- req:10 (candy:ps)
- icon:
- *CandyPSA2
- name:100's
- desc:Produce <b>100</b> candy per second.
- req:100 (candy:ps)
- icon:
- *CandyPSA3
- name:Now the thousands
- desc:Produce <b>1,000</b> candy per second.
- req:1000 (candy:ps)
- icon:
- *CandyPSA4
- name:Now the ten thousands
- desc:Produce <b>10,000</b> candy per second.
- req:10000 (candy:ps)
- icon:
- *CandyPSA5
- name:100000's
- desc:Produce <b>100,000</b> candy per second.
- req:100000 (candy:ps)
- icon:
- *CandyPSA6
- name:Baby, we found the millions right where we are, baby
- desc:Produce <b>1,000,000</b> candy per second.
- req:1000000 (candy:ps)
- icon:
- *ArchitectA1
- name:Builder
- desc:Have <b>111</b> buildings.
- req:111 buildingcount
- icon:
- *ArchitectA2
- name:Architect
- desc:Have <b>222</b> buildings.
- req:222 buildingcount
- icon:
- *ArchitectA3
- name:Sugar Lanes
- desc:Have <b>333</b> buildings.
- req:333 buildingcount
- icon:
- *ArchitectA4
- name:Sugar Rush
- desc:Have <b>444</b> buildings. Now you have unlocked <q>Sugar</q>
- req:444 buildingcount
- icon:
- *chanceA
- name:Just Lucky
- desc:<q>Or just old...</q></>You start with a 1/500,000 chance of getting this, and that increases by 1/1,000,000 every second.
- req:1 chanceAearn
- *playtimeA1
- name:New Player
- desc:Play the game for <b>1 hour</b>.
- req:3600 playtimetick
- *playtimeA2
- name:Normal Player
- desc:Play the game for <b>5 hours</b>.
- req:18000 playtimetick
- *playtimeA3
- name:Invested Player
- desc:Play the game for <b>1 day</b>!
- req: playtimetick
- *playtimeA4
- name:They call it addiction.
- desc:Play the game for <b>1 week</b>!
- req:86400 playtimetick
- *playtimeA5
- name:Truly Addicted
- desc:Play the game for <b>4 weeks</b>!!
- req:playtimetick>=(86400*28)
- *playtimeA6
- name:Are you OK?
- desc:<q>Seriously,</q></><q>that is A LOT of time just playing this game!</q></>Play the game for <b>1 year</b>!!!
- req:playtimetick>=(86400*365.24)
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