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commit all random stuff to repo
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198
static/candies/scripts/donotopen.js
Executable file
198
static/candies/scripts/donotopen.js
Executable file
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var load = {
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loadSave : function(){
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// buttons.js
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// The only variable says if the home buttons are disabled or not
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// We don't have to save that since the button to make a save is itself a home button
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// sword.js \*/ must be loaded before forge.js, since the forge speech may be based on the sword name.., must be loaded before candies.js too \*/
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sword.setName("wooden sword"); // sword.name string 50
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sword.setSpecialSword(false); // sword.specialSword bool
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sword.setSpecialPower(1); // sword.specialPower int
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// summonList : mobs to summon are added in the onload function, so we don't have to save it
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// candies.js
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candies.setNbrOwned(12000000); // candies.nbrOwned int
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candies.setNbrThrown(60); // candies.nbrThrown int
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candies.setNbrEaten(107000000000); // candies.nbrEaten int
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candies.setNbrTotal(500000000000000); // candies.nbrTotal int
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candies.setCandiesPerSecond(1); // candies.candiesPerSecond int
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// candiesConverter.js
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candiesConverter.setActivated(false); // candiesConverter.activated bool
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// castleEntrance.js
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// The variables are only used while questing, so we don't have to save them
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// cauldron.js
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cauldron.setBookPage(0); // cauldron.bookPage int
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cauldron.setCandiesInTheCauldron(0); // cauldron.candiesInTheCauldron int
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cauldron.setLollipopsInTheCauldron(0); // cauldron.lollipopsInTheCauldron int
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// chocolateBars.js
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chocolateBars.setNbrOwned(1); // chocolateBars.nbrOwned int
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// damage.js
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// No variables, nothing to save
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// drops.js
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// No variables, nothing to save
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// farm.js
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farm.setLollipopsPlanted(120); // farm.lollipopsPlanted int
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// farm.productionDelayType : no save, it's calculated
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// farm.lollipopsPerDay : no save, it's calculated
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// farm.lollipopsProduction : no save, it's calculated
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// farm.maxLollipopsPerDay : constant, no save
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// farm.flagsList : constant, no save
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farm.setCurrentFlagIndex(5); // farm.currentFlagIndex int
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farm.setPlantingButtonsStep(4); // farm.plantingButtonsStep int
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// forge.js
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// forge.shown : can't be true when we save, so we don't save it
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forge.setStep(0); // forge.step
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// forge.speech : we don't save, since it's set by the stepStep function
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// htmlInteraction.js
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// No variables, nothing to save
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// shop.js
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shop.setBuy10LollipopsButtonShown(false); // shop.buy10LollipopsButtonShown bool
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shop.setShown(true); // shop.shown bool
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shop.setTicklingStep(0); // shop.ticklingStep int
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shop.setClickingOnLollipopStep(11); // shop.clickingOnLollipopStep int
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// shop.oneLollipopPrice : calculated by the clickingOnLollipopStep, so we don't save
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// shop.tenLollipopsPrice : same as above
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// shop.currentSwordButtonId : calculated by showProduct, so we don't save
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// shop.currentSwordPrice : same as above
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// hut.js
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// hut.shown : can't be true when we save, so we don't save it
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hut.setStep(0); // hut.step int
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hut.setSpeech(""); // hut.speech string 1000
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// inventory.js
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inventory.setMagicianHatLetter(" m\n"); // inventory.magicianHatLetter string 50
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// jquery.tabify.js
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// nothing to save
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// land
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// land.list : this list is constant, so no need to save
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// lollipops.js
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lollipops.setNbrOwned(5000000000000); // lollipops.nbrOwned int
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lollipops.setNbrInStock(24); // lollipops.nbrInStock int
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lollipops.setNbrBought(0); // lollipops.nbrBought int
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// lollipops.stockShortage : calculated by setNbrInStock, so no need to save
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// main.js
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main.setNbrOfSecondsSinceLastMinInterval(0); // main.nbrOfSecondsSinceLastMinInterval int
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main.setNbrOfSecondsSinceLastHourInterval(0); // main.nbrOfSecondsSinceLastHourInterval int
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main.setNbrOfSecondsSinceLastDayInterval(0); // main.nbrOfSecondsSinceLastDayInterval int
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// mountGoblin.js
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mountGoblin.setBasicChestProbability(100); // mountGoblin.basicChestProbability int
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// peacefulForest.js
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peacefulForest.setBasicChestProbability(100); // peacefulForest.basicChestProbability int
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peacefulForest.setPoniesEncountered(0); // peacefulForest.poniesEncountered int
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// objects.js
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objects.setHaveObject("key", true); // objects.list.key.have bool
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objects.setHaveObject("hutMap", true); // idem
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objects.setHaveObject("wellMap", true); // idem
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objects.setHaveObject("swampMap", true); // idem
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objects.setHaveObject("boots", true); // idem
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objects.setHaveObject("magicianHat", true); // idem
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objects.setHaveObject("pinkRing", true); // idem
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objects.setHaveObject("forgeMap", true); // idem
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objects.setHaveObject("candiesConverter", true); // idem
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objects.setHaveObject("plateArmour", true); // idem
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objects.setHaveObject("cauldron", true); // idem
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objects.setHaveObject("magicalHorn", true); // idem
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objects.setHaveObject("hornOfPlenty", true); // idem
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objects.setHaveObject("oldAmulet", true); // idem
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// potions.js
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// potions.list : potions are added to the list in the onload function, no need to save most variables
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// the only variables we need to save is the shown one and the nbrOwned one
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potions.setPotionShown(potions.list.health, true); // potions.list.health.shown bool
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potions.setPotionShown(potions.list.escape, true); // idem
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potions.setPotionShown(potions.list.berserk, true); // idem
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potions.setPotionShown(potions.list.fireScroll, true); // idem
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potions.setPotionShown(potions.list.acidRainScroll, true); // idem
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potions.setPotionShown(potions.list.teleportScroll, true); // idem
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potions.setPotionShown(potions.list.earthquakeScroll, true); // idem
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potions.setPotionShown(potions.list.impInvocationScroll, true); // idem
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potions.setPotionShown(potions.list.majorHealth, true); // idem
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potions.setPotionShown(potions.list.invulnerability, true); // idem
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potions.setPotionShown(potions.list.turtle, true); // idem
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potions.setPotionShown(potions.list.jelly, true); // idem
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potions.setPotionShown(potions.list.seed, true); // idem
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potions.setPotionShown(potions.list.cloning, true); // idem
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potions.setPotionShown(potions.list.superman, true); // idem
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potions.setPotionShown(potions.list.gmooh, true); // idem
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potions.setPotionNbrOwned(potions.list.health, 10); // potions.list.health.nbrOwned int
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potions.setPotionNbrOwned(potions.list.escape, 10); // idem
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potions.setPotionNbrOwned(potions.list.berserk, 110); // idem
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potions.setPotionNbrOwned(potions.list.fireScroll, 42); // idem
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potions.setPotionNbrOwned(potions.list.acidRainScroll, 10); // idem
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potions.setPotionNbrOwned(potions.list.teleportScroll, 250); // idem
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potions.setPotionNbrOwned(potions.list.earthquakeScroll, 50); // idem
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potions.setPotionNbrOwned(potions.list.impInvocationScroll, 10); // idem
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potions.setPotionNbrOwned(potions.list.majorHealth, 10); // idem
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potions.setPotionNbrOwned(potions.list.invulnerability, 1337); // idem
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potions.setPotionNbrOwned(potions.list.turtle, 17); // idem
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potions.setPotionNbrOwned(potions.list.jelly, 17000); // idem
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potions.setPotionNbrOwned(potions.list.seed, 15); // idem
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potions.setPotionNbrOwned(potions.list.cloning, 15); // idem
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potions.setPotionNbrOwned(potions.list.superman, 15); // idem
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potions.setPotionNbrOwned(potions.list.gmooh, 80); // idem
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potions.updateOnPage();
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// quest.js
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quest.setMaxLandOrder(25); // quest.maxLandOrder, must be saved because it indicates the lands we have unlocked for the moment int
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quest.setTiredTime(0); // quest.tiredTime, must be saved because we may do a quest, have a long tired time, and save before the tired time ends int
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// All other variables should not be saved because they only describe the internal states of the quest, we we can't save while questing !
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// random.js
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// nothing to save
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// speech.js
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// nothing to save
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// spells.js
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// spells.list : spells are added to the list in the onload function, no need to save
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spells.setFasterCandiesFibo(1, 2); // spells.fasterCandiesFiboPrev && spells.fasterCandiesFiboCurr int && int
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// status.js
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// nothing to save
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// swamp.js
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// swamp.shown : can't be true when we save, so we don't save it
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swamp.setStep(0); // swamp.step int
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// tabs.js
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tabs.setAnimation("none"); // tabs.animation string 50
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// underwaterCave.js
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// nothing to save
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// wishingWell.js
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// wishingWell.shown : can't be true when we save, so we don't save it
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wishingWell.setSpeech(""); // wishingWell.speech string 1000
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wishingWell.setStep(0); // wishingWell.step int
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// yourself.js
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yourself.setCanSurpass(true); // yourself.canSurpass bool
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// castleEntrance.js
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// nothing to save, all the variables are internal states of the quest
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developperComputer.setWon(false);
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}
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};
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