1
mirror of https://github.com/jakejarvis/jarv.is.git synced 2025-04-28 08:30:28 -04:00
jarv.is/static/candies/scripts/donotopen.js

199 lines
9.6 KiB
JavaScript
Executable File

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