generated from nhcarrigan/template
feat: another balance and bug fix pass (#238)
Working through open issues — fixes, balance changes, and features. ## Closed - Closes #161 - Closes #181 - Closes #191 - Closes #199 - Closes #201 - Closes #202 - Closes #203 - Closes #204 - Closes #205 - Closes #206 - Closes #208 - Closes #211 - Closes #212 - Closes #213 - Closes #214 - Closes #216 - Closes #219 - Closes #220 - Closes #221 - Closes #222 - Closes #224 - Closes #225 - Closes #226 - Closes #228 - Closes #229 - Closes #230 - Closes #231 - Closes #232 - Closes #233 - Closes #234 - Closes #235 - Closes #236 ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #238 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #238.
This commit is contained in:
@@ -232,7 +232,7 @@ const howToPlay = [
|
||||
{
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||||
body:
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||||
"Transcendence is the ultimate prestige layer, unlocked by defeating"
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||||
+ " The Absolute One (requires Prestige 90). Transcending performs a"
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+ " The Absolute One (requires Prestige 20). Transcending performs a"
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+ " nuclear reset — wiping resources, prestige, runestones, upgrades,"
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+ " and equipment — but grants Echoes based on your prestige count"
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+ " (fewer prestiges = more Echoes). Echoes are permanent and survive"
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@@ -277,6 +277,15 @@ const howToPlay = [
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+ " when you first enable them.",
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title: "🔔 Sounds & Notifications",
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||||
},
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||||
{
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||||
body:
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||||
"Have a question, found a bug, or want to suggest a feature? Join the"
|
||||
+ " NHCarrigan community Discord at https://chat.nhcarrigan.com or open"
|
||||
+ " a support ticket at https://support.nhcarrigan.com. You can also"
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||||
+ " report issues directly on the project repository. We'd love to hear"
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||||
+ " from you!",
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title: "💬 Community & Support",
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||||
},
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||||
];
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||||
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const formatDate = (dateString: string): string => {
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||||
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||||
@@ -156,7 +156,18 @@ const AchievementCard = ({
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</div>
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<div className="achievement-status">
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{isUnlocked
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||||
? <span className="achievement-unlocked-badge">{"✓ Unlocked"}</span>
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? <>
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||||
<span className="achievement-unlocked-badge">{"✓ Unlocked"}</span>
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{achievement.unlockedAt !== null
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&& <span className="achievement-unlocked-at">
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{new Date(achievement.unlockedAt).toLocaleDateString("en-GB", {
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day: "numeric",
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month: "short",
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year: "numeric",
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})}
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</span>
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}
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</>
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: <span className="achievement-locked-badge">{"🔒"}</span>
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}
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</div>
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@@ -62,6 +62,7 @@ const BattleModal = ({
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enableNotifications,
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enableSounds,
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flushBossLoreToasts,
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formatInteger,
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formatNumber,
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} = useGame();
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@@ -241,14 +242,14 @@ const BattleModal = ({
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{result.rewards.crystals > 0
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&& <span>
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{"💎 "}
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{formatNumber(result.rewards.crystals)}
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{formatInteger(result.rewards.crystals)}
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{" crystals"}
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</span>
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}
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{result.rewards.bountyRunestones > 0
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&& <span className="battle-bounty">
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{"🔮 "}
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{formatNumber(result.rewards.bountyRunestones)}
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{formatInteger(result.rewards.bountyRunestones)}
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{" runestones (first kill!)"}
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</span>
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}
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@@ -23,6 +23,7 @@ interface BossCardProperties {
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readonly onChallenge: (bossId: string)=> void;
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readonly isChallenging: boolean;
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readonly unlockHint: string | undefined;
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readonly formatInteger: (n: number)=> string;
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readonly formatNumber: (n: number)=> string;
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}
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@@ -34,6 +35,7 @@ interface BossCardProperties {
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* @param props.onChallenge - Callback to challenge this boss.
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* @param props.isChallenging - Whether this boss is currently being challenged.
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* @param props.unlockHint - Optional hint for how to unlock this boss.
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* @param props.formatInteger - The integer formatting utility function.
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* @param props.formatNumber - The number formatting utility function.
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* @returns The JSX element.
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*/
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@@ -43,6 +45,7 @@ const BossCard = ({
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onChallenge,
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isChallenging,
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unlockHint,
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formatInteger,
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formatNumber,
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}: BossCardProperties): JSX.Element => {
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const scaled = boss.currentHp * 100;
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@@ -117,7 +120,7 @@ const BossCard = ({
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{boss.crystalReward > 0
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&& <span>
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{"💎 "}
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||||
{formatNumber(boss.crystalReward)}
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{formatInteger(boss.crystalReward)}
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</span>
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}
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{boss.equipmentRewards.length > 0
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||||
@@ -166,6 +169,7 @@ const BossPanel = (): JSX.Element => {
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const {
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state,
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challengeBoss,
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formatInteger,
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formatNumber,
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toggleAutoBoss,
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autoBossLastResult,
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@@ -395,6 +399,7 @@ const BossPanel = (): JSX.Element => {
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return (
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<BossCard
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boss={boss}
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formatInteger={formatInteger}
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formatNumber={formatNumber}
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isChallenging={challengingBossId === bossId}
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key={bossId}
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@@ -6,6 +6,7 @@
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*/
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/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to the panel */
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/* eslint-disable max-lines-per-function -- Complex companion card with conditional renders */
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/* eslint-disable complexity -- Companion card has many conditional render paths */
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import { COMPANIONS, type Companion } from "@elysium/types";
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import { useGame } from "../../context/gameContext.js";
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import { cdnImage } from "../../utils/cdn.js";
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||||
@@ -28,41 +29,13 @@ const unlockLabels: Record<string, string> = {
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transcendence: "transcendence(s)",
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};
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/**
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* Formats a companion unlock threshold for display.
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* @param type - The unlock condition type.
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* @param threshold - The threshold value.
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* @returns The formatted threshold string.
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*/
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const formatThreshold = (type: string, threshold: number): string => {
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if (type === "lifetimeGold") {
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if (threshold >= 1e18) {
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return `${(threshold / 1e18).toFixed(0)}Qt`;
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}
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if (threshold >= 1e15) {
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return `${(threshold / 1e15).toFixed(0)}Q`;
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}
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if (threshold >= 1e12) {
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return `${(threshold / 1e12).toFixed(0)}T`;
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}
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if (threshold >= 1e9) {
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return `${(threshold / 1e9).toFixed(0)}B`;
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}
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if (threshold >= 1e6) {
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return `${(threshold / 1e6).toFixed(0)}M`;
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}
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if (threshold >= 1e3) {
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return `${(threshold / 1e3).toFixed(0)}K`;
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}
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}
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return threshold.toString();
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};
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interface CompanionCardProperties {
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readonly companion: Companion;
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readonly isUnlocked: boolean;
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readonly isActive: boolean;
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readonly onSelect: ()=> void;
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readonly companion: Companion;
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readonly isUnlocked: boolean;
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readonly isActive: boolean;
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readonly onSelect: ()=> void;
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readonly formatNumber: (n: number)=> string;
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readonly currentProgress: number;
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}
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/**
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@@ -72,6 +45,8 @@ interface CompanionCardProperties {
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* @param props.isUnlocked - Whether this companion is unlocked.
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* @param props.isActive - Whether this companion is currently active.
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* @param props.onSelect - Callback when the companion is selected/deselected.
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* @param props.formatNumber - The number formatting utility function.
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* @param props.currentProgress - The player's current progress toward the unlock threshold.
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* @returns The JSX element.
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||||
*/
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const CompanionCard = ({
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@@ -79,6 +54,8 @@ const CompanionCard = ({
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isUnlocked,
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isActive,
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onSelect,
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formatNumber,
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currentProgress,
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}: CompanionCardProperties): JSX.Element => {
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const bonusSign = companion.bonus.type === "questTime"
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? "-"
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@@ -137,12 +114,28 @@ const CompanionCard = ({
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: "Activate"}
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</button>
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: <div className="companion-unlock-requirement">
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||||
{"🔒 Unlock: "}
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{formatThreshold(
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companion.unlock.type,
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companion.unlock.threshold,
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||||
)}{" "}
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{unlockLabels[companion.unlock.type] ?? companion.unlock.type}
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<p>
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{"🔒 Unlock: "}
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{companion.unlock.type === "lifetimeGold"
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? formatNumber(companion.unlock.threshold)
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: String(companion.unlock.threshold)}{" "}
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{unlockLabels[companion.unlock.type] ?? companion.unlock.type}
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</p>
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<div className="companion-progress">
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<progress
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max={companion.unlock.threshold}
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value={Math.min(currentProgress, companion.unlock.threshold)}
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/>
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<span className="companion-progress-label">
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{companion.unlock.type === "lifetimeGold"
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? formatNumber(currentProgress)
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: String(currentProgress)}
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{" / "}
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{companion.unlock.type === "lifetimeGold"
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? formatNumber(companion.unlock.threshold)
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: String(companion.unlock.threshold)}
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</span>
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</div>
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</div>
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}
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</div>
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@@ -154,7 +147,7 @@ const CompanionCard = ({
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||||
* @returns The JSX element.
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*/
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const CompanionPanel = (): JSX.Element => {
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const { state, setActiveCompanion } = useGame();
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const { formatNumber, setActiveCompanion, state } = useGame();
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||||
if (state === null) {
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return (
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@@ -167,6 +160,15 @@ const CompanionPanel = (): JSX.Element => {
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const unlockedIds = state.companions?.unlockedCompanionIds ?? [];
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const activeId = state.companions?.activeCompanionId ?? null;
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const progressByUnlockType: Record<string, number> = {
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apotheosis: state.apotheosis?.count ?? 0,
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lifetimeBosses: state.player.lifetimeBossesDefeated,
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lifetimeGold: state.player.lifetimeGoldEarned,
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||||
lifetimeQuests: state.player.lifetimeQuestsCompleted,
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prestige: state.prestige.count,
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transcendence: state.transcendence?.count ?? 0,
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};
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||||
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function handleSelect(companionId: string): void {
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setActiveCompanion(activeId === companionId
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? null
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@@ -204,6 +206,10 @@ const CompanionPanel = (): JSX.Element => {
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||||
return (
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||||
<CompanionCard
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||||
companion={companion}
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||||
currentProgress={
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progressByUnlockType[companion.unlock.type] ?? 0
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||||
}
|
||||
formatNumber={formatNumber}
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||||
isActive={activeId === companion.id}
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||||
isUnlocked={unlockedIds.includes(companion.id)}
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key={companion.id}
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||||
|
||||
@@ -27,12 +27,12 @@ const baseThreshold = 1_000_000;
|
||||
|
||||
/**
|
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* Calculates the prestige threshold for a given prestige count.
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* Mirrors the server formula: BASE * (count + 1)^2.
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||||
* Mirrors the server formula: BASE * (count + 1)^2.5.
|
||||
* @param prestigeCount - The current prestige count.
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||||
* @returns The required gold to prestige.
|
||||
*/
|
||||
const calculateThreshold = (prestigeCount: number): number => {
|
||||
return baseThreshold * Math.pow(prestigeCount + 1, 2);
|
||||
return baseThreshold * Math.pow(prestigeCount + 1, 2.5);
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -41,7 +41,7 @@ const calculateThreshold = (prestigeCount: number): number => {
|
||||
* @returns The compounding multiplier applied to all income sources.
|
||||
*/
|
||||
const calculateProductionMultiplier = (prestigeCount: number): number => {
|
||||
return Math.pow(1.15, prestigeCount);
|
||||
return Math.pow(1.3, prestigeCount);
|
||||
};
|
||||
|
||||
const categoryOrder: Array<PrestigeUpgradeCategory> = [
|
||||
@@ -61,12 +61,14 @@ const PrestigePanel = (): JSX.Element => {
|
||||
const {
|
||||
state,
|
||||
reloadSilent,
|
||||
formatInteger,
|
||||
formatNumber,
|
||||
buyPrestigeUpgrade,
|
||||
enableNotifications,
|
||||
enableSounds,
|
||||
toggleAutoAdventurer,
|
||||
toggleAutoPrestige,
|
||||
toggleAutoPrestigeMaxRunestones,
|
||||
triggerPrestigeToast,
|
||||
} = useGame();
|
||||
const [ isPending, setIsPending ] = useState(false);
|
||||
@@ -92,6 +94,11 @@ const PrestigePanel = (): JSX.Element => {
|
||||
const isEligible = player.totalGoldEarned >= threshold;
|
||||
const runestonePreview = computeProjectedRunestones(state);
|
||||
const nextMultiplier = calculateProductionMultiplier(prestigeData.count + 1);
|
||||
const baseRunestones = Math.min(
|
||||
Math.floor(Math.cbrt(player.totalGoldEarned / threshold)) * 15,
|
||||
200,
|
||||
);
|
||||
const isAtMaxRunestones = baseRunestones >= 200;
|
||||
|
||||
async function handlePrestige(): Promise<void> {
|
||||
setIsPending(true);
|
||||
@@ -154,6 +161,10 @@ const PrestigePanel = (): JSX.Element => {
|
||||
toggleAutoPrestige();
|
||||
}
|
||||
|
||||
function handleAutoPrestigeMaxRunestonesToggle(): void {
|
||||
toggleAutoPrestigeMaxRunestones();
|
||||
}
|
||||
|
||||
function handlePrestigeTabClick(): void {
|
||||
setActiveTab("prestige");
|
||||
}
|
||||
@@ -187,7 +198,7 @@ const PrestigePanel = (): JSX.Element => {
|
||||
type="button"
|
||||
>
|
||||
{"🔮 Runestone Shop ("}
|
||||
{formatNumber(prestigeData.runestones)}
|
||||
{formatInteger(prestigeData.runestones)}
|
||||
{" stones)"}
|
||||
</button>
|
||||
</div>
|
||||
@@ -198,7 +209,7 @@ const PrestigePanel = (): JSX.Element => {
|
||||
{"Prestige resets your progress but grants "}
|
||||
<strong>{"Runestones"}</strong>
|
||||
{"— permanent currency used for powerful upgrades."}
|
||||
{" Each prestige multiplies your global production by ×1.15"}
|
||||
{" Each prestige multiplies your global production by ×1.3"}
|
||||
{" (compounding each run)."}
|
||||
</p>
|
||||
|
||||
@@ -231,15 +242,25 @@ const PrestigePanel = (): JSX.Element => {
|
||||
</p>
|
||||
<p>
|
||||
{"Runestones: "}
|
||||
<strong>{formatNumber(prestigeData.runestones)}</strong>
|
||||
<strong>{formatInteger(prestigeData.runestones)}</strong>
|
||||
</p>
|
||||
{isEligible
|
||||
? <p className="runestone-preview">
|
||||
{"Runestones on prestige: "}
|
||||
<strong>
|
||||
{"+"}
|
||||
{formatNumber(runestonePreview)}
|
||||
{formatInteger(runestonePreview)}
|
||||
</strong>
|
||||
{isAtMaxRunestones
|
||||
? <span className="runestone-max-badge">{" ⚡ MAX"}</span>
|
||||
: null
|
||||
}
|
||||
</p>
|
||||
: null}
|
||||
{isEligible && !isAtMaxRunestones
|
||||
? <p className="runestone-progress-hint">
|
||||
{"Earn more gold to increase your runestone yield "
|
||||
+ "(capped at ×14³ the prestige threshold)."}
|
||||
</p>
|
||||
: null}
|
||||
{isEligible
|
||||
@@ -268,7 +289,7 @@ const PrestigePanel = (): JSX.Element => {
|
||||
>
|
||||
{isPending
|
||||
? "Ascending..."
|
||||
: `✨ Ascend (+${formatNumber(runestonePreview)} Runestones)`}
|
||||
: `✨ Ascend (+${formatInteger(runestonePreview)} Runestones)`}
|
||||
</button>
|
||||
{prestigeError === null
|
||||
? null
|
||||
@@ -280,12 +301,12 @@ const PrestigePanel = (): JSX.Element => {
|
||||
{"Ascended to Prestige "}
|
||||
{result.count}
|
||||
{"! Earned "}
|
||||
{formatNumber(result.runestones)}
|
||||
{formatInteger(result.runestones)}
|
||||
{" Runestones."}
|
||||
{result.milestoneRunestones > 0
|
||||
&& <>
|
||||
{" 🎉 Milestone bonus: +"}
|
||||
{formatNumber(result.milestoneRunestones)}
|
||||
{formatInteger(result.milestoneRunestones)}
|
||||
{" Runestones!"}
|
||||
</>
|
||||
}
|
||||
@@ -306,7 +327,7 @@ const PrestigePanel = (): JSX.Element => {
|
||||
<p className="shop-balance">
|
||||
{"Balance: "}
|
||||
<strong>
|
||||
{formatNumber(prestigeData.runestones)}
|
||||
{formatInteger(prestigeData.runestones)}
|
||||
{" Runestones"}
|
||||
</strong>
|
||||
</p>
|
||||
@@ -331,6 +352,8 @@ const PrestigePanel = (): JSX.Element => {
|
||||
= upgrade.id === "auto_prestige" && purchased;
|
||||
const autoPrestigeEnabled
|
||||
= prestigeData.autoPrestigeEnabled ?? false;
|
||||
const autoPrestigeMaxRunestonesOnly
|
||||
= prestigeData.autoPrestigeMaxRunestonesOnly ?? false;
|
||||
|
||||
function handleBuyClick(): void {
|
||||
void handleBuyUpgrade(upgrade.id);
|
||||
@@ -358,7 +381,7 @@ const PrestigePanel = (): JSX.Element => {
|
||||
<p className="upgrade-cost">
|
||||
{purchased
|
||||
? "✅ Purchased"
|
||||
: `🔮 ${formatNumber(upgrade.runestonesCost)} Runestones`}
|
||||
: `🔮 ${formatInteger(upgrade.runestonesCost)} Runestones`}
|
||||
</p>
|
||||
</div>
|
||||
{isAutoAdventurerToggle
|
||||
@@ -377,19 +400,37 @@ const PrestigePanel = (): JSX.Element => {
|
||||
</button>
|
||||
: null}
|
||||
{isAutoPrestigeToggle
|
||||
? <button
|
||||
className={`auto-prestige-toggle ${
|
||||
autoPrestigeEnabled
|
||||
? "enabled"
|
||||
: "disabled"
|
||||
}`}
|
||||
onClick={handleAutoPrestigeToggle}
|
||||
type="button"
|
||||
>
|
||||
? <>
|
||||
<button
|
||||
className={`auto-prestige-toggle ${
|
||||
autoPrestigeEnabled
|
||||
? "enabled"
|
||||
: "disabled"
|
||||
}`}
|
||||
onClick={handleAutoPrestigeToggle}
|
||||
type="button"
|
||||
>
|
||||
{autoPrestigeEnabled
|
||||
? "⚡ Auto ON"
|
||||
: "⏸ Auto OFF"}
|
||||
</button>
|
||||
{autoPrestigeEnabled
|
||||
? "⚡ Auto ON"
|
||||
: "⏸ Auto OFF"}
|
||||
</button>
|
||||
? <button
|
||||
className={`auto-prestige-toggle ${
|
||||
autoPrestigeMaxRunestonesOnly
|
||||
? "enabled"
|
||||
: "disabled"
|
||||
}`}
|
||||
onClick={handleAutoPrestigeMaxRunestonesToggle}
|
||||
title="Only fire at max runestone yield"
|
||||
type="button"
|
||||
>
|
||||
{autoPrestigeMaxRunestonesOnly
|
||||
? "⚡ Max Runes Only"
|
||||
: "⏸ Max Runes OFF"}
|
||||
</button>
|
||||
: null}
|
||||
</>
|
||||
: null}
|
||||
{purchased
|
||||
? null
|
||||
|
||||
@@ -121,6 +121,7 @@ const QuestCard = ({
|
||||
{reward.type === "essence"
|
||||
&& `✨ ${formatNumber(reward.amount ?? 0)}`}
|
||||
{reward.type === "crystals"
|
||||
&& (reward.amount ?? 0) > 0
|
||||
&& `💎 ${formatNumber(reward.amount ?? 0)}`}
|
||||
{reward.type === "upgrade" && "🔓 Upgrade"}
|
||||
{reward.type === "adventurer" && "👥 New Adventurer"}
|
||||
|
||||
@@ -59,7 +59,7 @@ const StatCard = ({
|
||||
* @returns The JSX element.
|
||||
*/
|
||||
const StatisticsPanel = (): JSX.Element => {
|
||||
const { state, formatNumber } = useGame();
|
||||
const { state, formatInteger, formatNumber } = useGame();
|
||||
|
||||
if (state === null) {
|
||||
return (
|
||||
@@ -152,13 +152,13 @@ const StatisticsPanel = (): JSX.Element => {
|
||||
<StatCard
|
||||
icon="💎"
|
||||
label="Crystals"
|
||||
value={formatNumber(resources.crystals)}
|
||||
value={formatInteger(resources.crystals)}
|
||||
/>
|
||||
<StatCard
|
||||
icon="🔮"
|
||||
label="Runestones"
|
||||
sub="permanent currency"
|
||||
value={formatNumber(prestige.runestones)}
|
||||
value={formatInteger(prestige.runestones)}
|
||||
/>
|
||||
</div>
|
||||
|
||||
|
||||
@@ -50,7 +50,7 @@ const categoryOrder: Array<TranscendenceUpgradeCategory> = [
|
||||
* @returns The JSX element.
|
||||
*/
|
||||
const TranscendencePanel = (): JSX.Element => {
|
||||
const { state, formatNumber, transcend, buyEchoUpgrade } = useGame();
|
||||
const { state, formatInteger, transcend, buyEchoUpgrade } = useGame();
|
||||
const [ isPending, setIsPending ] = useState(false);
|
||||
const [ result, setResult ] = useState<{
|
||||
echoes: number;
|
||||
@@ -152,7 +152,7 @@ const TranscendencePanel = (): JSX.Element => {
|
||||
type="button"
|
||||
>
|
||||
{"✨ Echo Shop ("}
|
||||
{formatNumber(currentEchoes)}
|
||||
{formatInteger(currentEchoes)}
|
||||
{" echoes)"}
|
||||
</button>
|
||||
</div>
|
||||
@@ -184,7 +184,7 @@ const TranscendencePanel = (): JSX.Element => {
|
||||
}
|
||||
<p>
|
||||
{"Current Echoes: "}
|
||||
<strong>{formatNumber(currentEchoes)}</strong>
|
||||
<strong>{formatInteger(currentEchoes)}</strong>
|
||||
</p>
|
||||
<p>
|
||||
{"Current prestige count: "}
|
||||
@@ -195,7 +195,7 @@ const TranscendencePanel = (): JSX.Element => {
|
||||
{"Echoes on transcendence: "}
|
||||
<strong>
|
||||
{"+"}
|
||||
{formatNumber(echoPreview)}
|
||||
{formatInteger(echoPreview)}
|
||||
</strong>
|
||||
{echoMetaMultiplier > 1
|
||||
&& <span className="echo-meta-bonus">
|
||||
@@ -238,7 +238,7 @@ const TranscendencePanel = (): JSX.Element => {
|
||||
>
|
||||
{isPending
|
||||
? "Transcending..."
|
||||
: `🌌 Transcend (+${formatNumber(echoPreview)} Echoes)`}
|
||||
: `🌌 Transcend (+${formatInteger(echoPreview)} Echoes)`}
|
||||
</button>
|
||||
{error === null
|
||||
? null
|
||||
@@ -248,7 +248,7 @@ const TranscendencePanel = (): JSX.Element => {
|
||||
: <p className="success">
|
||||
{"Transcended! Earned "}
|
||||
<strong>
|
||||
{formatNumber(result.echoes)}
|
||||
{formatInteger(result.echoes)}
|
||||
{" Echoes"}
|
||||
</strong>
|
||||
{". This is Transcendence "}
|
||||
@@ -266,7 +266,7 @@ const TranscendencePanel = (): JSX.Element => {
|
||||
<p className="shop-balance">
|
||||
{"Balance: "}
|
||||
<strong>
|
||||
{formatNumber(currentEchoes)}
|
||||
{formatInteger(currentEchoes)}
|
||||
{" Echoes"}
|
||||
</strong>
|
||||
</p>
|
||||
@@ -314,7 +314,7 @@ const TranscendencePanel = (): JSX.Element => {
|
||||
<p className="upgrade-cost">
|
||||
{purchased
|
||||
? "✅ Purchased"
|
||||
: `✨ ${formatNumber(upgrade.cost)} Echoes`}
|
||||
: `✨ ${formatInteger(upgrade.cost)} Echoes`}
|
||||
</p>
|
||||
</div>
|
||||
{purchased
|
||||
|
||||
Reference in New Issue
Block a user