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<!DOCTYPE html>
<html lang="en">
<!-- "huinveruifjmsadopwd" -->
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>M-dimensional Volume Incremental Rewritten</title>
<link href="./assets/style/core.css" rel="stylesheet">
<link href="icon.png" rel="shortcut icon" type="image/x-icon">
<script src="./assets/script/loader.js" defer></script>
<script src="./assets/script/i18n.js" defer></script>
<script src="./assets/script/technical/vue.min.js" defer></script>
<script src="./assets/script/technical/PowiainaNum.js" defer></script>
<script src="./assets/script/technical/format_powiainanum.js" defer></script>
<script>/*
function format(x){
return x.toString()
}
function formatWhole(x){
return x.toString()
}*/
</script>
<script src="./assets/script/technical/hotkeys.js" defer></script>
<script src="./assets/script/calculate.js" defer></script>
<script src="./assets/script/formatTime.js" defer></script>
<script src="./assets/script/display.js" defer></script>
<script src="./assets/script/constants.js" defer></script>
<script src="./assets/script/temp.js" defer></script>
<script src="./assets/script/script.js" defer></script>
<script src="./assets/script/newsticker.js" defer></script>
<script src="./assets/script/save.js" defer></script>
<script src="./assets/script/components.js" defer></script>
<script src="./assets/script/changelog.js" defer></script>
<script src="./assets/script/offline.js" defer></script>
<script src="./assets/script/dimboost.js" defer></script>
<script src="./assets/script/hotkeys.js" defer></script>
<script src="./assets/script/mm3.js" defer></script>
<script src="./assets/script/automation.js" defer></script>
<script src="./assets/script/PL2/mm5.js" defer></script>
<script src="./assets/script/battle/battle.js" defer></script>
<script src="./assets/script/PL3/mm6.js" defer></script>
<script src="./assets/script/achievements.js" defer></script>
<script src="./assets/script/PL4/mm7.js" defer></script>
<script src="./assets/script/PLw/mm11.js" defer></script>
<script src="./assets/script/formats.js" defer></script>
</head>
<body style="margin-top: 0px;">
<div id="app">
<div style="padding-top: 8px; top: 0;" class="sticky">
<newsticker></newsticker>
<div class="text-center">
{{glt("youhave")}} <span class="vol-dis">{{format(player.volumes)}}</span> mm<sup>4</sup> {{glt("4dvolumes")}}
</div>
<div v-if="player.timeSpeed != 1" class="text-center">{{glt("currentglobalspeed")+format(player.timeSpeed)}}</div>
<div v-if="player.volumes.gte('1e200') && !player.isPL1unlocked" class="text-center">{{glt("youneedsomethingtogofurther")}}</div>
<div v-if="false" class="text-center" v-html="get_pts_volume(player.volumes)"></div>
<div v-if="player.volumes.gte(mm3ChallengeGoal[player.PL1inchal]) && !player.PL1breakedPL1limit" class="text-center">
<button class="btn mm3btn" @click="doMM3resetManmade()">{{glt("resetPL1layer")+format(tmp.mm3.gain)}} mm<sup>3</sup> {{glt("3dvolumes")}}</button>
</div>
<div v-if="false" class="text-center" v-html="currentGainText"></div>
<div v-if="player.isPL1unlocked" class="mm3text text-center">{{glt("youhave")}} {{format(player.PL1points)}} mm<sup>3</sup> {{glt("3dvolumes")}}</div>
<div v-if="player.isPL2unlocked" class="mm5text text-center">{{glt("youhave")}} {{format(player.PL2points)}} mm<sup>5</sup> {{glt("5dvolumes")}}</div>
<div v-if="player.isPL3unlocked" class="mm6text text-center">{{glt("youhave")}} {{format(player.PL3points)}} mm<sup>6</sup> 6维体积</div>
<div v-if="player.isPL4unlocked" class="mm7text text-center">{{glt("youhave")}} {{format(player.PL4points)}} mm<sup>7</sup> 7维体积</div>
<div v-if="showAllPrestigeLayers">
<div class="mm8text text-center">{{glt("youhave")}} {{format(player.PL5points)}} mm<sup>8</sup> 8维体积</div>
<div class="mm9text text-center">{{glt("youhave")}} {{format(player.PL6points)}} mm<sup>9</sup> 9维体积</div>
<div class="mm10text text-center">{{glt("youhave")}} {{format(player.PL7points)}} mm<sup>10</sup> 10维体积</div>
</div>
<div v-if="isEndgame()" :style="{color: getUndulatingColor()}" class="text-center">{{glt("reachedCurrentEndgame")}}</div>
<div class="main-line"></div>
<div class="text-center">
<button v-for="tab in primaryTabSort()" :class="getTabClass(tab.name)" :style="tab.style" v-html="tab.text"
:disabled="tabShow.inPrimaryTab(tab.name)" @click="player.currentPage = tab.id">
</button>
</div>
<div class="main-line"></div>
<div class="text-center">
<button v-for="tab in secondaryTabSort()" :class="getSubTabClass(tab.parentTab,tab.name)" :style="tab.style"
v-html="tab.text" :disabled="tabShow.inSecondaryTab(tab.parentTab,tab.name)"
@click="player.currentPage = tab.id">
</button>
</div>
<div class="main-line"></div>
</div>
<!-- <div v-if="player.currentPage == 14112">
<div class="text-center" v-for="const enemy in enemies" v-if="enemy.unlocked">
hp: {{format(enemy.hp)}}<br>
atk: {{format(enemy.atk)}}<br>
def: {{format(enemy.def)}}<br>
aps: {{format(enemy.aps)}}<br>
</div>
</div> -->
<div class="text-center" v-if="player.currentPage == 39"></div>
<div class="text-center" v-if="player.currentPage == 38"></div>
<div class="text-center" v-if="player.currentPage == 37"></div>
<div class="text-center" v-if="player.currentPage == 36"></div>
<div class="text-center" v-if="player.currentPage == 35"></div>
<div class="text-center" v-if="player.currentPage == 34"></div>
<div class="text-center" v-if="player.currentPage == 33"></div>
<div class="text-center" v-if="player.currentPage == 32"></div>
<div class="text-center" v-if="player.currentPage == 31"></div>
<div class="text-center" v-if="player.currentPage == 30"></div>
<div v-if="player.currentPage == 29 && hasTreeUpgrade('unlfactorspace')" class="text-center">
αβγδεζηθικλμνξοπρστυφχψωΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΠΡΣΤΥΦΧΨΩ
ϝϛͱϻϙͳϸ ☿♀♁♂♃♄♅♆♇<br>
以下是一些因子空间,进入时会重置mm<sup>3</sup>到mm<sup>6</sup>的部分资源<br>
STILL DEVELOPING
<button class="btn mm7btn" @click="FACTORSPACES.backNormal()">返回正常空间</button>
<div class="factorspace">
<div class="f_upperFactor">
你有{{format(player.PL4factorspace.points[0])}} Ω因子
<div class="table_center">
<fsbutton class="upperfactor" v-for="id in [0]" :x="0" :y="id" :z="FACTORSPACES.names[0][id]"></fsbutton>
</div>
</div>
<div class="f_lowerFactor">
你有{{format(player.PL4factorspace.points[1])}} ω因子
<div class="table_center">
<fsbutton class="lowerfactor" v-for="id in [0]" :x="1" :y="id" :z="FACTORSPACES.names[1][id]"></fsbutton>
<!-- <button class="fs_btn lowerfactor"
v-for="id in [0]" @click="FACTORSPACES.choose(1, id)"
:class="{choosed: FACTORSPACES.onActive(1, id)}"
v-if="(id<=FACTORSPACES.getUnlLength()[1]) && (typeof FACTORSPACES.types[1][id].unl === 'function' ? FACTORSPACES.types[1][id].unl() : true)"
>
<b>[{{id}}]</b><br>[<span ></span>Tier <span v-html="format(player.PL4factorspace.tiers[1][id],0)"></span>]<br>
<span v-if="FACTORSPACES.onActive(1, id)">Currently: {{format(FACTORSPACES.getRes(1, id))}}</span><br>
Next Tier at: <span>NaN</span><br>
(Increased by <span v-html="FACTORSPACES.types[1][id].inc"></span>)<br><br>
Effect: <span >NaN</span><br>
On Active: <span v-html="FACTORSPACES.types[1][id].cons"></span>
</button>-->
</div>
</div>
</div>
</div>
<div v-if="player.currentPage == 28 && player.chalcomps[1].gte(15)" class="text-center">
<button class="btn mm7btn" @click="buymm7all()">
购买最大
</button>
<br>
<p>你有<span
style="color:#0000ff; font-size: 40px;" v-html="format(player.PL4dimensionalEnergy)"></span>
7维维度维度能量</p>
<p>获得一个对mm<sup>7</sup>前速度<span style="color:#0000ff; font-size: 40px;">{{formatMult(tmp.mm7.energyToPrePL4GameSpeed())}}</span>的效果</p>
<p v-if="false">使{{glt("tabDimensionsonetoeight")}}双指数<span style="color:#0000ff; font-size: 40px;">+{{format()}}</span></p>
<p>{{glt("此种类维度每次购买乘数")}}{{format(10000)}}</p>
<div v-for="dim in dimensions" :key="dim.id" class="text-center">
{{ dimensionsLabel(dim.id+16) }}
+<span>{{
format(player.dimensions[DIMENSIONS_POINTS][+dim.id+15]) }}
</span>
×<span>{{
format(player.dimensions[DIMENSIONS_MULTI][+dim.id+15]) }}
</span>
^<span>{{
format(player.dimensions[DIMENSIONS_EXPONENT][+dim.id+15]) }}
</span>
<span>{{
format(player.dimensions[DIMENSIONS_BOUGHT][+dim.id+15]) }}
</span>
<button class="btn mm7btn" @click="buymm7dim(+dim.id+16)" :disabled="!mm7dimbuyable(+dim.id+16)">{{ glt("pricecolon")}} {{format(player.dimensions[DIMENSIONS_COST][+dim.id + 15])}} mm<sup>7</sup></button>
</div>
</div>
<div v-if="player.currentPage == 27 && player.chalcomps[2].gte(100)" class="text-center">
<p>时间加速器可以加速时间</p>
<br>
<p>当前时间加速倍率: {{formatMult(tmp.mm7.prePL4speed)}}(影响mm<sup>6</sup>及之前的速度,部分速度不会被赋予)</p>
<br>
<p>
升级1({{format(player.PL4buyable1)}}) 使时间加速倍率每级{{formatMult(10)}} <span class="green">当前: {{formatMult(getPL4buyableeffect(1))}}</span><button class="btn mm7btn" @click="buyPL4buyable(1)">花费:{{format(getBuyable1Cost())}} mm<sup>7</sup></button>
</p>
<p>
升级2({{format(player.PL4buyable2)}}+{{format(getPL4buyableFreeUpgrades(2))}}) 使7维体积获取{{formatMult(2)}} <span class="green">当前: {{formatMult(getPL4buyableeffect(2))}}</span><button class="btn mm7btn" @click="buyPL4buyable(2)">花费:{{format(getBuyable2Cost())}} mm<sup>7</sup></button>
</p>
</div>
<div v-if="player.currentPage == 26 && hasTreeUpgrade('chal1')" class="text-center">
<p>二阶挑战在方式上类似于3维内容的挑战,但它们可完成多次。</p>
<p class="text-center">
<button class="btn mm7btn" @click="CHALS.enter()" v-if="player.chalchoosed != 0">进入挑战</button>
<button class="btn mm7btn" @click="CHALS.exit()" v-if="player.chalactive != 0">退出挑战</button>
</p>
<p class="text-center" v-if="player.chalactive != 0">你当前正在进行二阶挑战{{player.chalchoosed}},完成挑战后获得{{format(tmp.chal.gain)}}挑战次数</p>
<div v-if="player.chalchoosed != 0">
{{CHALS[player.chalchoosed].title}}({{format(player.chalcomps[player.chalchoosed])}})
<div v-html="CHALS[player.chalchoosed].desc"></div>
目标:{{CHALS.getFormat(player.chalchoosed)(tmp.chal.goal[player.chalchoosed])}} <span v-html="CHALS.getResName(player.chalchoosed)"></span><br>
奖励:<span v-html="CHALS[player.chalchoosed].reward"></span><br>
<span v-if="CHALS[player.chalchoosed].effDesc" class="green">当前: <span v-html="CHALS[player.chalchoosed].effDesc(tmp.chal.eff[player.chalchoosed])"></span></span>
</div>
<table>
<tr>
<td v-for="id in [1, 2]"><button class="chalPL4" @click="CHALS.choose(id)" v-if="!CHALS[id].unl || CHALS[id].unl()">
二阶挑战{{id}}
</button></td>
</tr>
</table>
</div>
<div v-if="player.currentPage == 25">
<div class="text-center">
<span>你重置了{{format(player.PL4times)}}次。你有<span class="mm7text">{{format(player.PL4mm702)}}</span>mm<sup>7.02</sup></span>
</div>
<div class="text-center" v-html="getDescHTML()"></div>
<div>
<div v-for="group in treeUpgrades">
<div v-if="group.name == 'main'" v-for="row in group" class="tree_table_column">
<button v-for="upg in row"
:class="{btn_tree: true, unused: upg.unl && !upg.unl()}"
:style="getTreeUpgradeStyle(upg.position)"
v-html="upg.content"
@click="handleTreeUpgrade(upg.position)">
</button>
</div>
</div>
</div>
<div>
</div>
<!--
<div>
<div class="tree_table_column">
<button class="btn_tree">广州A</button>
</div>
<div class="tree_table_column">
<button class="btn_tree">深圳B</button>
<button class="btn_tree unused"></button>
<button class="btn_tree">珠海C</button>
</div>
</div>-->
</div>
<div>
<div v-if="player.currentPage == 23 || player.currentPage == 24" class="text-center">
你有<span class="mm6text">{{format(PowiainaNum.tetr(10,player.PL3xpyrep))}}</span>小朋友复读机
(+{{format(xpyRepSpeed())}} OoMs^^2/s<span v-html="xpyRepSpeedSoftcappedText()"></span>)<br>
小朋友复读机星系({{formatWhole(getxpyrepgalcount())}})<br>
每个星系将{{glt("dimensionBoost2")}}硬上限+5.000e13<br>
下一个复读机星系在<span class="mm6text">{{format(getnextxpyrepgal())}}</span>小朋友复读机<br>
</div>
</div>
<div v-if="player.currentPage == 24 && player.PL3xpyrep.gte(2085.31910605931)" class="text-center">
<table>
<tr>
<td>
<button class="mm6upg" @click="buymm6buyable(1)">
提升小朋友复读机获取({{formatWhole(player.PL3xpybuyable1)}}<span v-if="player.PL3xpybuyable3.gt(0)">+{{formatWhole(player.PL3xpybuyable3.mul(3))}}</span>)<br>
当前: {{formatMult(mm6buyableEffect(1))}}<br>
价格: {{format(PowiainaNum.tetr(10,mm6buyableCost(1)))}}小朋友复读机
</button>
<button class="mm6upg" @click="buymm6buyable(2)">
每级使4维体积获取{{formatPow(mm6buyableEffect2Base())}}({{formatWhole(player.PL3xpybuyable2)}}/526<span v-if="player.PL3xpybuyable3.gt(0)">+{{formatWhole(player.PL3xpybuyable3.mul(2))}}</span>)<br>
当前: {{formatPow(mm6buyableEffect(2))}}<br>
价格: {{format(PowiainaNum.tetr(10,mm6buyableCost(2)))}}小朋友复读机
</button>
</td>
</tr>
<tr>
<td>
<button class="mm6upg" @click="buymm6buyable(3)" style="width: 368px">
每级使"每级使4维体积获取"底数+~0.026并获得3个"提升小朋友复读机获取"和2个"每级使4维体积获取"({{formatWhole(player.PL3xpybuyable3)}}/50)<br>
当前: +{{format(mm6buyableEffect(3))}}<br>
价格: {{format(PowiainaNum.tetr(10,mm6buyableCost(3)))}}小朋友复读机
</button>
</td>
</tr>
</table>
<span>提升小朋友复读机获取在前10次购买会提供{{formatMult(2)}}的加成(每次购买),在后面会提供{{formatMult(1.75)}}的加成(每次购买),<br>
4维体积获取{{formatPow(1.1)}}的效果会在超过{{formatPow(1e100)}}后受软上限限制。</span>
</div>
<div v-if="player.currentPage == 23 && player.PL3materialupg7.eq(PowiainaNum.ONE)" class="text-center">
<br>
<div class="milestone">
<div class="milestone-goal">1.0000f18 小朋友复读机</div>
<div class="milestone-description">基于小朋友复读机数量提升小朋友复读机获取</div>
</div>
<div class="milestone">
<div class="milestone-goal">1.0000f23 小朋友复读机</div>
<div class="milestone-description">基于小朋友复读机数量提升4维体积获取(溢出前,{{formatPow(getxpyrepto4dv())}})</div>
</div>
<div class="milestone">
<div class="milestone-goal">1.0000f28 小朋友复读机</div>
<div class="milestone-description">移除维度提升软上限</div>
</div>
<div class="milestone">
<div class="milestone-goal">1.0000f34 小朋友复读机</div>
<div class="milestone-description">小朋友复读机速度×3</div>
</div>
<div class="milestone">
<div class="milestone-goal">1.0000f40 小朋友复读机</div>
<div class="milestone-description">小朋友复读机速度×2</div>
</div>
<div class="milestone">
<div class="milestone-goal">1.0000f150 小朋友复读机</div>
<div class="milestone-description">1-16维度指数+0.05</div>
</div>
<div class="milestone">
<div class="milestone-goal">1.0000f160 小朋友复读机</div>
<div class="milestone-description">基于小朋友复读机数量提升1-16维度指数(当前: +{{format(getxpyrepEff1())}})</div>
</div>
<div class="milestone">
<div class="milestone-goal">1.0000f180 小朋友复读机</div>
<div class="milestone-description">基于4维体积提升小朋友复读机获取</div>
</div>
<div class="milestone">
<div class="milestone-goal">2.0850f2085 小朋友复读机</div>
<div class="milestone-description">解锁购买项</div>
</div>
<div class="milestone">
<div class="milestone-goal">f1.0000e6 小朋友复读机</div>
<div class="milestone-description">自动购买购买项</div>
</div>
<div class="milestone">
<div class="milestone-goal">f1.5000e156 小朋友复读机</div>
<div class="milestone-description">4维体积获取{{formatPow(1e16)}}</div>
</div>
<div class="milestone">
<div class="milestone-goal">f3.0000e156 小朋友复读机</div>
<div class="milestone-description">解锁下一个声望层</div>
</div>
<br>
</div>
<div v-if="player.currentPage == 22 && researchLevel(10)" class="text-center">
<div class="mm6text">
将元素合成以获取效果<br><br>
局部时间变慢|{{formatMass(materialCount(1))}} of {{getElementId(120)}}{{getElementId(135)}}{{getElementId(160)}}<br>
将衰变速度{{formatMult(materialEffect(1), 4, true)}}<br>
<button class="btn mm6btn" @click="craftMaterial(1)">合成</button><br><br>
中微子结合|{{formatMass(materialCount(2))}} of {{getElementId(120)}}{{getElementId(135)}}<sup>μ</sup>{{getElementId(135)}}<br>
使挖矿获取资源{{formatPow(materialEffect(2))}}<br>
<button class="btn mm6btn" @click="craftMaterial(2)">合成</button><br><br>
<br><br>
<h1>材料升级</h1>
需要{{formatMass(material3Need()[0])}}材料1和{{formatMass(material3Need()[1])}}材料2<br>
获得+{{formatWhole(player.PL3materialupg1.mul(2).min(7))}}多可以获取的元素|下一级: +{{formatWhole(player.PL3materialupg1.add(1).mul(2).min(7))}}<br>
<button class="btn mm6btn" @click="craftMaterial(3)">升级</button>
<br><br>
需{{formatMass(uni('e133000'))}}材料1<span v-if="player.PL3materialupg2.eq(PowiainaNum.ONE)">已购买</span><br>
衰变速度/9,基于4维体积增加获取资源,重置时保留体积压缩内容<br>
当前: {{formatPow(materialEffect(4))}}<br>
<button class="btn mm6btn" @click="craftMaterial(4)">升级</button>
<br><br>
需{{formatMass(uni('e504500'))}}材料1<span v-if="player.PL3materialupg3.eq(PowiainaNum.ONE)">已购买</span><br>
基于6维重置数量提升获取资源<br>
当前: {{formatPow(materialEffect(5))}}<br>
<button class="btn mm6btn" @click="craftMaterial(5)">升级</button>
<br><br>
需{{formatMass(uni('e1.33e7'))}}材料1<span v-if="player.PL3materialupg4.eq(PowiainaNum.ONE)">已购买</span><br>
自动挖矿,减少挖矿需要进度 by 4.6<br>
<button class="btn mm6btn" @click="craftMaterial(6)">升级</button>
<br><br>
需{{formatMass(uni('e1.39e7'))}}材料1<span v-if="player.PL3materialupg5.eq(PowiainaNum.ONE)">已购买</span><br>
材料1和材料2提升4维体积和获取资源<br>
当前: {{formatPow(materialEffect(7))}}<br>
<button class="btn mm6btn" @click="craftMaterial(7)">升级</button>
<br><br>
需{{formatMass(uni('e4.7070e7'))}}材料1<span v-if="player.PL3materialupg6.eq(PowiainaNum.ONE)">已购买</span><br>
每秒获得1000%重置时的mm<sup>6</sup>和10次mm<sup>6</sup>重置次数,获取资源^60<br>
<button class="btn mm6btn" @click="craftMaterial(8)">升级</button>
<br><br>
需{{formatMass(mlt(40))}}材料1<span v-if="player.PL3materialupg7.eq(PowiainaNum.ONE)">已购买</span><br>
自动合成材料1和材料2,解锁小朋友复读机<br>
<button class="btn mm6btn" @click="craftMaterial(9)">升级</button>
<br><br>
</div>
</div>
<div v-if="player.currentPage == 21 && researchLevel(10)" class="text-center">
<div class="mm6text">
元素周期表挖矿需要时间,会随机获得元素,<br>这些元素结合可以合成材料以获取增益(或者减益),<br>但是元素会衰变(84号元素以后),<br>使其变得无效果。<br>
<br><br>
当前挖矿需要进度{{pickingMax().format()}}<br>一次获取{{formatMass(pickingAmount())}},获取{{displayElementGain()}}种不同的元素
<br>
<div class="probarcon">
<div class="probar" :style="{width: (PowiainaNum.div(player.PL3pickingTime,pickingMax()).toNumber()*100).toString()+'%'}">当前进度:{{(PowiainaNum.div(player.PL3pickingTime,pickingMax()).toNumber()*100).toString()}}%</div>
</div>
<br>
<p v-for="id in currentElements">
你有{{formatMass(elementCount(id))}}
<sup v-if="id.toString().indexOf('muonic') != -1">μ</sup>{{getElementId(id)}}
<span v-if="getElementDivSpeed(id).gt(1)">({{formatMult(getElementDivSpeed(id),4,1)}} per second)</span>
<br>
</p>
</div>
<button class="btn mm6btn" @click="picking()">挖矿</button>
</div>
<div v-if="player.currentPage == 19" class="text-center">
<div class="mm6text">
进度升级需要进度达到一个上限值才能获得。<br>
你有{{format(player.PL3times)}}重置次数,它增加进度速度,将mm<sup>5</sup>重置次数{{formatMult(getCurrentPL3toPL2resetTimes())}}<br>
你当前的进度每秒增加{{format(getCurrentResearchSpeed())}}<br>
<span v-if="player.PL3currentResearching">你当前进行进度升级{{player.PL3currentResearching.toFixed(0)}}</span>
</div>
<div class="probarcon">
<div class="probar" :style="{width: getProgressWidth()}">{{getProgressWidth()}}</div>
</div>
<table>
<!-- <tr>
<td><button class="resupg">
(需要5重置次数解锁)
增加1-8维度每次购买指数((1e-12)*(x)**0.5)<br>
进度: 114514/1919810<br>
当前: +0<br>
等级: 0<br>
</button></td>
<td><button class="resupg">
(未解锁)
</button></td>
<td><button class="resupg">
(未解锁)
</button></td>
<td><button class="resupg">
(未解锁)
</button></td>
</tr> -->
<tr>
<td><button class="resupg" @click="research(5)">
使1-9 mm<sup>3</sup>升级的价格变为0<br>
进度: {{format(researchProgress(5))}}/10<br>
<br>
等级: {{researchLevel(5)}}<br>
</button></td>
<td><button class="resupg" @click="research(6)">
重置时保留3维声望层内容,160mm<sup>5</sup>重置次数<br>
进度: {{format(researchProgress(6))}}/100<br>
<br>
等级: {{researchLevel(6)}}<br>
</button></td>
<td><button class="resupg" @click="research(7)">
重置时保留研究升级,反应堆,1600mm<sup>5</sup>重置次数<br>
进度: {{format(researchProgress(7))}}/400<br>
<br>
等级: {{researchLevel(7)}}<br>
</button></td>
<td><button class="resupg" @click="research(8)">
重置时保留第三层重置之前的自动<br>
进度: {{format(researchProgress(8))}}/1600<br>
<br>
等级: {{researchLevel(8)}}<br>
</button></td>
</tr>
<tr>
<td><button class="resupg" @click="research(9)">
重置时保留重置次数,且获取的mm<sup>5.9</sup>硬下限为1.000e20,二阶小朋友获取×1.000e7<br>
进度: {{format(researchProgress(9))}}/6400<br>
等级: {{researchLevel(9)}}<br>
</button></td>
<td><button class="resupg" @click="research(10)">
解锁元素挖矿<br>
进度: {{format(researchProgress(10))}}/1.000e11<br>
等级: {{researchLevel(10)}}<br>
</button></td>
</tr>
</table>
</div>
<div v-if="player.currentPage == 13">
<div class="text-center">
<div class="battle">
<div class="battle-playerenemy-description">
hp: {{format(player.currentHP)}}/{{format(getCurrentHPCap())}}<br>
mp: {{format(player.currentMP)}}<br>
atk: {{format(player.currentATK)}}<br>
def: {{format(player.currentDEF)}}<br>
{{format(player.currentAPS)}} <abbr title="attack per second">aps</abbr><br>
<br>
XP: {{format(player.XP)}}
</div>
<div class="battle-playerenemy-description" v-if="player.currentBattlingEnemyId == -1">
hp: 0<br>
atk: 0<br>
def: 0<br>
0 <abbr title="attack per second">aps</abbr><br>
</div>
<div class="battle-playerenemy-description" v-else>
hp: {{format(player.currentEnemyHP)}}<br>
atk: {{format(enemies[player.currentBattlingEnemyId].atk)}}<br>
def: {{format(enemies[player.currentBattlingEnemyId].def)}}<br>
{{format(enemies[player.currentBattlingEnemyId].aps)}} aps<br>
</div>
</div>
<br>
<div class="battle">
<div class="battle-playerenemy-description" style="width: 250px">
填充4维体积,提高生命值上限(+{{format(tmp.battle.feature1Effect)}}<span v-if="player.PL2times.lt(1000000)">/100000</span>)<br>
当前: {{format(player.fillFeatureProgress1)}}<span v-if="player.PL2times.lt(1000000)">/1e100000</span><br>
<div class="fill-button" @click="fillForFeature(1)">填充<br>当前{{isFilling(1)?"正在":"不正在"}}填充
</div>
</div>
<div class="battle-playerenemy-description" style="width: 250px" v-if="player.PL2times.gte(75)">
填充5维体积,提高DEF(+{{format(tmp.battle.feature2Effect)}}/10000)<br>
当前: {{format(player.fillFeatureProgress2)}}/1e1000000<br>
<div class="fill-button" @click="fillForFeature(2)">填充<br>当前{{isFilling(2)?"正在":"不正在"}}填充
</div>
</div>
<div class="battle-playerenemy-description" style="width: 250px" v-if="player.volumes.gte('1e800000') || player.fillFeatureProgress3.neq(0)">
填充3维体积,提高ATK和生命值上限(+{{format(tmp.battle.feature3Effect)}}/100000)<br>
当前: {{format(player.fillFeatureProgress3)}}/1e100000<br>
<div class="fill-button" @click="fillForFeature(3)">填充<br>当前{{isFilling(3)?"正在":"不正在"}}填充
</div>
</div>
</div>
<br>
技能:<br>
攻击: 使对方的生命值减少atk<br>
恢复:每秒生命{{formatMult(5)}}(战斗时无效)
<br>
<br>
升级<br>
<table class="text-center">
<tr>
<td>
<button class="mm5upg" :class="{unlocked: hasBattleUpgrade(1)}"@click="buyBattleUpgrade(1)">基于经验提升小朋友上限和小朋友获取<br>当前: {{formatMult(getBattleUpgradeEffect(1))}}<br>需要20经验</button>
</td>
</tr>
</table>
</div>
</div>
<div v-if="player.currentPage == 14" class="text-center">
<div v-for="enemy in enemies" v-if="enemy.unlocked || player.enemiesUnlocked.includes(enemy.id)" :key="enemy.id" class="battle-enemychoose-description">
{{enemy.id}}<br>
hp: {{format(enemy.hp)}}<br>
atk: {{format(enemy.atk)}}<br>
def: {{format(enemy.def)}}<br>
aps: {{format(enemy.aps)}}<br>
获得的经验: {{format(enemy.expGain)}}<br>
<br>
<span v-html="enemy.pentalyWhenInBattle()"></span><br>
<span v-html="enemy.pentalyWhenFailed()"></span><br>
<button @click="battleEnemy(enemy.id)" class="btn">战斗</button>
</div>
</div>
<div v-if="player.currentPage == 12" mm5page>
<!-- <table>
<tr>
<td><button class="mm5upg" :class="{unlocked: hasMM5Upg(1)}" @click="buyMM5Upg(1)"><br>花费:1 mm<sup>5</sup></button></td>
</tr>
</table>-->
<p class="text-center">mm<sup>5</sup>重置次数: {{format(player.PL2times)}}</p>
<div class="milestone">
<div class="milestone-goal">1 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">获得3.205倍多的小朋友,减少解锁小朋友所需要的3维体积,增加4维体积获取软上限</div>
</div>
<div class="milestone">
<div class="milestone-goal">2 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">移除4维体积获取软上限,保留3D升级1,4,6,9,13,14,保留挑战1,2完成状态,获得1000倍多的3维体积</div>
</div>
<div class="milestone">
<div class="milestone-goal">3 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">每秒获得^0.5将要获得的3维体积</div>
</div>
<div class="milestone">
<div class="milestone-goal">4 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">解锁战斗场</div>
</div>
<div class="milestone">
<div class="milestone-goal">6 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">保留所有3D升级,直接解锁小朋友,重置时保留^0.5小朋友,保留{{glt("dimensionBoost2")}}</div>
</div>
<div class="milestone">
<div class="milestone-goal">8 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">每秒获得0.1XP</div>
</div>
<div class="milestone">
<div class="milestone-goal">10 mm<sup>5</sup>重置次数</div>
<div class="milestone-description" title="风灵作成: ?">解锁次数商店,自动购买小朋友×2和{{glt("3dvolumes")}}获取×2购买项,且这两个购买项不会消耗任何东西</div>
</div>
<div v-if="player.PL2times.gte(10)">
<p class="text-center">Because of rebalance, buying upgrade doesn't cost anything.</p>
<p class="text-center">你当前有{{format(getRealPL2resetTimes())}}可用mm<sup>5</sup>重置次数</p>
<table align="center">
<tr>
<td><button class="mm5upg" onclick="buyPL2Upg(1)" style="font-size: 80%">基于重置次数提升1-8维度购买数量<br>当前等级: {{format(player.PL2RTupgrade1)}} 效果:{{formatMult(PL2UpgEffect1())}}<br>花费:{{format(PL2UpgCost(1))}}<span style="font-size:75%">mm<sup>5</sup>可用重置次数</span></td>
<td><button class="mm5upg" onclick="buyPL2Upg(2)" style="font-size: 80%">翻倍重置次数获取<br>当前: {{formatMult(PL2UpgEffect2())}}<br>花费:{{format(PL2UpgCost(2))}}<span style="font-size:75%">mm<sup>5</sup>可用重置次数</span></td>
</tr>
</table>
</div>
<div class="milestone">
<div class="milestone-goal">50 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">替换3 mm<sup>5</sup>重置次数的里程碑,但每秒获得^1将要获得的3维体积</div>
</div>
<!-- <div class="milestone">
<div class="milestone-goal">75 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">每秒获得10%重置时获得的mm<sup>5</sup>重置次数</div>
</div> -->
<div class="milestone">
<div class="milestone-goal">75 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">解锁第二个战斗场填充进度条,解锁第二个enemy</div>
</div>
<div class="milestone">
<div class="milestone-goal">90 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">{{glt("dimensionBoost2")}}不会重置任何东西,解锁自动{{glt("dimensionBoost2")}}</div>
</div>
<div class="milestone">
<div class="milestone-goal">160 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">重置保留小朋友</div>
</div>
<div class="milestone">
<div class="milestone-goal">400 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">获得1.05×多{{glt("dimensionBoost")}},保留{{glt("dimensionBoost")}}</div>
</div>
<div class="milestone">
<div class="milestone-goal">1,500 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">在"主要"页面解锁5D维度维度</div>
</div>
<div class="milestone">
<div class="milestone-goal">7,000 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">每秒获得100%将要获得的5维体积</div>
</div>
<div class="milestone">
<div class="milestone-goal">250,000 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">每秒获得10XP</div>
</div>
<div class="milestone">
<div class="milestone-goal">1e800000 mm<sup>4</sup></div>
<div class="milestone-description">解锁第三个战斗场填充进度条</div>
</div>
<div class="milestone">
<div class="milestone-goal">1,000,000 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">移除第一个战斗场填充进度条的硬上限</div>
</div>
<div class="milestone">
<div class="milestone-goal">1,500,000 mm<sup>5</sup>重置次数</div>
<div class="milestone-description">小朋友硬上限推迟^2</div>
</div>
</div>
<achievements v-if="player.currentPage == 20"></achievements>
<div v-if="player.currentPage == 10">
<div class="text-center" v-if="!player.PL1xiaopengyouUnl"><button class="btn mm3btn" @click="unlockXiaopengyou()">
解锁小朋友<br>
需要{{player.PL2times.gte(1) ? "1,000" : "10,000"}} mm<sup>3</sup>
</button></div>
<div v-else>
<div class="text-center">
<p>你有<span class="mm3text">{{format(player.PL1xiaopengyouPoints)}}/{{format(tmp.mm3.xiaopengyouCap())}}(+{{format(getXiaopengyouGain())}}/s)</span>小朋友,他们使每次购买的乘数{{formatMult(xiaopengyouEffect1())}}</p>
<p>已解锁一个新的购买项在"升级"选项卡</p>
</div>
<p class="mm3text text-center">
在500小朋友,基于小朋友数量获得额外的{{glt("dimensionBoost")}}<br>
当前:+{{format(xiaopengyouEffect2())}}
</p>
<div v-if="tmp.mm3.xiaopengyouinOverflow" class="tooltipBox text-center">
由于小朋友在<b>{{format(tmp.overflow_start.xiaopengyou[0])}}</b>溢出,因此小朋友获取<span v-html="overflowFormat(tmp.overflow.xiaopengyou)"></span>!
<span class="tooltip">
溢出前: {{format(tmp.overflowBefore.xiaopengyou)}} 小朋友
</span>
</div>
</div>
</div>
<div v-if="player.currentPage == 7 && hasMM3Upg(4)">
<p class="text-center">下列是挑战,在进入挑战时会进行一次无奖励的重置,<br>如果在这个挑战里达到了目标,则为通过这个挑战。</p>
<p class="text-center"><button class="btn mm3btn" @click="exitChal()">退出挑战</button></p>
<table>
<tr>
<td><button class="chalpl0" @click="enterNorChal(1)" :class="getChalClass(1)">挑战1<br>1-8维度的增长速度为原来的^1.2<br>目标: 1.000e200 mm<sup>4</sup><br>奖励:获得×1.02多的购买次数</button></td>
<td><button class="chalpl1" @click="enterNorChal(2)" :class="getChalClass(2)" v-if="hasMM3Upg(14)">挑战2<br>{{glt("dimensionBoost")}}实际数量为原来的0.1倍<br>目标: 1.000e400 mm<sup>4</sup><br>奖励:小朋友再次提升{{glt("dimensionBoost")}}实际数量</button></td>
</tr>
</table>
</div>
<div v-if="player.currentPage == 9" class="text-center">
<button class="btn mm3btn" @click="doMM3resetManmade()">{{glt("resetPL1layer")}} {{format(tmp.mm3.gain)}} mm<sup>3</sup> 3维体积<br>需要 1.000e200 mm<sup>4</sup></button>
<button class="btn mm5btn" @click="doMM5resetManmade()" v-if="hasMM3Upg(20)">重置4维和3维的所有资源和升级,获得{{format(tmp.mm5.gain)}} mm<sup>5</sup> 5维体积<br>需要 1.000e50000 mm<sup>4</sup></button>
<br>
<button class="btn mm6btn" @click="doMM6resetManmade()" v-if="player.boughttheorie91">重置3,4,5维的所有资源和升级,获得{{format(tmp.mm6.gain)}} mm<sup>6</sup> 6维体积<br>需要 e1.300e12 mm<sup>4</sup></button>
<button class="btn mm7btn" @click="doMM7resetManmade()" v-if="player.reached3e156xpyrepl">重置3,4,5,6维内容,获得{{format(tmp.mm7.gain)}} mm<sup>7</sup> 7维体积<br>需要 e1.797e308 mm<sup>4</sup></button>
</div>
<div v-if="player.currentPage == 8" class="text-center">
<div v-html="getAutomationTabDetail()"></div>
<button class="btn" v-if="hasMM3Upg(7)" @click="toggleAutobuyer(10)">
自动mm<sup>3</sup>重置: {{player.auto.includes(10) ? "开" :
"关"}}
</button>
</div>
<div v-if="player.currentPage == 6" class="text-center">
Because rebalance, so 1-9 mm3 upgrade don't 消耗 anything.
<table>
<tr>
<td><button class="mm3upg" :class="{unlocked: hasMM3Upg(1)}" @click="buyMM3Upg(1)">基于重置数量提升1-8维度,{{glt("dimensionBoost")}}价格/1.000e10<br>花费:1 mm<sup>3</sup></button></td>
<td><button class="mm3upg" :class="{unlocked: hasMM3Upg(2)}" @click="buyMM3Upg(2)">解锁自动<br>花费:1 mm<sup>3</sup></button></td>
<td><button class="mm3upg" :class="{unlocked: hasMM3Upg(3)}" @click="buyMM3Upg(3)">解锁自动{{glt("dimensionBoost")}}<br>花费:3 mm<sup>3</sup></button></td>
<td><button class="mm3upg" :class="{unlocked: hasMM3Upg(4)}" @click="buyMM3Upg(4)">解锁挑战<br>花费:6 mm<sup>3</sup></button></td>
</tr>
<tr>
<td><button class="mm3upg" :class="{unlocked: hasMM3Upg(5)}" @click="buyMM3Upg(5)">你可以最大化{{glt("dimensionBoost")}}<br>花费:10 mm<sup>3</sup></button></td>
<td><button class="mm3upg" :class="{unlocked: hasMM3Upg(6)}" @click="buyMM3Upg(6)">每次重置开始于10{{glt("dimensionBoost")}}<br>花费:20 mm<sup>3</sup></button></td>
<td><button class="mm3upg" :class="{unlocked: hasMM3Upg(7)}" @click="buyMM3Upg(7)">每次重置开始于35{{glt("dimensionBoost")}},解锁自动mm<sup>3</sup>重置<br>花费:35 mm<sup>3</sup></button></td>
<td><button class="mm3upg" :class="{unlocked: hasMM3Upg(8)}" @click="buyMM3Upg(8)">解锁一个双倍mm<sup>3</sup>获取的可购买<br>花费:55 mm<sup>3</sup></button></td>
</tr>
<tr>
<td><button class="mm3upg" :class="{unlocked: hasMM3Upg(9)}" @click="buyMM3Upg(9)">{{glt("dimensionBoost")}}不重置任何东西<br>花费:95 mm<sup>3</sup></button></td>
</tr>
<tr v-if="player.PL1xiaopengyouUnl">
<td>
<button class="mm3upg" :class="{unlocked: hasMM3Upg(13)}" @click="buyMM3Upg(13)">在"{{glt("dimensionBoost")}}"页面解锁"{{glt("dimensionBoost2")}}"<br>花费:50 小朋友</button>
</td>
<td>
<button class="mm3upg" :class="{unlocked: hasMM3Upg(14)}" @click="buyMM3Upg(14)">解锁挑战2<br>花费:300 小朋友</button>
</td>
<td>
<button class="mm3upg" :class="{unlocked: hasMM3Upg(15)}" @click="buyMM3Upg(15)">基于小朋友数量提升小朋友获取<br>花费:1,000 小朋友</button>
</td>
<td>
<button class="mm3upg" :class="{unlocked: hasMM3Upg(16)}" @click="buyMM3Upg(16)">基于小朋友数量减少{{glt("dimensionBoost")}}的价格<br>花费:5,000 小朋友</button>
</td>
</tr>
<tr v-if="hasMM3Upg(16)">
<td>
<button class="mm3upg" :class="{unlocked: hasMM3Upg(17)}" @click="buyMM3Upg(17)">小朋友加成{{glt("dimensionBoost")}}23的效果<br>花费:20,000 小朋友</button>
</td>
<td>
<button class="mm3upg" :class="{unlocked: hasMM3Upg(18)}" @click="buyMM3Upg(18)">基于4维体积加成小朋友获取<br>花费:100,000 小朋友</button>
</td>
<td>
<button class="mm3upg" :class="{unlocked: hasMM3Upg(19)}" @click="buyMM3Upg(19)">基于3维体积加成小朋友获取,获得×512多小朋友<br>花费:200,000 小朋友</button>
</td>
<td>
<button class="mm3upg" :class="{unlocked: hasMM3Upg(20)}" @click="buyMM3Upg(20)">解锁下一个声望层<br>花费:7.000e8 小朋友</button>
</td>
</tr>
<tr>
<td><button class="mm3upg" style="border: var(--color-text-invert); color: var(--color-text-invert);"></button></td>
</tr>
<tr>
<td><button class="mm3upg" style="border: var(--color-text-invert)"></button></td>
<td v-if="hasMM3Upg(8)"><button class="mm3upg" @click="buyBuyable(1)">双倍mm<sup>3</sup>获取({{ formatWhole(player.PL1buyable1) }})<br>花费:{{format(getBuyableCost(1))}} mm<sup>3</sup><br>效果: {{formatMult(getBuyableEffect(1))}}</button></td>
<td v-else><button class="mm3upg" style="border: var(--color-text-invert)"></button></td>
<td v-if="player.PL1xiaopengyouUnl"><button class="mm3upg" @click="buyBuyable(2)">
双倍小朋友获取({{ formatWhole(player.PL1buyable2) }})<br>花费:{{format(getBuyableCost(2))}} 小朋友<br>效果: {{formatMult(getBuyableEffect(2))}}</button>
</td>
<td v-else><button class="mm3upg" style="border: var(--color-text-invert)"></button></td>
<td><button class="mm3upg" style="border: var(--color-text-invert)"></button></td>
</tr>
</table>
</div>
<div v-if="player.currentPage == 1" class="text-center">
<button class="btn" @click="buyall()" @touchstart="isHoldMax = true;" @touchend="isHoldMax = false;"
v-on:mousedown="isHoldMax = true;" v-on:mouseup.native="isHoldMax = false;">
购买最大
</button>
<br>
<p>{{glt("此种类维度每次购买乘数")}}{{format(tmp.dimension.getBoughtMultiplier())}}</p>
<div v-for="dim in dimensions" :key="dim.id" class="text-center">
<span style="color: red">{{ tmp.dimension.getSuperDimState(dim.id)}}</span>{{ dimensionsLabel(dim.id) }}
<span >+{{
format(player.dimensions[DIMENSIONS_POINTS][dim.id
- 1]) }}
</span>
<span>{{
formatMult(player.dimensions[DIMENSIONS_MULTI][dim.id
- 1]) }}
</span>
<span>{{
formatPow(player.dimensions[DIMENSIONS_EXPONENT][dim.id
- 1]) }}
</span>
<span v-if="player.chalcomps[1].gte(15)">
DE{{formatMult(player.dimensions[DIMENSIONS_DBEXPONENT][dim.id
- 1])}}
</span>
<span>{{
format(player.dimensions[DIMENSIONS_BOUGHT][dim.id
- 1]) }}
</span>
<button class="btn" :disabled="!buyable(dim.id)" @click="buydim(dim.id)" v-html="display4DDimCost(dim.id)">
{{ glt("pricecolon")}} {{format(player.dimensions[DIMENSIONS_COST][dim.id - 1 ])}} mm<sup>4</sup>
</button>
<!-- <button class="btn" :disabled="!buyable(dim.id)" @click="buydim(dim.id)">
Cost: <span v-html="format(player.dimensions[DIMENSIONS_COST][dim.id
- 1])"></span>
</button>-->
<button class="btn" v-if="hasMM3Upg(2)" @click="toggleAutobuyer(dim.id)">
{{glt("automationcolon")}}{{player.auto.includes(dim.id) ? "开" :
"关"}}
</button>
</div>
<!-- <div v-if="hasMM3Upg(20)" v-for="dimid in A9to16" class="text-center">
{{ dimensionsLabel(dimid) }} +0.0000 x0.0000 ^0.0000 0.0000
<button class="btn" disabled>价格: 1.0000e500 mm<sup>3</sup></button>
</div> -->
<div style="color: red" v-if="tmp.mm4.softcapped1">
After <b v-html="format(tmp.mm4.softcap1start)"></b>
of 4D volumes gain, 4D volumes gain will be softcapped!(软上限限时回归!!!)
</div>
<br>
<div v-if="tmp.mm4.inOverflow" class="tooltipBox">
由于4维体积在<b>{{format(tmp.overflow_start.mm4[0])}}</b> mm<sup>4</sup> 溢出,因此4维体积获取的指数<span v-html="overflowFormat(tmp.overflow.mm4)"></span>!
<span class="tooltip">
溢出前: {{format(tmp.overflowBefore.mm4)}} mm<sup>4</sup>
</span>
</div>
<div v-if="tmp.mm4.inOverflow2" style="color: rgb(255, 197, 215);">
由于4维体积在<b>{{format(tmp.overflow_start.mm4[1])}}</b> mm<sup>4</sup> 二重溢出,溢出效果严重地增强!
</div>
<div v-if="tmp.mm4.inOverflow3" style="color: rgb(197, 243, 255);">
由于4维体积在<b>{{format(tmp.overflow_start.mm4[2])}}</b> mm<sup>4</sup> 三重溢出,溢出效果严重地增强!(双指数的指数下降)
</div>
</div>
<div v-if="player.currentPage == 18" class="text-center">
<div v-if="player.PL2isunlockedCompress">
<button class="btn mm5btn cmpbtn" @click="handleCompress()" v-html="compressButton()">Enter
Compress</button><br>
进入体积膨胀时,部分里程碑会失效。<br>
在体积膨胀内,体积获取为原来的log<sub>1.2</sub>。
<p>你在体积膨胀内最高的4维体积为{{format(player.PL2highestVolumeInCompress)}},转换为{{format(tmp.mm5.getMM59count())}} mm<sup>5.9</sup>,每秒生产{{format(xiaopengyouMK2gain())}}二阶小朋友</p>
<p class="mm5text">{{glt("youhave")}}{{format(player.PL2xiaopengyouMK2)}}二阶小朋友,在log<sub>3</sub>(log<sub>3</sub>(x+1)+1)<sup>{{format( xiaopengyouMK2exponent())}}</sup>后使小朋友获取^{{format(xiaopengyouExponentMore())}}</p>
<table>
<tr>
<td>
<button class="mm5upg" @click="buyMM5buyable(1)">2倍二阶小朋友获取<br>等级: {{formatWhole(player.PL2buyable1)}}<br>需要: {{format(MM5buyableCost1())}}二阶小朋友</button>
</td>
<td>
<button class="mm5upg" @click="buyMM5buyable(2)">增加二阶小朋友效果指数<br>等级: {{formatWhole(player.PL2buyable2)}}<br>需要: {{format(MM5buyableCost2())}}二阶小朋友</button>
</td>
<td>
<button class="mm5upg" @click="buyMM5buyable(3)">增加1-8维度指数<br>等级: {{formatWhole(player.PL2buyable3)}}<br>效果: +{{format(MM5buyable3Effect())}}<br>需要: {{format(MM5buyableCost3())}}二阶小朋友</button>
</td>
<td>
<button class="mm5upg" @click="buyMM5buyable(4)">增加9-16维度指数<br>等级: {{formatWhole(player.PL2buyable4)}}<br>效果: +{{format(MM5buyable4Effect())}}<br>需要: {{format(MM5buyableCost4())}}二阶小朋友</button>
</td>
</tr>
</table>
<div class="milestone">
<div class="milestone-goal">1.000e10 二阶小朋友</div>
<div class="milestone-description">自动购买9-16维度,维度提升获取×2</div>
</div>
<div class="milestone">
<div class="milestone-goal">1.000e11 二阶小朋友</div>
<div class="milestone-description">基于小朋友数量自动获取研究点(+{{format(player.PL2xiaopengyouMK2.max(0).root(2))}}/s),但只在二阶小朋友在1e11以上时有效</div>
</div>
</div>
<div v-else>需要1.0000e1100 mm<sup>5</sup> 5维体积以解锁体积膨胀</div>
</div>
<div v-if="player.currentPage == 17" class="text-center">
<div v-if="hasTheorie(71)">
<p>你有{{format(player.PL2reactors)}}反应器,反应堆反应速度: 每秒反应{{format(reactorSpeed())}}单位</p>
<button class="btn mm5btn" @click="getReactor()">获取1反应器<br>需要{{format(reactorCost())}} 5维维度维度能量</button>
<table>
<tr>
<td>
<div :class="getReactorClass(1)" @click="toggleReactorState(1)">
{{format(player.PL2mm53)}} mm<sup>5.3</sup>
</div>
</td>
<td>
<div :class="getReactorClass(2)" @click="toggleReactorState(2)">
{{format(player.PL2mm54)}} mm<sup>5.4</sup><br>
Need 4 mm<sup>5.3</sup>
</div>
</td>
<td>
<div :class="getReactorClass(3)" @click="toggleReactorState(3)">
{{format(player.PL2mm55)}} mm<sup>5.5</sup><br>
Need 4 mm<sup>5.4</sup>
</div>
</td>
<td>
<div :class="getReactorClass(4)" @click="toggleReactorState(4)">
{{format(player.PL2mm56)}} mm<sup>5.6</sup><br>
Need 4 mm<sup>5.5</sup>
</div>
</td>
<td>
<div :class="getReactorClass(5)" @click="toggleReactorState(5)">
{{format(player.PL2mm57)}} mm<sup>5.7</sup><br>
Need 4 mm<sup>5.6</sup>
</div>
</td>
</tr>
</table>
<h2>React upgrades</h2>
<table>
<tr>
<td>
<div class="rea" :class="{rea_active: player.PL2reaUpg.includes(1)}"style="font-size: 50%" @click="buyReacUpg(1)">
维度提升^3不会重置任何东西,自动购买维度提升^3<br>
<br>
需要128 mm<sup>5.4</sup>
</div>
</td>
<td>
<div class="rea" :class="{rea_active: player.PL2reaUpg.includes(2)}"style="font-size: 50%" @click="buyReacUpg(2)">
基于mm<sup>5.5</sup>增益小朋友获取<br>
当前: {{formatMult(getReacUpgEffect2())}}<br>
<br>
需要256 mm<sup>5.5</sup>
</div>
</td>
<td>
<div class="rea" :class="{rea_active: player.PL2reaUpg.includes(3)}"style="font-size: 25%" @click="buyReacUpg(3)">
基于4维体积增益1-8维度指数,基于5维维度维度能量增益9-16维度指数<br>
当前: +{{format(getReacUpgEffect3A())}},+{{format(getReacUpgEffect3B())}}<br>
需要512 mm<sup>5.6</sup>
</div>
</td>
<td>
<div class="rea" :class="{rea_active: player.PL2reaUpg.includes(4)}"style="font-size: 50%" @click="buyReacUpg(4)">
移除小朋友硬上限,小朋友获取^1.2<br>
需要256 mm<sup>5.7</sup>
</div>
</td>
</tr>
</table>
</div>
</div>
<div v-if="player.currentPage == 16" class="text-center">
<div v-if="player.volumesTotal.gte('1e850000')">
你有{{formatWhole(theorieTotal())}}研究点<br>
<button class="btn" @click="getTheorieP(1)">从4维体积获得1研究点<br>需要: {{format(theorieNeed(1))}} mm<sup>4</sup></button>
<button class="btn mm3btn" @click="getTheorieP(2)">从3维体积获得1研究点<br>需要: {{format(theorieNeed(2))}} mm<sup>3</sup></button>
<button class="btn mm5btn" @click="getTheorieP(3)">从5维体积获得1研究点<br>需要: {{format(theorieNeed(3))}} mm<sup>5</sup></button>
<br>
<button class="btn" @click="getMaxTheorie()">获得最大研究点</button>
<br>
<button class="btn mm5btn" @click="refundTheorie()">返还下列研究,但进行一次无奖励的mm<sup>5</sup>重置</button><br>
<table>
<tr>
<td class="upgtow" :class="{unlocked: hasTheorie(11)}" @click="buyTheorie(11)">减少维度提升的价格底数<br>(7→3.205)<br>需要:4研究点</td>
</tr>
</table>
<table>
<tr>
<td class="upgtow" :class="{unlocked: hasTheorie(21)}" @click="buyTheorie(21)" v-if="hasTheorie(11)">维度提升软上限弱化<br>(^0.5→^0.7)<br>需要:6研究点</td>
</tr>
</table>
<table>
<tr>
<td class="upgtow" :class="{unlocked: hasTheorie(31)}" @click="buyTheorie(31)" v-if="hasTheorie(21)">获得×1.5多的维度提升<br>需要:50研究点</td>
<td class="upgtow" :class="{unlocked: hasTheorie(32)}" @click="buyTheorie(32)" v-if="hasTheorie(21)">增加5维维度维度能量的加成指数<br>(1200→1500)<br>需要:225研究点</td>
</tr>
</table>
<p v-if="hasTheorie(31) && hasTheorie(32)">当你看到这段文字的时候,检查一下维度提升页面!</p>
<table>
<tr>
<td class="upgtow" :class="{unlocked: hasTheorie(41)}" @click="buyTheorie(41)" v-if="hasTheorie(31) && hasTheorie(32)">减少维度提升价格<br>(×(1.0000e10000)<sup>-1</sup>)<br>需要:30研究点</td>
</tr>
</table>
<table>
<tr>
<td class="upgtow" :class="{unlocked: hasTheorie(51)}" @click="buyTheorie(51)" v-if="hasTheorie(41)">{{glt("dimensionBoost2")}}价格公式变得更好<br>需要:40研究点</td>
</tr>
</table>
<table>
<tr>
<td class="upgtow" :class="{unlocked: hasTheorie(61)}" @click="buyTheorie(61)" v-if="hasTheorie(51)">1-8维度超级折算弱化<br>(^0.5→^0.6)<br>需要:60研究点</td>
</tr>
</table>
<table>
<tr>