You have
{{ format(player.electrons, 0) }} electrons
(+{{ format(FUNCTIONS.getElectronGain(),1) }}/s)
Your electrical capacity is {{ format(FUNCTIONS.getElectricalCapacity(), 0) }}
Buyables
{{ BUYABLES.electrons[x].title }}
{{ BUYABLES.electrons[x].desc() }}
Currently: {{ BUYABLES.electrons[x].effDesc() }}
Level: {{ format(BUYABLES.electrons.getLevel(x), 0) }}
Cost: {{ format(BUYABLES.electrons[x].cost(), 0) }} electrons
Electrical Generators
Generator #{{ format(x,0) }}
Have {{ format(player.electrical_generators[x].powers,0) }} electrical powers, which multiples {{ x==1?'electrons':'previous powers' }} gain by
{{ format(FUNCTIONS.electrical_generators.getEffect(x),2) }}x
(+{{format(FUNCTIONS.electrical_generators.getPowerGain(x),1)}}/s)
Level {{ format(player.electrical_generators[x].lvl,0) }}
Cost: {{ format(FUNCTIONS.electrical_generators.getCost(x),0) }} electrons
Buy to Upgrade
Save
Hard Reset
Export
Import
Show cost after buying upgrades - {{ player.options.show_upgrade_cost?"ON":"OFF" }}
"Electrical Incremental" - made by MrRedShark77
Game Version - v1.2 beta 0.2
You need to unlock more automatons!
{{ UPGRADES[r].title }}
{{ UPGRADES[r].id+'-'+c }}
You have
{{ format(player.anions.points, 0) }} anions, which generates {{ format(FUNCTIONS.anions.effect(), 1) }} anion charges per second
Reset previous electron features for +{{ format(FUNCTIONS.anions.gain(), 0) }} anions
You have
{{ format(player.anions.charges, 1) }} anion charges, which are adding {{ format(FUNCTIONS.anions.charges.getCharged(), 0) }} charged anions
(+{{ format(FUNCTIONS.anions.charges.gain(), 1) }}/s)
You have {{ format(FUNCTIONS.anions.charges.getUnspentCharged(), 0) }} unspent charged anions
Types of Charged Anions
Respec all spent charged anions: {{ player.anions.respec_types?'ON':'OFF' }}
Ratio [{{ player.anions.ratio_types }}] {{ FUNCTIONS.anions.types.ratio[x-1] }}
{{ format(FUNCTIONS.anions.types.have(x), 0) }} {{ FUNCTIONS.anions.types[x].title }}
{{ FUNCTIONS.anions.types[x].desc() }}
Effect: {{ FUNCTIONS.anions.types[x].effDesc() }}
Add {{ FUNCTIONS.anions.types[x].title }}
You have
{{ format(player.anions.anti_anions, 0) }} + {{ format(FUNCTIONS.cations.effect().add, 2) }} anti-electrical anions, which make charged anion types {{ format(FUNCTIONS.anions.anti_anions.effect().strDesc, 2) }} % stronger, and adds {{ format(FUNCTIONS.anions.anti_anions.effect().add) }} bonus to their effects
Reset your anions to get 1 anti-electrical anion Requires: {{ format(FUNCTIONS.anions.anti_anions.req(), 0) }} anions
You have
{{ format(player.cations.points, 0) }} cations, which boosts anions gain by {{ format(FUNCTIONS.cations.effect().mult, 2) }} x, and add {{ format(FUNCTIONS.cations.effect().add, 2) }} free anti-electrical anions
Reset all previous features for +{{ format(FUNCTIONS.cations.gain(), 0) }} cations
Finish Cation Challenge
Need to reach {{ format(CHALLENGES.cation[player.cations.chals.active].goal(), 0) }} electron to finish
({{ CHALLENGES.cation.progress() }})
Cation Generators
Get new generators Generator Boosters ({{ format(player.cations.gen_boosts, 0) }}) Boost types of cations gain by {{ format(FUNCTIONS.cations.generators.getBoostEffect(), 1) }}x Cost: {{ format(FUNCTIONS.cations.generators.getCost(), 0) }} cations
You have {{ format(FUNCTIONS.cations.generators.have(x), 1) }} (+{{ format(FUNCTIONS.cations.generators.getGain(x), 1) }}/s) {{ FUNCTIONS.cations.generators.getType(x) }} Cations , which {{ FUNCTIONS.cations.generators[x].desc() }}
And boosts this cations gain by {{ format(FUNCTIONS.cations.generators.getGainEffect(x).owner, 2) }}x
More, {{ FUNCTIONS.cations.generators.getType(x+1) }} Cations boost that cations gain by {{ format(FUNCTIONS.cations.generators.getGainEffect(x).next, 2) }}x
Note 1: When enter in any cation challenge, resets cations from their generators and all previous upgrades.
Note 2: In any cation challenge, cations don’t give their effects.
Exit Challenge
{{ CHALLENGES.cation[x].title }}
{{ CHALLENGES.cation[x].desc() }}
{{ CHALLENGES.cation.msg(x) }}
Goal: {{ format(CHALLENGES.cation[x].goal(),0) }} electrons
Reward: {{ CHALLENGES.cation[x].reward() }}
You have
{{ format(player.plasma.particles, 6) }} plasma particles
(+{{ format(PLASMA.getParticlesGain(), 6) }}/s)
Back to Plasma Map
{{ PLASMA.maps[player.plasma_choosed].tooltip() }}
{{ PLASMA.maps[y*10+x].text() }}
{{ PLASMA.maps[y*10+x].text() }}
You have
{{ format(player.plasma.resources.volume) }} (+{{ format(PLASMA.resources.volume.gain()) }}/s) m3 of plasma, which boosts electrons and electrical powers from electrical generators gain by {{ format(PLASMA.resources.volume.effect().mult,2) }} x, and boosts plasma particles gain by {{ format(PLASMA.resources.volume.effect().part,2) }} x
More, their resources is boosted by electrons ({{ format(PLASMA.resources.volume.getEffect(), 2) }}x)
Increase their resources gain by 1x
Currently: {{ format(PLASMA.buyables.volume.effect(), 1) }}x
Level: {{ format(player.plasma.buyables.volume, 0) }}
Cost: {{ format(PLASMA.buyables.volume.cost(), 6) }} plasma particles
You have
{{ format(player.plasma.volume_core) }} m3 of plasma core, which raises effect from this buyable and volume effect to electron gain by {{ format(PLASMA.resources.volume.core.effect()) }}
Reset your volume for +{{ format(PLASMA.resources.volume.core.gain()) }} m3 of plasma core
You have
{{ format(player.plasma.resources.mass) }} (+{{ format(PLASMA.resources.mass.gain()) }}/s) kg of plasma, which boosts anions gain by {{ format(PLASMA.resources.mass.effect().anions,2) }} x, boosts cations gain by {{ format(PLASMA.resources.mass.effect().cations,2) }} x, and boosts plasma particles gain by {{ format(PLASMA.resources.mass.effect().part,2) }} x
More, their resources is boosted by anions & cations ({{ format(PLASMA.resources.mass.getEffect(), 2) }}x)
Increase their resources gain by 1x
Currently: {{ format(PLASMA.buyables.mass.effect(), 1) }}x
Level: {{ format(player.plasma.buyables.mass, 0) }}
Cost: {{ format(PLASMA.buyables.mass.cost(), 6) }} plasma particles
{{ player.time }}