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https://patcailmemer.github.io/Ordinal-Markup/script/progressbar.js

js patcailmemer.github.io collected 2026-10-03 09:45:02 UTC 4,300 bytes, 82 lines download raw bytes

1
2
3function project(x) {
4  if (game.OP >= V(game.factorBoosts + 3, 1) && game.bulkBoost == 0) {
5    get("nextBulkTime").innerHTML =
6      "You can do a Factor Boost now, but bulking is currently disabled now";
7    get("bulking").innerHTML = 1;
8    get("factorBoostProg").style.width = "100%";
9    get("factorBoostProg").innerHTML = "100.00%";
10  } else {
11    get("nextBulkTime").innerHTML =
12      game.OP < 1e270
13        ? "Reach " + beautify(5e270) + " to see when you can boost!"
14        : game.factorBoosts + getFactorBulk() >= 25 && getFactorBulk() >= 1
15        ? "You can't bulk past the BHO!"
16        : "Next boost in bulk will take " +
17          ((game.upgrades.includes(2) || game.leastBoost <= 1.5) && (game.autoOn.max==1) &&
18          ((game.upgrades.includes(3)&&game.autoOn.inf==1) || game.leastBoost <= 1e10)
19            ? time(
20                game.factorBoosts < 24
21                  ? Math.floor(
22                      (V(game.factorBoosts + getFactorBulk() + 3) - game.OP) /
23                        x /
24                        1e270
25                    )
26                  : postBHOproj(x)
27              )
28            : (game.factorBoosts <= 24?Math.floor(
29                (V(game.factorBoosts + getFactorBulk() + 3) - game.OP) /
30                  1 /
31                  1e270
32              ):postBHOproj(1)) + " click cycles");
33    get("bulking").innerHTML = getFactorBulk();
34    let percentage =
35      game.factorBoosts + getFactorBulk() >= 25 && getFactorBulk() >= 1
36        ? 100
37        : (game.OP / V(game.factorBoosts + getFactorBulk() + 3)) * 100;
38    if (game.factorBoosts >= 24 && game.OP < BHO) {
39      percentage = (100 * game.OP) / BHO / 3 ** (getSingLevel() - 1);
40    }
41    if (game.factorBoosts >= 24 && game.OP >= BHO) {
42      percentage = 100 * (1 / 3) ** ((BHO * getSingLevel() - game.OP) / BHO);
43    }
44    get("factorBoostProg").style.width = percentage + "%";
45    get("factorBoostProg").innerHTML = percentage.toFixed(2) + "%";
46  }
47}
48
49function challengeProject() {
50  let percent = 0
51  if (game.chal9==1||(game.challenge>0&&game.challengeCompletion[game.challenge-1]>=3)) {
52    percent = 100
53    get("chalProg").style.width="100%"
54    get("chalProg").textContent="100.00%"
55    get("nextChalBulkTime").textContent="There are no more goals to be completed in this challenge"
56  } else if (game.challenge == 2 && game.challengeCompletion[1] != 0) {
57    percent = Math.min(1,game.OP/challengeGoals[1][game.challengeCompletion[1]])*100
58    let autoOn = (game.upgrades.includes(2) || game.leastBoost <= 1.5) && (game.autoOn.max==1) && ((game.upgrades.includes(3)&&game.autoOn.inf==1) || game.leastBoost <= 1e10)
59    get("chalProg").style.width=percent + "%"
60    get("chalProg").textContent=percent.toFixed(2) + "%"
61    get("nextChalBulkTime").textContent=percent==100?"Goal reached!":"The next challenge completion will take " + time(((challengeGoals[1][game.challengeCompletion[1]]-game.OP)/(10**270))/buptotalMute/(0+autoOn)) + " assuming your Tier 2 speed stays constant"
62  } else if (game.chal8 == 1) {
63    let effectiveOP = Math.max(game.OP,calcTotalOPGain())
64    percent = Math.min(1,effectiveOP/getChal8Goal(game.chal8Comp))*100
65    get("chalProg").style.width=percent + "%"
66    get("chalProg").textContent=percent.toFixed(2) + "%"
67    get("nextChalBulkTime").textContent=percent==100?"Goal reached!":"The next challenge completion will take " + time((getChal8Goal(game.chal8Comp)-effectiveOP)/(calcOPPS())) + " if you rely on passive OP gain only"
68  } else {
69    let ord = game.ord
70    let rate = totalMult*Math.min(game.succAuto,game.limAuto*game.base)*(game.aups.includes(2)?Math.min(Math.sqrt(Math.max(game.limAuto,1)),game.base*Math.sqrt(Math.max(game.succAuto,1))):1)
71    let OPmult = calcOPonInfMult()
72    let goal = challengeGoals[game.challenge-1][game.challengeCompletion[game.challenge-1]]
73    goal = (goal - (game.challenge==6||game.challenge==7?0:game.OP)) / OPmult
74    let ordGoal = OPtoOrd(goal,game.base)
75    percent = Math.min(1,ord / ordGoal)*100
76    get("chalProg").style.width=percent + "%"
77    get("chalProg").textContent=percent.toFixed(2) + "%"
78    get("nextChalBulkTime").textContent=percent==100?"Goal reached!":"The next challenge completion will take " + time((ordGoal-ord)/(rate)) + " assuming your Tier 1 speed stays constant"
79    
80
81  }
82}

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