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m (Reverted edits by 71.163.132.224 (talk | block) to last version by 24.79.64.198)
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(The original source of the code can be found [http://pastebin.com/8unmeqvM here.])
 
(The original source of the code can be found [http://pastebin.com/8unmeqvM here.])
   
==Notes for v.1.036==
+
==notes for v.1.==
[[File:Icons.png|thumb|As shown, there are several unused images, including the swords and club which may be linked to dungeons]]
 
[[File:Tumblr_msmtottbQz1qlx9lho1_400-1-.png|thumb|Dungeon layouts]]
 
 
To experiment with the very early version of dungeons currently implemented, execute
 
   
 
Game.Objects['Factory'].unlockSpecial();
 
Game.Objects['Factory'].unlockSpecial();
  +
in your browser's Javascript console (see [[Cheating]] for help on opening it). An "Enter" button will appear in the factory area of the game screen.
 
  +
To undo this, execute
 
(function () {
 
var obj = Game.Objects["Factory"];
 
obj.specialUnlocked=0;
 
obj.setSpecial(0);
 
l('rowSpecialButton'+obj.id).style.display="";
 
l('rowSpecialButton'+obj.id).innerHTML = "";
 
l('rowInfo'+obj.id).style.paddingLeft="";
 
obj.refresh();
 
}());
 
   
 
There is little working content so far. The dungeons are similar to N64 Zelda-type structures, and the hero can either move or stay in place each turn. Combat isn't very detailed or implemented yet and the hero can sometimes move right through enemies and what appear to be walls. However, the layout of this dungeon doesn't resemble the pictures released by Orteil so it is likely that there is a more complete version of the code which isn't accessible yet.
 
There is little working content so far. The dungeons are similar to N64 Zelda-type structures, and the hero can either move or stay in place each turn. Combat isn't very detailed or implemented yet and the hero can sometimes move right through enemies and what appear to be walls. However, the layout of this dungeon doesn't resemble the pictures released by Orteil so it is likely that there is a more complete version of the code which isn't accessible yet.
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The heroes' stats are (as of 1.034):
 
The heroes' stats are (as of 1.034):
   
  +
HP: 20 LAME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
HP: 20
 
   
 
HPM: 20
 
HPM: 20

Revision as of 22:58, 29 November 2014


Stretch Time
This page contains information that will be applicable in future updates, and may not be applicable to the current release of Cookie Clicker.
The factory dungeon
Tumblr msntypitk61qlx9lho1 1280
As of the latest release, Dungeons can only be accessed
in the BETADUNGEONS RELEASE of Cookie Clicker. An early version 
of dungeons can be experimented with in the live game 
by inputting this code in your browser's console.

Dungeons are a feature that are confirmed to be added in a past update. Orteil, on his tumblr, has released a beta, in which the player is able to import his/her current save to gain early access to dungeons. Looking through icons.png and dungeons.js, one can assume that weapons could be included. The first dungeons take place in factories.

To unlock dungeons in the v.1.037 beta, build 50 factories. For now, your Hero's power will be scaled depending on the number of that buildings you have, but Orteil has hinted that there will be gear to wear eventually.

To enter the dungeons go to the overview page and click "Enter dungeons" on the factories image.

You can see a list of currently added heroes here.

You can see a list of currently added enemies here.

The dungeons currently (as of beta V.1.037) have destructible blocks, MLG pros, and secret rooms.

Each map takes half a second to generate and we also know that there will be a classic depth system. The deeper you are, the loot will be better and the enemies will be tougher.

A diagram of some dungeon layouts was released on Orteil's Tumblr on the 4th of September, showing that the dungeons will be randomly generated.

A dungeon generator had been released : http://orteil.dashnet.org/experiments/dungeoengenerator/

This is the soundtrack of the dungeons : http://www.youtube.com/watch?v=CdCdyzUPrLpM

Quick bugfixes

Use these codes in the browser console to fix bugs temporarily

Stop auto exploring

Game.Objects.Factory.dungeon.auto = 0
Game.Objects.Factory.dungeon.auto = 0

Working keyboard binds

modified from dungeons.js

action key
left left arrow
up up arrow
right right arrow
down down arrow
wait space
toggle auto-explore a
document.addEventListener('keydown',function(event) {
    var dungeon=Game.Objects['Factory'].dungeon;
    var control=0;
    if (event.keyCode==37) {dungeon.hero.Move(-1,0);control=1;}
    else if (event.keyCode==38) {dungeon.hero.Move(0,-1);control=1;}
    else if (event.keyCode==39) {dungeon.hero.Move(1,0);control=1;}
    else if (event.keyCode==40) {dungeon.hero.Move(0,1);control=1;}
    else if (event.keyCode==32) {dungeon.hero.Move(0,0);control=1;}//space
    else if (event.keyCode==65)//A (auto)
    {
        if (dungeon.auto) {
            dungeon.auto=0;
            dungeon.timerWarmup=-1;
        } else  {
            dungeon.auto=1;
            dungeon.timer=0;
            dungeon.timerWarmup=0;
        }
        event.preventDefault();
    }    
    if (control) {
        event.preventDefault();
        dungeon.timer=Game.fps*10;
        dungeon.timerWarmup=5;
    }
});

Another Beta Bug Fix is this quick code that you can put in a bookmark, for you people who don't like messing around in the console.

javascript:(function(){document.body.appendChild(document.createElement('script')).src='http://yourjavascript.com/28081013536/dungeonbetafix.js';})();

Just copy the above code into the url for a bookmark, and then there you have it. Like the above keybinds, use A to toggle auto-control. I hope this helps.

(The original source of the code can be found here.)

notes for v.1.

Game.Objects['Factory'].unlockSpecial();


There is little working content so far. The dungeons are similar to N64 Zelda-type structures, and the hero can either move or stay in place each turn. Combat isn't very detailed or implemented yet and the hero can sometimes move right through enemies and what appear to be walls. However, the layout of this dungeon doesn't resemble the pictures released by Orteil so it is likely that there is a more complete version of the code which isn't accessible yet.

The heroes' stats are (as of 1.034):

HP: 20 LAME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

HPM: 20

Might: 5

Guard: 5

Speed: 5

Dodge: 5

Luck: 5

In the 1.035 update, three other game images were found in the /img/ directory which could be related to dungeons (files are named mapIcons.png , mapTiles.png , mapBG.jpg , mysteriousOpponent.png , mysteriousHero.png and control.png )


Even with the javascript code to stop auto exploring, the hero sometimes still wanders around. I cant find a way to fix this so hopefully this will be re-coded next update after the beta 1.037.

Glitches

  • When you export your 1.037 data to the real game, the dungeons get added if the player has 50 factories.
  • Refreshing the page even after saving does not save the dungeon's progress and so it will start over on floor 1.
  • You cannot control Chip (the first hero), as she moves on her own, so you must refresh the page and re-open the dungeons to get the second hero, whom you can control (Chip is the only hero you can't control).

Trivia

  • In the v1.037 beta, if you own 50 factories and you sell one, the dungeons don't disappear.