-
Notifications
You must be signed in to change notification settings - Fork 37
Expand file tree
/
Copy pathindex.html
More file actions
1086 lines (1041 loc) · 82.6 KB
/
index.html
File metadata and controls
1086 lines (1041 loc) · 82.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<html>
<head>
<title>Critter Mound</title>
<script src="Scripts/jquery-2.1.1.min.js"></script>
<script src="Scripts/knockout-3.1.0.js"></script>
<script src="Scripts/tipped.js"></script>
<script src="Scripts/imagesloaded.pkgd.min.js"></script>
<script src="Scripts/notify.min.js"></script>
<script src="Scripts/Site.js"></script>
<script src="Scripts/tabcontent.js"></script>
<script src="Scripts/jquery.base64.min.js"></script>
<script src="Scripts/jquery.simplemodal.1.4.4.min.js"></script>
<link href="Content/Site.min.css" rel="stylesheet" />
<link href="Content/tipped.css" rel="stylesheet" />
<meta name="description" content="Casual Incrimental Broswer Game. Breed Critters to Advance.">
<meta name="ROBOTS" content="INDEX, NOFOLLOW">
</head>
<body>
<div id="pageContent">
<div style="float: right; padding: 3px; font-weight: bold;">
<span style="margin-left: 15px" data-bind="text: 'Generations: ' + gameFormatNumber(generations())"></span>
<span style="margin-left: 15px" data-bind="text: 'Sod: ' + gameFormatNumber(sod())"></span>
</div>
<div class="title">
Critter Mound
</div>
<div style="margin-top: 10px;"></div>
<ul class="tabs">
<li class="male"><a href="#tabs-hatchery" title="">Royal Hatchery (<span data-bind="text: femaleMound().length + maleMound().length"></span>/<span data-bind="text: maxFemaleMoundSize() + maxMaleMoundSize()"></span>)</a></li>
<li class="female" data-bind="visible: isHeirsUnlocked"><a href="#tabs-heirs" title="">Heir Hatchery (<span data-bind="text: princessMound().length + princeMound().length"></span>/<span data-bind="text: maxPrincessMoundSize() + maxPrinceMoundSize()"></span>)</a></li>
<li class="mine"><a href="#tabs-production" title="">Workers (<span data-bind="text: '+' + gameFormatNumber(factorySodPerSecond())+ '/s'"></span>)</a></li>
<li class="army" data-bind="css: { battle: inBattle}"><a href="#tabs-barracks" title="">Soldiers (<span data-bind="text: armyMound().length"></span>/<span data-bind="text: maxArmyMoundSize()"></span>)</a></li>
<li class="achievement"><a href="#tabs-achievements" title="">Achievements (<span data-bind="text: achievementsUnlocked()"></span>/<span data-bind="text: achievements().length"></span>)</a></li>
<li><a href="#tabs-information" title="">How To Play</a></li>
</ul>
<div class="tabcontents">
<div id="tabs-hatchery" class="tab" style="display:none">
<table cellspacing="10">
<tr>
<td style="vertical-align: top; width: 50%">
<table class="critter female">
<thead>
<tr>
<th colspan="3" class="noborder tableheader">Queen</th>
<th colspan="4" style="text-align: right" class="noborder">
<button data-bind="text: pauseBreeding() ? 'unpause' : 'pause', click: $root.TogglePauseBreeding.bind($root), clickBubble: false">pause</button>
<button data-bind="text: 'boost: ' + boosts() + ' / ' + maxBoosts(), click: $root.Boost.bind($root, 'Mother'), clickBubble: false, disable: boosts() < 1">boost</button>
<button class="upgrade" data-bind="visible: maxFemaleMoundSize() < 10,text: 'upgrade ' + gameFormatNumber(femaleMoundUpgradeCost()) + ' sod', click: $root.Upgrade.bind($root, 'FemaleHatchery'), clickBubble: false, disable: sodRaw() < femaleMoundUpgradeCost()"></button>
</th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'critterRow', foreach: mother, as: 'critter' }"></tbody>
</table>
</td>
<td style="vertical-align: top; width: 50%">
<table class="critter male">
<thead>
<tr>
<th colspan="3" class="noborder tableheader">King</th>
<th colspan="4" style="text-align: right" class="noborder">
<button data-bind="text: pauseBreeding() ? 'unpause' : 'pause', click: $root.TogglePauseBreeding.bind($root), clickBubble: false">pause</button>
<button data-bind="text: 'boost: ' + boosts() + ' / ' + maxBoosts(), click: $root.Boost.bind($root, 'Father'), clickBubble: false, disable: boosts() < 1">boost</button>
<button class="upgrade" data-bind="visible: maxMaleMoundSize() < 10,text: 'upgrade ' + gameFormatNumber(maleMoundUpgradeCost()) + ' sod', click: $root.Upgrade.bind($root, 'MaleHatchery'), clickBubble: false, disable: sodRaw() < maleMoundUpgradeCost()"></button>
</th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'critterRow', foreach: father, as: 'critter' }"></tbody>
</table>
</td>
</tr>
<tr>
<td style="vertical-align: top; width: 50%">
<table class="critter female hatchery">
<thead>
<tr>
<th colspan="7" class="noborder tableheader">
<div style="float: right">
<button class="female one" data-bind="click: $root.Move.bind($root, 'Mate','Female'), clickBubble: false">queen</button>
<button class="female two" style="display: none;" data-bind="click: $root.Move.bind($root, 'MateYoung','Female'), clickBubble: false">princess</button>
<button class="mine" data-bind="click: $root.Move.bind($root, 'Worker','Female'), clickBubble: false">worker</button>
<button class="army" data-bind="click: $root.Move.bind($root, 'Army','Female'), clickBubble: false, disable: inBattle, css: { battle: inBattle}">soldier</button>
<button class="recycle" data-bind="click: $root.Move.bind($root,'Recycle', 'Female'), clickBubble: false">sacrifice</button>
<select data-bind="value: femaleSort, options: sorts, event:{ change: Sort }"></select>
</div>
Hatchery <span data-bind="text: femaleMound().length"></span>/<span data-bind="text: maxFemaleMoundSize()"></span>
</th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'critterRow', foreach: femaleMound, as: 'critter' }"></tbody>
<tfoot data-bind="template: { name: 'critterRowEmpty', foreach: femaleMoundEmpty }"></tfoot>
</table>
</td>
<td style="vertical-align: top; width: 50%">
<table class="critter male hatchery">
<thead>
<tr>
<th colspan="7" class="noborder tableheader">
<div style="float: right">
<button class="male one" data-bind="click: $root.Move.bind($root, 'Mate','Male'), clickBubble: false">king</button>
<button class="male two" style="display: none;" data-bind="click: $root.Move.bind($root, 'MateYoung','Male'), clickBubble: false">prince</button>
<button class="mine" data-bind="click: $root.Move.bind($root, 'Worker','Male'), clickBubble: false">worker</button>
<button class="army" data-bind="click: $root.Move.bind($root, 'Army','Male'), clickBubble: false, disable: inBattle, css: { battle: inBattle}">soldier</button>
<button class="recycle" data-bind="click: $root.Move.bind($root,'Recycle', 'Male'), clickBubble: false">sacrifice</button>
<select data-bind="value: maleSort, options: sorts, event:{ change: Sort }"></select>
</div>
Hatchery <span data-bind="text: maleMound().length"></span>/<span data-bind="text: maxMaleMoundSize()"></span>
</th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'critterRow', foreach: maleMound, as: 'critter' }"></tbody>
<tfoot data-bind="template: { name: 'critterRowEmpty', foreach: maleMoundEmpty }"></tfoot>
</table>
</td>
</tr>
</table>
</div>
<div id="tabs-heirs" class="tab" style="display:none">
<table cellspacing="10">
<tr>
<td style="vertical-align: top; width: 50%">
<table class="critter female">
<thead>
<tr>
<th colspan="3" class="noborder tableheader">Princess (<span data-bind="text: gameFormatNumber(Math.round((princess().score * 5) - ((princess().currentHealth() / princess().health) * (princess().score * 5))))"></span> sod needed)</th>
<th colspan="4" style="text-align: right" class="noborder">
<button class="upgrade" data-bind="visible: maxPrincessMoundSize() < 10,text: 'upgrade ' + gameFormatNumber(princessMoundUpgradeCost()) + ' sod', click: $root.Upgrade.bind($root, 'PrincessHatchery'), clickBubble: false, disable: sodRaw() < princessMoundUpgradeCost()"></button>
</th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'critterRow', foreach: princess, as: 'critter' }"></tbody>
</table>
</td>
<td style="vertical-align: top; width: 50%">
<table class="critter male">
<thead>
<tr>
<th colspan="3" class="noborder tableheader">Prince (<span data-bind="text: gameFormatNumber(Math.round((prince().score * 5) - ((prince().currentHealth() / prince().health) * (prince().score * 5))))"></span> sod needed)</th>
<th colspan="4" style="text-align: right" class="noborder">
<button class="upgrade" data-bind="visible: maxPrinceMoundSize() < 10,text: 'upgrade ' + gameFormatNumber(princeMoundUpgradeCost()) + ' sod', click: $root.Upgrade.bind($root, 'PrinceHatchery'), clickBubble: false, disable: sodRaw() < princeMoundUpgradeCost()"></button>
</th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'critterRow', foreach: prince, as: 'critter' }"></tbody>
</table>
</td>
</tr>
<tr>
<td>
<h4>Percentage of Sod Per Second To Contribute to the Newlyweds: <span data-bind="text: sodDedicatedToBreeding, css: { higher: sodDedicatedToBreeding() > 0 && sodDedicatedToBreeding() <= 100,lower: sodDedicatedToBreeding() > 100 }"></span>% (<span data-bind="text: gameFormatNumber(sodPerSecondForBreeding)"></span>/s)</h4>
</td>
<td>
<input style="width: 100%" type="range" min="0" max="150" step="5" data-bind="value: sodDedicatedToBreeding">
</td>
</tr>
<tr>
<td style="vertical-align: top; width: 50%">
<table class="critter female hatchery">
<thead>
<tr>
<th colspan="7" class="noborder tableheader">
<div style="float: right">
<button class="female two" style="display: none;" data-bind="click: $root.Move.bind($root, 'Mate','Princess'), clickBubble: false">queen</button>
<button class="female one" data-bind="click: $root.Move.bind($root, 'MateYoung','Princess'), clickBubble: false">princess</button>
<button class="mine" data-bind="click: $root.Move.bind($root, 'Worker','Princess'), clickBubble: false">worker</button>
<button class="army" data-bind="click: $root.Move.bind($root, 'Army','Princess'), clickBubble: false, disable: inBattle, css: { battle: inBattle}">soldier</button>
<button class="recycle" data-bind="click: $root.Move.bind($root,'Recycle', 'Princess'), clickBubble: false">sacrifice</button>
<select data-bind="value: princessSort, options: sorts, event:{ change: Sort }"></select>
</div>
Hatchery <span data-bind="text: princessMound().length"></span>/<span data-bind="text: maxPrincessMoundSize()"></span>
</th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'critterRow', foreach: princessMound, as: 'critter' }"></tbody>
<tfoot data-bind="template: { name: 'critterRowEmpty', foreach: princessMoundEmpty }"></tfoot>
</table>
</td>
<td style="vertical-align: top; width: 50%">
<table class="critter male hatchery">
<thead>
<tr>
<th colspan="7" class="noborder tableheader">
<div style="float: right">
<button class="male two" style="display: none;" data-bind="click: $root.Move.bind($root, 'Mate','Prince'), clickBubble: false">king</button>
<button class="male one" data-bind="click: $root.Move.bind($root, 'MateYoung','Prince'), clickBubble: false">prince</button>
<button class="mine" data-bind="click: $root.Move.bind($root, 'Worker','Prince'), clickBubble: false">worker</button>
<button class="army" data-bind="click: $root.Move.bind($root, 'Army','Prince'), clickBubble: false, disable: inBattle, css: { battle: inBattle}">soldier</button>
<button class="recycle" data-bind="click: $root.Move.bind($root,'Recycle', 'Prince'), clickBubble: false">sacrifice</button>
<select data-bind="value: princeSort, options: sorts, event:{ change: Sort }"></select>
</div>
Hatchery <span data-bind="text: princeMound().length"></span>/<span data-bind="text: maxPrinceMoundSize()"></span>
</th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'critterRow', foreach: princeMound, as: 'critter' }"></tbody>
<tfoot data-bind="template: { name: 'critterRowEmpty', foreach: princeMoundEmpty }"></tfoot>
</table>
</td>
</tr>
</table>
</div>
<div id="tabs-production" class="tab" style="display:none">
<table cellspacing="10">
<tr>
<td colspan="2" style="vertical-align: top;">
<table class="production" style="width: 1050px; margin: 0 auto;">
<thead>
<tr>
<th class="noborder" colspan="7">
<img src="Content/images/Production.png" alt="" style="width: 986px" />
</th>
</tr>
<tr class="header">
<th style="width: 150px; text-align: center">Mined Dirt</th>
<th style="width: 150px; text-align: center">Carried Dirt</th>
<th style="width: 150px; text-align: center">Factory Dirt</th>
<th style="width: 150px; text-align: center">Produced Sod</th>
<th style="width: 150px; text-align: center">Factory Grass</th>
<th style="width: 150px; text-align: center">Carried Grass</th>
<th style="width: 150px; text-align: center">Farmed Grass</th>
</tr>
<tr class="stats">
<th>
<span data-bind="text: gameFormatNumber(dirt()), css: { lower: dirt() <= 0 }"></span>
<span style="white-space: nowrap; font-size: 0.85em" data-bind="text: mineDirtPerSecond() >= 0 ? ' + ' + gameFormatNumber(mineDirtPerSecond()) + ' /s': ' - ' + gameFormatNumber(Math.abs(mineDirtPerSecond())) + ' /s', css: { higher: mineDirtPerSecond() > 0, lower: mineDirtPerSecond() <= 0}"></span>
</th>
<th>
<span data-bind="text: gameFormatNumber(carryMineDirtPerSecond())+ ' /s', css: { higher: carryMineDirtPerSecond() >= 0 && carryPerSecond() >= mineDirtPerSecond(), lower: carryMineDirtPerSecond() == 0 || carryMineDirtPerSecond() < carryPerSecond() }"></span>
</th>
<th>
<span data-bind="text: gameFormatNumber(factoryDirt())"></span>
<span style="white-space: nowrap; font-size: 0.85em" data-bind="text: factoryDirtPerSecond() >= 0 ? ' + ' + gameFormatNumber(factoryDirtPerSecond())+ ' /s' : ' - ' + gameFormatNumber(Math.abs(factoryDirtPerSecond()))+ ' /s', css: { higher: factoryDirtPerSecond() > 0, lower: factoryDirtPerSecond() <= 0}"></span>
</th>
<th>
<span data-bind="text: gameFormatNumber(sod())"></span>
<span style="white-space: nowrap; font-size: 0.85em" data-bind="text: ' + ' + gameFormatNumber(factorySodPerSecond())+ ' /s', css: { higher: factorySodPerSecond() > 0, lower: factorySodPerSecond() <= 0}"></span>
</th>
<th>
<span data-bind="text: gameFormatNumber(factoryGrass()), css: { lower: factoryGrass() <= 0 }"></span>
<span style="white-space: nowrap; font-size: 0.85em" data-bind="text: factoryGrassPerSecond() >= 0 ? ' + ' + gameFormatNumber(factoryGrassPerSecond())+ ' /s' : ' - ' + gameFormatNumber(Math.abs(factoryGrassPerSecond()))+ ' /s', css: { higher: factoryGrassPerSecond() > 0, lower: factoryGrassPerSecond() <= 0}"></span>
</th>
<th>
<span data-bind="text: gameFormatNumber(carryFarmGrassPerSecond())+ ' /s', css: { higher: carryFarmGrassPerSecond() >= carryPerSecond(), lower: carryFarmGrassPerSecond() == 0 || carryFarmGrassPerSecond() < carryPerSecond() }"></span>
</th>
<th>
<span data-bind="text: gameFormatNumber(grass()), css: { lower: grass() <= 0 }"></span>
<span style="white-space: nowrap; font-size: 0.85em" data-bind="text: farmGrassPerSecond() >= 0 ? ' + ' + gameFormatNumber(farmGrassPerSecond())+ ' /s' : ' - ' + gameFormatNumber(Math.abs(farmGrassPerSecond()))+ ' /s', css: { higher: farmGrassPerSecond() > 0, lower: farmGrassPerSecond() <= 0}"></span>
</th>
</tr>
</thead>
</table>
</td>
</tr>
<tr>
<td style="vertical-align: top; width: 50%">
<table class="critter mine">
<thead>
<tr>
<th colspan="4" class="noborder tableheader">Mine <span data-bind="text: mineMound().length"></span>/<span data-bind="text: maxMineMoundSize()"></span> (<span data-bind="text: gameFormatNumber(dirtPerSecond())"></span> dirt per second)</th>
<th colspan="3" style="text-align: right" class="noborder">
<button class="upgrade" data-bind="visible: maxMineMoundSize() < 10, text: 'upgrade ' + gameFormatNumber(mineMoundUpgradeCost()) + ' sod', click: $root.Upgrade.bind($root, 'Mine'), clickBubble: false, disable: sodRaw() < mineMoundUpgradeCost()">upgrade</button>
<button class="recycle" data-bind="click: $root.Move.bind($root,'Recycle', 'Mine'), clickBubble: false">sacrifice</button>
</th>
</tr>
<!-- ko template: { name: 'workerHeader' } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'workerRow', foreach: mineMound, as: 'critter' }"></tbody>
<tfoot data-bind="template: { name: 'critterRowEmpty', foreach: mineMoundEmpty }"></tfoot>
</table>
</td>
<td style="vertical-align: top; width: 50%">
<table class="critter farm">
<thead>
<tr>
<th colspan="4" class="noborder tableheader">Farm <span data-bind="text: farmMound().length"></span>/<span data-bind="text: maxFarmMoundSize()"></span> (<span data-bind="text: gameFormatNumber(grassPerSecond())"></span> grass per second)</th>
<th colspan="3" style="text-align: right" class="noborder">
<button class="upgrade" data-bind="visible: maxFarmMoundSize() < 10, text: 'upgrade ' + gameFormatNumber(farmMoundUpgradeCost()) + ' sod', click: $root.Upgrade.bind($root, 'Farm'), clickBubble: false, disable: sodRaw() < farmMoundUpgradeCost()">upgrade</button>
<button class="recycle" data-bind="click: $root.Move.bind($root,'Recycle', 'Farm'), clickBubble: false">sacrifice</button>
</th>
</tr>
<!-- ko template: { name: 'workerHeader' } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'workerRow', foreach: farmMound, as: 'critter' }"></tbody>
<tfoot data-bind="template: { name: 'critterRowEmpty', foreach: farmMoundEmpty }"></tfoot>
</table>
</td>
</tr>
<tr>
<td style="vertical-align: top; width: 50%">
<table class="critter carrier">
<thead>
<tr>
<th colspan="4" class="noborder tableheader">Carriers <span data-bind="text: carrierMound().length"></span>/<span data-bind="text: maxCarrierMoundSize()"></span> (<span data-bind="text: gameFormatNumber(carryPerSecond())"></span> carry per second)</th>
<th colspan="3" style="text-align: right" class="noborder">
<button class="upgrade" data-bind="visible: maxCarrierMoundSize() < 10, text: 'upgrade ' + gameFormatNumber(carrierMoundUpgradeCost()) + ' sod', click: $root.Upgrade.bind($root, 'Carrier'), clickBubble: false, disable: sodRaw() < carrierMoundUpgradeCost()">upgrade</button>
<button class="recycle" data-bind="click: $root.Move.bind($root,'Recycle', 'Carrier'), clickBubble: false">sacrifice</button>
</th>
</tr>
<!-- ko template: { name: 'workerHeader' } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'workerRow', foreach: carrierMound, as: 'critter' }"></tbody>
<tfoot data-bind="template: { name: 'critterRowEmpty', foreach: carrierMoundEmpty }"></tfoot>
</table>
</td>
<td style="vertical-align: top; width: 50%">
<table class="critter factory">
<thead>
<tr>
<th colspan="4" class="noborder tableheader">Factory <span data-bind="text: factoryMound().length"></span>/<span data-bind="text: maxFactoryMoundSize()"></span> (<span data-bind="text: gameFormatNumber(sodPerSecond())"></span> sod per second)</th>
<th colspan="3" style="text-align: right" class="noborder">
<button class="upgrade" data-bind="visible: maxFactoryMoundSize() < 10, text: 'upgrade ' + gameFormatNumber(factoryMoundUpgradeCost()) + ' sod', click: $root.Upgrade.bind($root, 'Factory'), clickBubble: false, disable: sodRaw() < factoryMoundUpgradeCost()">upgrade</button>
<button class="recycle" data-bind="click: $root.Move.bind($root,'Recycle', 'Factory'), clickBubble: false">sacrifice</button>
</th>
</tr>
<!-- ko template: { name: 'workerHeader' } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'workerRow', foreach: factoryMound, as: 'critter' }"></tbody>
<tfoot data-bind="template: { name: 'critterRowEmpty', foreach: factoryMoundEmpty }"></tfoot>
</table>
</td>
</tr>
</table>
</div>
<div id="tabs-barracks" class="tab" style="display:none">
<table cellspacing="10">
<tr data-bind="visible: atWar">
<td>
<div style="float: right">
<button data-bind="text: pauseAutoBattle() ? 'unpause' : 'pause', click: $root.TogglePauseAutoBattle.bind($root), clickBubble: false">pause</button>
</div>
<h4 data-bind="text: inBattle() ? 'We have engaged the enemy!' : !armyUpgrades().hasGeneral() ? 'We need a general to hunt down enemies' : map().tilesCleared() < map().tileCount() ? 'Hunting nearby enemies' : 'We have been victorious! The war is over.'"></h4>
<div class="progressbarborder">
<div class="progressbar enemy" data-bind="style: { width: autoBattleClockPercentage }"> </div>
</div>
</td>
<td>
<div style="float: right">
<button data-bind="text: pauseExplore() ? 'unpause' : 'pause', click: $root.TogglePauseExplore.bind($root), clickBubble: false">pause</button>
</div>
<h4 data-bind="text: inBattle() ? 'Drop your telescope and fight!' : !armyUpgrades().hasScout() ? 'We need a scout to explore' : map().canExplore() ? 'Scouting nearby locations' : 'There is no where to scout'"></h4>
<div class="progressbarborder">
<div class="progressbar army" data-bind="style: { width: exploreClockPercentage }"> </div>
</div>
</td>
</tr>
<tr>
<td style="vertical-align: top; width: 50%">
<table class="critter army">
<thead>
<tr>
<th colspan="3" class="noborder tableheader">Army <span data-bind="text: armyMound().length"></span>/<span data-bind="text: maxArmyMoundSize()"></span></th>
<th colspan="4" style="text-align: right; color: black" class="noborder">
<button class="upgrade" data-bind="visible: maxArmyMoundSize() < 10, text: 'upgrade ' + gameFormatNumber(armyMoundUpgradeCost()) + ' sod', click: $root.Upgrade.bind($root, 'Army'), clickBubble: false, disable: sodRaw() < armyMoundUpgradeCost()">upgrade</button>
<button class="recycle" data-bind="click: $root.Move.bind($root,'Recycle', 'Army'), clickBubble: false, disable: $root.inBattle">sacrifice</button>
<select data-bind="value: armySort, options: armySorts, event:{ change: Sort }"></select>
</th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'soldierRow', foreach: armyMound, as: 'critter' }"></tbody>
<tfoot data-bind="template: { name: 'critterRowEmpty', foreach: armyMoundEmpty }"></tfoot>
</table>
<div style="margin-top: 10px; font-weight: bold;" data-bind="visible: atWar">
<div data-bind="visible: armyMound().length > 0">
Each troop is recieving a <span class="higher">1% critical hit chance per level</span>.
</div>
<div data-bind="visible: armyUpgrades().hasGeneral()">
Your troops are recieving a <span class="higher" data-bind="text: armyUpgrades().generalBonus() + '% hunting bonus'"></span> from your <span class="higher">General</span>.
</div>
<div data-bind="visible: nation().isDefeated()">
Your troops are recieving a <span class="higher">100% hunting bonus</span> from <span class="higher">controlling the enemy mound</span>.
</div>
<div data-bind="visible: nation().fortFound()">
Your troops are recieving a <span class="higher">50% hunting bonus</span> from <span class="higher">an abandoned fort</span>.
</div>
<div data-bind="visible: armyUpgrades().hasScout()">
Your troops are recieving a <span class="higher" data-bind="text: armyUpgrades().scoutBonus() + '% exploration bonus' "></span> from your <span class="higher">Scout</span>.
</div>
<div data-bind="visible: nation().isDefeated()">
Your troops are recieving a <span class="higher">100% exploration bonus</span> from <span class="higher">controlling the enemy mound</span>.
</div>
<div data-bind="visible: nation().exploreFound()">
Your troops are recieving a <span class="higher">50% exploration bonus</span> from <span class="higher">high ground</span>.
</div>
<div data-bind="visible: armyUpgrades().hasMedic()">
Your troops are recieving a <span class="higher" data-bind="text: armyUpgrades().medicBonus() + '% healing bonus'"></span> from your <span class="higher">Medic</span>.
</div>
<div data-bind="visible: armyUpgrades().strengthBonus() > 0">
Your troops are recieving a <span class="higher" data-bind="text: armyUpgrades().strengthBonus() + '% strength bonus'"></span> during battle from <span class="higher">artifacts</span>.
</div>
<div data-bind="visible: armyUpgrades().agilityBonus() > 0">
Your troops are recieving a <span class="higher" data-bind="text: armyUpgrades().agilityBonus() + '% agility bonus'"></span> during battle from <span class="higher">artifacts</span>.
</div>
<div data-bind="visible: armyUpgrades().biteBonus() > 0">
Your troops are recieving a <span class="higher" data-bind="text: armyUpgrades().biteBonus() + '% bite bonus'"></span> during battle from <span class="higher">artifacts</span>.
</div>
<div data-bind="visible: armyUpgrades().stingBonus() > 0">
Your troops are recieving a <span class="higher" data-bind="text: armyUpgrades().stingBonus() + '% sting bonus'"></span> during battle from <span class="higher">artifacts</span>.
</div>
</div>
<div style="margin-top: 10px; font-weight: bold;" data-bind="visible: !inBattle() && map().enemyArmyMound().length > 0">
<div class="higher trait" data-bind="if: map().battleReport.won()">
The <span data-bind="text: map().battleReport.enemy"></span> was destroyed!
</div>
<div class="lower trait" data-bind="if: !map().battleReport.won()">
The <span data-bind="text: map().battleReport.enemy"></span> defeated our army! There were no survivors.
</div>
</div>
</td>
<td style="vertical-align: top; width: 50%">
<table data-bind="visible: inBattle()" class="critter enemyarmy" style="margin-top: 3px;">
<thead>
<tr>
<th colspan="8" class="noborder tableheader"><span data-bind="text: map().battleReport.enemy"></span></th>
</tr>
<!-- ko template: { name: 'critterHeader', data: mother } -->
<!-- /ko -->
</thead>
<tbody data-bind="template: { name: 'soldierRow', foreach: map().enemyArmyMound, as: 'critter' }"></tbody>
</table>
<div data-bind="visible: !inBattle() && !showTreasure()">
<table data-bind="visible: atWar()" class="map" style="margin-top:4px;">
<thead>
<tr>
<th colspan="15" class="noborder tableheader">
Map is <span data-bind="text: map().completePercentage() + ' finished'"></span>
<!-- ko if: nation() != undefined -->
<img title="Enemy Mound" data-bind="attr: { src: nation().isDefeated() ? 'Content/icons/star.png' : 'Content/icons/staroff.png'}" />
<img title="100% Explored" data-bind="attr: { src: nation().mapComplete() ? 'Content/icons/complete.png' : 'Content/icons/completeoff.png'}" />
<img title="Mine" data-bind="attr: { src: nation().mineFound() ? 'Content/icons/mine.png' : 'Content/icons/mineoff.png'}" />
<img title="Farm" data-bind="attr: { src: nation().farmFound() ? 'Content/icons/farm.png' : 'Content/icons/farmoff.png'}" />
<img title="Equipment" data-bind="attr: { src: nation().carryFound() ? 'Content/icons/carry.png' : 'Content/icons/carryoff.png'}" />
<img title="Factory" data-bind="attr: { src: nation().factoryFound() ? 'Content/icons/factory.png' : 'Content/icons/factoryoff.png'}" />
<img title="Boost" data-bind="attr: { src: nation().boostFound() ? 'Content/icons/heart.png' : 'Content/icons/heartoff.png'}" />
<img title="Gene" data-bind="attr: { src: nation().geneFound() ? 'Content/icons/bug.png' : 'Content/icons/bugoff.png'}" />
<img title="Fort" data-bind="attr: { src: nation().fortFound() ? 'Content/icons/fort.png' : 'Content/icons/fortoff.png'}" />
<img title="High Ground" data-bind="attr: { src: nation().exploreFound() ? 'Content/icons/zoom.png' : 'Content/icons/zoomoff.png'}" />
<img title="Artifact" data-bind="attr: { src: nation().treasuresFound() > 0 ? 'Content/icons/treasure.png' : 'Content/icons/treasureoff.png'}" />
<img title="Artifact" data-bind="attr: { src: nation().treasuresFound() > 1 ? 'Content/icons/treasure.png' : 'Content/icons/treasureoff.png'}" />
<img title="Artifact" data-bind="attr: { src: nation().treasuresFound() > 2 ? 'Content/icons/treasure.png' : 'Content/icons/treasureoff.png'}" />
<img title="Artifact" data-bind="attr: { src: nation().treasuresFound() > 3 ? 'Content/icons/treasure.png' : 'Content/icons/treasureoff.png'}" />
<!-- /ko -->
</th>
<th colspan="10" class="noborder" style="text-align: right;">
<button data-bind="click: $root.EndWar.bind($root), clickBubble: false">End War</button>
</th>
</tr>
</thead>
<tbody data-bind="foreach: map().tiles()">
<tr data-bind="foreach: $data">
<td data-bind="text: danger() > 0 && extraClass() == '' ? danger() : '', class: isCleared() ? 'clear' + danger() + ' ' + extraClass() : 'fog' + ' ' + extraClass(), css: { unlocked: isUnlocked() && !isCleared()}"></td>
</tr>
</tbody>
</table>
<div data-bind="visible: !atWar()" style="margin-top:16px; text-align: center">
<div data-bind="foreach: nations">
<button class="war" data-bind="click: $root.StartWar.bind($root), enable: isUnlocked, css: {unlocked: isUnlocked}">
<div data-bind="text: name"></div>
<div class="info" data-bind="text: desc"></div>
<div class="info" data-bind="text: 'score ' + lowBaseValue + ' to ' + highBaseValue"></div>
<div style="margin-top: 5px">
<img title="Enemy Mound" data-bind="attr: { src: isDefeated() ? 'Content/icons/star.png' : 'Content/icons/staroff.png'}" />
<img title="100% Explored" data-bind="attr: { src: mapComplete() ? 'Content/icons/complete.png' : 'Content/icons/completeoff.png'}" />
<img title="Mine" data-bind="attr: { src: mineFound() ? 'Content/icons/mine.png' : 'Content/icons/mineoff.png'}" />
<img title="Farm" data-bind="attr: { src: farmFound() ? 'Content/icons/farm.png' : 'Content/icons/farmoff.png'}" />
<img title="Equipment" data-bind="attr: { src: carryFound() ? 'Content/icons/carry.png' : 'Content/icons/carryoff.png'}" />
<img title="Factory" data-bind="attr: { src: factoryFound() ? 'Content/icons/factory.png' : 'Content/icons/factoryoff.png'}" />
<img title="Boost" data-bind="attr: { src: boostFound() ? 'Content/icons/heart.png' : 'Content/icons/heartoff.png'}" /><br />
<img title="Gene" data-bind="attr: { src: geneFound() ? 'Content/icons/bug.png' : 'Content/icons/bugoff.png'}" />
<img title="Fort" data-bind="attr: { src: fortFound() ? 'Content/icons/fort.png' : 'Content/icons/fortoff.png'}" />
<img title="High Ground" data-bind="attr: { src: exploreFound() ? 'Content/icons/zoom.png' : 'Content/icons/zoomoff.png'}" />
<img title="Artifact" data-bind="attr: { src: treasuresFound() > 0 ? 'Content/icons/treasure.png' : 'Content/icons/treasureoff.png'}" />
<img title="Artifact" data-bind="attr: { src: treasuresFound() > 1 ? 'Content/icons/treasure.png' : 'Content/icons/treasureoff.png'}" />
<img title="Artifact" data-bind="attr: { src: treasuresFound() > 2 ? 'Content/icons/treasure.png' : 'Content/icons/treasureoff.png'}" />
<img title="Artifact" data-bind="attr: { src: treasuresFound() > 3 ? 'Content/icons/treasure.png' : 'Content/icons/treasureoff.png'}" />
</div>
</button>
</div>
</div>
</div>
<div data-bind="visible: !inBattle() && showTreasure()" style="margin-top: 50px; padding: 20px; text-align: center!important; display: block;">
<h1 data-bind="text: treasureTitle"></h1>
<h3 data-bind="text: treasureText"></h3>
<button class="war unlocked" style="margin-top: 20px;" data-bind="click: $root.AcknowledgeTreasure.bind($root)">back to war</button>
</div>
</td>
</tr>
</table>
</div>
<div id="tabs-achievements" class="tab" style="display:none">
<table cellspacing="10">
<tr>
<td style="width: 50%; padding: 5px; vertical-align: top;text-align: center;">
<h4>Achievements</h4>
<div data-bind="foreach: achievements">
<div class="achievement" data-bind="css: { unlocked: isUnlocked}">
<div class="name" data-bind="text: name"></div>
<div class="desc" data-bind="text: desc"></div>
</div>
</div>
</td>
</tr>
</table>
</div>
<div id="tabs-information" class="tab" style="display:none">
<table cellspacing="10">
<tr>
<td style="width: 50%; padding: 5px; vertical-align: top;">
<h4>How To Play</h4>
<p>
<strong>Questions & Discussion at <a href="http://www.reddit.com/r/crittermound">www.reddit.com/r/crittermound</a></strong><br />
</p>
<p>
<strong>General</strong><br />
Breed new critters, breed stronger critters, destroy your enemies.
</p>
<p>
<strong>Quick Guide</strong><br />
<ol>
<li>Wait for new critters in the hatchery</li>
<li>If they are mostly green, use them as King and Queen</li>
<li>Put red critters to work as a workers</li>
<li>Put 1 critter to work as a soilder</li>
<li>Start a war</li>
<li>Repeat 1 and 2 until you are strong enough to win the war</li>
</ol>
</p>
<p>
<strong>Hatchery</strong><br />
The hatcheries are where the King and Queen produce new offspring. Any egg in the hatchery can become anything, the new King, a Mine Worker, or Military.
Once assigned a job it can not be changed. You can tell a building how to prioritize with the dropdown. It won't change what is produced, just who is kicked out
when there isn't enough space (the eggs are just tossed out of the mound). Boost causes an instant mating, and recharges over time.
</p>
<p>
<strong>Traits and Mutations</strong><br />
The traits vary during each breeding, and are used in various calculations. In general, a trait varies within it's parents range. If the mother is 10 and the
father is 15, then the offspring will be between 9 and 16. The variance increases as the trait increases. Randomly, some critters will mutate as they are improved. Mutation can increase a
traits value with a bonus. Mutations breed the same as traits. You can also find new mutations by going to war.
</p>
<p>
<strong>Vitality</strong><br />
Vitality controls health, and how well a critter produces sod in the factory
</p>
<p>
<strong>Strength</strong><br />
Strength gives 50% of it's value as a bonus to bite during battle, and as a worker, controls how much a critter can carry.
</p>
<p>
<strong>Agility</strong><br />
Agility controls how fast a critter breeds, works, and fighting order. It also provides 50% of it's value as a bonus to string during battle.
</p>
<p>
<strong>Bite</strong><br />
Bite is both an attack and defense, it's also how a critter farms grass.
</p>
<p>
<strong>Sting</strong><br />
Sting is both an attack and defense, it's also how a critter mines dirt.
</p>
<p>
<strong>Bite vs Sting</strong><br />
These two traits are opposed to eachother. They are both an attack and they are both a defense. When each critter attacks it will choose one or the other at random,
and it's opponet will counter the opposite. Bite attacks Sting, Sting defends Bite, ect.
</p>
<p>
<strong>Stats</strong><br />
Stats are calculations made using trait values. They are what matter in the game. Health is 15 * Vitality for example.
</p>
<strong>Mutation Expression</strong><br />
<table class="critter">
<tr>
<th style="width: 25%">parents</th>
<th style="width: 25%">none</th>
<th style="width: 25%">recessive</th>
<th style="width: 25%">expressed</th>
</tr>
<tr><td>None / None</td><td>99%</td><td>1%</td><td>0%</td></tr>
<tr><td>None / Recessive</td><td>50%</td><td>50%</td><td>0%</td></tr>
<tr><td>None / Expressed</td><td>0%</td><td>100%</td><td>0%</td></tr>
<tr><td>Recessive / Recessive</td><td>25%</td><td>50%</td><td>25%</td></tr>
<tr><td>Recessive / Expressed</td><td>0%</td><td>50%</td><td>50%</td></tr>
<tr><td>Expressed / Expressed</td><td>0%</td><td>0%</td><td>100%</td></tr>
</table>
<p>
<strong>Workers</strong><br />
When a critter is promoted to a worker, he is assigned to the job where he is currently needed most, that he can help in. If the mine needs help the most, that is where he will
go if he can improve the mines production. If he can't help at the bottle neck, he goes where he can help. If he can't help he... leaves the colony and goes to... somewhere else.
If you have 100 strength and a 20 second speed, you'll mine 100 dirt every 20 seconds.
</p>
<p>
<strong>Barracks</strong><br />
The barracks hosts your army. When you are at war, they defend your mound, and search the surrounding area for enemies to gain territory. You can leave a war at anytime,
but your map will be lost. Because the ancient map makers... its just too much data to store, alright. So ending a war means you'll have to start over if you revisit.
</p>
<p>
<strong>Soldier Ranks</strong><br />
The three highest ranked soldiers are special. They become your General, your Scout, and your Medic in that order. If one is killed, or a higher ranking officer, they adjust to new rolls.
Soldiers below this still can XP and will be promoted if needed. All soldiers get a critical change bonus equal to their level (Level 10 = 10% chance).
</p>
<p data-bind="visible: isHeirsUnlocked">
<strong>Heir Hatchery</strong><br />
You have become so rich, that you can now help a new mound get off it's feet. However, they don't yet have their own home. They'll need sod to create offspring. (Sod = Score)
You can use the <strong>shift key</strong> to cross promote between the royals and their heirs.
</p>
<p><strong>The shift key changes the function of some of the buttons, and it also lets you lock a critter so it won't be pushed from a mound.</strong></p>
</td>
<td style="width: 50%; padding: 5px; vertical-align: top;">
<button onclick="Reset()">reset game / delete save</button>
<br /><br />
<button data-bind="click: $root.Save.bind($root), clickBubble: false">save game</button> |
<button onclick="Export()">export game</button>
<button onclick="ShowImport()">import game</button>
<br /><br />
<b>Battle Speed:</b> <span data-bind="text: battleTurnLength() / 20"></span> seconds<br />
<input style="width: 100%" type="range" min="2" max="60" data-bind="value: battleTurnLength">
<br /><br />
<h4>Release Notes</h4>
<p>
<strong>1.1.4 - Sep 9th, 2014</strong><br />
<ul>
<li>Fixed Heir Mound cost</li>
<li>Forts show up on map always</li>
<li>Soldiers can level up to 25</li>
<li>Bug Fixes</li>
</ul>
<strong>1.1.3 - Sep 7th, 2014</strong><br />
<ul>
<li>Defeating the enemy mound provides a bonus to hunting and exploring</li>
<li>Added base and bonus filters (total base or total bonus % across all traits)</li>
<li>Bug Fixes</li>
</ul>
<strong>1.1.2 - Sep 6th, 2014</strong><br />
<ul>
<li>Locked maxed out traits and mutations, they won't lose value after reaching highest possible point</li>
<li>Sort order of the army determines promotions, not level.</li>
<li>Bug Fixes</li>
</ul>
<strong>1.1.1 - Sep 5th, 2014</strong><br />
<ul>
<li>New Score Function</li>
<li>Bug Fixes</li>
</ul>
<strong>1.1 - Sep 4th, 2014</strong><br />
<ul>
<li>Army ranks and jobs.</li>
<li>Added Forts</li>
<li>Fixed bug that let idle players gain multiple mutations</li>
<li>Added Export / Import</li>
</ul>
<strong>1.0 - Aug 30th, 2014</strong><br />
<ul>
<li>Production completely overhauled</li>
<li>Added requirements to obtain new mutations. They'll need to be improved to become eligible to mutate again. So you can't just ignore existing mutations and get more.</li>
<li>Shift key allows "all" commands for the mounds such as "Recycle All"</li>
<li>Changed some multipliers on enemy types. Again, it'll be harder.</li>
<li>Speed changes related to Vitality have changed. It'll increase faster at lower levels.</li>
</ul>
<strong>0.4 - Aug 23th, 2014</strong><br />
<ul>
<li>Fixed Wars. They now save and unlock properly, so you can find everything. New item type increases max boosts.</li>
<li>Critters can die in battle if their health reaches zero</li>
<li>The enemy no longer attacks you. Your army when not fighting, sends a scout to unlocked tiles to take a look.</li>
<li>Shift click locks a critter so it won't sort out of the hatchery</li>
</ul>
<strong>0.3 - Aug 19th, 2014</strong><br />
<ul>
<li>Added Wars. While at war, but enemy still attacks, but never with an ememy stronger than you haven't already defeated. There are now new genes, mines, and artifacts to discover.</li>
<li>Added Achievements</li>
</ul>
<strong>0.2 - Aug 12th, 2014</strong><br />
<ul>
<li>Got the barracks working although it may need to be balanced. Enemy strength is based off your current generation number, so the battles can be easy or hard.</li>
<li>Move commands now are group selectable, and the army can be killed to provide fine tuned replacement</li>
<li>Added click to boost buttons on the timers</li>
</ul>
</p>
</td>
</tr>
</table>
</div>
</div>
<h4 style="margin-top: 25px; text-align: center!important">Press <img src="Content/icons/shiftkey.gif" style="vertical-align: text-bottom" title="Shift Key" /> to see more options</h4>
</div>
<script id="critterHeader" type="text/html">
<tr>
<th style="width: 40px;">
</th>
<th class="traitcell">score</th>
<!-- ko foreach: traits -->
<th class="traitcell" data-bind="text: name, attr: {title: name}"></th>
<!-- /ko -->
</tr>
</script>
<script id="workerHeader" type="text/html">
<tr>
<th style="width: 40px;">
</th>
<th class="traitcell">score</th>
<th class="traitcell">factory</th>
<th class="traitcell">carrying</th>
<th class="traitcell">speed</th>
<th class="traitcell">farming</th>
<th class="traitcell">mining</th>
</tr>
</script>
<script id="critterRowEmpty" type="text/html">
<tr class="health dead">
<td class="health noborder" colspan="8">
<div> </div>
</td>
</tr>
<tr class="critterRow dead">
<td style="width: 40px;"> </td>
<td class="traitcell"> </td>
<td class="traitcell"> </td>
<td class="traitcell"> </td>
<td class="traitcell"> </td>
<td class="traitcell"> </td>
<td class="traitcell"> </td>
</tr>
</script>
<script id="scoreTip" type="text/html">
<div style="display:none;" data-bind="attr: {'id': 'critter_tip_' + critter.id + '_score' }">
<table class="critter" style="width: 200px;">
<thead>
<tr>
<th colspan="3" class="noborder">information</th>
</tr>
<tr>
<th>stat</th>
<th>value</th>
</tr>
</thead>
<tbody>
<tr>
<td>Generation</td>
<td data-bind="text: generation"></td>
</tr>
<tr>
<td>Birth Order</td>
<td data-bind="text: id"></td>
</tr>
<tr data-bind="visible: job === 3">
<td>Experience</td>
<td data-bind="text: experience"></td>
</tr>
</tbody>
</table>
<table class="critter" style="width: 200px;margin-top: 10px">
<thead>
<tr>
<th colspan="3" class="noborder">metrics</th>
</tr>
<tr>
<th>score</th>
<th>value</th>
</tr>
</thead>
<tbody>
<tr>
<td>Total Score</td>
<td data-bind="text: gameFormatNumber(score)"></td>
</tr>
<tr>
<td>Total Base</td>
<td data-bind="text: gameFormatNumber(baseScore)"></td>
</tr>
<tr>
<td>Total Bonus</td>
<td data-bind="text: gameFormatNumber(bonusScore)"></td>
</tr>
<tr>
<td>Mutations</td>
<td data-bind="text: totalMutations"></td>
</tr>
</tbody>
</table>
</div>
</script>
<script id="traitTip" type="text/html">
<div style="display:none;" data-bind="attr: {'id': 'critter_tip_' + critter.id + '_' + name }">
<table class="critter" style="width: 200px;">
<thead>
<tr>
<th colspan="3" class="noborder" data-bind="text: name"></th>
</tr>
<tr>
<th>base</th>
<th>bonus</th>
<th>value</th>
</tr>
</thead>
<tbody>
<tr>
<td data-bind="text: gameFormatNumber(base)"></td>
<td data-bind="text: bonus >= 0 ? ' + ' + bonus + '%' : ' - ' + Math.abs(bonus) + '%'"></td>
<td data-bind="text: gameFormatNumber(value)"></td>
</tr>
</tbody>
</table>
<table data-bind="if: stats.length > 0" class="critter" style="width: 200px; margin-top: 10px">
<thead>
<tr>
<th colspan="3" class="noborder" data-bind="text: name + ' stats'"></th>
</tr>
<tr>
<th>name</th>
<th>value</th>
</tr>
</thead>
<tbody data-bind="foreach: stats">
<tr>
<td data-bind="text: name"></td>
<td data-bind="text: value"></td>
</tr>
</tbody>
</table>
<table data-bind="if: genes.length > 0" class="critter" style="width: 200px; margin-top: 10px">
<thead>
<tr>
<th colspan="3" class="noborder" data-bind="text: name + ' mutations'"></th>
</tr>
<tr>
<th>name</th>
<th>status</th>
<th>value</th>
</tr>
</thead>
<tbody data-bind="foreach: genes">
<tr>
<td data-bind="text: name, css: { dominate: expression == 2, recessive: expression == 1, flaw: !good}"></td>
<td class="tipped" data-bind="text: expression == 1 ? 'Rec.' : 'Exp.', css: { dominate: expression == 2, recessive: expression == 1, flaw: !good, lower: expression == 2 && !good}"></td>
<td data-bind="text: good ? ' + ' + value + '%' : ' - ' + value + '%', css: { dominate: expression == 2, recessive: expression == 1, flaw: !good, lower: expression == 2 && !good}"></td>
</tr>
</tbody>
</table>
<table data-bind="if: genes.length == 0" class="critter" style="width: 200px;">
<thead>
<tr>
<th colspan="3" class="noborder" data-bind="text: 'no ' + name + ' mutations'"></th>
</tr>
</thead>
</table>
</div>
</script>
<script id="critterRow" type="text/html">
<tr class="health">
<td class="health noborder" colspan="8">
<div data-bind="style: { width: healthPercentage }"> </div>
</td>
</tr>
<tr class="critterRow" data-bind="css: { selected: isSelected, alt: $index()%2, newest: $root.newestBorn() === id}">
<td style="width: 40px;">
<img class="image" data-bind="visible: isSelected" src="Content/icons/tick.png" />
<img class="image" data-bind="visible: isLocked" src="Content/icons/lock.png" />
<img class="image" data-bind="visible: gender === 0" title="Female" src="Content/icons/female.png" />
<img class="image" data-bind="visible: gender === 1" title="Male" src="Content/icons/male.png" />
</td>
<td class="tipped traitcell" data-bind="attr: { 'data-tipped-options': 'inline: ' + '\'critter_tip_' + id + '_score\''}">
<div class="trait" data-bind="text: gameFormatNumber(score), css: { higher: (job === 1 && ((gender === 0 && score> $root.mother().score) || (gender === 1 && score > $root.father().score))) || (job === 5 && ((gender === 0 && score> $root.princess().score) || (gender === 1 && score > $root.prince().score))), lower: (job === 1 && ((gender === 0 && score < $root.mother().score) || (gender === 1 && score < $root.father().score))) || (job === 5 && ((gender === 0 && score < $root.princess().score) || (gender === 1 && score < $root.prince().score))) }"></div>
<!-- ko template: { name: 'scoreTip', data: $data } -->
<!-- /ko -->
</td>
<!-- ko foreach: traits -->
<td class="tipped traitcell" data-bind="css: {attackTrait: $root.battleAttackerTrait() == type, defendTrait: $root.battleDefenderTrait() == type}, attr: { 'data-tipped-options': 'inline: ' + '\'critter_tip_' + $parent.id + '_' + name + '\''}">
<div class="trait">
<span data-bind="text: gameFormatNumber(base), css: { higher: ($parent.job === 1 && (($parent.gender === 0 && base > $root.mother().traits[$index()].base) || ($parent.gender === 1 && base > $root.father().traits[$index()].base))) || ($parent.job === 5 && (($parent.gender === 0 && base > $root.princess().traits[$index()].base) || ($parent.gender === 1 && base > $root.prince().traits[$index()].base))), lower: ($parent.job === 1 && (($parent.gender === 0 && base < $root.mother().traits[$index()].base) || ($parent.gender === 1 && base < $root.father().traits[$index()].base))) || ($parent.job === 5 && (($parent.gender === 0 && base < $root.princess().traits[$index()].base) || ($parent.gender === 1 && base < $root.prince().traits[$index()].base)))}"></span>
<span data-bind="if: bonus != 0">
<span data-bind="text: bonus >= 0 ? ' + ' + bonus + '%' : ' - ' + Math.abs(bonus) + '%', css: { higher: ($parent.job === 1 && (($parent.gender === 0 && bonus > $root.mother().traits[$index()].bonus) || ($parent.gender === 1 && bonus > $root.father().traits[$index()].bonus))) || ($parent.job === 5 && (($parent.gender === 0 && bonus > $root.princess().traits[$index()].bonus) || ($parent.gender === 1 && bonus > $root.prince().traits[$index()].bonus))), lower: ($parent.job === 1 && (($parent.gender === 0 && bonus < $root.mother().traits[$index()].bonus) || ($parent.gender === 1 && bonus < $root.father().traits[$index()].bonus))) || ($parent.job === 5 && (($parent.gender === 0 && bonus < $root.princess().traits[$index()].bonus) || ($parent.gender === 1 && bonus < $root.prince().traits[$index()].bonus))) }"></span>
</span>
</div>
<div style="margin-top: 2px;" class="imageleftandtext" data-bind="visible: ($parent.job !== 4 && value >= 25) || genes.length > 0, css: { higher: ($parent.job === 1 && (($parent.gender === 0 && genes.length > $root.mother().traits[$index()].genes.length) || ($parent.gender === 1 && genes.length > $root.father().traits[$index()].genes.length))) || ($parent.job === 5 && (($parent.gender === 0 && genes.length > $root.princess().traits[$index()].genes.length) || ($parent.gender === 1 && genes.length > $root.prince().traits[$index()].genes.length))), lower: ($parent.job === 1 && (($parent.gender === 0 && genes.length < $root.mother().traits[$index()].genes.length) || ($parent.gender === 1 && genes.length < $root.father().traits[$index()].genes.length))) || ($parent.job === 5 && (($parent.gender === 0 && genes.length < $root.princess().traits[$index()].genes.length) || ($parent.gender === 1 && genes.length < $root.prince().traits[$index()].genes.length))), dim: genes.length == 0 }">
<span data-bind="text: genes.length"></span>
<span data-bind="text: genes.length == 1 ? ' Mutation' : ' Mutations'"></span>
<span data-bind="if: mutation"><img class="image" title="New Mutation" src="Content/icons/new.png" /></span>
</div>
</td>
<!-- ko template: { name: 'traitTip', data: $data } -->
<!-- /ko -->
<!-- /ko -->
</tr>
</script>
<script id="workerRow" type="text/html">
<tr>
<td class="health noborder" colspan="8">
<div data-bind="style: { width: healthPercentage }"> </div>
</td>
</tr>
<tr class="critterRow" data-bind="css: { selected: isSelected, alt: $index()%2 }">
<td style="width: 40px;">
<img class="image" data-bind="visible: isSelected" src="Content/icons/tick.png" />
<img class="image" data-bind="visible: gender === 0" title="Female" src="Content/icons/female.png" />
<img class="image" data-bind="visible: gender === 1" title="Male" src="Content/icons/male.png" />
</td>
<td class="traitcell trait tipped" data-bind="attr: { 'data-tipped-options': 'inline: ' + '\'critter_tip_' + id + '_score\''}">
<div class="trait" data-bind="text: gameFormatNumber(score)"></div>
</td>
<!-- ko template: { name: 'scoreTip', data: $data } -->
<!-- /ko -->
<td class="traitcell factory tipped" data-bind="attr: { 'data-tipped-options': 'inline: ' + '\'critter_tip_' + id + '_vitality\''}">
<div class="trait">
<span data-bind="text: gameFormatNumber(sodPerSecond)"></span>
<span class="higher" data-bind="text: '+' + $root.bonusFactoryPercent() + '%', visible: $root.bonusFactoryPercent() > 0"></span>
</div>
<div class="imageleftandtext" style="margin-top: 2px;">Vitality</div>
</td>
<!-- ko template: { name: 'traitTip', data: traits[0] } -->
<!-- /ko -->
<td class="traitcell carry tipped" data-bind="attr: { 'data-tipped-options': 'inline: ' + '\'critter_tip_' + id + '_strength\''}">
<div class="trait">
<span data-bind="text: gameFormatNumber(carryPerSecond)"></span>
<span class="higher" data-bind="text: '+' + $root.bonusCarrierPercent() + '%', visible: $root.bonusCarrierPercent() > 0"></span>
</div>
<div class="imageleftandtext" style="margin-top: 2px;">Strength</div>
</td>
<!-- ko template: { name: 'traitTip', data: traits[1] } -->
<!-- /ko -->
<td class="traitcell tipped mine farm carry factory" data-bind="attr: { 'data-tipped-options': 'inline: ' + '\'critter_tip_' + id + '_agility\''}">
<div class="trait" data-bind="text: actionTimeSeconds + ' sec.'"></div>
<div class="imageleftandtext" style="margin-top: 2px;">Agility</div>
</td>
<!-- ko template: { name: 'traitTip', data: traits[2] } -->
<!-- /ko -->
<td class="traitcell farm tipped" data-bind="attr: { 'data-tipped-options': 'inline: ' + '\'critter_tip_' + id + '_bite\''}">
<div class="trait">
<span data-bind="text: gameFormatNumber(grassPerSecond)"></span>
<span class="higher" data-bind="text: '+' + $root.bonusFarmPercent() + '%', visible: $root.bonusFarmPercent() > 0"></span>
</div>
<div class="imageleftandtext" style="margin-top: 2px;">Bite</div>
</td>
<!-- ko template: { name: 'traitTip', data: traits[3] } -->
<!-- /ko -->
<td class="traitcell mine tipped" data-bind="attr: { 'data-tipped-options': 'inline: ' + '\'critter_tip_' + id + '_sting\''}">
<div class="trait">
<span data-bind="text: gameFormatNumber(dirtPerSecond)"></span>
<span class="higher" data-bind="text: '+' + $root.bonusMinePercent() + '%', visible: $root.bonusMinePercent() > 0"></span>
</div>
<div class="imageleftandtext" style="margin-top: 2px;">Sting</div>
</td>
<!-- ko template: { name: 'traitTip', data: traits[4] } -->
<!-- /ko -->
</tr>
</script>