Idle Dice Import Code Generator [hot] — Hot
// Validate a code const decoded = generator.decodeImportCode(customCode); console.log("Decoded Data:", decoded);
class IdleDiceGenerator { constructor() this.version = 1; this.diceValues = [1, 2, 3, 4, 5, 6]; idle dice import code generator
// Generate specific progression code generateProgressionCode(level) const gameData = this.createDefaultGameData(); // Scale stats based on level const multiplier = Math.pow(2, level - 1); gameData.stats.totalRolls = 1000 * multiplier; gameData.stats.totalScore = 5000 * multiplier; gameData.dice.count = Math.min(5, Math.floor(level / 2) + 1); gameData.dice.upgrades.luck = Math.min(100, level * 10); gameData.dice.upgrades.speed = Math.min(100, level * 5); return this.encodeGameData(gameData); // Validate a code const decoded = generator
// Generate random achievement progress generateRandomAchievements() { const achievements = {}; const achievementList = [ 'first_roll', 'millionaire', 'dice_master', 'lucky_streak', 'perfectionist', 'speed_demon', 'collector', 'gambler' ]; achievementList.forEach(ach => achievements[ach] = Math.random() > 0.8; ); return achievements; } this.diceValues = [1
// Usage examples: const generator = new IdleDiceGenerator();
// Generate a random import code generateRandomCode() const gameData = this.createDefaultGameData(); return this.encodeGameData(gameData);
// Create realistic game data with randomness createDefaultGameData() return version: this.version, dice: count: Math.floor(Math.random() * 5) + 1, // 1-5 dice upgrades: multiBuy: Math.random() > 0.5, autoRoll: Math.random() > 0.7, luck: Math.floor(Math.random() * 50), speed: Math.floor(Math.random() * 30) , stats: totalRolls: Math.floor(Math.random() * 10000), totalScore: Math.floor(Math.random() * 50000), highestRoll: Math.floor(Math.random() * 36) + 6, currentScore: Math.floor(Math.random() * 1000) , achievements: this.generateRandomAchievements(), settings: sound: Math.random() > 0.5, notifications: Math.random() > 0.3, theme: ['light', 'dark'][Math.floor(Math.random() * 2)] ;


