2020-10-01 05:30:59 +00:00
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# Basic layer breakdown
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2020-10-01 02:55:38 +00:00
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This is a very minimal layer with minimal features. Most things will require additional features:
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2020-10-01 05:45:05 +00:00
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p: {
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2020-10-01 02:55:38 +00:00
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startData() { return { // startData is a function that returns default data for a layer.
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unl: false, // You can add more variables here to add them to your layer.
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2020-10-01 04:08:01 +00:00
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points: new Decimal(0), // "points" is the internal name for the main resource of the layer.
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2020-10-01 02:55:38 +00:00
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}},
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color: "#FE0102", // The color for this layer, which affects many elements
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resource: "prestige points", // The name of this layer's main prestige resource
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row: 0, // The row this layer is on (0 is the first row)
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baseResource: "points", // The name of the resource your prestige gain is based on
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baseAmount() {return player.points}, // A function to return the current value of that resource
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2020-10-01 04:08:01 +00:00
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requires() {return new Decimal(200)}, // A function returning the amount of the base needed to
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// gain 1 of the prestige currency. Also the amount required
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// to unlock the layer.
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2020-10-01 02:55:38 +00:00
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type: "normal", // Determines the formula used for calculating prestige currency.
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exponent: 0.5, // "normal" prestige gain is (currency^exponent)
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gainMult() { // Returns your multiplier to your gain of the prestige resource
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return new Decimal(1) // Factor in any bonuses multiplying gain here
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},
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gainExp() { // Returns your exponent to your gain of the prestige resource
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return new Decimal(1)
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},
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layerShown() {return true}, // Returns a bool for if this layer's node should be visible in the tree.
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2020-10-01 05:45:05 +00:00
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},
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