2020-10-01 05:30:59 +00:00
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# Layer Features
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2020-10-01 04:08:01 +00:00
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This is a more comprehensive list of established features to add to layers.
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You can add more freely, if you want to have other functions or values associated with your layer. These have special functionality, though.
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Key:
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- No label: This is required and the game will crash if it isn't included.
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- **sometimes required**: This is may be required, depending on other things in the layer.
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- **optional**: You can leave this out if you don't intend to use that feature for the layer.
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2020-10-01 05:35:14 +00:00
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# Layer Definition features
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2020-10-01 04:08:01 +00:00
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2020-10-03 19:45:47 +00:00
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- layer: **Assigned automagically**. It's the same value as the name of this layer, so you can do player[this.layer].points or similar
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to access the save value. It makes copying code to new layers easier. It is also assigned to all upgrades and buyables and such.
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2020-10-07 15:08:20 +00:00
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- name: **Optional**, used in reset confirmations (and maybe other places). If absent, it just uses the layer's id.
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- startData(): A function to return the default save data for this layer. Add any variables you have to it.
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Any nonstandard Decimal variables need to be added to convertToDecimal as well.
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Standard values:
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Required:
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unl: a bool determining if this layer is unlocked or not
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points: a Decimal, the main currency for the layer
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Optional:
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total: A Decimal, tracks total amount of main prestige currency
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best: A Decimal, tracks highest amount of main prestige currency
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order: used to keep track of relevant layers unlocked before this one.
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- color: A color associated with this layer, used in many places. (A string in hex format with a #)
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- row: The row of the layer, starting at 0.
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- resource: Name of the main currency you gain by resetting on this layer.
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- effect(): **optional**, A function that calculates and returns the current values of any bonuses
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inherent to the main currency.
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Can return a value or an object containing multiple values.
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*You will also have to implement the effect where it is applied.*
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2020-10-01 04:08:01 +00:00
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2020-10-03 19:45:47 +00:00
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- effectDescription: **optional**, A function that returns a description of this effect.
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If the text stays constant, it can just be a string.
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- layerShown(): A function returning a bool which determines if this layer's node should be visible on the tree.
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2020-10-08 05:33:44 +00:00
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- hotkeys: **optional**, An array containing information on any hotkeys associated with this layer:
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```js
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hotkeys: [
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{key: "p", // What the hotkey button is. Use uppercase if it's combined with shift, or "ctrl+x" if ctrl is.
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desc: "p: reset your points for prestige points", // The description of the hotkey used in the How To Play
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onPress(){if (player.p.unl) doReset("p")}}, // This function is called when the hotkey is pressed.
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],
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```
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2020-10-08 05:33:44 +00:00
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- style(): **optional**, a function returning a CSS object containing any CSS that should affect this layer's whole tab.
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2020-10-08 05:33:44 +00:00
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- tabFormat: **optional**, use this if you want to add extra things to your tab or change the layout. [See here for more info.](custom-tab-layouts.md)
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2020-10-08 05:33:44 +00:00
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- midsection: **optional**, an alternative to tabFormat, which is inserted in between Milestones and Buyables in the
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standard tab layout. (cannot do subtabs)
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2020-10-08 05:33:44 +00:00
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# Big features (all optional)
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- upgrades: A grid of one-time purchases which can have unique upgrade conditions, currency costs, and bonuses.
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[Explanations are in a separate file.](upgrades.md)
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- milestones: A list of bonuses gained upon reaching certain thresholds of a resource. Often used for automation/QOL.
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[Explanations are in a separate file.](milestones.md)
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- challenges: The player can enter challenges, which make the game harder. If they reach a goal and beat the challenge,
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they recieve a bonus.
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[Explanations are in a separate file.](challenges.md)
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- buyables: Effectively upgrades that can be bought multiple times, and are optionally respeccable.
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[Explanations are in a separate file.](buyables.md)
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2020-10-07 04:57:41 +00:00
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- microtabs: An area that functions like a set of subtabs, with buttons at the top changing the content within. (Advanced)
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[Explanations are in a separate file.](subtabs-and-microtabs.md)
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2020-10-07 04:57:41 +00:00
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2020-10-01 05:35:14 +00:00
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# Prestige formula features
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- baseResource: The name of the resource that determines how much of the main currency you gain on reset.
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- baseAmount(): A function that gets the current value of the base resource.
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- requires: A Decimal, the amount of the base needed to gain 1 of the prestige currency.
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Also the amount required to unlock the layer.
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You can instead make this a function, to make it harder if another layer was unlocked first (based on "order").
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- type: Determines which prestige formula you use.
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"normal": The amount of currency you gain is independent of its current amount (like Prestige).
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formula before bonuses is based on `baseResource^exponent`
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"static": The cost is dependent on your total after reset.
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formula before bonuses is based on `base^(x^exponent)`
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"custom": You can define everything, from the calculations to the text on the button, yourself. (See more at the bottom)
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- exponent: Used as described above.
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- base: **sometimes required**, required for "static" layers, used as described above.
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- resCeil: **optional**, a bool, which is true if the resource cost needs to be rounded up.
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(use if the base resource is a "static" currency.)
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- canBuyMax(): **sometimes required**, required for static layers, function used to determine if buying max is permitted.
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- gainMult(), gainExp(): Functions that calculate the multiplier and exponent on resource gain from upgrades
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and boosts and such. Plug in any bonuses here.
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- onPrestige(gain): **optional**, A function that triggers when this layer prestiges, just before you gain the currency.
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Can be used to have secondary resource gain on prestige, or to recalculate things or whatnot.
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2020-10-07 20:41:45 +00:00
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# Tree/node features
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- branches: **optional**, determines what lines should appear on the tree when this layer is visible.
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An array of pairs consisting of a layer name and a number from 1 to 3.
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A branch will appear connecting this layer to the correspodnding layer, with the color based on the number.
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You should add the branch value to the layer that is unlocked second.
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- nodeStyle(): **optional**, a function returning a CSS object, styles this layer's node on the tree
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- tooltip() / tooltipLocked(): **optional** Functions that return text, which is the tooltip for the node when the layer
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is unlocked or locked, respectively. By default the tooltips behave the same as in the original Prestige Tree.
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2020-10-01 05:35:14 +00:00
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# Other features
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- doReset(resettingLayer): **optional**, is triggered when a layer on a row greater than or equal to this one does a reset.
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If you use it, you can choose what to keep via milestones and such.
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Without it, the default is to reset everything on the row, but only
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if it was triggered by a layer in a higher row.
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- update(diff): **optional**, this function is called every game tick. Use it for any passive resource production or
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time-based things. diff is the time since the last tick.
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Suggestion: use addPoints(layer, gain) when generating points to automatically
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update the best and total amounts.
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- automate(): **optional**, this function is called every game tick, after production. Use it to activate any
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autobuyers or auto-resets or similar on this layer, if appropriate.
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- updateTemp(): **optional**, this function is called every game tick. use it to update anything in the "tmp" object.
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You don't really need it. tmp is used as a way to store calculated values so it doesn't repeat
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calculations.
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- resetsNothing(): **optional**, returns true if this layer shouldn't trigger any resets when you prestige.
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- incr_order: **optional**, an array of layer ids. When this layer is unlocked for the first time, the "order" value
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for any not-yet-unlocked layers in this list increases. This can be used to make them harder to unlock.
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2020-10-04 15:23:38 +00:00
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- should_notify: **optional**, a function to return true if this layer should be highlighted in the tree.
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2020-10-07 03:11:36 +00:00
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The layer will automatically be highlighted if you can buy an upgrade whether you have this or not.
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2020-10-07 20:41:45 +00:00
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- componentStyles: **optional**, An object that contains a set of functions returning CSS objects.
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Each of these will be applied to any components on the layer with the type of its id. Example:
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```js
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componentStyles: {
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"chall"() {return {'height': '200px'}},
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"prestige-button"() {return {'color': '#AA66AA'}},
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},
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```
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2020-10-07 03:11:36 +00:00
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# Custom Prestige type only
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(No effect otherwise)
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- prestigeButtonText(): **Only for custom prestige type**, Function that returns the entirety of the text that should
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be displayed on the prestige button.You can use HTML as well!
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- getResetGain(): **Only for custom prestige type**, Returns how many points you should get if you reset now. You can call
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getResetGain(this.layer, useType = "static") or similar to calculate what your gain would be under another
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prestige type (provided you have all of the required features in the layer.)
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- getNextAt(canMax=false): **Only for custom prestige type**, Returns how many of the base currency you need to get to
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the next point. canMax is an optional variable used with Static-ish layers to differentiate between if
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it's looking for the first point you can reset at, or the requirement for any gain at all.
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(Supporting both is good). You can also call getNextAt(this.layer, canMax=false, useType = "static")
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or similar to calculate what your next at would be under another prestige type (provided you have
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all of the required features in the layer.)
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- canReset(): **Only for custom prestige type**, return true only if you have the resources required to do a prestige here.
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