2020-10-01 05:30:59 +00:00
|
|
|
# Layer Features
|
2020-10-01 04:08:01 +00:00
|
|
|
|
|
|
|
This is a more comprehensive list of established features to add to layers.
|
|
|
|
You can add more freely, if you want to have other functions or values associated with your layer. These have special functionality, though.
|
|
|
|
|
|
|
|
Key:
|
|
|
|
- No label: This is required and the game will crash if it isn't included.
|
|
|
|
- **sometimes required**: This is may be required, depending on other things in the layer.
|
|
|
|
- **optional**: You can leave this out if you don't intend to use that feature for the layer.
|
|
|
|
|
2020-10-01 05:35:14 +00:00
|
|
|
# Layer Definition features
|
2020-10-01 04:08:01 +00:00
|
|
|
|
|
|
|
- startData(): A function to return the default save data for this layer. Add any variables you have to it.
|
2020-10-01 05:41:25 +00:00
|
|
|
Any nonstandard Decimal variables need to be added to convertToDecimal as well.
|
2020-10-01 04:08:01 +00:00
|
|
|
Standard values:
|
|
|
|
Required:
|
|
|
|
unl: a bool determining if this layer is unlocked or not
|
|
|
|
points: a Decimal, the main currency for the layer
|
|
|
|
Optional:
|
|
|
|
total: A Decimal, tracks total amount of main prestige currency
|
|
|
|
best: A Decimal, tracks highest amount of main prestige currency
|
|
|
|
order: used to keep track of relevant layers unlocked before this one.
|
|
|
|
|
|
|
|
- color: A color associated with this layer, used in many places. (A string in hex format with a #)
|
|
|
|
|
|
|
|
- row: The row of the layer, starting at 0.
|
|
|
|
|
|
|
|
- resource: Name of the main currency you gain by resetting on this layer.
|
|
|
|
|
|
|
|
- effect(): **optional**, A function that calculates and returns the current values of any bonuses
|
|
|
|
inherent to the main currency.
|
2020-10-01 04:51:07 +00:00
|
|
|
Can return a value or an object containing multiple values.
|
|
|
|
*You will also have to implement the effect where it is applied.*
|
2020-10-01 04:08:01 +00:00
|
|
|
|
|
|
|
- effectDescription(): **optional**, A function that returns a description of this effect
|
|
|
|
|
|
|
|
- layerShown(): A function returning a bool which determines if this layer's node should be visible on the tree.
|
|
|
|
|
|
|
|
- hotkeys: An array containing information on any hotkeys associated with this layer:
|
2020-10-01 19:57:47 +00:00
|
|
|
```js
|
|
|
|
hotkeys: [
|
2020-10-01 04:08:01 +00:00
|
|
|
{key: "p", // What the hotkey button is. Use uppercase if it's combined with shift, or "ctrl+x" if ctrl is.
|
|
|
|
desc: "p: reset your points for prestige points", // The description of the hotkey used in the How To Play
|
|
|
|
onPress(){if (player.p.unl) doReset("p")}}, // This function is called when the hotkey is pressed.
|
2020-10-01 19:57:47 +00:00
|
|
|
],
|
|
|
|
```
|
2020-10-01 04:08:01 +00:00
|
|
|
|
|
|
|
- style: A CSS object containing any CSS that should affect this layer's whole tab.
|
|
|
|
|
|
|
|
- tabFormat: Use this if you want to add extra things to your tab or change the layout.
|
|
|
|
|
|
|
|
|
2020-10-01 05:35:14 +00:00
|
|
|
# Big features
|
2020-10-01 04:08:01 +00:00
|
|
|
|
|
|
|
- upgrades: A grid of one-time purchases which can have unique upgrade conditions, currency costs, and bonuses.
|
|
|
|
[Explanations are in a separate file.](upgrades.md)
|
|
|
|
|
|
|
|
- milestones: A list of bonuses gained upon reaching certain thresholds of a resource. Often used for automation/QOL.
|
|
|
|
[Explanations are in a separate file.](milestones.md)
|
|
|
|
|
|
|
|
- challenges: The player can enter challenges, which make the game harder. If they reach a goal and beat the challenge,
|
|
|
|
they recieve a bonus.
|
|
|
|
[Explanations are in a separate file.](challenges.md)
|
|
|
|
|
|
|
|
- buyables: Effectively upgrades that can be bought multiple times, and are optionally respeccable.
|
|
|
|
[Explanations are in a separate file.](buyables.md)
|
|
|
|
|
|
|
|
|
2020-10-01 05:35:14 +00:00
|
|
|
# Prestige formula features
|
2020-10-01 04:08:01 +00:00
|
|
|
|
|
|
|
- baseResource: The name of the resource that determines how much of the main currency you gain on reset.
|
|
|
|
|
|
|
|
- baseAmount(): A function that gets the current value of the base resource.
|
|
|
|
|
|
|
|
- requires(): A function returning the amount of the base needed to gain 1 of the prestige currency.
|
|
|
|
Also the amount required to unlock the layer.
|
|
|
|
You might make the value increase if another layer was unlocked first (based on "order").
|
|
|
|
|
|
|
|
- type: Determines which prestige formula you use.
|
|
|
|
"normal": The amount of currency you gain is independent of its current amount (like Prestige).
|
|
|
|
formula before bonuses is based on `baseResource^exponent`
|
|
|
|
"static: The cost is dependent on your total after reset.
|
|
|
|
formula before bonuses is based on `base^(x^exponent)`
|
|
|
|
|
|
|
|
- exponent: Used as described above.
|
|
|
|
|
|
|
|
- base: **sometimes required**, required for "static" layers, used as described above.
|
|
|
|
|
|
|
|
- resCeil: **optional**, a bool, which is true if the resource cost needs to be rounded up.
|
|
|
|
(use if the base resource is a "static" currency.)
|
|
|
|
|
|
|
|
- canBuyMax(): **sometimes required**, required for static layers, function used to determine if buying max is permitted.
|
|
|
|
|
|
|
|
- gainMult(), gainExp(): Functions that calculate the multiplier and exponent on resource gain from upgrades
|
|
|
|
and boosts and such. Plug in any bonuses here.
|
|
|
|
|
|
|
|
- onPrestige(gain): **optional**, A function that triggers when this layer prestiges, just before you gain the currency.
|
|
|
|
Can be used to have secondary resource gain on prestige, or to recalculate things or whatnot.
|
|
|
|
|
|
|
|
|
2020-10-01 05:35:14 +00:00
|
|
|
# Other features
|
2020-10-01 04:08:01 +00:00
|
|
|
|
|
|
|
- doReset(resettingLayer): **optional**, is triggered when a layer on a row greater than or equal to this one does a reset.
|
|
|
|
If you use it, you can choose what to keep via milestones and such.
|
|
|
|
Without it, the default is to reset everything on the row, but only
|
|
|
|
if it was triggered by a layer in a higher row.
|
|
|
|
|
|
|
|
- convertToDecimal(): **sometimes required**, required if you add non-standard Decimals to startData.
|
|
|
|
This function converts those values from a string to a Decimal (used when loading).
|
2020-10-01 19:57:47 +00:00
|
|
|
Convert a value to Decimal with `value = new Decimal(value)`
|
|
|
|
|
2020-10-01 04:08:01 +00:00
|
|
|
|
|
|
|
- update(diff): **optional**, this function is called every game tick. Use it for any passive resource production or
|
|
|
|
time-based things. diff is the time since the last tick.
|
|
|
|
Suggestion: use addPoints(layer, gain) when generating points to automatically
|
|
|
|
update the best and total amounts.
|
|
|
|
|
|
|
|
- automate(): **optional**, this function is called every game tick, after production. Use it to activate any
|
|
|
|
autobuyers or auto-resets or similar on this layer, if appropriate.
|
|
|
|
|
|
|
|
- updateTemp(): **optional**, this function is called every game tick. use it to update anything in the "tmp" object.
|
|
|
|
You don't really need it. tmp is used as a way to store calculated values so it doesn't repeat
|
|
|
|
calculations.
|
|
|
|
|
|
|
|
- resetsNothing(): **optional**, returns true if this layer shouldn't trigger any resets when you prestige.
|
|
|
|
|
|
|
|
- incr_order: **optional**, an array of layer ids. When this layer is unlocked for the first time, the "order" value
|
|
|
|
for any not-yet-unlocked layers in this list increases. This can be used to make them harder to unlock.
|
|
|
|
|
|
|
|
- branches: **optional**, determines what lines should appear on the tree when this layer is visible.
|
|
|
|
An array of pairs consisting of a layer name and a number from 1 to 3.
|
|
|
|
A branch will appear connecting this layer to the correspodnding layer, with the color based on the number.
|
|
|
|
You should add the branch value to the layer that is unlocked second.
|
|
|
|
|