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.
- layer: **assigned automagically**. It's the same value as the name of this layer, so you can do `player[this.layer].points` or similar to access the saved value. It makes copying code to new layers easier. It is also assigned to all upgrades and buyables and such.
- name: **optional**. used in reset confirmations (and the default infobox title). If absent, it just uses the layer's id.
- startData(): A function to return the default save data for this layer. Add any variables you have to it. Make sure to use `Decimal` values rather than normal numbers.
Using "side" instead of a number will cause the layer to appear off to the side as a smaller node (useful for achievements and statistics). Side layers are not affected by resets unless you add a doReset to them.
- effect(): **optional**. A function that calculates and returns the current values of any bonuses inherent to the main currency. Can return a value or an object containing multiple values. *You will also have to implement the effect where it is applied.*
- effectDescription: **optional**. A function that returns a description of this effect. If the text stays constant, it can just be a string.
- layerShown(): A function returning a bool which determines if this layer's node should be visible on the tree. It can also return "ghost", which will hide the layer, but its node will still take up space in the tree.
- midsection: **optional**, an alternative to `tabFormat`, which is inserted in between Milestones and Buyables in the standard tab layout. (cannot do subtabs)
- milestones: A list of bonuses gained upon reaching certain thresholds of a resource. Often used for automation/QOL. [See here for more info.](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. [See here for more info.](challenges.md)
- microtabs: An area that functions like a set of subtabs, with buttons at the top changing the content within. (Advanced) [See here for more info.](subtabs-and-microtabs.md)
- bars: Display some information as a progress bar, gague, or similar. They are highly customizable, and can be vertical as well. [See here for more info.](bars.md)
- achievements: Kind of like milestones, but with a different display style and some other differences. Extra features are on the way at a later date! [See here for more info.](achievements.md)
- type: **optional**. Determines which prestige formula you use. Defaults to "none".
- "normal": The amount of currency you gain is independent of its current amount (like Prestige). The formula before bonuses is based on `baseResource^exponent`
- "static": The cost is dependent on your total after reset. The formula before bonuses is based on `base^(x^exponent)`
- "custom": You can define everything, from the calculations to the text on the button, yourself. (See more at the bottom)
- "none": This layer does not prestige, and therefore does not need any of the other features in this section.
- requires: A Decimal, the amount of the base needed to gain 1 of the prestige currency. Also the amount required to unlock the layer. You can instead make this a function, to make it harder if another layer was unlocked first (based on unlockOrder).
- gainMult(), gainExp(): **optional**. 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.
- prestigeButtonText(): **sometimes required**. Use this to make the entirety of the text a Prestige button contains. Only required for custom layers, but usable by all types.
- passiveGain(): **optional**, returns a regular number. You automatically generate your gain times this number every second (does nothing if absent)
This is good for automating Normal layers.
- autoPrestige(): **optional**, returns a boolean, if true, the layer will always automatically do a prestige if it can.
- position: **optional**. Determines the horizontal position of the layer in its row in a standard tree. By default, it uses the layer id, and layers are sorted in alphabetical order.
- branches: **optional**. An array of layer/node ids. On a tree, a line will appear from this layer to all of the layers in the list. Alternatively, an entry in the array can be a 2-element array consisting of the layer id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors).
- tooltip() / tooltipLocked(): **optional**. Functions that return text, which is the tooltip for the node when the layer is unlocked or locked, respectively. By default the tooltips behave the same as in the original Prestige Tree.
- doReset(resettingLayer): **optional**. Is triggered when a layer on a row greater than or equal to this one does a reset. The default behavior is to reset everything on the row, but only if it was triggered by a layer in a higher row. `doReset` is always called for side layers, but for these the default behavior is to reset nothing.
If you want to keep things, determine what to keep based on `resettingLayer`, `milestones`, and such, then call `layerDataReset(layer, keep)`, where `layer` is this layer, and `keep` is an array of the names of things to keep. It can include things like "points", "best", "total" (for this layer's prestige currency), "upgrades", any unique variables like "generatorPower", etc. If you want to only keep specific upgrades or something like that, save them in a separate variable, then call `layerDataReset`, and then set `player[this.layer].upgrades` to the saved upgrades.
- 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.
- automate(): **optional**. This function is called every game tick, after production. Use it to activate automation things other than prestige, if appropriate.
- increaseUnlockOrder: **optional**. An array of layer ids. When this layer is unlocked for the first time, the `unlockOrder` value for any not-yet-unlocked layers in this list increases. This can be used to make them harder to unlock.
- shouldNotify: **optional**. A function to return true if this layer should be highlighted in the tree. The layer will automatically be highlighted if you can buy an upgrade whether you have this or not.
- componentStyles: **optional**. An object that contains a set of functions returning CSS objects. Each of these will be applied to any components on the layer with the type of its id. Example:
- getResetGain(): **for custom prestige type**. Returns how many points you should get if you reset now. You can call `getResetGain(this.layer, useType = "static")` or similar to calculate what your gain would be under another prestige type (provided you have all of the required features in the layer).
- getNextAt(canMax=false): **for custom prestige type**. Returns how many of the base currency you need to get to the next point. `canMax` is an optional variable used with Static-ish layers to differentiate between if it's looking for the first point you can reset at, or the requirement for any gain at all (Supporting both is good). You can also call `getNextAt(this.layer, canMax=false, useType = "static")` or similar to calculate what your next at would be under another prestige type (provided you have all of the required features in the layer).