addLayer("p", { name: "prestige", // This is optional, only used in a few places, If absent it just uses the layer id. symbol: "P", // This appears on the layer's node. Default is the id with the first letter capitalized position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order startData() { return { unlocked: true, points: new Decimal(0), }}, color: "#4BDC13", requires: new Decimal(10), // Can be a function that takes requirement increases into account resource: "prestige points", // Name of prestige currency baseResource: "points", // Name of resource prestige is based on baseAmount() {return player.points}, // Get the current amount of baseResource type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have exponent: 0.5, // Prestige currency exponent gainMult() { // Calculate the multiplier for main currency from bonuses mult = new Decimal(1) return mult }, gainExp() { // Calculate the exponent on main currency from bonuses return new Decimal(1) }, row: 0, // Row the layer is in on the tree (0 is the first row) hotkeys: [ {key: "p", description: "Reset for prestige points", onPress(){if (canReset(this.layer)) doReset(this.layer)}}, ], layerShown(){return true}, })