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2.3 KiB
2.3 KiB
Basic layer breakdown
This is a very minimal layer with minimal features. Most things will require additional features. If you're curious about "() =>", it's a weird notation that lets you use either a value or function in the same slot, and treats it like a function. If you're using an actual function there, you can replace it with the normal notation.
p: {
startData() { return { // startData is a function that returns default data for a layer.
unl: false, // You can add more variables here to add them to your layer.
points: new Decimal(0), // "points" is the internal name for the main resource of the layer.
// If you add non-standard Decimal variables, look at convertToDecimal
}},
color:() => "#FE0102", // The color for this layer, which affects many elements
resource: "prestige points", // The name of this layer's main prestige resource
row: 0, // The row this layer is on (0 is the first row)
baseResource: "points", // The name of the resource your prestige gain is based on
baseAmount() {return player.points}, // A function to return the current value of that resource
requires:() => new Decimal(200)}, // The amount of the base needed to gain 1 of the prestige currency.
// Also the amount required to unlock the layer.
type: "normal", // Determines the formula used for calculating prestige currency.
exponent: 0.5, // "normal" prestige gain is (currency^exponent)
gainMult() { // Returns your multiplier to your gain of the prestige resource
return new Decimal(1) // Factor in any bonuses multiplying gain here
},
gainExp() { // Returns your exponent to your gain of the prestige resource
return new Decimal(1)
},
layerShown() {return true}, // Returns a bool for if this layer's node should be visible in the tree.
},