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The-Modding-Tree/docs/basic-layer-breakdown.md
2020-10-01 01:30:59 -04:00

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Basic layer breakdown

This is a very minimal layer with minimal features. Most things will require additional features:

`` 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. }},

    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() {return new Decimal(200)},   // A function returning 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.
}, 

``