generated from incremental-social/The-Modding-Tree
39 lines
1.9 KiB
Markdown
39 lines
1.9 KiB
Markdown
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# Basic layer breakdown
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This is a relatively minimal layer with few features. Most things will require additional features.
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```js
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addLayer("p", {
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startData() { return { // startData is a function that returns default data for a layer.
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unlocked: true, // You can add more variables here to add them to your layer.
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points: new Decimal(0), // "points" is the internal name for the main resource of the layer.
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}},
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color: "#4BDC13", // The color for this layer, which affects many elements.
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resource: "prestige points", // The name of this layer's main prestige resource.
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row: 0, // The row this layer is on (0 is the first row).
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baseResource: "points", // The name of the resource your prestige gain is based on.
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baseAmount() { return player.points }, // A function to return the current amount of baseResource.
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requires: new Decimal(10), // The amount of the base needed to gain 1 of the prestige currency.
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// Also the amount required to unlock the layer.
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type: "normal", // Determines the formula used for calculating prestige currency.
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exponent: 0.5, // "normal" prestige gain is (currency^exponent).
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gainMult() { // Returns your multiplier to your gain of the prestige resource.
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return new Decimal(1) // Factor in any bonuses multiplying gain here.
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},
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gainExp() { // Returns the exponent to your gain of the prestige resource.
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return new Decimal(1)
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},
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layerShown() { return true }, // Returns a bool for if this layer's node should be visible in the tree.
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upgrades: {
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// Look in the upgrades docs to see what goes here!
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},
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})
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```
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