let modInfo = {
	name: "Progressbar Incremental",
	id: "nif/pbic",
	author: "Nif",
	pointsName: "points",
	modFiles: ["ranks.js", "levels.js", "progress.js", "files.js", "tree.js"],

	discordName: "",
	discordLink: "",
	initialStartPoints: new Decimal (1), // Used for hard resets and new players
	offlineLimit: 1,  // In hours
}

// Set your version in num and name
let VERSION = {
	num: "1",
	name: "The first release.",
}

let changelog = `<h1>Changelog:</h1><br><br>
	<h3>v1</h3><br>
		- Added progress points.<br>
		- Added bars Alpha to Zeta.<br>
		- Added Ranks.<br>
		- Added Buyables.<br>
		- Added Files.<br>
		- Added 5 File milestones.<br>
		- Endgame: 6 Files.<br>`

let winText = `Download 100% complete.<br><br>You won! Congratulations!<br>Beyond this point may be unbalanced / incomplete, proceed with caution!`

// If you add new functions anywhere inside of a layer, and those functions have an effect when called, add them here.
// (The ones here are examples, all official functions are already taken care of)
var doNotCallTheseFunctionsEveryTick = ["blowUpEverything"]

function getStartPoints(){
    return new Decimal(modInfo.initialStartPoints)
}

// Determines if it should show points/sec
function canGenPoints(){
	return getAlphaLevel().gte(0)
}

// Calculate points/sec!
function getPointGen() {
	if(!canGenPoints()) return new Decimal(0)
	// additive
	let gain = getAlphaEffect()
	// multiplicative
	gain = gain.mul(getBetaEffect())
	gain = gain.mul(getGammaEffect())
	gain = gain.mul(getDeltaEffect())
	gain = gain.mul(getZetaEffect())
	if (hasMilestone('f', 0)) gain = gain.mul(getTotalLevel().add(1).log(5).add(1))
	if (hasMilestone('f', 1)) gain = gain.mul(3)
	if (hasMilestone('f', 3) && gain.gte(1)) gain = gain.pow(2)
	// exponentiative
	gain = gain.pow(getEpsilonEffect())
	if (hasMilestone('f', 4)) gain = gain.pow(getTotalRank().div(2).add(1))
	// softcaps
	gain = softcap(gain, 1000, d => d.add(1).log(2))
	return gain
}

// You can add non-layer related variables that should to into "player" and be saved here, along with default values
function addedPlayerData() { return {
}}

// Display extra things at the top of the page
var displayThings = [
]

// Determines when the game "ends"
function isEndgame() {
	return player.f.points.gte(6)
}



// Less important things beyond this point!

// Style for the background, can be a function
var backgroundStyle = {

}

// You can change this if you have things that can be messed up by long tick lengths
function maxTickLength() {
	return(3600) // Default is 1 hour which is just arbitrarily large
}

// Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue,
// you can cap their current resources with this.
function fixOldSave(oldVersion){
}