addLayer("p", { name: "progress", // This is optional, only used in a few places, If absent it just uses the layer id. symbol: "%", // 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), best: new Decimal(0), levels: { epsilon: new Decimal(0), } }}, color: "#0c6949", requires: new Decimal(1), // Can be a function that takes requirement increases into account resource: "progress 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: "P: Reset for progress points", onPress(){if (canReset(this.layer)) doReset(this.layer)}}, ], bars: { alpha: { direction: RIGHT, width: 300, height: 50, progress() { return player[this.layer].points.div(getNextAlphaCost()) }, display() { return "Alpha - Level " + getAlphaLevel() + " (" + player[this.layer].points + "/" + getNextAlphaCost() + ")
Effect: +" + getAlphaLevel().div(20) + " to point gen." }, fillStyle: {backgroundColor: "#0c6949"} }, beta: { direction: RIGHT, width: 300, height: 50, progress() { return player[this.layer].points.div(getNextBetaCost()) }, display() { return "Beta - Level " + getBetaLevel() + " (" + player[this.layer].points + "/" + getNextBetaCost() + ")
Effect: x" + getBetaLevel().div(20).add(1) + " to point gen." }, fillStyle: {backgroundColor: "#0c6949"} }, gamma: { direction: RIGHT, width: 300, height: 50, progress() { return player[this.layer].points.div(getNextGammaCost()) }, display() { return "Gamma - Level " + getGammaLevel() + " (" + player[this.layer].points + "/" + getNextGammaCost() + ")
Effect: x" + getGammaLevel().div(15).add(1) + " to point gen." }, fillStyle: {backgroundColor: "#0c6949"} }, delta: { direction: RIGHT, width: 300, height: 50, progress() { return player[this.layer].points.div(getNextDeltaCost()) }, display() { return "Delta - Level " + getDeltaLevel() + " (" + player[this.layer].points + "/" + getNextDeltaCost() + ")
Effect: ^" + getDeltaLevel().div(50).add(1) + " to point gen." }, fillStyle: {backgroundColor: "#0c6949"} }, epsilon: { direction: RIGHT, width: 300, height: 50, progress() { return player[this.layer].points.div(getNextEpsilonCost()) }, display() { return "Epsilon - Level " + getEpsilonLevel() + " (" + player[this.layer].points + "/" + getNextEpsilonCost() + ")
Effect: x" + getEpsilonLevel().div(10).add(1) + " to point gen." }, fillStyle: {backgroundColor: "#0c6949"} }, }, update(diff) { if (player[this.layer].points.gte(player[this.layer].levels.epsilon.pow_base(5).mul(125/2))) { player[this.layer].levels.epsilon = player[this.layer].levels.epsilon.add(1) } }, tabFormat: [ "main-display", "prestige-button", "blank", "h-line", "blank", ["bar", "alpha"], ["bar", "beta"], ["bar", "gamma"], ["bar", "delta"], ["bar", "epsilon"], ], layerShown(){return true} })