generated from incremental-social/The-Modding-Tree
28 lines
1.4 KiB
JavaScript
28 lines
1.4 KiB
JavaScript
addLayer("p", {
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name: "prestige", // This is optional, only used in a few places, If absent it just uses the layer id.
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symbol: "P", // This appears on the layer's node. Default is the id with the first letter capitalized
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position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
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startData() { return {
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unlocked: true,
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points: new Decimal(0),
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}},
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color: "#4BDC13",
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requires: new Decimal(10), // Can be a function that takes requirement increases into account
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resource: "prestige points", // Name of prestige currency
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baseResource: "points", // Name of resource prestige is based on
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baseAmount() {return player.points}, // Get the current amount of baseResource
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type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
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exponent: 0.5, // Prestige currency exponent
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gainMult() { // Calculate the multiplier for main currency from bonuses
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mult = new Decimal(1)
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return mult
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},
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gainExp() { // Calculate the exponent on main currency from bonuses
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return new Decimal(1)
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},
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row: 0, // Row the layer is in on the tree (0 is the first row)
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hotkeys: [
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{key: "p", description: "P: Reset for prestige points", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
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],
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layerShown(){return true}
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})
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