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<spanclass="line"><spanstyle="color:#A6ACCD;"></span><spanstyle="color:#F07178;">key</span><spanstyle="color:#89DDFF;">:</span><spanstyle="color:#A6ACCD;"></span><spanstyle="color:#89DDFF;">"</span><spanstyle="color:#C3E88D;">p</span><spanstyle="color:#89DDFF;">"</span><spanstyle="color:#89DDFF;">,</span><spanstyle="color:#A6ACCD;"></span><spanstyle="color:#676E95;">// What the hotkey button is. Use uppercase if it's combined with shift, or "ctrl+x" for holding down ctrl.</span></span>
<spanclass="line"><spanstyle="color:#A6ACCD;"></span><spanstyle="color:#F07178;">description</span><spanstyle="color:#89DDFF;">:</span><spanstyle="color:#A6ACCD;"></span><spanstyle="color:#89DDFF;">"</span><spanstyle="color:#C3E88D;">p: reset your points for prestige points</span><spanstyle="color:#89DDFF;">"</span><spanstyle="color:#89DDFF;">,</span><spanstyle="color:#A6ACCD;"></span><spanstyle="color:#676E95;">// The description of the hotkey that is displayed in the game's How To Play tab</span></span>
<spanclass="line"></span></code></pre></div></li><li><p>style: <strong>optional</strong>. a "CSS object" where the keys are CSS attributes, containing any CSS that should affect this layer's entire tab.</p></li><li><p>tabFormat: <strong>optional</strong>. use this if you want to add extra things to your tab or change the layout. <ahref="./custom-tab-layouts">See here for more info.</a></p></li><li><p>midsection: <strong>optional</strong>, an alternative to <code>tabFormat</code>, which is inserted in between Milestones and Buyables in the standard tab layout. (cannot do subtabs)</p></li></ul><h2id="big-features-all-optional"tabindex="-1">Big features (all optional) <aclass="header-anchor"href="#big-features-all-optional"aria-hidden="true">#</a></h2><ul><li><p>upgrades: A grid of one-time purchases which can have unique upgrade conditions, currency costs, and bonuses. <ahref="./upgrades">See here for more info.</a></p></li><li><p>milestones: A list of bonuses gained upon reaching certain thresholds of a resource. Often used for automation/QOL. <ahref="./milestones">See here for more info.</a></p></li><li><p>challenges: The player can enter challenges, which make the game harder. If they reach a goal and beat the challenge, they recieve a bonus. <ahref="./challenges">See here for more info.</a></p></li><li><p>buyables: Effectively upgrades that can be bought multiple times, and are optionally respeccable. Many uses. <ahref="./buyables">See here for more info.</a></p></li><li><p>clickables: Extremely versatile and generalized buttons which can only be clicked sometimes. <ahref="./clickables">See here for more info.</a></p></li><li><p>microtabs: An area that functions like a set of subtabs, with buttons at the top changing the content within. (Advanced) <ahref="./subtabs-and-microtabs">See here for more info.</a></p></li><li><p>bars: Display some information as a progress bar, gague, or similar. They are highly customizable, and can be vertical as well. <ahref="./bars">See here for more info.</a></p></li><li><p>achievements: Kind of like milestones, but with a different display style and some other differences. Extra features are on the way at a later date! <ahref="./achievements">See here for more info.</a></p></li><li><p>infoboxes: Displays some text in a box that can be shown or hidden. <ahref="./infoboxes">See here for more info.</a></p></li><li><p>achievementPopups, milestonePopups: <strong>optional</strong>, If false, disables popup message when you get the achievement/milestone. True by default.</p></li></ul><h2id="prestige-formula-features"tabindex="-1">Prestige formula features <aclass="header-anchor"href="#prestige-formula-features"aria-hidden="true">#</a></h2><ul><li><p>type: <strong>optional</strong>. Determines which prestige formula you use. Defaults to "none".</p><ul><li>"normal": The amount of currency you gain is independent of its current amount (like Prestige). The formula before bonuses is based on <code>baseResource^exponent</code></li><li>"static": The cost is dependent on your total after reset. The formula before bonuses is based on <code>base^(x^exponent)</code></li><li>"custom": You can define everything, from the calculations to the text on the button, yourself. (See more at the bottom)</li><li>"none": This layer does not prestige, and therefore does not need any of the other features in this section.</li></ul></li><li><p>baseResource: The name of the resource that determines how much of the main currency you gain on reset.</p></li><li><p>baseAmount(): A function that gets the current value of the base resource.</p></li><li><p>requires: A Decimal, the amount of the base needed to gain 1 of the prestige currency. Also the amount required to unlock the layer. You can instead make this a function, to make it harder if another layer was unlocked first (based on unlockOrder).</p></li><li><p>exponent: Used as described above.</p></li><li><p>base: <strong>sometimes required</strong>. required for "static" layer
<spanclass="line"></span></code></pre></div><h2id="custom-prestige-type"tabindex="-1">Custom Prestige type <aclass="header-anchor"href="#custom-prestige-type"aria-hidden="true">#</a></h2><p>(All of these can also be used by other prestige types)</p><ul><li><p>getResetGain(): <strong>mostly for custom prestige type</strong>. Returns how many points you should get if you reset now. You can call <code>getResetGain(this.layer, useType = "static")</code> or similar to calculate what your gain would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>getNextAt(canMax=false): <strong>mostly for custom prestige type</strong>. Returns how many of the base currency you need to get to the next point. <code>canMax</code> is an optional variable used with Static-ish layers to differentiate between if it's looking for the first point you can reset at, or the requirement for any gain at all (Supporting both is good). You can also call <code>getNextAt(this.layer, canMax=false, useType = "static")</code> or similar to calculate what your next at would be under another prestige type (provided you have all of the required features in the layer).</p></li><li><p>canReset(): <strong>mostly for custom prestige type</strong>. Return true only if you have the resources required to do a prestige here.</p></li><li><p>prestigeNotify(): <strong>mostly for custom prestige types</strong>, returns true if this layer should be subtly highlighted to indicate you can prestige for a meaningful gain.</p></li></ul></div></div></main><!--[--><!--]--><!----><!--[--><!--]--></div></div></div></div></div><!----><!--[--><!--]--></div></div>