import{_ as s,o as n,c as a,Q as l}from"./chunks/framework.1169fbc9.js";const d=JSON.parse('{"title":"Basic layer breakdown","description":"","frontmatter":{},"headers":[],"relativePath":"public/gamedevtree/docs/basic-layer-breakdown.md","filePath":"public/gamedevtree/docs/basic-layer-breakdown.md","lastUpdated":1701137241000}'),o={name:"public/gamedevtree/docs/basic-layer-breakdown.md"},p=l(`
This is a very minimal layer with minimal features. Most things will require additional features.
p: {
startData() { return { // startData is a function that returns default data for a layer.
unlocked: false, // You can add more variables here to add them to your layer.
points: new Decimal(0), // "points" is the internal name for the main resource of the layer.
}},
color: "#FE0102", // The color for this layer, which affects many elements
resource: "prestige points", // The name of this layer's main prestige resource
row: 0, // The row this layer is on (0 is the first row)
baseResource: "points", // The name of the resource your prestige gain is based on
baseAmount() {return player.points}, // A function to return the current value of that resource
requires: new Decimal(200), // The amount of the base needed to gain 1 of the prestige currency.
// Also the amount required to unlock the layer.
type: "normal", // Determines the formula used for calculating prestige currency.
exponent: 0.5, // "normal" prestige gain is (currency^exponent)
gainMult() { // Returns your multiplier to your gain of the prestige resource
return new Decimal(1) // Factor in any bonuses multiplying gain here
},
gainExp() { // Returns your exponent to your gain of the prestige resource
return new Decimal(1)
},
layerShown() {return true}, // Returns a bool for if this layer's node should be visible in the tree.
},
p: {
startData() { return { // startData is a function that returns default data for a layer.
unlocked: false, // You can add more variables here to add them to your layer.
points: new Decimal(0), // "points" is the internal name for the main resource of the layer.
}},
color: "#FE0102", // The color for this layer, which affects many elements
resource: "prestige points", // The name of this layer's main prestige resource
row: 0, // The row this layer is on (0 is the first row)
baseResource: "points", // The name of the resource your prestige gain is based on
baseAmount() {return player.points}, // A function to return the current value of that resource
requires: new Decimal(200), // The amount of the base needed to gain 1 of the prestige currency.
// Also the amount required to unlock the layer.
type: "normal", // Determines the formula used for calculating prestige currency.
exponent: 0.5, // "normal" prestige gain is (currency^exponent)
gainMult() { // Returns your multiplier to your gain of the prestige resource
return new Decimal(1) // Factor in any bonuses multiplying gain here
},
gainExp() { // Returns your exponent to your gain of the prestige resource
return new Decimal(1)
},
layerShown() {return true}, // Returns a bool for if this layer's node should be visible in the tree.
},