import{_ as s,c as i,o as a,a4 as n}from"./chunks/framework.CsM8T_AH.js";const g=JSON.parse('{"title":"Basic layer breakdown","description":"","frontmatter":{},"headers":[],"relativePath":"public/kronos/docs/basic-layer-breakdown.md","filePath":"public/kronos/docs/basic-layer-breakdown.md"}'),e={name:"public/kronos/docs/basic-layer-breakdown.md"},t=n(`
This is a very minimal layer with minimal features. Most things will require additional features.
addLayer("p", {
startData() { return { // startData is a function that returns default data for a layer.
unlocked: true, // 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: "#4BDC13", // 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 amount of baseResource.
requires: new Decimal(10), // 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.
upgrades: {
// Look in the upgrades docs to see what goes here!
},
})