- description: A description of the upgrade's effect. *You will also have to implement the effect where it is applied.* It can also be a function that returns updating text. Can use basic HTML.
- effect(): **optional**. A function that calculates and returns the current values of any bonuses from the upgrade. Can return a value or an object containing multiple values.
- effectDisplay(): **optional**. A function that returns a display of the current effects of the upgrade with formatting. Default displays nothing. Can use basic HTML.
- onPurchase(): **optional**. This function will be called when the upgrade is purchased. Good for upgrades like "makes this layer act like it was unlocked first".
- style: **optional**. Applies CSS to this upgrade, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).
- currencyLayer: **optional**. The internal name of the layer that currency is stored in. If it's not in a layer (like Points), omit. If it's not stored directly in a layer, instead use the next feature.
- currencyLocation: **optional**. If your currency is stored in something inside a layer (e.g. a buyable's amount), you can access it this way. This is a function returning the object in "player" that contains the value (like `player[this.layer].buyables`)
If you want to do something more complicated like upgrades that cost two currencies, you can override the purchase system with these (and you need to use fullDisplay as well)
- pay(): **OVERRIDE**, a function that reduces your currencies when you buy the upgrade
- branches: **optional**, This is primarially useful for upgrade trees. An array of upgrade ids. A line will appear from this upgrade to all of the upgrades in the list. Alternatively, an entry in the array can be a 2-element array consisting of the upgrade id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors).