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The-Modding-Tree/docs/buyables.md

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# Buyables
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Buyables are usually things that can be bought multiple times with scaling costs. If you set a respec function,
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the player can reset the purchases to get their currency back.
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However, if you're creative, you can use them for basically anything. "canAfford()" is effectively "canClick()" and "buy()" is effectively "onClick()".
You can use buyableEffect(layer, id) to get the current effects of a buyable.
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Buyables should be formatted like this:
```js
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buyables: {
rows: # of rows
cols: # of columns
respec() {}, **optional**, implement it to reset things and give back your currency.
Having this function makes a respec button appear
respecText: **optional**, text that appears on the respec button
11: {
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desc:() => "Blah",
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etc
}
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etc
}
```
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Features:
- title: **optional**, displayed at the top in a larger font
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It can also be a function that returns updating text.
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- cost(x): cost for buying xth buyable, can be an object if there are multiple currencies
- effect(x): **optional**, A function that calculates and returns the current values of bonuses
for having x of this buyable. Can return a value or an object containing multiple values.
- display(): A function returning everything that should be displayed on the rebuyable after the title, likely
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including the description, amount bought, cost, and current effect. Can use basic HTML.
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- unl(): A function returning a bool to determine if the buyable is visible or not.
- canAfford(): A function returning a bool to determine if you can buy one of the buyables.
- buy(): A function that implements buying one of the buyable.
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- buyMax(): **optional**, A function that implements buying as many of the buyable as possible.
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- style(): **Optional**, A function returning a CSS object, which affects this buyable.
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- layer: **Assigned automagically**. It's the same value as the name of this layer, so you can do player[this.layer].points or similar
- id: **Assigned automagically**. It's the id for this buyable.