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<span class="line"><span style="--shiki-light:#6F42C1;--shiki-dark:#B392F0;"> rows</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">: # </span><span style="--shiki-light:#D73A49;--shiki-dark:#F97583;">of</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> rows,</span></span>
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<span class="line"><span style="--shiki-light:#6F42C1;--shiki-dark:#B392F0;"> cols</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">: # </span><span style="--shiki-light:#D73A49;--shiki-dark:#F97583;">of</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> columns,</span></span>
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<span class="line"><span style="--shiki-light:#005CC5;--shiki-dark:#79B8FF;"> 11</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">: {</span></span>
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<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> description: </span><span style="--shiki-light:#032F62;--shiki-dark:#9ECBFF;">"Blah"</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">,</span></span>
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<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> cost: </span><span style="--shiki-light:#D73A49;--shiki-dark:#F97583;">new</span><span style="--shiki-light:#6F42C1;--shiki-dark:#B392F0;"> Decimal</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">(</span><span style="--shiki-light:#005CC5;--shiki-dark:#79B8FF;">100</span><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">),</span></span>
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<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> etc</span></span>
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<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> },</span></span>
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<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;"> etc</span></span>
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<span class="line"><span style="--shiki-light:#24292E;--shiki-dark:#E1E4E8;">}</span></span></code></pre></div><p>Each upgrade should have an id where the first digit is the row and the second digit is the column.</p><p>Individual upgrades can have these features:</p><ul><li><p>title: <strong>optional</strong>. Displayed at the top in a larger font. It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>description: A description of the upgrade's effect. <em>You will also have to implement the effect where it is applied.</em> It can also be a function that returns updating text. Can use basic HTML.</p></li><li><p>effect(): <strong>optional</strong>. 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.</p></li><li><p>effectDisplay(): <strong>optional</strong>. A function that returns a display of the current effects of the upgrade with formatting. Default displays nothing. Can use basic HTML.</p></li><li><p>fullDisplay(): <strong>OVERRIDE</strong>. Overrides the other displays and descriptions, and lets you set the full text for the upgrade. Can use basic HTML.</p></li><li><p>cost: A Decimal for the cost of the upgrade. By default, upgrades cost the main prestige currency for the layer.</p></li><li><p>unlocked(): <strong>optional</strong>. A function returning a bool to determine if the upgrade is visible or not. Default is unlocked.</p></li><li><p>onPurchase(): <strong>optional</strong>. This function will be called when the upgrade is purchased. Good for upgrades like "makes this layer act like it was unlocked first".</p></li><li><p>style: <strong>optional</strong>. 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).</p></li><li><p>layer: <strong>assigned automagically</strong>. It's the same value as the name of this layer, so you can do <code>player[this.layer].points</code> or similar.</p></li><li><p>id: <strong>assigned automagically</strong>. It's the "key" which the upgrade was stored under, for convenient access. The upgrade in the example's id is 11.</p></li></ul><p>By default, upgrades use the main prestige currency for the layer. You can include these to change them (but it needs to be a Decimal):</p><ul><li><p>currencyDisplayName: <strong>optional</strong>. The name to display for the currency for the upgrade.</p></li><li><p>currencyInternalName: <strong>optional</strong>. The internal name for that currency.</p></li><li><p>currencyLayer: <strong>optional</strong>. 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.</p></li><li><p>currencyLocation: <strong>optional</strong>. 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 <code>player[this.layer].buyables</code>)</p></li></ul><p>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)</p><ul><li><p>canAfford(): <strong>OVERRIDE</strong>, a function determining if you are able to buy the upgrade</p></li><li><p>pay(): <strong>OVERRIDE</strong>, a function that reduces your currencies when you buy the upgrade</p></li></ul></div></div></main><footer class="VPDocFooter" data-v-39a288b8 data-v-d4a0bba5><!--[--><!--]--><div class="edit-info" data-v-d4a0bba5><!----><div class="last-updated" data-v-d4a0bba5><p class="VPLastUpdated" data-v-d4a0bba5 data-v-7e05ebdb>Last updated: <time datetime="2023-11-28T02:07:43.000Z" data-v-7e05ebdb></time></p></div></div><!----></footer><!--[--><!--]--></div></div></div><!--[--><!--]--></div></div><!----><!--[--><!--]--></div></div>
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