> For the complete documentation index, see [llms.txt](https://october-studio.gitbook.io/monster-survivors-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://october-studio.gitbook.io/monster-survivors-documentation/upgrades/upgrades-system-structure.md).

# Upgrades System Structure

<figure><img src="/files/XBsC4y5vqya1kTfF66G6" alt=""><figcaption><p>Simplified diagram of Upgrades System</p></figcaption></figure>

Upgrades system structurally in a way is a simplified version of an abilities system. Whereas the abilities have custom AbilitiyData and AbiulityLevel classes for each abilities, each upgrade shares the UpgradeData and UpgradeLevel classes with other upgrades.

<figure><img src="/files/YumkvOCxZAuosCxUPeSi" alt="" width="479"><figcaption><p>Health Upgrade asset</p></figcaption></figure>

Each Upgrade Level contains only two parameters - cost and value. Unlike the abilities system, it's up for the rest of the game to implement the upgrades. For example, the PlayerBehavior will ask the Upgrades Manager for the value Health Upgrade and will add it to it's health.

```csharp
public void RecalculateMaxHP(float maxHPMultiplier)
{
    var upgradeValue = GameController.UpgradesManager.GetUpgadeValue(UpgradeType.Health);
    healthbar.ChangeMaxHP((Data.BaseHP + upgradeValue) * maxHPMultiplier);
}
```

DevStartLevel field is a simple way to test upgrades without needing to spend time and in game money. -1 means that it is disabled, each number above corresponds to the level from re levels list.


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