// Used via a cheatbutton and at the end of the game, makes every item in // the shop inventory unlimited. public static void AddUnlimitedEverything() { foreach (KeyValuePair <InvNames, InvItem> pair in InvData.Data) { Stock.AddInvItem(pair.Key, -1, true); } }
/// <summary> /// The weapons and armor that become available in the shop follow a pattern. /// If an item's Rank is TWO levels LOWER than the StockLevel, 2 copies are added. /// If the Rank is ONE level LOWER than StockLevel, add 1 copy. /// If the Rank is EQUAL to the StockLevel, add 1 copy. /// If the Rank is ONE level higher than the StockLevel, add 0 copies, so that the /// item is displayed, but unavailable for purchase. /// So at StockLevel 3, 2 rank 1 items, 1 rank 2 item, and 1 ranks 3 item are added, /// in addition to what was added at StockLevel 2 and StockLevel 1. /// </summary> static void AddLeveledWeaponsAndArmorToStock() { foreach (KeyValuePair <InvNames, InvItem> pair in InvData.Data) { if (StockLevel >= 3) { // add 2 rank (level - 2) armor, weapon, each if (pair.Value.Rank == StockLevel - 2 && (pair.Value.Type == InvType.Weapon || pair.Value.Type == InvType.Armor)) { Stock.AddInvItem(pair.Key, 2, true); } // total (level - 2) is 4 } if (StockLevel >= 2) { // add 1 rank (level - 1) armor, weapon, each if (pair.Value.Rank == StockLevel - 1 && (pair.Value.Type == InvType.Weapon || pair.Value.Type == InvType.Armor)) { Stock.AddInvItem(pair.Key, 1, true); } // total (level - 1) is 2 } // add 1 rank (level) armor and weapons, each if (pair.Value.Rank == StockLevel && (pair.Value.Type == InvType.Weapon || pair.Value.Type == InvType.Armor)) { Stock.AddInvItem(pair.Key, 1, true); } // total (level) is 1 // add 0 rank (level + 1) items for viewing if (StockLevel < 7) // there are no rank 8 items for viewing { if (pair.Value.Rank == StockLevel + 1 && (pair.Value.Type == InvType.Weapon || pair.Value.Type == InvType.Armor)) { Stock.AddInvItem(pair.Key, 0, true); } // total (level + 1) is 0 } } }