Example #1
0
        public static BoughtItem[] Case1()
        {
            if (_case1 != null)
            {
                return(_case1);
            }
            var i = new List <BoughtItem> {
                BoughtItem.CreatePrimitive <AddDefendChanceBoughtItem> (x => {
                    x.chance = .1f;
                })
                , BoughtItem.CreatePrimitive <AddHpChanceBoughtItem> (x => {
                    x.chance = .1f;
                })
                , BoughtItem.CreatePrimitive <AddCriticalChangeBoughtItem> (x => x.chance    = .1f)
                , BoughtItem.CreatePrimitive <AddMagicResistChanceBoughtItem> (x => x.chance = .1f)
                , BoughtItem.CreatePrimitive <AddDamageChanceBoughtItem> (x => x.chance      = .1f)
                , BoughtItem.CreatePrimitive <AddMagicChanceBoughtItem> (x => x.chance       = .1f)
                , BoughtItem.CreatePrimitive <AddStrengthPointBoughtItem> (x => x.point      = 3f)
                , BoughtItem.CreatePrimitive <AddDexterityPointBoughtItem> (x => x.point     = 3f)
                , BoughtItem.CreatePrimitive <AddIntelligentPointBoughtItem> (x => x.point   = 3f)
                , BoughtItem.CreatePrimitive <AddVitalityPointBoughtItem> (x => x.point      = 3f)
                , BoughtItem.CreatePrimitive <AddLuckPointBoughtItem> (x => x.point          = 3f)
            };

            _case1 = i.ToArray();
            return(_case1);
        }
Example #2
0
        static BoughtItem[] Tier3()
        {
            if (_tier3 != null)
            {
                return(_tier3);
            }
            var list = new List <BoughtItem> {
                BoughtItem.CreatePrimitive <GoldAddingBoughtItem>(g => g.extraGold     = 150f),
                BoughtItem.CreatePrimitive <EnergyAddingBoughtItem>(g => g.extraEnergy = 5f),
                BoughtItem.CreatePrimitive <GreatPotionBoughtItem>(),
                BoughtItem.CreatePrimitive <BurstStrengthBoughtItem>(x => x.quantity         = 2),
                BoughtItem.CreatePrimitive <SpeedyBoughtItem>(x => x.quantity                = 2),
                BoughtItem.CreatePrimitive <AntidoteBoughtItem>(x => x.quantity              = 2),
                BoughtItem.CreatePrimitive <HealthPowerRestoringBoughtItem>(hp => hp.extraHp = 180f),
                BoughtItem.CreatePrimitive <NegativeAffectDissolvingAndHealthPowerRestoringBoughtItem>(x => x.extraHp = 50f),
                BoughtItem.CreatePrimitive <StunAffectAndDamageDealingBoughtItem>(x => {
                    x.turnNumber = 1;
                    x.damage     = 30f;
                }),
                BoughtItem.CreatePrimitive <BurnAffectBoughtItem>(x => {
                    x.subtractHp = 30f;
                    x.turnNumber = 3;
                }),
                BoughtItem.CreatePrimitive <HeartOfHestiaBoughtItem>(),
                BoughtItem.CreatePrimitive <BlessingOfAmphitriteBoughtItem>(),
                BoughtItem.CreatePrimitive <GaiaCellBoughtItem>(),
                BoughtItem.CreatePrimitive <StatDamageAddingBoughtItem>(x => x.extraDamage         = 5f),
                BoughtItem.CreatePrimitive <StatResistanceAddingBoughtItem>(x => x.extraResistance = 5f),
                BoughtItem.CreatePrimitive <StatTechniqueAddingBoughtItem>(x => x.extraTechnique   = 5f),
                BoughtItem.CreatePrimitive <StatLuckAddingBoughtItem>(x => x.extraLuck             = 5f),
            };

            _tier3 = list.ToArray();
            return(_tier3);
        }
Example #3
0
        static BoughtItem[] Tier2()
        {
            if (_tier2 != null)
            {
                return(_tier2);
            }
            var list = new List <BoughtItem> {
                BoughtItem.CreatePrimitive <GoldAddingBoughtItem>(g => g.extraGold     = 80f),
                BoughtItem.CreatePrimitive <EnergyAddingBoughtItem>(g => g.extraEnergy = 3f),
                BoughtItem.CreatePrimitive <GreatPotionBoughtItem>(),
                BoughtItem.CreatePrimitive <BurstStrengthBoughtItem>(),
                BoughtItem.CreatePrimitive <SpeedyBoughtItem>(),
                BoughtItem.CreatePrimitive <AntidoteBoughtItem>(),
                BoughtItem.CreatePrimitive <HealthPowerRestoringBoughtItem>(hp => hp.extraHp = 100f),
                BoughtItem.CreatePrimitive <NegativeAffectDissolvingBoughtItem>(),
                BoughtItem.CreatePrimitive <StunAffectBoughtItem>(x => x.turnNumber = 1),
                BoughtItem.CreatePrimitive <BurnAffectBoughtItem>(x => {
                    x.subtractHp = 15f;
                    x.turnNumber = 3;
                }),
                BoughtItem.CreatePrimitive <StatDamageAddingBoughtItem>(x => x.extraDamage         = 3f),
                BoughtItem.CreatePrimitive <StatResistanceAddingBoughtItem>(x => x.extraResistance = 3f),
                BoughtItem.CreatePrimitive <StatTechniqueAddingBoughtItem>(x => x.extraTechnique   = 3f),
                BoughtItem.CreatePrimitive <StatLuckAddingBoughtItem>(x => x.extraLuck             = 3f),
            };

            _tier2 = list.ToArray();
            return(_tier2);
        }
Example #4
0
 public static void Init()
 {
     list.Add(BoughtItem.CreatePrimitive <HelmBoughtItem> (x => x.inStoreState  = InStoreState.Available));
     list.Add(BoughtItem.CreatePrimitive <ArmorBoughtItem> (x => x.inStoreState = InStoreState.Available));
     list.Add(BoughtItem.CreatePrimitive <ClothBoughtItem> (x => x.inStoreState = InStoreState.Available));
     list.Add(BoughtItem.CreatePrimitive <SwordBoughtItem> (x => x.inStoreState = InStoreState.Available));
     list.Add(BoughtItem.CreatePrimitive <StaffBoughtItem> (x => x.inStoreState = InStoreState.Available));
     list.Add(BoughtItem.CreatePrimitive <RingBoughtItem> (x => x.inStoreState  = InStoreState.Available));
 }
Example #5
0
 static void InitSwordmanSkills()
 {
     _list.Add(BoughtItem.CreatePrimitive <SwordmanA1BoughtSkill>());
     _list.Add(BoughtItem.CreatePrimitive <SwordmanB1BoughtSkill>());
     _list.Add(BoughtItem.CreatePrimitive <SwordmanB2BoughtSkill>());
     _list.Add(BoughtItem.CreatePrimitive <SwordmanB3BoughtSkill>());
     _list.Add(BoughtItem.CreatePrimitive <SwordmanC1BoughtSkill>());
     _list.Add(BoughtItem.CreatePrimitive <SwordmanC2BoughtSkill>());
     _list.Add(BoughtItem.CreatePrimitive <SwordmanD1BoughtSkill>());
     _list.Add(BoughtItem.CreatePrimitive <SwordmanE1BoughtSkill>());
 }
Example #6
0
        static BoughtItem[] Tier1()
        {
            if (_tier1 != null)
            {
                return(_tier1);
            }
            var list = new List <BoughtItem> {
                BoughtItem.CreatePrimitive <GoldAddingBoughtItem>(g => g.extraGold           = 50f),
                BoughtItem.CreatePrimitive <EnergyAddingBoughtItem>(g => g.extraEnergy       = 2f),
                BoughtItem.CreatePrimitive <HealthPowerRestoringBoughtItem>(hp => hp.extraHp = 50f),
                BoughtItem.CreatePrimitive <NegativeAffectDissolvingBoughtItem>(),
                BoughtItem.CreatePrimitive <StunAffectBoughtItem>(x => x.turnNumber                = 1),
                BoughtItem.CreatePrimitive <StatDamageAddingBoughtItem>(x => x.extraDamage         = 2f),
                BoughtItem.CreatePrimitive <StatResistanceAddingBoughtItem>(x => x.extraResistance = 2f),
                BoughtItem.CreatePrimitive <StatTechniqueAddingBoughtItem>(x => x.extraTechnique   = 2f),
                BoughtItem.CreatePrimitive <StatLuckAddingBoughtItem>(x => x.extraLuck             = 2f),
            };

            _tier1 = list.ToArray();
            return(_tier1);
        }
Example #7
0
 static void InitCommonItems()
 {
     _list.Add(BoughtItem.CreatePrimitive <PotionBoughtItem>(x => x.quantity = 99));
 }