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); }
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); }
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); }
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)); }
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>()); }
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); }
static void InitCommonItems() { _list.Add(BoughtItem.CreatePrimitive <PotionBoughtItem>(x => x.quantity = 99)); }