public static void InitValues(Forest forest) { forest.Entities[E.ORGANIC_MATERIAL].Unlocked = true; forest.FightingStyle = E.STYLE_FIGHT; forest.Values[E.DEFEATED_BOSSES] = 0; forest.Values["wandlevel"] = 0; forest.Values[E.BOUGHT_THINGS] = 0; forest.Values["allowedGrowths"] = 2; forest.AddModifier(new Modifier("Base Stats", modifiersA: new Dictionary <string, double>() { { "HealthRegen", 1 }, { E.MAXMANA, 120 }, { E.MANAREGEN, 1 } })); forest.AddModifier(new Modifier(E.XP + E.GAIN, modifiersF: new Dictionary <string, double>() { { E.XP + E.GAIN, 1 } })); foreach (string skill in Statics.skills) { forest.Values[skill + E.XP + E.GAIN] = 1; forest.Modifiers[E.XP + E.GAIN].ModifiersF[skill + E.XP + E.GAIN] = 1; } //Modifier som GrowthDruids can increase når de increaser xp gain af noget //Druidcraft XP: Income //Animal Handling XP: Damage givet //Soothing XP: Soothing udført // BUSHES forest.Values[E.ENTITY_BUSHES + E.GAIN] = 0.6; forest.Values[E.ENTITY_BUSHES + E.ATTACK] = 0.2; forest.Values[E.ENTITY_BUSHES + E.HEALTH] = 0.2; forest.Values[E.ENTITY_BUSHES + E.INC] = 1.1; forest.Entities[E.ENTITY_BUSHES].Amount = 1; forest.Entities[E.ENTITY_BUSHES].Unlocked = true; forest.Entities[E.ENTITY_BUSHES].Description = "Adds 0.2 attack and 0.2 health each."; // OAKS forest.Values[E.ENTITY_OAKS + E.GAIN] = 2; forest.Values[E.ENTITY_OAKS + E.HEALTH] = 1; forest.Values[E.ENTITY_OAKS + E.INC] = 1.1; forest.Entities[E.ENTITY_OAKS].Unlocked = true; forest.Entities[E.ENTITY_OAKS].Description = "Adds 1 health each."; // ANTS forest.Values[E.ENTITY_ANTS + E.GAIN] = 3.6; forest.Values[E.ENTITY_ANTS + E.ATTACK] = 0.8; forest.Values[E.ENTITY_ANTS + E.INC] = 1.1; forest.Entities[E.ENTITY_ANTS].Description = "Adds 0.8 attack each. Gives 3% xp mod in Animal handling."; // BIRCHES forest.Values[E.ENTITY_BIRCHES + E.GAIN] = 7; forest.Values[E.ENTITY_BIRCHES + E.DEFENSE] = 0.25; forest.Values[E.ENTITY_BIRCHES + E.INC] = 3; forest.Entities[E.ENTITY_BIRCHES].Description = "Adds 0.25 defense each. Is a limited growth. Each birch costs 3x the last."; // YEWS forest.Values[E.ENTITY_YEWS + E.GAIN] = 23; forest.Values[E.ENTITY_YEWS + E.HEALTH] = 4; forest.Values[E.ENTITY_YEWS + E.INC] = 1.1; forest.Entities[E.ENTITY_YEWS].Description = "Adds 4 health each."; // FLOWERS forest.Values[E.ENTITY_FLOWERS + E.HEALTHREGEN] = 0.2; forest.Values[E.ENTITY_FLOWERS + E.SOOTHING] = 2; forest.Values[E.ENTITY_FLOWERS + E.INC] = 1.1; // SPIDERS forest.Values[E.ENTITY_SPIDERS + E.GAIN] = 85; forest.Values[E.ENTITY_SPIDERS + E.ATTACK] = 1; forest.AddModifier(new Modifier(E.ENTITY_SPIDERS + E.ATTACK + E.MOD, new Dictionary <string, double>() { { E.ENTITY_SPIDERS + E.ATTACK, 1 } })); forest.Values[E.ENTITY_SPIDERS + E.INC] = 1.1; // DOABLES forest.Values[E.ABIL_REJUVENATE + E.MOD] = 5; forest.Values[E.ABIL_REJUVENATE + E.COOLDOWN + E.MOD] = 1; //Is a speed, making it higher will make it faster. forest.Values[E.ABIL_REJUVENATE + E.MANA] = 15; forest.Doables[E.ABIL_REJUVENATE].Unlocked = true; // Harmony forest.Values[E.ABIL_HARMONY + E.TIME] = 15 * 5; // Ticks harmony lasts forest.Values[E.ABIL_HARMONY + E.COOLDOWN + E.TIME] = 60 * 5; // Ticks harmony cooldowns forest.Doables[E.ABIL_HARMONY].Unlocked = false; forest.Doables[E.ABIL_HARMONY].Requirements += E.ABIL_HARMONY + E.COOLDOWN + "_<=_0"; forest.Values[E.ABIL_HARMONY + E.MANA] = 100; // Rageuvenate forest.Values[E.ABIL_RAGEUVENATE + E.COOLDOWN + E.TIME] = 30 * 5; forest.Doables[E.ABIL_RAGEUVENATE].Requirements += E.ABIL_RAGEUVENATE + E.COOLDOWN + "_<=_0"; forest.Values[E.ABIL_RAGEUVENATE + E.DAMAGE + E.TIME] = 2; // How many rounds of damage Rageuvenate deals forest.Values[E.ABIL_RAGEUVENATE + E.INCOME + E.TIME] = 12 * 5; // How many ticks of income Rageuvenate gives forest.Values[E.ABIL_RAGEUVENATE + E.MANA] = 45; // Surf the Web forest.Values[E.ABIL_SURF_THE_WEB + E.TIME] = 20 * 5; // Ticks Surf the Web lasts forest.Doables[E.ABIL_SURF_THE_WEB].Unlocked = false; forest.Doables[E.ABIL_SURF_THE_WEB].Requirements += E.ABIL_SURF_THE_WEB + E.COOLDOWN + "_<=_0"; forest.Values[E.ABIL_SURF_THE_WEB + E.MANA] = 100; forest.Values[E.ABIL_SURF_THE_WEB + E.TREES + E.MOD] = 0.05; forest.Values[E.ABIL_SURF_THE_WEB + E.ANIMALS + E.MOD] = 0.05; // Web Site forest.Values[E.UPG_WEB_SITE + E.MOD] = 0.2; // How much each magnitude of income increases the floating point modifier on spider attack. // Web Development & Webs forest.Values[E.ENTITY_WEBS + E.GAIN] = 1E+4; forest.Values[E.ENTITY_WEBS + E.DEFENSE] = 50; forest.Values[E.ENTITY_WEBS + E.ATTACK] = 5; forest.Values[E.ENTITY_WEBS + E.INC] = 10; forest.AddModifier(new Modifier(E.ENTITY_WEBS, modifiersA: new Dictionary <string, double>() { { E.STALL, 0 }, { E.ENTITY_SPIDERS + E.ATTACK, 0 } })); // Testing doable that gives half an hour of passive generation. forest.Doables["Halfhour Offline"].Unlocked = true; // Think upgrades forest.Values[E.UPG_DRUIDCRAFT_CONSIDERED + E.MOD] = 0.03; //How much production boost in % each level of druidcraft gives. forest.Values[E.UPG_HANDLED_YOU_BEFORE + E.MOD] = 0.03; //How much attack boost in % each level of Animal Handling gives. forest.Values[E.UPG_SOOTHING_THOUGHTS + E.MOD] = 0.03; //How much attack boost in % each level of Soothing gives. }