Exemplo n.º 1
0
    //Returns a value that is used in calculations to increase/decrease a number.
    public double GetEffect() {
        switch (id) {
            //Coin Upgrades
            case 102:
                return Math.Log10(player.Clickpoints + 1) / 2 + 1;
            case 103:
                return player.Level * 0.1 + 1;
            case 104:
                return multi.GetMultiplier();
            case 105:
                return autoclicker.bonus * 0.01 + 1;
            case 32:
                return 1 + (autoclicker.surgeTimeRemaining * 0.05);
            case 41:
                return player.ExperiencePerClick * player.diamondCoins * 0.000225;
            case 51:
                return progressBar.barMulti[0];

            //Clickpoint Upgrades
            case 201:
                return Math.Log10(player.Coins + 1) / 2 + 1;
            case 203:
                return player.Level * 0.1 + 1;
            case 204:
                return multi.GetMultiplier();
            case 205:
                return autoclicker.bonus * 0.01 + 1;
            case 33:
                return 1 + (autoclicker.surgeTimeRemaining * 0.05);
            case 42:
                return 1 + (player.diamondCoins * 0.0015);

            //Experience Upgrades
            case 301:
                return Math.Log10(player.Coins + 1) / 4 + 1;
            case 302:
                return Math.Log10(player.Clickpoints + 1) / 4 + 1;
            case 304:
                return multi.GetMultiplier();
            case 305:
                return autoclicker.bonus * 0.01 + 1;

            //Multiplier Upgrades
            case 402:
                return 1 + player.Clickpoints / 1000;
            case 403:
                return player.Level * 0.02 + 1;
            case 405:
                return autoclicker.bonus + 1;

            //Autoclicker Upgrades
            case 501:
                return Math.Log10(player.Coins + 1) * 6.25e-8;
            case 502:
                return (clicker.coinIsHeld ? 1.5 : 1);
            case 503:
                return 1 + player.Level * 0.0015;
            case 504:
                return multi.Level * 0.1;

            //Dropping Coin Upgrades
            case 27:
                return Math.Log10(player.Clickpoints + 1) * 0.03;
            case 28:
                return 12;
            case 29:
                return 1 / (1 + player.Level / 600f);
            case 30:
                return 0.985;
            case 31:
                return multi.Level * 0.0075f;
            case 34:
                return 0.07;
            case 35:
                return 1 / (Math.Log10(player.Coins + 1) * 0.025 + 1);
            case 40:
                return 1;

            //Diamond Coin Upgrades
            case 45:
                return multi.DiamondCoinMulti;
            case 46:
                return 1 + (player.Level * 0.001);
            case 47:
                return 1 + (Math.Log10(player.Coins) * 0.0225);
            case 54:
                return 1 + (Math.Log10(player.Clickpoints) * 0.03);


            default:
                return 1;
        }
    }