示例#1
0
        private static void CreateGroup(string name, int minTier, int maxTier, GroupRecipe recipeMethod, bool hasRarity = true)
        {
            string[] TierPrefix = { "", "Beginner's", "Novice's", "Journeyman's", "Adept's", "Expert's", "Master's", "Grandmaster's", "Elder's" };

            for (int tier = minTier; tier <= maxTier; tier++)
            {
                for (int rarity = 1; rarity <= 4; rarity++)
                {
                    if ((tier >= 4 && hasRarity) || rarity == 1)
                    {
                        var itemname = TierPrefix[tier] + " " + name;
                        var item     = new Item(itemname, tier, rarity);
                        var recipe   = new Recipe(item);
                        recipeMethod(tier, rarity, recipe);
                        Items.Add(item);
                    }
                }
            }
        }
示例#2
0
 private static void CreateGroup(string name, int minTier, GroupRecipe recipeMethod, bool hasRarity = true)
 {
     CreateGroup(name, minTier, 8, recipeMethod, hasRarity);
 }
示例#3
0
        private static void FillList()
        {
            #region recipes
            #region bar
            GroupRecipe bar4plank4 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 4);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 4);
            };
            GroupRecipe bar8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 8);
            };
            GroupRecipe bar12leather12 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 12);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Leather, tier, rarity), 12);
            };
            GroupRecipe bar16 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 16);
            };
            GroupRecipe bar16leather8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 16);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Leather, tier, rarity), 8);
            };
            GroupRecipe bar16cloth8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 16);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Cloth, tier, rarity), 8);
            };
            GroupRecipe bar16plank8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 16);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 8);
            };
            GroupRecipe bar16leather16 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 16);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Leather, tier, rarity), 16);
            };
            GroupRecipe bar20cloth12 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 20);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Cloth, tier, rarity), 12);
            };
            GroupRecipe bar20leather12 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 20);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Leather, tier, rarity), 12);
            };
            GroupRecipe bar20plank12 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 20);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 12);
            };
            GroupRecipe bar24 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 24);
            };
            #endregion bar
            #region cloth
            GroupRecipe cloth4leather4 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Cloth, tier, rarity), 4);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Leather, tier, rarity), 4);
            };
            GroupRecipe cloth4plank4 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Cloth, tier, rarity), 4);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 4);
            };
            GroupRecipe cloth8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Cloth, tier, rarity), 8);
            };
            GroupRecipe cloth8leather8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Cloth, tier, rarity), 8);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Leather, tier, rarity), 8);
            };
            GroupRecipe cloth16 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Cloth, tier, rarity), 16);
            };
            #endregion
            #region leather
            GroupRecipe leather8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Leather, tier, rarity), 8);
            };
            GroupRecipe leather16 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Leather, tier, rarity), 16);
            };
            GroupRecipe leather20bar12 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Leather, tier, rarity), 20);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 12);
            };
            #endregion
            #region plank
            GroupRecipe plank6bar2 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 6);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 2);
            };
            GroupRecipe plank8block8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 8);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Block, tier, rarity), 8);
            };
            GroupRecipe plank16bar8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 16);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 8);
            };
            GroupRecipe plank16cloth8 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 16);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Cloth, tier, rarity), 8);
            };
            GroupRecipe plank32 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 32);
            };
            GroupRecipe plank20bar12 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 20);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Bar, tier, rarity), 12);
            };
            GroupRecipe plank20cloth12 = (tier, rarity, recipe) =>
            {
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Plank, tier, rarity), 20);
                recipe.AddComponent(Helpers.GetResourceByTier(ResourceType.Cloth, tier, rarity), 12);
            };
            #endregion
            #endregion

            #region Warrior

            CreateGroup("Soldier Boots", 2, bar8);
            CreateGroup("Knight Boots", 4, bar8);
            CreateGroup("Guardian Boots", 4, bar8);

            CreateGroup("Soldier Armor", 2, bar16);
            CreateGroup("Knight Armor", 4, bar16);
            CreateGroup("Guardian Armor", 4, bar16);

            CreateGroup("Soldier Helmet", 2, bar8);
            CreateGroup("Knight Helmet", 4, bar8);
            CreateGroup("Guardian Helmet", 4, bar8);

            CreateGroup("Claymore", 4, bar20leather12);
            CreateGroup("Dual Swords", 4, bar20leather12);
            CreateGroup("Broadsword", 2, bar16leather8);

            CreateGroup("Greataxe", 4, bar20plank12);
            CreateGroup("Halberd", 4, plank20bar12);
            CreateGroup("Battleaxe", 3, bar16plank8);

            CreateGroup("Flail", 4, bar20cloth12);
            CreateGroup("Heavy Mace", 4, bar20cloth12);
            CreateGroup("Mace", 3, bar16cloth8);

            CreateGroup("Great Hammer", 4, bar20cloth12);
            CreateGroup("Polehammer", 4, bar20cloth12);
            CreateGroup("Hammer", 4, bar24);

            CreateGroup("Crossbow", 4, plank20bar12);
            CreateGroup("Heavy Crossbow", 4, plank20bar12);
            CreateGroup("Light Crossbow", 4, plank16bar8);

            CreateGroup("Shield", 2, bar4plank4);
            #endregion Blacksmith

            #region Hunter
            CreateGroup("Mercenary Shoes", 2, leather8);
            CreateGroup("Hunter Shoes", 4, leather8);
            CreateGroup("Assassin Shoes", 4, leather8);

            CreateGroup("Mercenary Jacket", 2, leather16);
            CreateGroup("Hunter Jacket", 4, leather16);
            CreateGroup("Assassin Jacket", 4, leather16);

            CreateGroup("Mercenary Hood", 2, leather8);
            CreateGroup("Hunter Hood", 4, leather8);
            CreateGroup("Assassin Hood", 4, leather8);

            CreateGroup("Bow", 2, plank32);
            CreateGroup("Longbow", 4, plank32);
            CreateGroup("Warbow", 4, plank32);

            CreateGroup("Glaive", 4, bar20plank12);
            CreateGroup("Pike", 4, plank20bar12);
            CreateGroup("Spear", 3, plank16bar8);

            CreateGroup("Great Nature Staff", 4, plank20cloth12);
            CreateGroup("Wild Staff", 4, plank20cloth12);
            CreateGroup("Nature Staff", 3, plank16cloth8);

            CreateGroup("Claws", 4, leather20bar12);
            CreateGroup("Dagger Pair", 4, bar16leather16);
            CreateGroup("Dagger", 4, bar12leather12);

            CreateGroup("Double Bladed Staff", 4, leather20bar12);
            CreateGroup("Iron-Clad Staff", 4, leather20bar12);
            CreateGroup("Quarterstaff", 4, leather20bar12);

            CreateGroup("Torch", 3, cloth4plank4);
            #endregion
            #region Mage
            CreateGroup("Scholar Sandals", 2, cloth8);
            CreateGroup("Cleric Sandals", 4, cloth8);
            CreateGroup("Mage Sandals", 4, cloth8);

            CreateGroup("Scholar Robe", 2, cloth16);
            CreateGroup("Cleric Robe", 4, cloth16);
            CreateGroup("Mage Robe", 4, cloth16);

            CreateGroup("Scholar Cowl", 2, cloth8);
            CreateGroup("Cleric Cowl", 4, cloth8);
            CreateGroup("Mage Cowl", 4, cloth8);

            CreateGroup("Great Fire Staff", 4, plank20bar12);
            CreateGroup("Infernal Staff", 4, plank20bar12);
            CreateGroup("Fire Staff", 2, plank16bar8);

            CreateGroup("Divine Staff", 4, plank20cloth12);
            CreateGroup("Great Holy Staff", 4, plank20cloth12);
            CreateGroup("Holy Staff", 3, plank16cloth8);

            CreateGroup("Great Arcane Staff", 4, plank20bar12);
            CreateGroup("Enigmatic Staff", 4, plank20bar12);
            CreateGroup("Arcane Staff", 3, plank16bar8);

            CreateGroup("Great Frost Staff", 4, plank20bar12);
            CreateGroup("Glacial Staff", 4, plank20bar12);
            CreateGroup("Frost Staff", 4, plank16bar8);

            CreateGroup("Great Cursed Staff", 4, plank20bar12);
            CreateGroup("Demonic Staff", 4, plank20bar12);
            CreateGroup("Cursed Staff", 4, plank16bar8);

            CreateGroup("Tome of Spells", 2, cloth4leather4);
            #endregion

            #region Toolsmith
            CreateGroup("Bag", 2, cloth8leather8);
            CreateGroup("Cape", 2, cloth4leather4);

            CreateGroup("Axe", 2, plank6bar2, false);
            CreateGroup("Stone Hammer", 2, plank6bar2, false);
            CreateGroup("Pickaxe", 2, plank6bar2, false);
            CreateGroup("Skinning Knife", 2, plank6bar2, false);
            CreateGroup("Sickle", 2, plank6bar2, false);
            CreateGroup("Demolition Hammer", 2, plank8block8, false);
            #endregion Toolsmith
        }