using PetCompanion.Models; namespace PetCompanion.Data { public static class SkillsData { public static IEnumerable GetInitialSkillsWithoutRelations() { return new List { new Skill { Id = 1, Name = "Vitality Mastery", Description = "Increases maximum health of your pet, making it more resilient.", Type = SkillType.GROUND, Icon = "❤", SkillsIdRequired = null }, new Skill { Id = 2, Name = "Mind Enhancement", Description = "Increases maximum intelligence of your pet, improving its learning capabilities.", Type = SkillType.GROUND, Icon = "🧠", SkillsIdRequired = null }, new Skill { Id = 3, Name = "Strength Training", Description = "Increases maximum strength of your pet, making it more powerful.", Type = SkillType.GROUND, Icon = "💪", SkillsIdRequired = null }, new Skill { Id = 4, Name = "Charisma Boost", Description = "Increases maximum charisma of your pet, making it more charming.", Type = SkillType.GROUND, Icon = "🎭", SkillsIdRequired = null }, new Skill { Id = 5, Name = "Luck of the Draw", Description = "Increases luck of your pet, making it more fortunate to find rare items.", Type = SkillType.GROUND, Icon = "🍀", SkillsIdRequired = new List { 4 } }, new Skill { Id = 6, Name = "Agility Training", Description = "Increases agility of your pet, making it faster in combat.", Type = SkillType.GROUND, Icon = "🏃", SkillsIdRequired = new List { 3 } }, new Skill { Id = 7, Name = "Perception Boost", Description = "Increases perception of your pet, making it more aware of its surroundings.", Type = SkillType.GROUND, Icon = "👀", SkillsIdRequired = new List { 2 } }, new Skill { Id = 8, Name = "Resourcefulness", Description = "Increases the amount of resources gathered by your pet.", Type = SkillType.GRAND, Icon = "📦", SkillsIdRequired = new List { 5, 6, 7 } } }; } public static IEnumerable GetInitialSkillRequirements() { return new List { new SkillRequirement { Id = 1, SkillId = 1, Resource = "Wisdom", Cost = 100 }, new SkillRequirement { Id = 2, SkillId = 1, Resource = "Food", Cost = 150 }, new SkillRequirement { Id = 3, SkillId = 2, Resource = "Wisdom", Cost = 150 }, new SkillRequirement { Id = 4, SkillId = 3, Resource = "Gold", Cost = 100 }, new SkillRequirement { Id = 5, SkillId = 3, Resource = "Food", Cost = 150 }, new SkillRequirement { Id = 6, SkillId = 4, Resource = "Wisdom", Cost = 200 }, new SkillRequirement { Id = 7, SkillId = 5, Resource = "Gold", Cost = 200 }, new SkillRequirement { Id = 8, SkillId = 6, Resource = "Gold", Cost = 200 }, new SkillRequirement { Id = 9, SkillId = 7, Resource = "Gold", Cost = 100 }, new SkillRequirement { Id = 10, SkillId = 7, Resource = "Junk", Cost = 100 }, new SkillRequirement { Id = 11, SkillId = 8, Resource = "Gold", Cost = 500 }, new SkillRequirement { Id = 12, SkillId = 8, Resource = "Junk", Cost = 500 }, new SkillRequirement { Id = 13, SkillId = 8, Resource = "Wisdom", Cost = 300 }, new SkillRequirement { Id = 14, SkillId = 8, Resource = "Food", Cost = 300 } }; } public static IEnumerable GetInitialSkillEffects() { return new List { new SkillEffect { Id = 1, SkillId = 1, Tier = SkillTier.I, Effect = "MaxHealth", Value = 25 }, new SkillEffect { Id = 2, SkillId = 1, Tier = SkillTier.II, Effect = "MaxHealth", Value = 50 }, new SkillEffect { Id = 3, SkillId = 1, Tier = SkillTier.III, Effect = "MaxHealth", Value = 100 }, new SkillEffect { Id = 4, SkillId = 2, Tier = SkillTier.I, Effect = "MaxIntelligence", Value = 5 }, new SkillEffect { Id = 5, SkillId = 2, Tier = SkillTier.II, Effect = "MaxIntelligence", Value = 10 }, new SkillEffect { Id = 6, SkillId = 2, Tier = SkillTier.III, Effect = "MaxIntelligence", Value = 20 }, new SkillEffect { Id = 7, SkillId = 3, Tier = SkillTier.I, Effect = "MaxStrength", Value = 5 }, new SkillEffect { Id = 8, SkillId = 3, Tier = SkillTier.II, Effect = "MaxStrength", Value = 10 }, new SkillEffect { Id = 9, SkillId = 3, Tier = SkillTier.III, Effect = "MaxStrength", Value = 20 }, new SkillEffect { Id = 10, SkillId = 4, Tier = SkillTier.I, Effect = "MaxCharisma", Value = 5 }, new SkillEffect { Id = 11, SkillId = 4, Tier = SkillTier.II, Effect = "MaxCharisma", Value = 10 }, new SkillEffect { Id = 12, SkillId = 4, Tier = SkillTier.III, Effect = "MaxCharisma", Value = 20 }, new SkillEffect { Id = 13, SkillId = 5, Tier = SkillTier.I, Effect = "Luck", Value = 1 }, new SkillEffect { Id = 14, SkillId = 5, Tier = SkillTier.II, Effect = "Luck", Value = 2 }, new SkillEffect { Id = 15, SkillId = 5, Tier = SkillTier.III, Effect = "Luck", Value = 3 }, new SkillEffect { Id = 16, SkillId = 6, Tier = SkillTier.I, Effect = "Agility", Value = 1 }, new SkillEffect { Id = 17, SkillId = 6, Tier = SkillTier.II, Effect = "Agility", Value = 2 }, new SkillEffect { Id = 18, SkillId = 6, Tier = SkillTier.III, Effect = "Agility", Value = 3 }, new SkillEffect { Id = 19, SkillId = 7, Tier = SkillTier.I, Effect = "Perception", Value = 1 }, new SkillEffect { Id = 20, SkillId = 7, Tier = SkillTier.II, Effect = "Perception", Value = 2 }, new SkillEffect { Id = 21, SkillId = 7, Tier = SkillTier.III, Effect = "Perception", Value = 3 }, new SkillEffect { Id = 22, SkillId = 8, Tier = SkillTier.I, Effect = "Resourcefulness", Value = 1 }, new SkillEffect { Id = 23, SkillId = 8, Tier = SkillTier.II, Effect = "Resourcefulness", Value = 2 }, new SkillEffect { Id = 24, SkillId = 8, Tier = SkillTier.III, Effect = "Resourcefulness", Value = 3 } }; } } }