pet-companion-back/Data/SkillsData.cs

307 lines
10 KiB
C#

using PetCompanion.Models;
namespace PetCompanion.Data
{
public static class SkillsData
{
public static IEnumerable<Skill> GetInitialSkillsWithoutRelations()
{
return new List<Skill>
{
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<int> { 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<int> { 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<int> { 2 }
},
new Skill
{
Id = 8,
Name = "Resourcefulness",
Description = "Increases the amount of resources gathered by your pet.",
Type = SkillType.GRAND,
Icon = "📦",
SkillsIdRequired = new List<int> { 5, 6, 7 }
}
};
}
public static IEnumerable<SkillRequirement> GetInitialSkillRequirements()
{
return new List<SkillRequirement>
{
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<SkillEffect> GetInitialSkillEffects()
{
return new List<SkillEffect>
{
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
}
};
}
}
}