46 lines
1.8 KiB
C#
46 lines
1.8 KiB
C#
namespace KernelPanic.Combat
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{
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/// <summary>
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/// Central combat economy/scaffold tuning. Kept in code while the combat scaffold is still volatile;
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/// promote to a ScriptableObject once designers need per-run or per-encounter tuning without recompiles.
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/// </summary>
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public static class CombatTuning
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{
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public const int OpeningHandSize = 5;
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public const int DrawPerTurn = 1;
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public const int MinimumHandFloor = 0;
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public const int BaseEnemyUptimeMin = 5;
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public const int BaseEnemyUptimeMax = 10;
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public const int EnemyUptimeGrowthPerWave = 2;
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public const int BaseEnemyAttack = 3;
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public const int EnemyAttackGrowthEveryWaves = 2;
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public const int EnemySlotAttackVariance = 1;
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public const int EnemyStatusAttackDamage = 1;
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public const int EnemyStatusDuration = 3;
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public const int BaseEnemiesPerWave = 2;
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public const int AdditionalEnemiesPerWave = 1;
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public const int MaxEnemiesPerWave = 5;
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public const int BitsPerKill = 1;
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public const int ShopSize = 5;
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public const int RerollBaseCost = 1;
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public const int RerollCostStep = 1;
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public const int RemoveCardCost = 1;
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public const int NewCardOfferCost = 2;
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public const int UpgradeOfferCost = 2;
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public const int StatUpgradeCost = 3;
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public const int BandwidthBase = 10;
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public const int BandwidthPerWaveStep = 5;
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public const int EntropyStartWave = 5;
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public const int EntropyPerWave = 3;
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public const int StatUpgradeMaxCycles = 1;
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public const int StatUpgradeMaxUptime = 4;
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public const int StatUpgradeHeal = 5;
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public const int StatUpgradeRam = 1;
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public const int UpgradeMagnitudeBonus = 2;
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}
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}
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