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01) units spawn cost is 50% of original value
02) towers spawn cost is 50% of original value
03) towers upgrade cost is 50% of original value
04) shields upgrade cost is 50% of original value
05) heroes xp gained is 250% of original value
06) credit currency gained is 250% of original value
07) tech upgrades cost is 50% of original value
01)
PlayerActionBase
public float EnergyCost
get
return this.energyCost;
into
return this.energyCost / 2f;
02)
ArmyPlayerController
public override float GetTowerCost(TowerType towerType)
if (towerType == TowerType.MINIGUN)
{
return this.energyFortifyCostMinigun / 2f;
}
if (TowerType.LASER == towerType)
{
return this.energyFortifyCostLaser / 2f;
}
if (TowerType.PSY == towerType)
{
return this.energyFortifyCostPsy / 2f;
}
if (TowerType.ROCKET == towerType)
{
return this.energyFortifyCostRocket / 2f;
}
if (TowerType.GAAR_BARRACKS == towerType)
{
return this.energyFortifyCostGaarBarrack / 2f;
}
return 0f;
into
if (towerType == TowerType.MINIGUN)
{
return this.energyFortifyCostMinigun / 2f;
}
if (TowerType.LASER == towerType)
{
return this.energyFortifyCostLaser / 2f;
}
if (TowerType.PSY == towerType)
{
return this.energyFortifyCostPsy / 2f;
}
if (TowerType.ROCKET == towerType)
{
return this.energyFortifyCostRocket / 2f;
}
if (TowerType.GAAR_BARRACKS == towerType)
{
return this.energyFortifyCostGaarBarrack / 2f;
}
return 0f;
03)
TowerSpecialState
public int GetPrice()
return this.prices.GetItemOrLast(this.currentLevel);
into
return this.prices.GetItemOrLast(this.currentLevel) / 2;
04)
UpgradeableBase
public int GetPrice()
return Mathf.RoundToInt(this.energyCosts.GetItemOrLast(this.GetLevel()));
into
return Mathf.RoundToInt(this.energyCosts.GetItemOrLast(this.GetLevel())) / 2;
05)
ProgressionSystemScript
private int GetXpGained(float playedTime)
return this.GetMinTimeReward(reward, victoryXp, playedTime);
into
return this.GetMinTimeReward(reward, victoryXp, playedTime) / 2 * 5;
06)
ProgressionSystemScript
private int GetCreditsGained(float playedTime)
return num + Mathf.CeilToInt(this.extraHiddenCredits);
into
return num / 2 * 5 + Mathf.CeilToInt(this.extraHiddenCredits) / 2 * 5;
07)
UpgradesManagerImpl
private void LoadUpgrades(List<UpgradeDefinition> upgradesDefinitions)
baseCost = upgradeDefinition.baseCost,
into
baseCost = upgradeDefinition.baseCost / 2,
*************
* DISCARDED *
*************
0A) store items cost is 20% of original price
0B) tech points gained is 500% of original value
0C) towers spawn cost is 50% of original value
0A)
StoreViewScript
private void ReloadPowers()
powerCard.powerConfiguration.cost = this.storeManager.GetItemCost(powerCard.powerConfiguration.key).cost[0];
into
powerCard.powerConfiguration.cost = this.storeManager.GetItemCost(powerCard.powerConfiguration.key).cost[0] / 5;
private PowerCard CreatePowerCard(string storePowerKey)
int cost = this.storeManager.GetItemCost(storePowerKey).cost[0] / 5;
into
int cost = this.storeManager.GetItemCost(storePowerKey).cost[0] / 5;
Object.Instantiate
into
UnityEngine.Object.Instantiate
Currency
public void Consume(CurrencyType currencyType, int cost)
savegameCurrency.credits -= cost;
into
savegameCurrency.credits -= cost/5;
public bool CanBuy(CurrencyType currencyType, int cost)
return savegameCurrency.credits >= cost;
into
return savegameCurrency.credits >= cost / 5;
0B)
ProgressionSystemScript
private int GetTechpointsGained(float playedTime)
return num;
into
return num * 5;
0C)
TowersHolderBase
public int GetPrice(TowerType towerType)
return Mathf.RoundToInt(this.player.GetTowerCost(towerType));
into
return Mathf.RoundToInt(this.player.GetTowerCost(towerType)) / 2;
---
for (int i = 0; i < this.energyCosts.Length; i++)
{
this.energyCosts[i] = this.energyCosts[i] * 0.5f;
}