Beispiel #1
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 // IsLikeKind checks if another incumbent effect is equal to this effect
 // Can use class type, key, or whatever conditions you need to test equivalency
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is MageLight);
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is PassiveSpecialsEffect);
 }
Beispiel #3
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is DetectMagic);
 }
Beispiel #4
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is ChameleonNormal);
 }
 protected override void AddState(IncumbentEffect incumbent)
 {
     // Prompt from incumbent as it has the position data for teleport
     (incumbent as Teleport).PromptPlayer();
 }
 protected abstract bool IsLikeKind(IncumbentEffect other);
Beispiel #7
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is InvisibilityNormal);
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return((other is VampiricFortifyEffect && (other as VampiricFortifyEffect).fortifyStat == fortifyStat) ? true : false);
 }
Beispiel #9
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is DrainEffect && (other as DrainEffect).drainStat == drainStat);
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is DetectTreasure);
 }
Beispiel #11
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is Slowfall);
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is ComprehendLanguages);
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is WaterBreathing);
 }
Beispiel #14
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is Lock);
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return (other is Regenerate);
 }
Beispiel #16
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return((other.Key == Key) ? true : false);
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is ContinuousDamageSpellPoints);
 }
Beispiel #18
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 protected override void AddState(IncumbentEffect incumbent)
 {
     incumbent.RoundsRemaining += RoundsRemaining;
 }
 protected abstract void AddState(IncumbentEffect incumbent);
Beispiel #20
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is Paralyze);
 }
Beispiel #21
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is ShadowNormal);
 }
Beispiel #22
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 protected override void AddState(IncumbentEffect incumbent)
 {
     // Stack my rounds onto incumbent
     incumbent.RoundsRemaining += RoundsRemaining;
     ShowPlayerParalyzed();
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is Teleport);
 }
Beispiel #24
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 protected override void AddState(IncumbentEffect incumbent)
 {
     // The player can catch multiple instances of the same disease in classic, but
     // in Daggerfall Unity host cannot catch same disease twice so do nothing further here.
     // Specific diseases can override and do something else if they require
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(other is FreeAction);
 }
Beispiel #26
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 protected override bool IsLikeKind(IncumbentEffect other)
 {
     // Comparing keys should be enough for like-kind test
     // Child classes can override test if they need to
     return(other.Key == Key);
 }
 protected override void AddState(IncumbentEffect incumbent)
 {
     return;
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return((other is ElementalResistance && (other as ElementalResistance).ElementResisted == ElementResisted) ? true : false);
 }
Beispiel #29
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 protected override void AddState(IncumbentEffect incumbent)
 {
     // Stack my rounds onto incumbent
     incumbent.RoundsRemaining += RoundsRemaining;
 }
 protected override bool IsLikeKind(IncumbentEffect other)
 {
     return(false);
 }