public Bluff() : base() { IsSubterfugeArgument = true; this.attackerCheckProperty = "Subterfuge"; this.defenderCheckProperty = "Perception"; this.attackerAffectedPropertySuccess = "Resistance"; this.attackerAffectedPropertyGreatSuccess = "Resistance"; this.attackerAffectedPropertyFailure = "subterfugeBonus"; this.attackerSuccessValue = new Factor() { DiceType = 6, NumberOfDice = 1 }; this.attackerGreatSuccessValue = new Factor() { Numerator = 2, DiceType = 6, NumberOfDice = 1 }; this.attackerFailureValue = new Factor() { Numerator = -1 }; RollBehavior = new NormalRollBehavior(); }
public Coerce() : base() { IsSubterfugeArgument = false; this.attackerCheckProperty = "Intimidation"; this.defenderCheckProperty = "Fortitude"; this.defenderAffectedPropertySuccess = "Resistance"; this.defenderAffectedPropertyGreatSuccess = "Resistance"; this.defenderSuccessValue = new Factor() { NumberOfDice = -1, DiceType = 6 }; this.defenderGreatSuccessValue = new Factor() { Numerator = -2, NumberOfDice = -1, DiceType = 6 }; this.toneShiftFailureValue = new Factor() { Numerator = 1 }; this.toneShiftSuccessValue = new Factor() { Numerator = 1 }; this.toneShiftGreatSuccessValue = new Factor() { Numerator = 1 }; RollBehavior = new NormalRollBehavior(); }
public Trick() : base() { IsSubterfugeArgument = true; this.attackerCheckProperty = "Subterfuge"; this.defenderCheckProperty = "Perception"; this.attackerAffectedPropertySuccess = "nonSubterfugeBonus"; this.attackerAffectedPropertyGreatSuccess = "nonSubterfugeBonus"; this.attackerAffectedPropertyFailure = "subterfugePenalty"; this.attackerFailureValue = new Factor() { Numerator = 1 }; this.attackerSuccessValue = new Factor() { Numerator = 2 }; this.attackerGreatSuccessValue = new Factor() { Numerator = 3 }; this.toneShiftFailureValue = new Factor() { Numerator = 1 }; RollBehavior = new NormalRollBehavior(); }
public override void reset(CharacterData attacker, CharacterData defender, CharacterData world) { this.defenderSuccessValue = new Factor() { Numerator = 1 }; this.defenderGreatSuccessValue = new Factor() { Numerator = 2 }; toneShiftFailureValue = new Factor() { Numerator = 2 }; toneShiftGreatSuccessValue = new Factor() { Numerator = 2 }; toneShiftSuccessValue = new Factor() { Numerator = 2 }; RollBehavior = new NormalRollBehavior(); }
public Manipulate() : base() { IsSubterfugeArgument = false; allowed = (SOM.Joy | SOM.Anger | SOM.Fear | SOM.Sorrow); this.attackerCheckProperty = "Persuasion"; this.defenderCheckProperty = "Self Control"; myBehavior = new SoMArgumentBehavior(); RollBehavior = new NormalRollBehavior(); reset(null, null, null); }
public Charm() : base() { IsSubterfugeArgument = false; attackerCheckProperty = "Persuasion"; defenderCheckProperty = "Fortitude"; toneShiftSuccessValue = new Factor() { Numerator = -2 }; toneShiftGreatSuccessValue = new Factor() { Numerator = -3 }; RollBehavior = new NormalRollBehavior(); }
public Scare() : base() { IsSubterfugeArgument = false; this.attackerCheckProperty = "Intimidation"; this.defenderCheckProperty = "Self Control"; this.defenderAffectedPropertySuccess = "StateOfMindAngerFear"; this.defenderAffectedPropertyGreatSuccess = "StateOfMindAngerFear"; this.defenderSuccessValue = new Factor() { Numerator = -1 }; this.defenderGreatSuccessValue = new Factor() { Numerator = -2 }; RollBehavior = new NormalRollBehavior(); }