Example #1
0
 internal override void CardWasPlayed(Card card, IndividualEffect playerSet, IndividualEffect enemySet, int intensity, bool statusIsTargeted, bool playerAction)
 {
     if (card.CardType == CardType.Skill && statusIsTargeted)
     {
         playerSet.AddBlockStep("Frail", 0.75, 10, additive: false);
     }
 }
Example #2
0
 internal override void CardWasPlayed(Card card, IndividualEffect playerSet, IndividualEffect enemySet, int num, bool statusIsTargeted, bool playerAction)
 {
     if (card.CardType == CardType.Attack && playerAction)
     {
         //TODO this is not exactly right; e.g. what if we double play a card?
         playerSet.AddBlockStep("Rage", num);
     }
 }
        /// <summary>
        /// someone played a card against an entity with aggro status.  Is it safe to assume I'm always target here as far as ef is concerned?
        /// Question: someone playing strike with -6 strength; does it trigger aggressive?  probably shouldn't.
        /// </summary>
        internal override void CardWasPlayed(Card card, IndividualEffect playerSet, IndividualEffect enemySet, int intensity, bool statusIsTargeted, bool playerAction)
        {
            if (card.CardType == CardType.Attack && statusIsTargeted)
            {
                if (intensity > 0)
                {
                    //actually this should be a check of the value.
                    if (enemySet.GetInitialDamage() != null)
                    {
                        //bit weird to hack intensity this wasy.
                        var negativeAggressiveStatus = new StatusInstance(new Aggressive(), -1 * intensity);

                        //whoah, this will be applied when the attack is actually resolved.
                        //since here we're
                        enemySet.Status.Add(negativeAggressiveStatus);

                        enemySet.AddBlockStep("Aggrostatus", intensity);
                    }
                }
            }
        }
Example #4
0
 internal virtual void StatusStartTurn(Entity parent, StatusInstance instance, IndividualEffect statusHolderIe, IndividualEffect otherId)
 {
 }
Example #5
0
 internal virtual void CardWasPlayed(Card card, IndividualEffect playerSet, IndividualEffect enemySet, int num, bool statusIsTargeted, bool playerAction)
 {
 }
Example #6
0
 internal override void StatusEndTurn(Entity parent, StatusInstance instance, IndividualEffect statusHolderIe, IndividualEffect otherIe)
 {
     statusHolderIe.Status.Add(new StatusInstance(new Strength(), instance.Intensity));
 }
Example #7
0
 internal override void CardWasPlayed(Card card, IndividualEffect playerSet, IndividualEffect enemySet, int intensity, bool statusIsTargeted, bool playerAction)
 {
 }
Example #8
0
 /// <summary>
 /// Todo this is still kinda messy
 /// </summary>
 internal override void StatusStartTurn(Entity parent, StatusInstance instance, IndividualEffect statusHolderIe, IndividualEffect otherId)
 {
     statusHolderIe.AddBlockStep("PlatedArmor", instance.Intensity);
 }