public override void InitAction() { WorldEffects.SetWSProperty(E_PropKey.KillTarget, true); WorldPreconditions.SetWSProperty(E_PropKey.WeaponLoaded, true); Cost = 5; Precedence = 30; }
public override void InitAction() { WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true); // WorldPreconditions.SetWSProperty(E_PropKey.E_IN_COMBAT_RANGE, true); WorldEffects.SetWSProperty(E_PropKey.MoveToLeft, true); Cost = 2; }
public override void InitAction() { WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true); WorldEffects.SetWSProperty(E_PropKey.E_IN_COMBAT_RANGE, true); WorldEffects.SetWSProperty(E_PropKey.E_AT_TARGET_POS, true); Cost = 3; }
public override void InitAction() { WorldPreconditions.SetWSProperty(E_PropKey.E_IN_WEAPONS_RANGE, true); WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true); WorldEffects.SetWSProperty(E_PropKey.E_ATTACK_TARGET, true); Cost = 4; }
public override void InitAction() { WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true); WorldEffects.SetWSProperty(E_PropKey.E_ATTACK_TARGET, false); Precedence = 80; Interruptible = false; Cost = 1; }
public override void InitAction() { WorldEffects.SetWSProperty(E_PropKey.CoverState, E_CoverState.Middle); WorldPreconditions.SetWSProperty(E_PropKey.AtTargetPos, true); Interruptible = false; Cost = 1; Precedence = 60; }
public override void InitAction() { WorldPreconditions.SetWSProperty(E_PropKey.E_AT_TARGET_POS, true); WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, false); WorldEffects.SetWSProperty(E_PropKey.E_USE_WORLD_OBJECT, false); Interruptible = false; Cost = 2; }
public override void InitAction() { WorldPreconditions.SetWSProperty(E_PropKey.AtTargetPos, true); //WorldPreconditions.SetWSProperty(E_PropKey.WeaponInHands, false); WorldEffects.SetWSProperty(E_PropKey.UseWorldObject, false); Interruptible = false; Cost = 2; }
public override void InitAction() { WorldPreconditions.SetWSProperty(E_PropKey.E_IN_WEAPONS_RANGE, true); WorldPreconditions.SetWSProperty(E_PropKey.E_WEAPON_IN_HANDS, true); WorldPreconditions.SetWSProperty(E_PropKey.E_LOOKING_AT_TARGET, true); WorldEffects.SetWSProperty(E_PropKey.E_ATTACK_TARGET, false); Interruptible = false; Cost = 2; }