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;
 }
Example #3
0
 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;
 }
Example #4
0
    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;
    }
Example #5
0
    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;
    }
Example #7
0
    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;
    }
Example #8
0
    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;
    }