public static bool OnWorkCoolTimeEnd_StraitJacket(StraitJacket __instance, ref CreatureFeelingState oldState) { if (oldState == CreatureFeelingState.NORM) { __instance.model.SubQliphothCounter(); } return(true); }
public static bool OnFinishWork_Fairy(ref UseSkill skill) { CreatureFeelingState currentFeelingState = skill.GetCurrentFeelingState(); if (currentFeelingState == CreatureFeelingState.GOOD) { skill.agent.Die(); } return(true); }
public static bool OnFinishWork_BloodBath(ref UseSkill skill) { CreatureFeelingState currentFeelingState = skill.GetCurrentFeelingState(); if (currentFeelingState == CreatureFeelingState.BAD) { skill.agent.Die(); return(false); } return(true); }
public static bool OnReleaseWork_Mhz_1_76(Mhz_1_76 __instance, ref UseSkill skill) { CreatureFeelingState currentFeelingState = skill.GetCurrentFeelingState(); if (currentFeelingState == CreatureFeelingState.NORM) { if (__instance.Prob(50)) { var rand = new Random(); List <CreatureModel> list = new List <CreatureModel>(); foreach (CreatureModel creatureModel in CreatureManager.instance.GetCreatureList()) { if (creatureModel.qliphothCounter > 0 && creatureModel.script.GetQliphothCounterMax() > 0) { list.Add(creatureModel); } } if (list.Count > 0) { list[rand.Next(0, list.Count)].SetQliphothCounter(0); } } } else if (currentFeelingState == CreatureFeelingState.BAD) { var rand = new Random(); List <CreatureModel> list = new List <CreatureModel>(); foreach (CreatureModel creatureModel in CreatureManager.instance.GetCreatureList()) { if (creatureModel.qliphothCounter > 0 && creatureModel.script.GetQliphothCounterMax() > 0) { list.Add(creatureModel); } } if (list.Count > 0) { var Exnum = rand.Next(2, 6); for (int i = 0; i < Exnum; i++) { var Num = rand.Next(0, list.Count); list[Num].SetQliphothCounter(0); list.RemoveAt(Num); if (list.Count == 0) { break; } } } } return(true); }
public static bool OnReleaseWork_Baku(Baku __instance, ref UseSkill skill) { CreatureFeelingState currentFeelingState = skill.GetCurrentFeelingState(); if (currentFeelingState == CreatureFeelingState.NORM) { if (__instance.Prob(50)) { __instance.model.SubQliphothCounter(); } } return(true); }
public static bool OnReleaseWork_Ppodae(Ppodae __instance, ref UseSkill skill) { if (skill.skillTypeInfo.rwbpType != RwbpType.R) { skill.agent.Die(); } CreatureFeelingState currentFeelingState = skill.GetCurrentFeelingState(); if (currentFeelingState == CreatureFeelingState.NORM) { if (__instance.Prob(50)) { __instance.model.SubQliphothCounter(); } } return(true); }
public static bool OnFinishWork_SpiderMom(ref UseSkill skill) { CreatureFeelingState currentFeelingState = skill.GetCurrentFeelingState(); if (currentFeelingState == CreatureFeelingState.BAD) { skill.agent.Die(); return(true); } skill.agent.hp -= (60 - (skill.agent.temperanceLevel * 10)); if (skill.agent.hp <= 0) { skill.agent.Die(); return(true); } return(true); }
public static bool OnReleaseWork_Cosmos(Cosmos __instance, ref UseSkill skill) { CreatureFeelingState currentFeelingState = skill.GetCurrentFeelingState(); if (currentFeelingState == CreatureFeelingState.NORM) { __instance.model.SubQliphothCounter(); } else if (currentFeelingState == CreatureFeelingState.BAD) { __instance.model.SubQliphothCounter(); __instance.model.SubQliphothCounter(); } if (skill.agent.fortitudeLevel >= 3) { __instance.model.SubQliphothCounter(); } return(true); }