private SacrificeBonus(int tier, int luck) : base("", "")
    {
        mWhichBonus = Random.Range(0, 2);
        switch (mWhichBonus)
        {
        case 0:
            mBoonType    = BoonType.SACRIFICE_BONUS_XP;
            mAmount      = 5 * (1 + tier + luck);
            mName        = "Knowledge Inheritance";
            mDescription = "Each sacrifice gives " + mAmount + " xp to a random person";
            mIcon        = "+XP";
            break;

        case 1:
            mBoonType    = BoonType.SACRIFICE_BONUS_HEALING;
            mAmount      = 10 * (1 + tier + luck);
            mName        = "Lifeforce Inheritance";
            mDescription = "Each sacrifice restores " + mAmount + " lifeforce to a random person";
            mIcon        = "HEALING";
            break;
        }
    }
Esempio n. 2
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    private CombatVictoryReward(int tier, int luck) : base("Spoils of War: ", "")
    {
        int whichReward = Random.Range(0, 2);

        switch (whichReward)
        {
        case 0:
            mAmount      = Mathf.Min(100, 10 * (tier * 2) + Random.Range(1, 3) * luck);
            mName       += "Lifeforce";
            mDescription = "Combat victories restore " + mAmount + " lifeforce to a random person";
            mIcon        = "HEALING";
            mBoon        = BoonType.COMBAT_VICTORY_BONUS_HEALING;
            break;

        case 1:
            mAmount      = 10 * (tier + luck);
            mName       += "Experience";
            mDescription = "Combat victories give a random person +" + mAmount + "xp";
            mIcon        = "+XP";
            mBoon        = BoonType.COMBAT_VICTORY_BONUS_XP;
            break;
        }
    }
 public static int GetBoonValue(BoonType boon)
 {
     return(sGameState.mBoons[(int)boon]);
 }
 public static void SetBoon(BoonType boon, int value)
 {
     sGameState.mBoons[(int)boon] = value;
 }
 public static void SetBoon(BoonType boon, bool has)
 {
     sGameState.mBoons[(int)boon] = has ? 1 : 0;
 }
 public static bool HasBoon(BoonType boon)
 {
     return(sGameState.mBoons[(int)boon] > 0);
 }