Esempio n. 1
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    public PassiveAbility ConvertTo()
    {
        var obj = new PassiveAbility {
            name        = name,
            description = description,
            icon        = icon
        };

        if (points == 0)
        {
            points = 70;
        }
        obj.points    = points;
        obj.level     = level;
        obj.xp        = xp;
        obj.skillTree = skillTree.ConvertTo();
        foreach (var list in obj.skillTree.nodesByLayer)
        {
            foreach (var item in list)
            {
                item.ability = obj;
            }
        }
        foreach (var attribute in attributes)
        {
            obj.attributes.Add(attribute.ConvertTo());
        }
        return(obj);
    }
    // Start is called before the first frame update
    void Start()
    {
        switch (Type)
        {
        case PassiveAbilityType.Harmony:
            Ability = new Harmony();
            break;

        case PassiveAbilityType.SpiritMaster:
            Ability = new SpiritMaster();
            break;

        case PassiveAbilityType.UltimateAwakening:
            Ability = new UltimateAwakening();
            break;

        case PassiveAbilityType.CriticalEye:
            Ability = new CriticalEye();
            break;

        case PassiveAbilityType.BattleArtMaster:
            Ability = new BattleArtMaster();
            break;

        case PassiveAbilityType.Dancer:
            Ability = new Dancer();
            break;

        case PassiveAbilityType.OneMind:
            Ability = new OneMind();
            break;
        }
    }
        public void CheckLevelPassiveStatBoost()
        {
            var passive = new PassiveAbility {
                level      = 1,
                xp         = 0,
                points     = 70f,
                attributes = new List <AbilityAttribute> {
                    new AbilityAttribute {
                        priority   = 100f,
                        type       = "boostStat",
                        parameters = new List <AbilityAttributeParameter> {
                            new AbilityAttributeParameter {
                                name  = "stat",
                                value = "strength"
                            },
                            new AbilityAttributeParameter {
                                name  = "degree",
                                value = 3f
                            }
                        }
                    }
                }
            };

            passive.GainExperience(ExperienceGainer.xpTable[0]);
            Assert.AreEqual(passive.level, 2);
            Assert.Less((float)passive.FindAttribute("boostStat").FindParameter("degree").value, 4f);
        }
Esempio n. 4
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    public static string Describe(PassiveAbility ability)
    {
        string description = "L" + ability.level.ToString() + " <b>Passive</b>\n";
        int    count       = 0;

        foreach (var attribute in ability.attributes)
        {
            if (attribute.priority < 50 || count > 3)
            {
                description += "LATENT - ";
            }
            if (simpleDescriptionTable.ContainsKey(attribute.type))
            {
                description += simpleDescriptionTable[attribute.type];
            }
            else if (descriptionTable.ContainsKey(attribute.type))
            {
                description += descriptionTable[attribute.type](ability, attribute);
            }
            else
            {
                description += attribute.type + " - DESCRIPTION NOT FOUND.\n";
            }
            count++;
        }
        return(description);
    }
Esempio n. 5
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 private void AddPassiveInfo(PassiveAbility ability)
 {
     if (ability == null)
     {
         abilityNames[12]        = "";
         abilityIcons[12]        = 65;
         abilityCDs[12]          = 0;
         abilityDescriptions[12] = "";
         abilityIsRanged[12]     = false;
         abilityIsAttack[12]     = false;
         abilityRadii[12]        = 0;
         abilityCurrentCDs[12]   = 0;
     }
     else
     {
         abilityNames[12]        = ability.name;
         abilityIcons[12]        = ability.icon;
         abilityCDs[12]          = 0;
         abilityDescriptions[12] = ability.description;
         abilityIsRanged[12]     = false;
         abilityIsAttack[12]     = false;
         abilityRadii[12]        = 0;
         abilityCurrentCDs[12]   = 0;
     }
 }
Esempio n. 6
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 public static AbilityAttribute Generate(PassiveAbility ability, string attributeType)
 {
     for (int i = 0; i < 10000; i++)
     {
         AbilityAttribute attribute;
         if (simpleAttributes.Contains(attributeType))
         {
             attribute = new AbilityAttribute {
                 type = attributeType
             };
             attribute.priority = RNG.Float(12.5f, 100f);
             attribute.points   = AbilityAttributeAppraiser.Appraise(ability, attribute);
             return(attribute);
         }
         attribute = attributes[attributeType](ability);
         if (attribute != null)
         {
             attribute.priority = RNG.Float(12.5f, 100f);
             attribute.points   = AbilityAttributeAppraiser.Appraise(ability, attribute);
             return(attribute);
         }
     }
     Debug.Log("FAILED TO FIND VALID ATTRIBUTE FOR ABILITY!");
     return(null);
 }
Esempio n. 7
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        private void CreateNewData()
        {
            AssetDatabase.CreateAsset(_passiveAbility, "Assets/Scriptable Objects/Passive Abilities/" + _name + ".asset");
            AssetDatabase.SaveAssets();

            _passiveAbility = CreateInstance <PassiveAbility>();
        }
    private void GeneratePassiveAbility()
    {
        PassiveAbility ability = null;

        while (ability == null)
        {
            ability = PassiveAbilityGenerator.Generate();
        }
        passiveAbilities.Add(ability);
    }
    private void SetPanel()
    {
        GameObject Player = CharacterOpenInfo.Self;

        var Info = Player.GetComponent <CharacterAbilitiesInfo>();

        HPInfo.GetComponent <Text>().text    = "HP: " + Player.GetComponent <StatusManager_Character>().CurrentHP.ToString() + "/" + Player.GetComponent <StatusManager_Character>().CurrentMaxHP.ToString();
        PowerInfo.GetComponent <Text>().text = "Power: " + Player.GetComponent <StatusManager_Character>().CurrentPower.ToString();

        GameObject BattleArtSlot = BattleArtInfo.transform.GetChild(0).gameObject;

        BattleArt battleArt = Player.GetComponent <CharacterAction>().EquipedBattleArt;

        if (battleArt != null)
        {
            BattleArtSlot.GetComponent <Text>().text = battleArt.name + "(Lv" + battleArt.Level + ")";
            BattleArtSlot.transform.Find("Icon").GetComponent <Image>().sprite = battleArt.Icon;

            for (int i = 1; i <= battleArt.Level; i++)
            {
                BattleArtSlot.transform.Find("Description").GetComponent <Text>().text += "-" + battleArt.Description[i - 1];
                if (i < battleArt.Level - 1)
                {
                    BattleArtSlot.transform.Find("Description").GetComponent <Text>().text += "\n";
                }
            }
        }
        else
        {
            BattleArtSlot.GetComponent <Text>().text = "Empty";

            BattleArtSlot.transform.Find("Icon").GetComponent <Image>().sprite     = null;
            BattleArtSlot.transform.Find("Description").GetComponent <Text>().text = "";
        }


        for (int i = 0; i < PassiveAbilityInfo.transform.childCount; i++)
        {
            GameObject PassiveAbilitySlot = PassiveAbilityInfo.transform.GetChild(i).gameObject;

            PassiveAbility passiveAbility = Player.GetComponent <CharacterAction>().EquipedPassiveAbility[i];
            if (passiveAbility != null)
            {
                PassiveAbilitySlot.GetComponent <Text>().text = passiveAbility.name;
                PassiveAbilitySlot.transform.Find("Icon").GetComponent <Image>().sprite     = passiveAbility.Icon;
                PassiveAbilitySlot.transform.Find("Description").GetComponent <Text>().text = passiveAbility.Description;
            }
            else
            {
                PassiveAbilitySlot.GetComponent <Text>().text = "Empty";
                PassiveAbilitySlot.transform.Find("Icon").GetComponent <Image>().sprite     = null;
                PassiveAbilitySlot.transform.Find("Description").GetComponent <Text>().text = "";
            }
        }
    }
Esempio n. 10
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 public void AttachPassives()
 {
     foreach (AbilityModule ab in abilitySlots)
     {
         if (ab.passive)
         {
             PassiveAbility passiveAbility = ab.GetComponent <PassiveAbility>();
             passiveAbility.Attach();
         }
     }
 }
Esempio n. 11
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    public void AddPassive(PassiveAbility ability)
    {
        var character = GetComponent <Character>();

        foreach (var attribute in ability.attributes)
        {
            if (attribute.type == "boostStat")
            {
                CharacterAttribute.attributes[(string)attribute.FindParameter("stat").value].instances[GetComponent <Character>()].AbilityValue += (float)attribute.FindParameter("degree").value;
            }
        }
        character.CalculateAll();
    }
Esempio n. 12
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    public override Ability Copy()
    {
        var newAbility = new PassiveAbility {
            name        = name,
            description = description,
            icon        = icon
        };

        foreach (var attribute in attributes)
        {
            newAbility.attributes.Add(attribute.Copy());
        }
        return(newAbility);
    }
Esempio n. 13
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    private static AbilityAttribute GetDamageEnemiesOnScreen(PassiveAbility ability)
    {
        int degree = RNG.Int(1, 23);

        return(new AbilityAttribute {
            type = "damageEnemiesOnScreen",
            parameters = new List <AbilityAttributeParameter>
            {
                new AbilityAttributeParameter {
                    name = "degree",
                    value = (float)degree
                }
            }
        });
    }
Esempio n. 14
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    private static AbilityAttribute GetReduceDamage(PassiveAbility ability)
    {
        int degree = RNG.Int(15, 31);

        return(new AbilityAttribute {
            type = "reduceDamage",
            parameters = new List <AbilityAttributeParameter>
            {
                new AbilityAttributeParameter {
                    name = "degree",
                    value = degree / 100f
                }
            }
        });
    }
Esempio n. 15
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    private static AbilityAttribute GetGoldBoost(PassiveAbility ability)
    {
        int degree = RNG.Int(5, 31);

        return(new AbilityAttribute {
            type = "goldBoost",
            parameters = new List <AbilityAttributeParameter>
            {
                new AbilityAttributeParameter {
                    name = "degree",
                    value = (float)degree
                }
            }
        });
    }
Esempio n. 16
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 public static float Appraise(PassiveAbility ability, AbilityAttribute attribute)
 {
     if (simplePassiveValues.ContainsKey(attribute.type))
     {
         return(simplePassiveValues[attribute.type]);
     }
     else if (simplePassiveMultipliers.ContainsKey(attribute.type))
     {
         return(simplePassiveMultipliers[attribute.type] * ability.points);
     }
     else if (complexPassiveMethods.ContainsKey(attribute.type))
     {
         return(complexPassiveMethods[attribute.type](ability, attribute));
     }
     return(1000000000);
 }
    /// <summary>
    /// Selects and configures the ability to the player according to the inputted key
    /// </summary>
    /// <param name="key">Chosen Ability/ies</param>
    /// <param name="controller">Player Control</param>
    public static void Fetch(PlayerAbilities key, PlayerMovement controller)
    {
        //don't configure anything if player does not have any abilities
        if (key == PlayerAbilities.None && abilities != PlayerAbilities.None)
        {
            return;
        }

        //clear the data if it's used again
        abilityDict.Clear();
        abilityCooldown.Clear();

        abilities = key;

        //small sets of if statement to choose the correct ability (multi-ability is supported)
        //key.HasFlag detects if it contains a certain ability
        if (key.HasFlag(PlayerAbilities.DoubleJump))
        {
            //ready the ability type w/ the corresponding class
            var tag = PlayerAbilities.DoubleJump;
            var obj = new DoubleJump();

            //configures the ability's UnityEvent
            var e = ConfigureEvent(obj);

            //add the UnityEvent and cooldown at the dictionary
            abilityDict.Add(tag, e);
            abilityCooldown.Add(tag, obj.cooldown);
        }
        if (key.HasFlag(PlayerAbilities.Dash))
        {
            var tag = PlayerAbilities.Dash;
            var obj = new Dash();
            var e   = ConfigureEvent(obj);
            abilityDict.Add(tag, e);
            abilityCooldown.Add(tag, obj.cooldown);
            controller.flipEvent += obj.OnFlip;
        }

        if (key.HasFlag(PlayerAbilities.LongJump))
        {
            passiveAbility         = new LongJump();
            controller.m_JumpForce = passiveAbility.ApplyPassiveAbility(
                controller.m_JumpForce);
        }
    }
Esempio n. 18
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    private void OnPlayerPickUpAbility(PlayerPickUpAbility e)
    {
        if (e.Ability.GetType() == typeof(PassiveAbility))
        {
            UpdatePassiveAbility = (PassiveAbility)e.Ability;
            GameObject Player = CharacterOpenInfo.Self;

            CurrentSlot = 0;

            for (int i = 0; i < Player.GetComponent <CharacterAction>().EquipedPassiveAbility.Count; i++)
            {
                if (Player.GetComponent <CharacterAction>().EquipedPassiveAbility[i] == null)
                {
                    CurrentSlot = i;
                    return;
                }
            }
        }
    }
    public static string Name(PassiveAbility ability)
    {
        var prefix   = "";
        var baseName = "";
        int count    = 0;

        foreach (var attribute in ability.attributes)
        {
            if (attribute.priority < 50 || count > 3)
            {
                break;
            }
            if (simplePrefixesTable.ContainsKey(attribute.type))
            {
                prefix = simplePrefixesTable[attribute.type];
            }
            else if (prefixesTable.ContainsKey(attribute.type))
            {
                prefix = prefixesTable[attribute.type](attribute);
            }
            else if (simpleNamesTable.ContainsKey(attribute.type))
            {
                baseName = simpleNamesTable[attribute.type];
            }
            else if (namesTable.ContainsKey(attribute.type))
            {
                baseName = namesTable[attribute.type](attribute);
            }
            else
            {
                baseName = "NAME NOT FOUND";
            }
            count++;
        }
        if (prefix == "")
        {
            return(baseName);
        }
        else
        {
            return(prefix + " " + baseName);
        }
    }
Esempio n. 20
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    private static AbilityAttribute GetBoostStat(PassiveAbility ability)
    {
        int degree = RNG.Int(3, 101);
        var stat   = RNG.EnumValue <BaseStat>().ToString();

        return(new AbilityAttribute {
            type = "boostStat",
            parameters = new List <AbilityAttributeParameter>
            {
                new AbilityAttributeParameter {
                    name = "degree",
                    value = (float)degree
                },
                new AbilityAttributeParameter {
                    name = "stat",
                    value = stat
                }
            }
        });
    }
Esempio n. 21
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    public static SavedPassiveAbility ConvertFrom(PassiveAbility ability)
    {
        var obj = new SavedPassiveAbility();

        if (ability == null)
        {
            return(null);
        }
        obj.icon        = ability.icon;
        obj.name        = ability.name;
        obj.description = ability.description;
        obj.points      = ability.points;
        obj.level       = ability.level;
        obj.xp          = ability.xp;
        obj.skillTree   = SavedSkillTree.ConvertFrom(ability.skillTree);
        foreach (var attribute in ability.attributes)
        {
            obj.attributes.Add(SavedAbilityAttribute.ConvertFrom(attribute));
        }
        return(obj);
    }
    public static int Select(PassiveAbility ability)
    {
        int count = 0;

        foreach (var attribute in ability.attributes)
        {
            if (attribute.priority < 50 || count > 3)
            {
                break;
            }
            if (simpleIconTable.ContainsKey(attribute.type))
            {
                return(simpleIconTable[attribute.type]);
            }
            else if (iconTable.ContainsKey(attribute.type))
            {
                return(iconTable[attribute.type](attribute));
            }
            count++;
        }
        return(0);
    }
Esempio n. 23
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        void AssertNextValue(int i, PassiveAbility ab, double valuePrimary, double?valueAux)
        {
            var factor    = GetFactor(ab, true);
            var factorAux = GetFactor(ab, false);

            if (i < MaxAbilityInc)
            {
                Assert.Greater(factor, valuePrimary);
                if (valueAux != null)
                {
                    Assert.Greater(factorAux, valueAux.Value);
                }
            }
            else
            {
                Assert.AreEqual(factor, valuePrimary);
                if (valueAux != null)
                {
                    Assert.AreEqual(factorAux, valueAux.Value);
                }
            }
        }
Esempio n. 24
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    public void ReplaceAbility(GameObject abi, int slot)
    {
        GameObject abilityObj = Instantiate(abi) as GameObject;


        AbilityModule ability = abilityObj.GetComponent <AbilityModule>();
        AbilityModule unequip = abilitySlots[slot - 1];

        if (unequip.passive)
        {
            PassiveAbility unequipPassive = unequip.GetComponent <PassiveAbility>();
            unequipPassive.Detach();
        }

        Destroy(unequip.gameObject);

        if (ability.passive)
        {
            PassiveAbility equipPassive = ability.GetComponent <PassiveAbility>();
            equipPassive.Attach();
        }

        abilitySlots[slot - 1] = ability;

        abilitySlots[slot - 1].cooldownImage     = abilityCooldownImages[slot - 1];
        abilityCooldownImages[slot - 1].sprite   = abilitySlots[slot - 1].abilityCircleIcon;
        abilityOnCooldownImages[slot - 1].sprite = abilitySlots[slot - 1].abilityCircleIcon;
        abilitySlots[slot - 1].abilityText       = abilityNameTexts[slot - 1];

        abilitySlots[slot - 1].bottomImage   = abilityBottomImages[slot - 1];
        abilityBottomImages[slot - 1].sprite = abilitySlots[slot - 1].abilitySquareIcon;

        abilitySlots[slot - 1].bottomText = abilityBottomTexts[slot - 1];

        //abilitySlots[slot - 1].abilityIcon = abilityIconImages[slot - 1];

        abilitySlots[slot - 1].abilityButtonText = abilityButtonTexts[slot - 1];
    }
Esempio n. 25
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    private void Equip()
    {
        GameObject Player = CharacterOpenInfo.Self;

        PassiveAbility Current = Player.GetComponent <CharacterAction>().EquipedPassiveAbility[CurrentSlot];

        if (Player.GetComponent <ControlStateManager>().AttachedAbilityObject.GetComponent <AbilityObject>().PriceType == AbilityObjectPriceType.Purchase)
        {
            EventManager.instance.Fire(new PlayerGetMoney(-Player.GetComponent <ControlStateManager>().AttachedAbilityObject.GetComponent <AbilityObject>().Price));
        }

        if (Current != null)
        {
            Player.GetComponent <ControlStateManager>().AttachedAbilityObject.GetComponent <AbilityObject>().Ability   = Current;
            Player.GetComponent <ControlStateManager>().AttachedAbilityObject.GetComponent <AbilityObject>().PriceType = AbilityObjectPriceType.Drop;
            Player.GetComponent <ControlStateManager>().AttachedAbilityObject.GetComponent <AbilityObject>().SetSelf();
        }
        else
        {
            Destroy(Player.GetComponent <ControlStateManager>().AttachedAbilityObject);
        }

        EventManager.instance.Fire(new PlayerEquipPassiveAbility(UpdatePassiveAbility, CurrentSlot));
    }
Esempio n. 26
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 public static PassiveAbility Generate(int level = 1)
 {
     for (int i = 0; i < 10000; i++)
     {
         var startingPoints = AbilityCalculator.GetPointsFromLevel(level);
         int numAttributes  = RNG.Int(1, 5);
         var ability        = new PassiveAbility {
             points = startingPoints,
             level  = level
         };
         for (int j = 0; j < numAttributes; j++)
         {
             for (int k = 0; k < 10000; k++)
             {
                 var attribute = AbilityAttributeGenerator.Generate(ability);
                 if (attribute != null && attribute.points <= ability.points)
                 {
                     ability.attributes.Add(attribute);
                     ability.points -= attribute.points;
                     break;
                 }
             }
         }
         ability.points = startingPoints;
         ability.SortAttributes();
         ability.icon        = AbilityIconSelector.Select(ability);
         ability.name        = AbilityNamer.Name(ability);
         ability.description = AbilityDescriber.Describe(ability);
         if (ability.IsValid())
         {
             ability.skillTree = new AbilitySkillTree(ability);
             return(ability);
         }
     }
     return(null);
 }
Esempio n. 27
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    private static AbilityAttribute BoostElementalDamage(PassiveAbility ability)
    {
        int    degree  = RNG.Int(60, 151);
        string element = RNG.EnumValue <Element>().ToString();

        while (element == "none")
        {
            element = RNG.EnumValue <Element>().ToString();
        }
        return(new AbilityAttribute {
            type = "boostElementalDamage",
            parameters = new List <AbilityAttributeParameter>
            {
                new AbilityAttributeParameter {
                    name = "degree",
                    value = degree / 100f
                },
                new AbilityAttributeParameter {
                    name = "element",
                    value = element
                }
            }
        });
    }
Esempio n. 28
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        static void Main(string[] args)
        {
            /*
             * Test Abilities:
             *  -- General --
             *  Move: actor moves
             *  Interact: actor interacts with stuff
             *  UseItem: actor uses item
             *  Wait: actor skipps turn
             *  Attack: actor uses base attack
             *
             *  -- Class Specific --
             *  Warrior
             *      Warriors' Shout: Target a mighty warcry at an enemy to paralyze them in fear for one turn 3 turn cooldown
             *
             *          Effects: Target = Change ActorStatus to paralyzed
             *
             *          Conditions: Caster = Cooldown not in effect Within 3 tiles in any direction
             *
             *      Enrage: When health dips below 20% user gets a boost to attack damage and agility.
             *
             *          Effects: Caster = Agility=10% AtkDmg=10%
             *
             *          Conditions: Caster = health below 20%
             *
             *  Wizard
             *      Magic Projectile: Shoot a ball of magic damage towards an enemy
             *
             *          Effects: Target = Damage an enemy or object with magic damage
             *
             *          Conditions: Caster = Must have enough mana
             *
             *      Possesion: Gain control of a fallen enemy or ally and gain accces to most of thier abilities. While using posession
             *          caster may not move or use abilities or they will break the link between them and the target. Using possesed units abilities
             *          or moving them will cost caster mana.
             *
             *          Effects: Target = Toggle control over to player of casted unit
             *
             *          Conditions: Target = must be in dead status | Caster = Most not use actions, must have mana
             *
             *      Power Overwhelming: Once per match When your mana reserves hit 0 cast 1 free spell for double its normal damage
             *          IF possesion is used or already in use target of possesion will create an explosion of magic damage.
             *
             *          Effects: Caster = Clear mana check for 1 spell, double damage special effect on other spell
             *
             *          Conditions: Caster = mana must be 0, can only be used once per battle
             *
             *  Rouge
             *      Poison Dart: Throw a poison dart at a target to poison them. Poisoned targets get small reduction to their
             *          agility, dexterity
             *
             *          Effects: Target = Change status of actor to poisoned inflicting a small amount of damage overtime, if target
             *          is already poisoned no effect will be applied
             *
             *          Conditions: NONE
             *
             *      Feign Death: The rouge fakes its own death making it untargetable by enmies for as long as they do not move max of 2 turns
             *          any enemies targeting this character before hand will not longer target it, NOTE any target area skill will
             *          still affect actor
             *
             *          Effects: Caster = deaggro enemies & make actor unselectable by targeted skills
             *
             *          Conditions: Caster = NONE
             *
             */

            #region ConditionsList
            StatCondition healthDip = new StatCondition(ActorStats.HealthPoints, Evaluation.Less, 20, true);
            #endregion

            #region EffectsList
            StatModifier agilBuff   = new StatModifier(ActorStats.Agility, 10, false, true);
            StatModifier damageBuff = new StatModifier(ActorStats.Strength, 10, false, true);
            StatModifier damage     = new StatModifier(ActorStats.HealthPoints, 5, true, false);
            #endregion

            #region AbilitiesList
            #region Enrage Creation Code
            PassiveAbility enrage = new PassiveAbility("Enrage", "User explodes with anger", 0, 0, 9999);
            enrage.InitializeAbility();
            enrage.AddEffect(agilBuff, true);
            enrage.AddEffect(damageBuff, true);
            enrage.AddEffect(damage, false);
            enrage.AddCondition(healthDip, true);
            #endregion
            #region Warrior's Shout

            #endregion
            #endregion

            Humanoid test = new Humanoid("A", "A", 40, 20, true);
            test.Class = HumaniodClass.Warrior;
            test.AssignBaseStats();
            test.Agility  = 10;
            test.Strength = 10;
            test.LearnedAbilities.Add(enrage);

            #region TEST CODE
            string availableAbilities = "";
            foreach (var item in test.GetAvailableAbilites())
            {
                int casterConditions = item.CasterConditions.Count;
                int targetConditions = item.TargetConditions.Count;
                availableAbilities += (item.Name + ": Conditions -- Caster =" + casterConditions + " Target = " + targetConditions + "\n");
            }
            Console.WriteLine("===== {0} =====\n* Available Abilitites: {1}", test.Name, availableAbilities);
            Console.WriteLine("Press any key to continue");
            Console.Read();
            test.HealthPoints = 7;
            foreach (var item in test.GetAvailableAbilites())
            {
                int casterConditions = item.CasterConditions.Count;
                int targetConditions = item.TargetConditions.Count;
                availableAbilities += (item.Name + ": Conditions -- Caster =" + casterConditions + " Target = " + targetConditions + "\n");
            }
            Console.WriteLine("===== {0} =====\n* Available Abilitites: {1}", test.Name, availableAbilities);
            #endregion
        }
Esempio n. 29
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 float GetFactor(PassiveAbility ab, bool primary)
 {
     return(ab.GetFactor(primary));
 }
Esempio n. 30
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 public void UnregisterListener(PassiveAbility passiveAbility)
 {
     passiveAbilities.Remove(passiveAbility);
 }