Esempio n. 1
0
    // To determine if the unlock button can be pressed, including that the
    // requirements can be met if it is an unlockable cell.
    private bool can_unlock()
    {
        bool on_cell = TurnPhaser.I.active_disc.cell == cell;

        if (!cell.locked || !on_cell)
        {
            return(false);
        }
        if (cell.has_rune_gate && !cell.restored_rune_gate &&
            TurnPhaser.I.active_disc.get_res(Storeable.STAR_CRYSTALS) >= 10)
        {
            return(true);
        }

        TravelCardUnlockable u = cell.get_unlockable();

        if (u.requires_seeker)
        {
            return(TurnPhaser.I.active_disc.bat.has_seeker);
        }
        // Must be a resource requirement.
        if (TurnPhaser.I.active_disc.get_res(u.resource_type) >=
            Mathf.Abs(u.resource_cost))
        {
            return(true);
        }
        return(false);
    }
Esempio n. 2
0
 public Location1_2() : base(TravelDeck.LOCATION1_2)
 {
     unlockable              = new TravelCardUnlockable(Storeable.STAR_CRYSTALS, -5);
     rules.affect_resources  = true;
     equipment_reward_amount = 1;
     description             = "You find a sealed ancestral safe keep, there are 5 star crystal slots " +
                               "that must be filled to open it.";
     subtext          = "";
     consequence_text = "1 equipment";
 }
Esempio n. 3
0
 public Location1_3() : base(TravelDeck.LOCATION1_3)
 {
     rules.affect_resources         = true;
     consequence[Storeable.ARELICS] = 1;
     consequence[Storeable.ERELICS] = 1;
     consequence[Storeable.MRELICS] = 1;
     unlockable  = new TravelCardUnlockable(PlayerUnit.SEEKER);
     description = "A large stone door built into the side of a stone mound bears the symbol " +
                   "of refuge. How might it open?";
     subtext          = "Requires Seeker";
     consequence_text = "1 Astra relic\n1 Endura relic\n1 Martial relic";
 }
Esempio n. 4
0
 public Location2_1() : base(TravelDeck.LOCATION2_1)
 {
     rules.affect_resources  = true;
     equipment_reward_amount = 2;
     consequence[Storeable.STAR_CRYSTALS] = 6;
     consequence[Storeable.ARELICS]       = 1;
     consequence[Storeable.MRELICS]       = 1;
     unlockable  = new TravelCardUnlockable(PlayerUnit.SEEKER);
     description = "The land descends here into a stone altar. Down some steps a beautiful courtyard" +
                   "was revealed, the power of Astra glowing along the ley lines of our ancestors, pulsing with life." +
                   "Towards the back of the main area stands a deep emerald green obelisk from which all the ley lines converge.\n" +
                   "You see a key hole.";
     subtext          = "Requires 1 Imbued Key";
     consequence_text = "2 tier 2 items\n6 star crystals\n1 Astra relic\n1 Martial relic";
 }