Esempio n. 1
0
 public override bool Upgrade(float price = 0)
 {
     if (upgradeCount == 2)
     {
         return(false);
     }
     if (EnoughGold(own, upgradePrice))
     {
         ++upgradeCount;
         Affect.HasAffect <Ring> (own, (a) => {
             a.Upgrade();
             title = "Ring lv." + (upgradeCount + 1);
             brief = "+" + Mathf.Floor(a.point) + " all stats";
             SubtractGold(own, upgradePrice);
             if (upgradeCount == 1)
             {
                 upgradePrice = 120f;
             }
         });
         var addingItem = GetRandomItem();
         if (addingItem)
         {
             brief += ", " + addingItem.brief;
         }
         return(true);
     }
     return(false);
 }
Esempio n. 2
0
 public override bool Upgrade(float price = 0)
 {
     if (upgradeCount == 9)
     {
         return(false);
     }
     if (EnoughGold(own, upgradePrice))
     {
         ++upgradeCount;
         Affect.HasAffect <Sword> (own, (a) => {
             a.Upgrade();
             title = "Sword lv." + (upgradeCount + 1);
             brief = "+" + Mathf.Floor(a.damage) + " damage";
             SubtractGold(own, upgradePrice);
             upgradePrice *= 1.2f;
         });
         var addingItem = GetRandomItem();
         if (addingItem)
         {
             brief += ", " + addingItem.brief;
         }
         return(true);
     }
     return(false);
 }
Esempio n. 3
0
 public override bool Use(Race[] targets)
 {
     if (Affect.HasAffect <SwordmanB3> (own))
     {
         return(false);
     }
     Affect.CreatePrimitiveAndUse <SwordmanB3> (own, targets);
     return(true);
 }
Esempio n. 4
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        public override bool Use(Race[] targets)
        {
            if (Affect.HasAffect <Artifact1> (own))
            {
                return(false);
            }

            Affect.CreatePrimitiveAndUse <Artifact2> (own, targets);
            return(true);
        }
Esempio n. 5
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        public override bool Use(Race[] targets)
        {
            if (Affect.HasAffect <Sword> (own))
            {
                return(false);
            }

            Affect.CreatePrimitiveAndUse <Sword> (own, targets);
            upgradePrice *= 1.2f;
            return(true);
        }
Esempio n. 6
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 public float AdditionalAffectChange(BurnAffect affect, Race target)
 {
     return(!ableBurnAffect || Affect.HasAffect <BurnAffect> (target) ? 0f : 1f);
 }
Esempio n. 7
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 protected override bool Interact()
 {
     return(!Affect.HasAffect <BurstStrength> (own) && EnoughEnergy() && EnoughLevel() && EnoughCooldown());
 }
Esempio n. 8
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 public float AdditionalAffectChange(StunAffect affect, Race target)
 {
     return(Affect.HasAffect <StunAffect>(target) ? 0f : 1f);
 }
Esempio n. 9
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 protected override bool Interact()
 {
     return(!Affect.HasAffect <Speedy> (own) && EnoughEnergy() && EnoughLevel() && EnoughCooldown());;
 }
Esempio n. 10
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 protected override bool Interact()
 {
     energy = own.targets.Any(x => Affect.HasAffect <StunAffect> (x)) ? 4f : 8f;
     return(base.Interact());
 }