private void AddDualWieldAttacking(AT.Character.Situation.AttackSituation sit) { if (sit.action.IsReaction) { return; } Sheet character = sit.action.actor.CharSheet; if (character.HasTypeOfCondition <AT.Character.Condition.DualWieldAttacking> ()) { //Nothing } else { bool offhand = (sit.action.ActionOptions [0].chosenChoice as AttackTypeChoice).IsOffhand(); character.TakeCondition(new AT.Character.Condition.DualWieldAttacking(!offhand)); } }
private static void Add2ArmourClass(AT.Character.Situation.AttackSituation sit) { sit.ArmorClassGauge.Modify(new Modifier(2, "shield")); }
public void FlagDisadvantage(AT.Character.Situation.AttackSituation sit) { sit.FlagDisadvantage(); }
void CursedWillBeAttacked(AT.Character.Situation.AttackSituation sit) { // Debug.Log ("Disi!"); sit.FlagAdvantage(); }
void CursedWillPerform(AT.Character.Situation.AttackSituation sit) { // Debug.Log ("Disi!"); sit.FlagDisadvantage(); }