public void GenerateDocumentation(IDocumentationGenerator generator) { generator.PropertyValuePair("Skills", $"{(Auto ? "Automatic, based on class, equipment, and existing skills" : Skills)}"); generator.PropertyValuePair("XP", $"{AmountLow}" + (AmountLow == AmountHigh ? $"" : $" to {AmountHigh}")); if (GoldCost != 0) { generator.PropertyValuePair("Costs", $"{GoldCost}{Naming.Gold}"); } }
public void GenerateDocumentation(IDocumentationGenerator generator) { generator.PropertyValuePair("Reflect", $"{ReflectPercent:0}%"); if (ReflectedDamageIsSubtracted) { generator.Value($"Reflected damage is subtracted from incoming damage"); } generator.PropertyValuePair(nameof(HitBehavior).SplitCamelCase(), HitBehavior.ToString()); }
public void GenerateDocumentation(IDocumentationGenerator generator) { if (GoldCost != 0) { generator.PropertyValuePair("Cost", $"{GoldCost}{Naming.Gold}"); } }
public void GenerateDocumentation(IDocumentationGenerator generator) { var shows = new List <string>(); if (ShowGold) { shows.Add($"Gold"); } if (ShowGeneral) { shows.Add($"Age, Clan, Culture, Health"); } if (ShowTopSkills) { shows.Add($"Skills greater than {MinSkillToShow}"); } if (ShowAttributes) { shows.Add($"Attributes"); } if (ShowEquipment) { shows.Add($"Equipment tier"); } if (ShowInventory) { shows.Add($"Battle equipment inventory"); } if (ShowCivilianInventory) { shows.Add($"Civilian equipment inventory"); } if (ShowStorage) { shows.Add($"Custom item storage"); } if (ShowRetinue) { shows.Add($"Retinue count and average tier"); } if (ShowRetinueList) { shows.Add($"Retinue unit list"); } if (ShowAchievements) { shows.Add($"Achievements"); } if (ShowTrackedStats) { shows.Add($"Tracked stats"); } if (ShowPowers) { shows.Add($"Powers"); } generator.PropertyValuePair("Shows", string.Join(", ", shows)); }
public void GenerateDocumentation(IDocumentationGenerator generator) { generator.P(Random ? "Random attribute" : "Provide the attribute name (or part of it) when calling this"); generator.PropertyValuePair("Amount", $"{AmountLow}" + (AmountLow == AmountHigh ? $"" : $" to {AmountHigh}")); if (GoldCost != 0) { generator.P($"Costs {GoldCost}{Naming.Gold}"); } }
public void GenerateDocumentation(IDocumentationGenerator generator) { if (KnockBackChancePercent > 0) { generator.PropertyValuePair(nameof(KnockBackChancePercent).SplitCamelCase(), $"{KnockBackChancePercent:0}%"); } if (KnockDownChancePercent > 0) { generator.PropertyValuePair(nameof(KnockDownChancePercent).SplitCamelCase(), $"{KnockDownChancePercent:0}%"); } if (ShrugOffChancePercent > 0) { generator.PropertyValuePair(nameof(ShrugOffChancePercent).SplitCamelCase(), $"{ShrugOffChancePercent:0}%"); } if (MakesRearChancePercent > 0) { generator.PropertyValuePair(nameof(MakesRearChancePercent).SplitCamelCase(), $"{MakesRearChancePercent:0}%"); } if (DismountChance > 0) { generator.PropertyValuePair(nameof(DismountChance).SplitCamelCase(), $"{DismountChance:0}%"); } }
public void GenerateDocumentation(IDocumentationGenerator generator) { generator.PropertyValuePair("Side", OnPlayerSide ? "Streamers side" : "Enemy side"); if (HealPerSecond > 0) { generator.PropertyValuePair("Heals", $"{HealPerSecond:0.0}HP per second while summoned"); } if (GoldCost > 0) { generator.PropertyValuePair("Cost", $"{GoldCost}{Naming.Gold}"); } var allowed = new List <string>(); if (AllowFieldBattle) { allowed.Add("Field battle"); } if (AllowVillageBattle) { allowed.Add("Village battle"); } if (AllowSiegeBattle) { allowed.Add("Siege battle"); } if (AllowFriendlyMission) { allowed.Add("Friendly mission"); } if (AllowHideOut) { allowed.Add("Hide-out"); } generator.PropertyValuePair("Allowed in", $"{string.Join(", ", allowed)}"); }
public void GenerateDocumentation(IDocumentationGenerator generator) { generator.PropertyValuePair("Damage", $"{DamageModifierPercent:0}%"); generator.PropertyValuePair(nameof(AddHitBehavior).SplitCamelCase(), () => AddHitBehavior.GenerateDocumentation(generator)); generator.PropertyValuePair(nameof(RemoveHitBehavior).SplitCamelCase(), () => RemoveHitBehavior.GenerateDocumentation(generator)); }
public void GenerateDocumentation(IDocumentationGenerator generator) { generator.PropertyValuePair("Amount", $"{Amount}{Naming.Gold}"); }