// IsLikeKind checks if another incumbent effect is equal to this effect // Can use class type, key, or whatever conditions you need to test equivalency protected override bool IsLikeKind(IncumbentEffect other) { return(other is MageLight); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is PassiveSpecialsEffect); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is DetectMagic); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is ChameleonNormal); }
protected override void AddState(IncumbentEffect incumbent) { // Prompt from incumbent as it has the position data for teleport (incumbent as Teleport).PromptPlayer(); }
protected abstract bool IsLikeKind(IncumbentEffect other);
protected override bool IsLikeKind(IncumbentEffect other) { return(other is InvisibilityNormal); }
protected override bool IsLikeKind(IncumbentEffect other) { return((other is VampiricFortifyEffect && (other as VampiricFortifyEffect).fortifyStat == fortifyStat) ? true : false); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is DrainEffect && (other as DrainEffect).drainStat == drainStat); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is DetectTreasure); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is Slowfall); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is ComprehendLanguages); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is WaterBreathing); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is Lock); }
protected override bool IsLikeKind(IncumbentEffect other) { return (other is Regenerate); }
protected override bool IsLikeKind(IncumbentEffect other) { return((other.Key == Key) ? true : false); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is ContinuousDamageSpellPoints); }
protected override void AddState(IncumbentEffect incumbent) { incumbent.RoundsRemaining += RoundsRemaining; }
protected abstract void AddState(IncumbentEffect incumbent);
protected override bool IsLikeKind(IncumbentEffect other) { return(other is Paralyze); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is ShadowNormal); }
protected override void AddState(IncumbentEffect incumbent) { // Stack my rounds onto incumbent incumbent.RoundsRemaining += RoundsRemaining; ShowPlayerParalyzed(); }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is Teleport); }
protected override void AddState(IncumbentEffect incumbent) { // The player can catch multiple instances of the same disease in classic, but // in Daggerfall Unity host cannot catch same disease twice so do nothing further here. // Specific diseases can override and do something else if they require }
protected override bool IsLikeKind(IncumbentEffect other) { return(other is FreeAction); }
protected override bool IsLikeKind(IncumbentEffect other) { // Comparing keys should be enough for like-kind test // Child classes can override test if they need to return(other.Key == Key); }
protected override void AddState(IncumbentEffect incumbent) { return; }
protected override bool IsLikeKind(IncumbentEffect other) { return((other is ElementalResistance && (other as ElementalResistance).ElementResisted == ElementResisted) ? true : false); }
protected override void AddState(IncumbentEffect incumbent) { // Stack my rounds onto incumbent incumbent.RoundsRemaining += RoundsRemaining; }
protected override bool IsLikeKind(IncumbentEffect other) { return(false); }