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); }
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); }
public override bool Use(Race[] targets) { if (Affect.HasAffect <SwordmanB3> (own)) { return(false); } Affect.CreatePrimitiveAndUse <SwordmanB3> (own, targets); return(true); }
public override bool Use(Race[] targets) { if (Affect.HasAffect <Artifact1> (own)) { return(false); } Affect.CreatePrimitiveAndUse <Artifact2> (own, targets); return(true); }
public override bool Use(Race[] targets) { if (Affect.HasAffect <Sword> (own)) { return(false); } Affect.CreatePrimitiveAndUse <Sword> (own, targets); upgradePrice *= 1.2f; return(true); }
public float AdditionalAffectChange(BurnAffect affect, Race target) { return(!ableBurnAffect || Affect.HasAffect <BurnAffect> (target) ? 0f : 1f); }
protected override bool Interact() { return(!Affect.HasAffect <BurstStrength> (own) && EnoughEnergy() && EnoughLevel() && EnoughCooldown()); }
public float AdditionalAffectChange(StunAffect affect, Race target) { return(Affect.HasAffect <StunAffect>(target) ? 0f : 1f); }
protected override bool Interact() { return(!Affect.HasAffect <Speedy> (own) && EnoughEnergy() && EnoughLevel() && EnoughCooldown());; }
protected override bool Interact() { energy = own.targets.Any(x => Affect.HasAffect <StunAffect> (x)) ? 4f : 8f; return(base.Interact()); }