private void GenerateDangerous(Faction owner, Verse.Map map) { if (Rand.Chance(0.3f)) { Dangerous_HiddenAttack dang = new Dangerous_HiddenAttack(Rand.Range(8000, 15000), dangerousLevel, owner, map, 30); main.parent.AllComps.Add(dang); } else { Dangerous_AlreadyStand dang = new Dangerous_AlreadyStand(dangerousLevel, owner, map, 4, 6); } }
private void GenerateDangerous(Verse.Map map, Faction owner) { if (Rand.Chance(0.23f)) { Dangerous_HiddenFlyAttack dang = new Dangerous_HiddenFlyAttack(Rand.Range(3500, 10000), dangerousLevel, owner, map, Rand.Range(5, 10), Rand.Range(14, 25), 30); main.parent.AllComps.Add(dang); } else if (Rand.Chance(0.32f)) { Dangerous_HiddenAttack dang = new Dangerous_HiddenAttack(Rand.Range(8000, 10000), dangerousLevel, owner, map, 30); main.parent.AllComps.Add(dang); } else { Dangerous_AlreadyStand dang = new Dangerous_AlreadyStand(dangerousLevel, owner, map, 8, 10); } }
private void GenerateDangerous(Verse.Map map, Faction owner) { if (dangerousLevel < 3000f) { dangerousLevel *= 1.24f; } if (Rand.Chance(0.5f)) { Dangerous_HiddenAttack dang = new Dangerous_HiddenAttack(Rand.Range(7500, 14000), dangerousLevel, owner, map, 20); dang.parent = main.parent; main.parent.AllComps.Add(dang); } else { Dangerous_AlreadyStand dang = new Dangerous_AlreadyStand(dangerousLevel, owner, map, 5, 8); } }
private void GenerateDangerous(Faction owner, Verse.Map map) { Dangerous_AlreadyStand dang = new Dangerous_AlreadyStand(dangerousLevel, owner, map, 4, 4); }