private void UseAbility(object sender, System.EventArgs e) { if (HostShip.HasToken(typeof(WeaponsDisabledToken))) { HostShip.RemoveToken(typeof(WeaponsDisabledToken)); } HostShip.AssignToken(new StressToken(), DecisionSubPhase.ConfirmDecision); }
private void UseAbility(object sender, System.EventArgs e) { // don't need to check stressed as done already // add an attack dice IsAbilityUsed = true; HostShip.ChangeFirepowerBy(+1); HostShip.AssignToken(new Tokens.StressToken(), SubPhases.DecisionSubPhase.ConfirmDecision); }
private void UseCaptainYorrAbility(object sender, System.EventArgs e) { HostShip.AssignToken(TargetShip.TokenToAssign, delegate { TargetShip.TokenToAssign = null; TargetShip = null; DecisionSubPhase.ConfirmDecision(); }); }
private void ActivateBiggsAbility(object sender, System.EventArgs e) { IsAbilityUsed = true; HostShip.AssignToken(new Conditions.BiggsDarklighterCondition(), delegate { }); GenericShip.OnTryPerformAttackGlobal += CanPerformAttack; HostShip.OnDestroyed += RemoveBiggsDarklighterAbility; Phases.OnCombatPhaseEnd += RemoveBiggsDarklighterAbility; SubPhases.DecisionSubPhase.ConfirmDecision(); }
private void AssignFocus(Action callback) { HostShip.AssignToken(new Tokens.FocusToken(), callback); }
private void AssignStoredToken(object sender, System.EventArgs e) { FocusTokensStored--; HostShip.AssignToken(new FocusToken(), SubPhases.DecisionSubPhase.ConfirmDecision); }
private void AssignStress(Action callback) { Messages.ShowError(Name + " is used"); HostShip.AssignToken(new Tokens.StressToken(), delegate { AssignStressToDefender(callback); }); }
private void UseJanOrsAbility(object sender, System.EventArgs e) { HostShip.AssignToken(new Tokens.StressToken(), AllowRollAdditionalDice); }