public override void AddToCurse(Deity self, Level level, Agent agent, StatusEffect curse) { curse.AddAttackEffect("-stone weapon ATK", a => { if (a.Attacker.Weapon?.MadeOf == "stone") { a.AttackBonus--; } }); curse.AddAttackEffect("-metal weapon ATK", a => { if (a.Attacker.Weapon?.MadeOf == "metal") { a.AttackBonus--; } }); }
public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing) { blessing.AddAttackEffect("fire attack", a => { var onFire = GetFire(a.Defender); if (!a.Defender.StatusEffects.Any(s => s.Name == onFire.Name)) { onFire.Begin(level, a.Defender); } }); }
public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing) { blessing.AddAttackEffect("stun attack", a => { var stun = new StatusEffect { Name = "Stunned", TurnsRemaining = 10 }; stun.AddTurnEffect("-2d4 AP each turn", () => { agent.AP -= 2 + Globals.Random.Next(4) + Globals.Random.Next(4); }); stun.Begin(level, a.Defender); }); }
public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing) { if (likesUsingStone) { blessing.AddAttackEffect("+stone weapon ATK", a => { if (a.Attacker.Weapon?.MadeOf == "stone") { a.AttackBonus++; } }); } if (likesUsingMetal) { blessing.AddAttackEffect("+metal weapon ATK", a => { if (a.Attacker.Weapon?.MadeOf == "metal") { a.AttackBonus++; } }); } }
public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing) { if (likesUsingWood) { blessing.AddAttackEffect("+wood weapon ATK", a => { if (a.Attacker.Weapon?.MadeOf == "wood") { a.AttackBonus++; } }); } }
public override void AddToCurse(Deity self, Level level, Agent agent, StatusEffect curse) { curse.AddAttackEffect("-ATK vs undead", a => { if (a.Defender.Team == "undead") { a.AttackBonus--; } }); curse.AddDefendEffect("-DEF vs undead", a => { if (a.Attacker.Team == "undead") { a.DefendBonus--; } }); }
public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing) { blessing.AddAttackEffect("+ATK vs undead", a => { if (a.Defender.Team == "undead") { a.AttackBonus++; } }); var amount = 5; blessing.AddEffect("+HP max", () => { agent.HPMax += amount; agent.HP += amount; }, () => { agent.HPMax -= amount; agent.HP = Math.Min(agent.HP, agent.HPMax); }); }
public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing) { blessing.AddAttackEffect("+bone weapon ATK", a => { if (a.Attacker.Weapon?.MadeOf == "bone") { a.AttackBonus++; } }); blessing.AddDefendEffect("+bone armor DEF", a => { if (a.Defender.Armor?.MadeOf == "bone") { a.DefendBonus++; } }); }
public override void AddToCurse(Deity self, Level level, Agent agent, StatusEffect curse) { curse.AddAttackEffect("-2 DEF vs all", a => a.DefendBonus -= 2); }
public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing) { blessing.AddAttackEffect("+2 ATK vs all", a => a.AttackBonus += 2); }
public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing) { blessing.AddAttackEffect("+ATK vs all", a => a.AttackBonus++); blessing.AddDefendEffect("+DEF vs all", a => a.DefendBonus++); }