Exemplo n.º 1
0
 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--;
         }
     });
 }
Exemplo n.º 2
0
 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);
         }
     });
 }
Exemplo n.º 3
0
 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);
     });
 }
Exemplo n.º 4
0
 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++;
             }
         });
     }
 }
Exemplo n.º 5
0
 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++;
             }
         });
     }
 }
Exemplo n.º 6
0
 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--;
         }
     });
 }
Exemplo n.º 7
0
    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); });
    }
Exemplo n.º 8
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 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++;
         }
     });
 }
Exemplo n.º 9
0
 public override void AddToCurse(Deity self, Level level, Agent agent, StatusEffect curse)
 {
     curse.AddAttackEffect("-2 DEF vs all", a => a.DefendBonus -= 2);
 }
Exemplo n.º 10
0
 public override void AddToBlessing(Deity self, Level level, Agent agent, StatusEffect blessing)
 {
     blessing.AddAttackEffect("+2 ATK vs all", a => a.AttackBonus += 2);
 }
Exemplo n.º 11
0
 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++);
 }