Пример #1
0
        private void RemoveExposeEffect()
        {
            HostShip.ChangeFirepowerBy(-1);
            HostShip.ChangeAgilityBy(+1);

            Phases.Events.OnEndPhaseStart_NoTriggers -= RemoveExposeEffect;
        }
Пример #2
0
 public override void DeactivateAbility()
 {
     base.DeactivateAbility();
     TurnSFoilsToAttackPosition(HostShip);
     HostShip.ChangeFirepowerBy(+1);
     HostShip.OnManeuverIsReadyToBeRevealed -= CheckChangeManeuverComplexity;
 }
Пример #3
0
 public override void ActivateAbility()
 {
     base.ActivateAbility();
     TurnSFoilsToClosedPosition(HostShip);
     HostShip.ChangeFirepowerBy(-1);
     HostShip.OnManeuverIsReadyToBeRevealed += CheckChangeManeuverComplexity;
 }
Пример #4
0
 public override void DeactivateAbility()
 {
     base.DeactivateAbility();
     TurnSFoilsToAttackPosition(HostShip);
     HostShip.ChangeFirepowerBy(+1);
     HostShip.AfterGenerateAvailableActionsList -= AddActionIcon;
     HostShip.OnManeuverIsReadyToBeRevealed     -= CheckChangeManeuverComplexity;
 }
Пример #5
0
 public override void ActivateAbility()
 {
     base.ActivateAbility();
     TurnSFoilsToClosedPosition(HostShip);
     HostShip.ChangeFirepowerBy(-1);
     HostShip.AfterGenerateAvailableActionsList += AddActionIcon;
     HostShip.OnManeuverIsReadyToBeRevealed     += CheckChangeManeuverComplexity;
 }
Пример #6
0
 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);
 }
Пример #7
0
 public override void DeactivateAbility()
 {
     HostShip.ChangeFirepowerBy(-1);
     HostShip.ArcInfo.Arcs.RemoveAll(arc => arc is ArcPrimary);
     HostShip.AfterGotNumberOfAttackDice      -= CheckWeakArc;
     HostShip.BeforeRemovingTokenInEndPhase   -= KeepTwoFocusTokens;
     Phases.Events.OnEndPhaseStart_NoTriggers -= OnEndPhaseStart_NoTriggers;
 }
Пример #8
0
 private void RemoveEpsilonLeaderAbility(GenericShip genericShip)
 {
     // At the end of combat phase, need to remove attack value increase
     if (IsAbilityUsed)
     {
         HostShip.ChangeFirepowerBy(-1);
         IsAbilityUsed = false;
     }
 }
Пример #9
0
 public override void DeactivateAbility()
 {
     HostShip.ShipInfo.ArcInfo.Arcs.First().Firepower--;
     HostShip.PrimaryWeapons.First().WeaponInfo.AttackValue--;
     HostShip.ChangeFirepowerBy(-1);
     HostShip.ShipInfo.Agility++;
     HostShip.ChangeAgilityBy(1);
     HostShip.ShipInfo.Shields -= 2;
     HostShip.ChangeShieldBy(-2);
 }
Пример #10
0
        private void ApplyExposeEffect()
        {
            HostShip.ChangeFirepowerBy(+1);
            HostShip.ChangeAgilityBy(-1);

            Phases.Events.OnEndPhaseStart_NoTriggers += RemoveExposeEffect;

            HostShip.Tokens.AssignCondition(typeof(Conditions.ExposeCondition));
            Phases.CurrentSubPhase.CallBack();
        }
Пример #11
0
        public override void ActivateAbility()
        {
            HostShip.ChangeFirepowerBy(1);

            HostShip.ShipBaseArcsType = Arcs.BaseArcsType.ArcMobile; //This seems to work, but still prompt the user twice at the beginning
            HostShip.InitializeShipBaseArc();
            HostShip.SetShipInsertImage();

            HostShip.AfterGotNumberOfAttackDice      += CheckWeakArc;
            HostShip.BeforeRemovingTokenInEndPhase   += KeepTwoFocusTokens;
            Phases.Events.OnEndPhaseStart_NoTriggers += OnEndPhaseStart_NoTriggers;
        }
Пример #12
0
 public override void DeactivateAbility()
 {
     HostShip.ChangeFirepowerBy(-1);
     HostShip.AfterGotNumberOfAttackDice -= CheckWeakArc;
 }
Пример #13
0
 public override void DeactivateAbility()
 {
     HostShip.ChangeFirepowerBy(-1);
 }