public Cori() { npcName = "Cori"; npcSprite = Services.gameController.arrayOfSprites[(int)NPCSprites.Parse(npcName)]; victoryCondition = RequiredRatio; successMessage = "Cori Solved"; failureMessage = "Cori Unsolved"; turnsExpired = 0; description = "Make your Hype and Calm vibes equal to get Cori's ideal balance. Every turn, she'll duplicate a random card in your discard."; }
public Jamie() { npcName = "Jamie"; npcSprite = Services.gameController.arrayOfSprites[(int)NPCSprites.Parse(npcName)]; victoryCondition = RequiredRatio; successMessage = "Jamie Solved"; failureMessage = "Jamie Unsolved"; turnsExpired = 0; description = "Have twice as much Bubbly Vibes as either Hype or Calm to make Jamie's night! If you have Hype or Calm cards on the top 2 cards of your deck, they will discard them each turn."; }
public Meg() { npcName = "Meg"; npcSprite = Services.gameController.arrayOfSprites[(int)NPCSprites.Parse(npcName)]; victoryCondition = RequiredHypePoints; successMessage = "Meg Solved"; failureMessage = "Meg Unsolved"; turnsExpired = 0; description = "Get 16 or more Hype points to pump up Meg! Every turn, she will play your last Hype card a second time."; hypeCardsPlayed = new List <Card>(); Services.eventManager.Register <ActionCardPlayed>(CheckWhatCardWasPlayed); }
public Kelly() { npcName = "Kelly"; npcSprite = Services.gameController.arrayOfSprites[(int)NPCSprites.Parse(npcName)]; victoryCondition = RequiredPoints; successMessage = "Kelly Solved"; failureMessage = "Kelly Unsolved"; turnsExpired = 0; description = "Have 16 or more points of any Vibe to help Kelly feel calm. Every turn, she'll permanently remove a Hype or Bubbly card from your discard!"; //parentGameObject.SetActive(false); }
public Leon() { npcName = "Leon"; npcSprite = Services.gameController.arrayOfSprites[(int)NPCSprites.Parse(npcName)]; victoryCondition = RequiredCards; successMessage = "Leon Solved"; failureMessage = "Leon Unsolved"; turnsExpired = 0; description = "Dance with Leon 3 times! Every turn, he will add an unplayable Bubbly Victory card to the top of your deck."; danceCardsPlayed = 0; Services.eventManager.Register <ActionCardPlayed>(CheckWhatCardWasPlayed); }
public Cody() { npcName = "Cody"; npcSprite = Services.gameController.arrayOfSprites[(int)NPCSprites.Parse(npcName)]; victoryCondition = RequiredPoints; successMessage = "Cody Solved"; failureMessage = "Cody Unsolved"; turnsExpired = 0; if (GameController.partyDeck.victoryPoints.calmPoints < GameController.partyDeck.victoryPoints.hypePoints) { targetPoints = GameController.partyDeck.victoryPoints.calmPoints + 10; targetVibe = Card.Vibes.Calm; description = "Add 10 more Calm points to your starting total to calm Cody's nerves. Every turn, he'll remove an unplayable Victory card from your discard."; } else { targetPoints = GameController.partyDeck.victoryPoints.hypePoints + 10; targetVibe = Card.Vibes.Hype; description = "Add 10 more Hype points to your starting total to help Cody impress Leon. Every turn, he'll remove an unplayable Victory card from your discard."; } }