Пример #1
0
 public void OnEventAboutToTrigger(RuleCalculateAttackBonusWithoutTarget evt)
 {
     if (evt.Weapon.Blueprint.Category == Category)
     {
         evt.AddBonus(1, Fact);
     }
 }
 public void OnEventAboutToTrigger(RuleCalculateAttackBonusWithoutTarget evt)
 {
     if (evt.Weapon != Owner)
     {
         return;
     }
     evt.AddBonus(EnhancementBonus, Fact);
 }
 public void OnEventAboutToTrigger(RuleCalculateAttackBonusWithoutTarget evt)
 {
     if (evt.Weapon != this.Owner)
     {
         return;
     }
     evt.AddBonus(added_bonus, this.Fact);
 }
 public void OnEventAboutToTrigger(RuleCalculateAttackBonusWithoutTarget evt)
 {
     if (evt.Weapon == null || !this.CheckWeapon(evt.Weapon))
     {
         return;
     }
     evt.AddBonus(Enhancement, this.Fact);
 }
Пример #5
0
        public void OnEventAboutToTrigger(RuleCalculateAttackBonusWithoutTarget evt)
        {
            int bonus = getBonus(evt.Weapon);

            if (bonus > 0)
            {
                evt.AddBonus(bonus, this.Fact);
            }
        }
Пример #6
0
        public void OnEventAboutToTrigger(RuleCalculateAttackBonusWithoutTarget evt)
        {
            int luck = GetLuckBonus(evt, StatType.AdditionalAttackBonus);

            if (luck > 0)
            {
                evt.AddBonus(1, Fact);
            }
        }
Пример #7
0
 public void OnEventAboutToTrigger(RuleCalculateAttackBonusWithoutTarget evt)
 {
     if (evt.Weapon.Blueprint.Type == _weaponType)
     {
         var charisma     = evt.Initiator.Descriptor.Stats.Charisma;
         var existingStat = Owner.Unit.Descriptor.Stats.GetStat(evt.AttackBonusStat) as ModifiableValueAttributeStat;
         if (charisma != null && (existingStat == null || charisma.Bonus > existingStat.Bonus))
         {
             evt.AttackBonusStat = StatType.Charisma;
         }
     }
 }
 public void OnEventAboutToTrigger(RuleCalculateAttackBonusWithoutTarget evt)
 {
     if (evt.Weapon.Blueprint.Type.Category == WeaponCategory)
     {
         var statBonus    = evt.Initiator.Descriptor.Stats.GetStat(StatType) as ModifiableValueAttributeStat;
         var existingStat = Owner.Unit.Descriptor.Stats.GetStat(evt.AttackBonusStat) as ModifiableValueAttributeStat;
         if (statBonus != null && (existingStat == null || statBonus.Bonus > existingStat.Bonus))
         {
             evt.AttackBonusStat = StatType;
         }
     }
 }
        internal static bool Prefix(RuleCalculateAttackBonusWithoutTarget __instance, RulebookEventContext context)
        {
            if (__instance.Weapon == null || !__instance.Weapon.Blueprint.IsMelee)
            {
                return(true);
            }
            var blade_tutor_part = __instance?.Initiator?.Get <BladeTutorUnitPart>();

            if (blade_tutor_part == null)
            {
                return(true);
            }

            var res = blade_tutor_part.getValue();

            if (res.Item2 == null || res.Item1 == 0)
            {
                return(true);
            }

            int total_penalty = 0;
            var attack_bonus  = __instance.Initiator.Stats.GetStat(StatType.AdditionalAttackBonus);

            foreach (var m in attack_bonus.Modifiers)
            {
                if (m.Source?.Blueprint != null && facts.Contains(m.Source.Blueprint))
                {
                    total_penalty -= m.ModValue;
                }
            }

            foreach (var m in __instance.BonusSources)
            {
                if (m.Source?.Blueprint != null && facts.Contains(m.Source.Blueprint))
                {
                    total_penalty -= m.Bonus;
                }
            }

            int bonus = Math.Min(total_penalty, res.Item1);

            __instance.AddBonus(bonus, res.Item2);


            return(true);
        }
        public void OnEventAboutToTrigger(RuleCalculateAttackBonusWithoutTarget evt)
        {
            if (evt.Initiator.Descriptor.HasFact(Wildshape.no_multi_attack))
            {
                return;
            }
            if ((bool)evt.Initiator.Descriptor.State.Features.IterativeNaturalAttacks)
            {
                return;
            }

            if (countNumberOfAttacks(evt.Initiator) < 3)
            {
                return;
            }
            if (evt.Weapon.IsSecondary)
            {
                evt.AddBonus(3, this.Fact);
            }
        }
Пример #11
0
 public void OnEventDidTrigger(RuleCalculateAttackBonusWithoutTarget evt)
 {
 }