public override void ApplyEffectKind(Person person, Event e) { int index = person.Tags.IndexOf(tag + ","); if (index >= 0) { person.Tags.Remove(index, tag.Length + 2); } }
public override void ApplyEffectKind(Person person, Event e) { if (person.BelongedFactionWithPrincess != null) { person.AddHated(person.BelongedFaction.Leader); } }
public override void ApplyEffectKind(Person person, Event e) { Title title = person.Scenario.GameCommonData.AllTitles.GetTitle(increment); if (title == null) return; person.LearnTitle(title); }
public override void ApplyEffectKind(Person person, Event e) { if (person.LocationArchitecture != null) { Captive captive = Captive.Create(base.Scenario, person, person.LocationArchitecture.BelongedFaction); } }
public override void ApplyEffectKind(Person person, Event e) { if (person.BelongedFaction != null && person.BelongedFaction.Leader != person) { person.Loyalty += increment; } }
public bool CheckCondition(Architecture architecture, Event e) { if (this.Kind == null) return false; this.Kind.InitializeParameter(this.Parameter); this.Kind.InitializeParameter2(this.Parameter2); return this.Kind.CheckConditionKind(architecture, e) || this.Kind.CheckConditionKind(architecture); }
public override void ApplyEffectKind(Person person, Event e) { if (person.BelongedFaction != null) { person.ClosePersons.Add(person.BelongedFaction.LeaderID); } }
public override void ApplyEffectKind(Architecture a, Event e) { foreach (Military i in a.Militaries) { i.IncreaseQuantity(increment); } }
public bool CheckCondition(Person person, Event e) { if (this.Kind == null) return false; this.Kind.InitializeParameter(this.Parameter); this.Kind.InitializeParameter2(this.Parameter2); return this.Kind.CheckConditionKind(person, e) || this.Kind.CheckConditionKind(person); }
public override void ApplyEffectKind(Person person, Event e) { if (person.BelongedFactionWithPrincess != null) { person.BelongedFactionWithPrincess.Leader.AdjustRelation(person, 0, increment); } }
public override void ApplyEffectKind(Architecture a, Event e) { while (a.Facilities.Count > 0) { a.DemolishFacility(a.Facilities[0] as Facility); } }
public virtual void ApplyEffectKind(Architecture architecture, Event e) { foreach (Person p in architecture.Persons) { this.ApplyEffectKind(p, e); } }
public override void ApplyEffectKind(Person person, Event e) { if (person.LocationArchitecture != null) { person.Status = GameObjects.PersonDetail.PersonStatus.Princess; } }
public bool CheckCondition(Troop troop, Event e) { if (this.Kind == null) return false; this.Kind.InitializeParameter(this.Parameter); this.Kind.InitializeParameter2(this.Parameter2); return this.Kind.CheckConditionKind(troop, e) || this.Kind.CheckConditionKind(troop); }
public override void ApplyEffectKind(Faction f, Event e) { GameObjectList d = base.Scenario.DiplomaticRelations.GetDiplomaticRelationListByFactionID(f.ID); foreach (GameObjects.FactionDetail.DiplomaticRelation i in d) { i.Relation += increment; } }
public virtual bool CheckConditionKind(Architecture architecture, Event e) { if (this.ID >= 3000 && this.ID < 4000) { return architecture.BelongedFaction != null && this.CheckConditionKind(architecture.BelongedFaction, e); } return false; }
public override void ApplyEffectKind(Person person, Event e) { if (person.LocationArchitecture != null && person.Status == GameObjects.PersonDetail.PersonStatus.Princess) { Architecture originalLocationArch = person.LocationArchitecture; person.Status = GameObjects.PersonDetail.PersonStatus.Normal; } }
public override void ApplyEffectKind(Person person, Event e) { if (person.BelongedFaction != null && person.LocationArchitecture != null && person.BelongedCaptive == null) { PersonGeneratorType type = person.Scenario.GameCommonData.AllPersonGeneratorTypes[preferredType] as PersonGeneratorType; person.LocationArchitecture.GenerateOfficer(type,true); } }
public override void ApplyEffectKind(Person person, Event e) { if (person.BelongedFactionWithPrincess != null) { person.BelongedFaction.Leader.Spouse = person; person.Spouse = person.BelongedFaction.Leader; } }
public virtual bool CheckConditionKind(Troop troop, Event e) { if (this.ID >= 3000 && this.ID < 4000) { return troop.BelongedFaction != null && this.CheckConditionKind(troop.BelongedFaction, e); } return false; }
public override void ApplyEffectKind(Person person, Event e) { if (person.BelongedFaction != null) { person.Brothers.Add(person.BelongedFaction.Leader); person.BelongedFaction.Leader.Brothers.Add(person); } }
public override void ApplyEffectKind(Faction f, Event e) { GameObjects.FactionDetail.Technique technique = f.Scenario.GameCommonData.AllTechniques.GetTechnique(increment); f.AvailableTechniques.AddTechnique(technique); f.Scenario.NewInfluence = true; technique.Influences.ApplyInfluence(f, GameObjects.Influences.Applier.Technique, increment); f.Scenario.NewInfluence = false; }
public override void ApplyEffectKind(Person person, Event e) { if (person.BelongedFaction != null) { person.BelongedFaction.Leader.Spouse = person.ID; person.Spouse = person.BelongedFaction.Leader.ID; } }
public override void ApplyEffectKind(Architecture a, Event e) { a.zainan.shengyutianshu += id; if (a.zainan.shengyutianshu <= 0) { a.youzainan = false; a.tingzhizhenzai(); } }
public override void ApplyEffectKind(Person person, Event e) { Treasure t = person.Scenario.Treasures.GetGameObject(type) as Treasure; if (t.BelongedPerson != null) { t.BelongedPerson.LoseTreasure(t); } person.ReceiveTreasure(t); }
public override void ApplyEffectKind(Architecture a, Event e) { a.zainan.zainanzhonglei = base.Scenario.GameCommonData.suoyouzainanzhonglei.Getzainanzhonglei(id); a.zainan.shengyutianshu = a.zainan.zainanzhonglei.shijianxiaxian + GameObject.Random(a.zainan.zainanzhonglei.shijianshangxian - a.zainan.zainanzhonglei.shijianxiaxian); a.youzainan = true; foreach (Military military in a.Militaries)//发生灾难时不能补充 { military.StopRecruitment(); } }
public override void ApplyEffectKind(Person person, Event e) { GameObjects.PersonDetail.Title title = person.Scenario.GameCommonData.AllTitles.GetTitle(increment); if (person.RealTitles.Contains(title)) { title.Influences.PurifyInfluence(person, GameObjects.Influences.Applier.Title, title.ID); person.RealTitles.Remove(title); } }
public override void ApplyEffectKind(Person person, Event e) { Treasure t = person.Scenario.Treasures.GetGameObject(type) as Treasure; if (t.BelongedPerson != null && t.BelongedPerson == person) { person.LoseTreasure(t); t.Available = false; t.HidePlace = person.Scenario.Architectures.GameObjects[GameObject.Random(person.Scenario.Architectures.GameObjects.Count)] as Architecture; } }
public override void ApplyEffectKind(Architecture a, Event e) { foreach (Military i in a.Militaries) { if (i.KindID == mType) { i.IncreaseCombativity(increment); } } }
public override void ApplyEffectKind(Architecture a, Event e) { foreach (Facility f in a.Facilities) { if (f.KindID == id) { a.DemolishFacility(f); return; } } }