private void RemoveExposeEffect() { HostShip.ChangeFirepowerBy(-1); HostShip.ChangeAgilityBy(+1); Phases.Events.OnEndPhaseStart_NoTriggers -= RemoveExposeEffect; }
public override void DeactivateAbility() { base.DeactivateAbility(); TurnSFoilsToAttackPosition(HostShip); HostShip.ChangeFirepowerBy(+1); HostShip.OnManeuverIsReadyToBeRevealed -= CheckChangeManeuverComplexity; }
public override void ActivateAbility() { base.ActivateAbility(); TurnSFoilsToClosedPosition(HostShip); HostShip.ChangeFirepowerBy(-1); HostShip.OnManeuverIsReadyToBeRevealed += CheckChangeManeuverComplexity; }
public override void DeactivateAbility() { base.DeactivateAbility(); TurnSFoilsToAttackPosition(HostShip); HostShip.ChangeFirepowerBy(+1); HostShip.AfterGenerateAvailableActionsList -= AddActionIcon; HostShip.OnManeuverIsReadyToBeRevealed -= CheckChangeManeuverComplexity; }
public override void ActivateAbility() { base.ActivateAbility(); TurnSFoilsToClosedPosition(HostShip); HostShip.ChangeFirepowerBy(-1); HostShip.AfterGenerateAvailableActionsList += AddActionIcon; HostShip.OnManeuverIsReadyToBeRevealed += CheckChangeManeuverComplexity; }
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); }
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; }
private void RemoveEpsilonLeaderAbility(GenericShip genericShip) { // At the end of combat phase, need to remove attack value increase if (IsAbilityUsed) { HostShip.ChangeFirepowerBy(-1); IsAbilityUsed = false; } }
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); }
private void ApplyExposeEffect() { HostShip.ChangeFirepowerBy(+1); HostShip.ChangeAgilityBy(-1); Phases.Events.OnEndPhaseStart_NoTriggers += RemoveExposeEffect; HostShip.Tokens.AssignCondition(typeof(Conditions.ExposeCondition)); Phases.CurrentSubPhase.CallBack(); }
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; }
public override void DeactivateAbility() { HostShip.ChangeFirepowerBy(-1); HostShip.AfterGotNumberOfAttackDice -= CheckWeakArc; }
public override void DeactivateAbility() { HostShip.ChangeFirepowerBy(-1); }