示例#1
0
        public Form1()
        {
            monster = new Monster();
            InitializeComponent();
            diffBox.SelectedIndex = 1;
            rankBox.SelectedIndex = 0;
            elementLabels.Add(Element.Fire, fireText);
            elementLabels.Add(Element.Holy, holyText);
            elementLabels.Add(Element.Ice, iceText);
            elementLabels.Add(Element.Lightning, litText);
            elementLabels.Add(Element.Shadow, shadText);
            elementLabels.Add(Element.Water, waterText);

            modColors.Add(ElementMod.Absorb, Properties.Settings.Default.AbsorbColour);
            modColors.Add(ElementMod.Immune, Properties.Settings.Default.ImmuneColour);
            modColors.Add(ElementMod.Resist, Properties.Settings.Default.ResistColour);
            modColors.Add(ElementMod.Weak, Properties.Settings.Default.WeakColour);
            modColors.Add(ElementMod.None, Properties.Settings.Default.NormalColour);
            weak_label.ForeColor = modColors[ElementMod.Weak];
            normal_label.ForeColor = modColors[ElementMod.None];
            resist_label.ForeColor = modColors[ElementMod.Resist];
            immune_label.ForeColor = modColors[ElementMod.Immune];
            absorb_label.ForeColor = modColors[ElementMod.Absorb];
            this.UpdateData(false);
        }
 public InputSelectAbility(Monster m)
 {
     InitializeComponent();
     int i = 0;
     foreach (AbstractAbility a in m.Abilities)
     {
         abilities.Add(i, a);
         i++;
         comboBox1.Items.Add(a.ToString());
     }
     comboBox1.SelectedIndex = 0;
 }
示例#3
0
		public override void Edit(Monster monster)
		{
			InputInflictsStatus savedDialog = new InputInflictsStatus();
			savedDialog.LoadFromString(statusString);
			savedDialog.CostIsDelay = costIsDelay;
			if (savedDialog.ShowDialog() == DialogResult.OK)
			{
				slotCost = savedDialog.SlotCost();
				string addedCostString;
				if (savedDialog.CostIsDelay)
				{
					costIsDelay = true;
					delayMod = savedDialog.DelayCost();
					addedCostString = " (Cost: " + delayMod.ToString() + " +D)";
					mpScale = 0;
				}
				else
				{
					costIsDelay = false;
					mpScale = savedDialog.MPScale();
					addedCostString = " (Cost: " + mpScale.ToString() + " MP/Tier)";
					delayMod = 0;
				}
				statusString = savedDialog.StatusString();
				name = "Inflicts Status - " + statusString + addedCostString;
				statusRiderText = " <Inflicts " + statusString + ">";
			}
		}
示例#4
0
 private void newButton_Click(object sender, EventArgs e)
 {
     //blank out all fields, empty all lists, create new Monster
     monster = new Monster();
     diffBox.SelectedIndex = 1;
     rankBox.SelectedIndex = 0;
     this.UpdateDataFromLoad();
 }
示例#5
0
		public override void Edit(Monster monster)
		{
			InputName d = new InputName();
			d.SetName(baseName);
			if (d.ShowDialog() == DialogResult.OK)
			{
				String tmpName = d.ReturnName();
				if (tmpName.Length > 0)
				{
					BasicAttackForm b = new BasicAttackForm();
					b.SetTypeByDie(dieType);
					if (b.ShowDialog() == DialogResult.OK)
					{
						baseName = tmpName;
						if (baseAttack)
						{
							name = "Basic Attack: [" + tmpName + "]";
						}
						else
						{
							name = "[" + tmpName + "]";
						}
						switch (b.ChosenString())
						{
							case "Light":
								//Light Attack
								baseDelay = 40;
								basePower = 3;
								powerPerTier = 3;
								dieType = DieType.d8;
								break;

							case "Medium":
								//Medium Attack
								baseDelay = 50;
								basePower = 4;
								powerPerTier = 4;
								dieType = DieType.d10;
								break;

							case "Heavy":
								//Heavy Attack
								baseDelay = 60;
								basePower = 5;
								powerPerTier = 5;
								dieType = DieType.d12;
								break;
						}
					}
				}
			}
		}
示例#6
0
		public int LookupStat(Monster parent, AttackType type)
		{
			if (type == AttackType.Physical)
			{
				return parent.ATK;
			}
			else if (type == AttackType.Magical)
			{
				return parent.MAG;
			}
			else
			{
				//wtf?
				return 0;
			}
		}
示例#7
0
		public override bool Prepare(Monster m)
		{
			parent = m;
			InputOtherAction dialog = new InputOtherAction();
			dialog.ActivateKeywords();
			if (dialog.ShowDialog() == DialogResult.OK)
			{
				keywords = dialog.Keywords;
				abilityType = dialog.AbilityType;

				name = "[" + dialog.AbilityName + "]";
				slotCost = dialog.SlotCost;
				notes = dialog.Notes;

				//if it's an action
				if (abilityType == AbilityType.Action)
				{
					if (keywords.Contains(Keyword.Weapon))
					{
						//handle this shit differently!!!
						weaponDelayMod = dialog.DelayMod;
						weaponFloorMod = dialog.FloorMod;
						weaponCoSMod = dialog.CoSMod;
						weaponPowMod = dialog.PowerMod;
						weaponPowModPerTier = dialog.PowerModPerTier;
						weaponDice = dialog.DieMod;
						weaponDicePerTier = dialog.DieModPerTier;
						weaponPowerMult = dialog.PowerMultiplier;
						weaponTargetType = dialog.TargetType;
						weaponMPCost = dialog.MP;
						weaponMPCostPerTier = dialog.MPPerTier;
						weaponCTCost = dialog.CT;
						if (weaponTargetType == TargetType.Null)
						{
							weaponTargetType = TargetType.Single;
						}
						type = AttackType.Physical;
					}
					else
					{
						type = dialog.AttackType;
						//it's a Aimed or Magic or some shit
						baseDelay = dialog.Delay;
						target = dialog.TargetType;
						baseCos = dialog.CoS;
						baseFloor = dialog.Floor;
						mp = dialog.MP;
						mpPerTierAfterOne = dialog.MPPerTier;
						chargeTime = dialog.CT;
						if (type == AttackType.Physical || type == AttackType.Magical )
						{
							basePower = dialog.BasePower;
							powerPerTierAfterOne = dialog.PowerPerTier;
							dice = dialog.Dice;
							diePerTierAfterOne = dialog.DicePerTier;
							dieType = dialog.DieType;
							baseElement = dialog.Element;
						}
					}
				}
				else if (abilityType == AbilityType.Support)
				{
					type = AttackType.Null;
					target = TargetType.Null;
					//don't need to do anything else here!
				}
				else if (abilityType == AbilityType.Reaction)
				{
					type = AttackType.Null;
					target = TargetType.Null;
				}
				else
				{
					//wtf?
				}
				return true;
			}
			else
			{
				return false;
			}
		}
示例#8
0
		public override bool Prepare(Monster m)
		{
			if (this.GetParent() == m.BasicAttack)
			{
				Complain(4);
				return false;
			}
			InputStatus d = new InputStatus(false);
			if (d.ShowDialog() == DialogResult.OK)
			{
				String status = d.ChosenString();
				if (status == "Stone" || status == "Sleep" || status == "Stop")
				{
					if (!m.HasLinkedStatusBonus)
					{
						slotCost = -1;
						m.HasLinkedStatusBonus = true;
					}
				}
				name = "Linked to Status: " + d.ChosenString();
				return true;
			}
			else
			{
				return false;
			}
		}
示例#9
0
		public override bool Prepare(Monster m)
		{
			if (this.GetParent() == m.BasicAttack)
			{
				Complain(4);
				return false;
			}
			if (base.Prepare(m))
			{
				InputRanks d = new InputRanks();
				if (d.ShowDialog() == DialogResult.OK)
				{
					AbstractAbility p = (AbstractAbility)this.GetParent();
					slotCost = d.NumberOfRanks();
					chargeTime = 20 + 5 * d.NumberOfRanks();
					powerMult = 1.5 + 0.5 * (d.NumberOfRanks() - 1);
					name += " - " + d.NumberOfRanks().ToString() + " ranks";
					if (p.TargetType == TargetType.All || p.TargetType == TargetType.Group)
					{
						chargeTime += 10;
					}
					return true;
				}
				else
				{
					return false;
				}
			}
			else
			{
				return false;
			}
		}
示例#10
0
		public override void Edit(Monster monster)
		{
			if (monster.Rank.IsMinibossOrBoss())
			{
				InputRanks d = new InputRanks();
				d.SetRanks(ranks);
				if (d.ShowDialog() == DialogResult.OK)
				{
					ranks = d.NumberOfRanks();
					slotCost = d.NumberOfRanks();
					name = "Longer Status - Status Durations: +" + d.NumberOfRanks() + ", apply manually.";
				}
			}
			else
			{
				Complain(6);
			}
		}
示例#11
0
		public override bool Prepare(Monster m)
		{
			if (this.GetParent() == m.BasicAttack)
			{
				Complain(4);
				return false;
			}
			if (base.Prepare(m))
			{
				if (m.Rank.IsMinibossOrBoss())
				{
					//figure out how many ranks are being taken
					InputRanks d = new InputRanks();
					if (d.ShowDialog() == DialogResult.OK)
					{
						ranks = d.NumberOfRanks();
						slotCost = d.NumberOfRanks();
						name = "Longer Status - Status Durations: +" + d.NumberOfRanks() + ", apply manually.";
						return true;
					}
					else
					{
						return false;
					}
				}
				else
				{
					slotCost = 1;
					name = "Longer Status - Status Durations +1, apply manually.";
					return true;
				}
			}
			else
			{
				return false;
			}
		}
示例#12
0
		public override void Edit(Monster monster)
		{
			if (monster.Rank.IsMinibossOrBoss())
			{
				//figure out how many ranks are being taken
				InputRanks d = new InputRanks();
				d.SetRanks(ranks);
				if (d.ShowDialog() == DialogResult.OK)
				{
					slotCost = d.NumberOfRanks();
					cosMod = 5 * d.NumberOfRanks();
					ranks = d.NumberOfRanks();
					name = "High CoS: +" + cosMod.ToString() + "%";
				}
			}
			else
			{
				Complain(6);
			}
		}
示例#13
0
		public override bool Prepare(Monster m)
		{
			if (base.Prepare(m))
			{
				if (m.Rank.IsMinibossOrBoss())
				{
					//figure out how many ranks are being taken
					InputRanks d = new InputRanks();
					if (d.ShowDialog() == DialogResult.OK)
					{
						slotCost = d.NumberOfRanks();
						cosMod = 5 * d.NumberOfRanks();
						ranks = d.NumberOfRanks();
						name = "High CoS: +" + cosMod.ToString() + "%";
						return true;
					}
					else
					{
						return false;
					}
				}
				else
				{
					slotCost = 1;
					cosMod = 5;
					name = "+5 CoS";
					return true;
				}
			}
			else
			{
				return false;
			}
		}
示例#14
0
		public override bool Prepare(Monster m)
		{
			return base.Prepare(m);
		}
示例#15
0
		public override void Recalculate(Monster monster)
		{
			AbstractAbility p = (AbstractAbility)this.GetParent();
			if (p.TargetType == TargetType.Group)
			{
				cosMod = baseCoSMod - 10;
			}
			else if (p.TargetType == TargetType.Row)
			{
				cosMod = baseCoSMod - 5;
			}
			else
			{
				cosMod = baseCoSMod;
			}
		}
示例#16
0
		public override void Edit(Monster monster)
		{
			InputAdditionalCost dialog = new InputAdditionalCost(5, 20);
			if (dialog.ShowDialog() == DialogResult.OK)
			{
				if (dialog.Result() == AdditionalCost.Delay)
				{
					//delay cost chosen
					delayMod = 5;
					mpScale = 0;
					name = "Drain Health (Cost: +5D)";
				}
				else
				{
					//MP Cost chosen
					mpScale = 20;
					delayMod = 0;
					name = "Drain Health (Cost: +20 MP/Tier)";
				}
			}
		}
示例#17
0
		public override void Recalculate(Monster monster)
		{
			int baseCost = 3;
			if (monster.Tier < 4)
			{
				baseCost += 2;
			}
			if (modifiedAbility.TargetType != TargetType.Single)
			{
				baseCost += 4;
			}
			slotCost = baseCost;
		}
示例#18
0
		public override void Edit(Monster monster)
		{
			InputRanks d = new InputRanks();
			d.SetRanks(slotCost);
			if (d.ShowDialog() == DialogResult.OK)
			{
				AbstractAbility p = (AbstractAbility)this.GetParent();
				slotCost = d.NumberOfRanks();
				chargeTime = 20 + 5 * d.NumberOfRanks();
				powerMult = 1.5 + 0.5 * (d.NumberOfRanks() - 1);
				name = "Countdown - " + d.NumberOfRanks().ToString() + " ranks";
				if (p.TargetType == TargetType.All || p.TargetType == TargetType.Group)
				{
					chargeTime += 10;
				}
			}
		}
示例#19
0
		public override void Edit(Monster monster)
		{
			InputOtherAction dialog = new InputOtherAction();
			dialog.SlotsRemaining = parent.SlotsRemaining;
			dialog.AbilityName = name;
			dialog.SlotCost = slotCost;
			dialog.Notes = notes;
			//populate dialog keywords, make sure if weapon keyword it shows correct boxes!
			dialog.Keywords = keywords;
			dialog.ActivateKeywords();
			dialog.AbilityType = abilityType;
			dialog.Element = baseElement;
			if (abilityType == AbilityType.Action)
			{
				if (this.keywords.Contains(Keyword.Weapon))
				{
					dialog.DelayMod = weaponDelayMod;
					dialog.FloorMod = weaponFloorMod;
					dialog.MP = weaponMPCost;
					dialog.MPPerTier = weaponMPCostPerTier;
					dialog.CT = weaponCTCost;
					dialog.CoSMod = weaponCoSMod;
					dialog.TargetType = weaponTargetType;
					dialog.DieMod = weaponDice;
					dialog.DieModPerTier = weaponDicePerTier;
					dialog.PowerMod = weaponPowMod;
					dialog.PowerModPerTier = weaponPowModPerTier;
					dialog.PowerMultiplier = weaponPowerMult;
				}
				else
				{
					dialog.Delay = baseDelay;
					dialog.Floor = baseFloor;
					dialog.MP = mp;
					dialog.MPPerTier = mpPerTierAfterOne;
					dialog.CT = chargeTime;
					dialog.CoS = baseCos;
					dialog.TargetType = target;
					dialog.DieType = dieType;
					dialog.AttackType = type;
					dialog.Dice = dice;
					dialog.DicePerTier = diePerTierAfterOne;
					dialog.BasePower = basePower;
					dialog.PowerPerTier = powerPerTierAfterOne;
				}
			}
			if (dialog.ShowDialog() == DialogResult.OK)
			{
				int slotCostDifference = dialog.SlotCost - slotCost;
				if (slotCostDifference <= parent.SlotsRemaining)
				{
					//update keywords list based on dialog results
					slotCost = dialog.SlotCost;
					name = "[" + dialog.AbilityName + "]";
					notes = dialog.Notes;
					abilityType = dialog.AbilityType;
					baseElement = dialog.Element;
					if (abilityType == AbilityType.Action)
					{
						if (this.keywords.Contains(Keyword.Weapon))
						{
							weaponTargetType = dialog.TargetType;
							weaponDelayMod = dialog.Delay;
							weaponCoSMod = dialog.CoS;
							weaponFloorMod = dialog.Floor;
							weaponCTCost = dialog.CT;
							weaponDice = dialog.DieMod;
							weaponDicePerTier = dialog.DieModPerTier;
							weaponMPCost = dialog.MP;
							weaponMPCostPerTier = dialog.MPPerTier;
							weaponPowerMult = dialog.PowerMultiplier;
							weaponPowMod = dialog.PowerMod;
							weaponPowModPerTier = dialog.PowerModPerTier;
						}
						else
						{
							baseDelay = dialog.Delay;
							baseFloor = dialog.Floor;
							mp = dialog.MP;
							mpPerTierAfterOne = dialog.MPPerTier;
							chargeTime = dialog.CT;
							baseCos = dialog.CoS;
							basePower = dialog.BasePower;
							powerPerTierAfterOne = dialog.PowerPerTier;
							dice = dialog.Dice;
							diePerTierAfterOne = dialog.DicePerTier;
							dieType = dialog.DieType;
							target = dialog.TargetType;
							type = dialog.AttackType;
						}
					}
					else
					{
						//reaction or support are treated identically at this point
						target = TargetType.Null;
						type = AttackType.Null;
					}
				}
				else
				{
					Complain(5);
				}
			}
		}
示例#20
0
		public override void Recalculate(Monster monster)
		{
			AbstractAbility p = (AbstractAbility)this.GetParent();
			if (p.TargetType == TargetType.All || p.TargetType == TargetType.Group)
			{
				chargeTime = 30 + 5 * slotCost;
			}
			else
			{
				chargeTime = 20 + 5 * slotCost;
			}
		}
示例#21
0
		public virtual bool Prepare(Monster m)
		{
			return true;
		}
示例#22
0
		public override bool Prepare(Monster m)
		{
			if (this.GetParent() == m.BasicAttack)
			{
				Complain(4);
				return false;
			}
			if (base.Prepare(m))
			{
				if (m.Tier == 1)
				{
					slotCost += 2;
				}
				InputTectonicType dialog = new InputTectonicType();
				if (dialog.ShowDialog() == DialogResult.OK)
				{
					if (dialog.NonElemental())
					{
						name += " - Strips Element";
						slotCost += 1;
						stripsElement = true;
						InputAdditionalCost dialog2 = new InputAdditionalCost(5, 20);
						if (dialog2.ShowDialog() == DialogResult.OK)
						{
							if (dialog2.Result() == AdditionalCost.Delay)
							{
								name += " (Cost: +5D)";
								delayMod = 5;
							}
							else
							{
								name += " (Cost: +20 MP/Tier)";
								mpScale = 20;
							}
						}
					}
					if (dialog.Result() == TectonicResult.PowerMod)
					{
						name += " - Increased Power";
						powerMod = 3;
					}
					else
					{
						name += " - Delays struck targets by 10D";
					}
					return true;
				}
				else
				{
					return false;
				}
			}
			else
			{
				return false;
			}
		}
示例#23
0
		public override bool Prepare(Monster m)
		{
			if (modifiedAbility.IsNull)
			{
				if (m.Abilities.Count == 0)
				{
					Complain(3);
					return false;
				}
				else
				{
					InputSelectAbility d = new InputSelectAbility(m);
					if (d.ShowDialog() == DialogResult.OK)
					{
						if (d.GetSelectedAbility().IsNull)
						{
							Complain(3);
							return false;
						}
						else
						{
							modifiedAbility = d.GetSelectedAbility();
							return true;
						}
					}
					else
					{
						return false;
					}
				}
			}
			else
			{
				return true;
			}
		}
示例#24
0
		public override void Edit(Monster monster)
		{
			if (monster.Tier == 1)
			{
				slotCost = 3;
			}
			else
			{
				slotCost = 1;
			}
			InputTectonicType dialog = new InputTectonicType();
			if (dialog.ShowDialog() == DialogResult.OK)
			{
				name = "Tectonic";
				if (dialog.NonElemental())
				{
					name += " - Strips Element";
					slotCost += 1;
					stripsElement = true;
					InputAdditionalCost dialog2 = new InputAdditionalCost(5, 20);
					if (dialog2.ShowDialog() == DialogResult.OK)
					{
						if (dialog2.Result() == AdditionalCost.Delay)
						{
							name += " (Cost: +5D)";
							delayMod = 5;
							mpScale = 0;
						}
						else
						{
							name += " (Cost: +20 MP/Tier)";
							delayMod = 0;
							mpScale = 20;
						}
					}
				}
				else
				{
					delayMod = 0;
					mpScale = 0;
					stripsElement = false;
				}
				if (dialog.Result() == TectonicResult.PowerMod)
				{
					name += " - Increased Power";
					powerMod = 3;
				}
				else
				{
					name += " - Delays struck targets by 10D";
					powerMod = 0;
				}
			}
		}
示例#25
0
		public override bool Prepare(Monster m)
		{
			parent = m;
			slotCost = 1;

			InputName d = new InputName();
			if (d.ShowDialog() == DialogResult.OK)
			{
				String tmpName = d.ReturnName();
				if (tmpName.Length > 0)
				{
					baseName = tmpName;
					if (baseAttack)
					{
						name = "Basic Attack: [" + tmpName + "]";
					}
					else
					{
						name = "[" + tmpName + "]";
					}
					BasicAttackForm b = new BasicAttackForm();
					if (b.ShowDialog() == DialogResult.OK)
					{
						switch (b.ChosenString())
						{
							case "Light":
								//Light Attack
								baseDelay = 40;
								basePower = 3;
								powerPerTier = 3;
								dieType = DieType.d8;
								break;

							case "Medium":
								//Medium Attack
								baseDelay = 50;
								basePower = 4;
								powerPerTier = 4;
								dieType = DieType.d10;
								break;

							case "Heavy":
								//Heavy Attack
								baseDelay = 60;
								basePower = 5;
								powerPerTier = 5;
								dieType = DieType.d12;
								break;
						}
						return base.Prepare(m);
					}
					else
					{
						return false;
					}
				}
				else
				{
					return false;
				}
			}
			else
			{
				return false;
			}
		}
示例#26
0
		public override void Recalculate(Monster monster)
		{
			int baseSlotCost = 1;
			if (monster.Tier == 1)
			{
				baseSlotCost += 2;
			}
			if (stripsElement)
			{
				baseSlotCost++;
			}
			slotCost = baseSlotCost;
		}
示例#27
0
        private void loadButton_Click(object sender, EventArgs e)
        {
            //load monster data from a file
            if (loadDialog.ShowDialog() == DialogResult.OK)
            {
                FileInfo file = new FileInfo(loadDialog.FileName);
                BinaryFormatter b = new BinaryFormatter();

                Stream s = file.Open(FileMode.Open);
                monster = (Monster)b.Deserialize(s);
                s.Close();
                this.UpdateDataFromLoad();
            }
        }
示例#28
0
		public override bool Prepare(Monster m)
		{
			if (this.GetParent() == m.BasicAttack)
			{
				Complain(4);
				return false;
			}
			if (base.Prepare(m))
			{
				InputAdditionalCost dialog = new InputAdditionalCost(5, 20);
				if (dialog.ShowDialog() == DialogResult.OK)
				{
					if (dialog.Result() == AdditionalCost.Delay)
					{
						//delay cost chosen
						delayMod = 5;
						name += " (Cost: +5D)";
					}
					else
					{
						//MP Cost chosen
						mpScale = 20;
						name += " (Cost: +20 MP/Tier)";
					}
					return true;
				}
				else
				{
					return false;
				}
			}
			return false;
		}
示例#29
0
		public override bool Prepare(Monster m)
		{
			if (base.Prepare(m))
			{
				int tmpSlotCost = 0;
				if (modifiedAbility.TargetType == TargetType.Single)
				{
					tmpSlotCost = 3;
				}
				else
				{
					tmpSlotCost = 7;
				}

				if (m.Tier < 4)
				{
					slotCost = tmpSlotCost + 2;
				}
				else
				{
					slotCost = tmpSlotCost;
				}
				if (this.GetParent() != m.BasicAttack)
				{
					InputAdditionalCost dialog = new InputAdditionalCost(5, 20);
					if (dialog.ShowDialog() == DialogResult.OK)
					{
						if (dialog.Result() == AdditionalCost.Delay)
						{
							//delay cost chosen
							delayMod = 5;
							name += " (Cost: +5D)";
						}
						else
						{
							//MP Cost chosen
							mpScale = 20;
							name += " (Cost: +20 MP/Tier)";
						}
						return true;
					}
					else
					{
						return false;
					}
				}
				else
				{
					delayMod = 5;
					name += " (Cost: +5D)";
					return true;
				}
			}
			else
			{
				return false;
			}
		}
示例#30
0
		public override bool Prepare(Monster m)
		{
			if (this.GetParent() == m.BasicAttack)
			{
				Complain(4);
				return false;
			}
			if (base.Prepare(m))
			{
				InputInflictsStatus savedDialog = new InputInflictsStatus();
				if (savedDialog.ShowDialog() == DialogResult.OK)
				{
					slotCost = savedDialog.SlotCost();
					cosMod = savedDialog.CoSMod();
					baseCoSMod = cosMod;
					string addedCostString;
					if (savedDialog.CostIsDelay)
					{
						costIsDelay = true;
						delayMod = savedDialog.DelayCost();
						addedCostString = " (Cost: " + delayMod.ToString() + " +D)";
					}
					else
					{
						costIsDelay = false;
						mpScale = savedDialog.MPScale();
						addedCostString = " (Cost: " + mpScale.ToString() + " MP/Tier)";
					}
					statusString = savedDialog.StatusString();
					name = "Inflicts Status - " + statusString + addedCostString;
					statusRiderText = " <Inflicts " + statusString + ">";
					return true;
				}
				else
				{
					return false;
				}
			}
			else
			{
				return false;
			}
		}