public static bool Prefix(int sacrificedMenCount) { bool flag = sacrificedMenCount >= 1; if (flag) { Support.LogMessage("The troops left behind march bravely to their fates."); bool player_trait_skill_gain_enabled = Support.settings.player_trait_skill_gain_enabled; if (player_trait_skill_gain_enabled) { Campaign.Current.PlayerTraitDeveloper.AddTraitXp(DefaultTraits.Mercy, -(3 * sacrificedMenCount)); Campaign.Current.PlayerTraitDeveloper.AddTraitXp(DefaultTraits.Honor, -sacrificedMenCount); } List <Hero> heroesInMainParty = Support.GetHeroesInMainParty(); int num = sacrificedMenCount / 5; bool flag2 = num < 2; if (flag2) { num = 2; } int num2 = num / 2; for (int i = 0; i < heroesInMainParty.Count; i++) { bool flag3 = (Support.settings.battle_companions_bad_reputation_enabled && heroesInMainParty[i].IsPlayerCompanion) || (Support.settings.battle_family_bad_reputation_enabled && !heroesInMainParty[i].IsPlayerCompanion); if (flag3) { CharacterTraits heroTraits = heroesInMainParty[i].GetHeroTraits(); int num3 = Support.EvaluatePersonality(heroTraits); int num4 = num3; if (num4 != 1) { if (num4 == 4) { Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Random(-num2, 0)); } } else { Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Random(-num, 0)); } } } } return(false); }
public static bool Prefix() { bool flag = MobileParty.MainParty != null; if (flag) { bool flag2 = MobileParty.MainParty.Party != null; if (flag2) { bool flag3 = !CompanionBanter.CheckForConfrontation(); if (flag3) { bool flag4 = false; bool flag5 = false; bool isStarving = PartyBase.MainParty.IsStarving; if (isStarving) { Support.LogMessage("Your soldiers are starving."); flag4 = true; bool player_trait_skill_gain_enabled = Support.settings.player_trait_skill_gain_enabled; if (player_trait_skill_gain_enabled) { Campaign.Current.PlayerTraitDeveloper.AddTraitXp(DefaultTraits.Mercy, -MobileParty.MainParty.Party.NumberOfAllMembers); Campaign.Current.PlayerTraitDeveloper.AddTraitXp(DefaultTraits.Generosity, -MobileParty.MainParty.Party.NumberOfAllMembers); Campaign.Current.PlayerTraitDeveloper.AddTraitXp(DefaultTraits.Honor, -MobileParty.MainParty.Party.NumberOfAllMembers); } } bool flag6 = (double)MobileParty.MainParty.HasUnpaidWages > 0.0; if (flag6) { Support.LogMessage("With no pay in sight, the men speak of desertion."); flag5 = true; bool player_trait_skill_gain_enabled2 = Support.settings.player_trait_skill_gain_enabled; if (player_trait_skill_gain_enabled2) { Campaign.Current.PlayerTraitDeveloper.AddTraitXp(DefaultTraits.Generosity, -(2 * MobileParty.MainParty.Party.NumberOfAllMembers)); Campaign.Current.PlayerTraitDeveloper.AddTraitXp(DefaultTraits.Honor, -MobileParty.MainParty.Party.NumberOfAllMembers); } } bool flag7 = flag4 || flag5; if (flag7) { List <Hero> heroesInMainParty = Support.GetHeroesInMainParty(); for (int i = 0; i < heroesInMainParty.Count; i++) { bool flag8 = (Support.settings.battle_companions_bad_reputation_enabled && heroesInMainParty[i].IsPlayerCompanion) || (Support.settings.battle_family_bad_reputation_enabled && !heroesInMainParty[i].IsPlayerCompanion); if (flag8) { CharacterTraits heroTraits = heroesInMainParty[i].GetHeroTraits(); bool flag9 = flag4; if (flag9) { switch (Support.EvaluatePersonality(heroTraits)) { case 1: Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Random(-2, 0)); break; case 2: Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Random(-4, -1)); break; case 3: Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Random(-3, 0)); break; default: Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Chance(-2, -1)); break; } } bool flag10 = flag5; if (flag10) { switch (Support.EvaluatePersonality(heroTraits)) { case 1: Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Chance(-1, 0)); break; case 2: Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Random(-7, -3)); break; case 3: Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Chance(-4, -1)); break; default: Support.ChangeRelation(Hero.MainHero, heroesInMainParty[i], Support.Chance(-2, -1)); break; } } } } } } } } return(false); }
public static void Postfix(CharacterObject winner, Town town) { bool flag = winner != null && town != null; if (flag) { bool flag2 = winner.IsHero && winner.HeroObject == Hero.MainHero && Support.settings.tournament_bonus_enabled; if (flag2) { int num = 1; int num2 = 4; bool flag3 = town.Owner != null; if (flag3) { Hero hero = Support.FindHero(town.Owner); bool flag4 = hero != null; if (flag4) { CharacterTraits heroTraits = hero.GetHeroTraits(); bool flag5 = heroTraits.Honor > 0; if (flag5) { num++; num2++; } bool flag6 = heroTraits.Valor > 0; if (flag6) { num++; num2++; } bool flag7 = heroTraits.Generosity > 0; if (flag7) { int num3 = Support.Random(100, 1000); bool flag8 = hero.Gold >= num3 * 3; if (flag8) { GiveGoldAction.ApplyBetweenCharacters(hero, Hero.MainHero, num3, false); Support.LogFriendlyMessage(hero.Name.ToString() + " has sent you a pouch of gold to congratulate you on your triumph."); } } Support.ChangeRelation(Hero.MainHero, hero, Support.Random(num, num2)); Support.ChangeFamilyRelation(Hero.MainHero, hero, num2 / 3, 0); } } bool flag9 = town.Settlement != null; if (flag9) { bool flag10 = town.Settlement.Notables != null; if (flag10) { bool flag11 = town.Settlement.Notables.Any <Hero>(); if (flag11) { for (int i = 0; i < 3; i++) { Support.ChangeRelation(Hero.MainHero, town.Settlement.Notables.GetRandomElement <Hero>(), Support.Chance(1, 2)); } } } } List <Hero> heroesInMainParty = Support.GetHeroesInMainParty(); for (int j = 0; j < heroesInMainParty.Count; j++) { bool flag12 = (Support.settings.battle_companions_good_reputation_enabled && heroesInMainParty[j].IsPlayerCompanion) || (Support.settings.battle_leaders_good_reputation_enabled && !heroesInMainParty[j].IsPlayerCompanion); if (flag12) { num = 0; num2 = 1; bool flag13 = heroesInMainParty[j].GetHeroTraits().Valor > 0; if (flag13) { num2++; } bool flag14 = heroesInMainParty[j].GetHeroTraits().Honor > 0; if (flag14) { num2++; } } Support.ChangeRelation(Hero.MainHero, heroesInMainParty[j], Support.Chance(num, num2)); } Campaign.Current.PlayerTraitDeveloper.AddTraitXp(DefaultTraits.Valor, Support.Random(10, 40)); Hero.MainHero.AddSkillXp(DefaultSkills.Charm, (float)Support.Random(20, 100)); Support.LogMessage(Hero.MainHero.Name.ToString() + " has shown great valor in the tournament."); } } //InformationManager.DisplayMessage(new InformationMessage("Triggered EndPostFix", Color.ConvertStringToColor("#FF0042FF"))); }