com.megacrit.cardcrawl.powers.DexterityPower Java Examples
The following examples show how to use
com.megacrit.cardcrawl.powers.DexterityPower.
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Example #1
Source File: FlowPower.java From FruityMod-StS with MIT License | 6 votes |
@Override public void onAfterUseCard(AbstractCard card, UseCardAction action) { super.onAfterUseCard(card, action); if ( (owner.hasPower("Tranquil_AttunedAttackPower") && card.type == AbstractCard.CardType.ATTACK) //|| (owner.hasPower("Tranquil_AttunedSkillPower") && card.type == AbstractCard.CardType.SKILL) ) { this.amount++; AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(owner, owner, new StrengthPower(owner, 1), 1)); AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(owner, owner, new DexterityPower(owner, 1), 1)); } else { AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(owner, owner, new StrengthPower(owner, -1 * amount), -1 * amount)); AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(owner, owner, new DexterityPower(owner, -1 * amount), -1 * amount)); AbstractDungeon.actionManager.addToBottom(new RemoveSpecificPowerAction(owner, owner, this)); } }
Example #2
Source File: ChastityMemory.java From jorbs-spire-mod with MIT License | 5 votes |
@Override public void onRemember() { AbstractDungeon.actionManager.addToBottom( new ApplyPowerAction(owner, owner, new DexterityPower(owner, DEXTERITY_ON_REMEMBER), DEXTERITY_ON_REMEMBER)); if (!AbstractDungeon.getMonsters().areMonstersBasicallyDead()) { for (AbstractMonster monster : AbstractDungeon.getMonsters().monsters) { if (!monster.halfDead && !monster.isDead && !monster.isDying) { AbstractDungeon.actionManager.addToTop( new ApplyPowerAction(monster, owner, new WeakPower(monster, WEAK_ON_REMEMBER, false), WEAK_ON_REMEMBER)); } } } }
Example #3
Source File: ChastityMemory.java From jorbs-spire-mod with MIT License | 5 votes |
@Override public void atEndOfTurnPreEndTurnCards() { if (isPassiveEffectActive()) { AbstractDungeon.actionManager.addToBottom( // It's important to apply a negative dex power rather than reducing an existing dex power // 1. reducing the existing power doesn't work if the player currently has no dex // 2. we want it to be blockable by Artifact, which ApplyPowerAction is and ReducePowerAction isn't new ApplyPowerAction(owner, owner, new DexterityPower(this.owner, -DEXTERITY_LOSS_PER_TURN))); AbstractDungeon.actionManager.addToBottom( new GainBlockAction(owner, owner, BLOCK_PER_TURN)); } }
Example #4
Source File: SeekerMod.java From FruityMod-StS with MIT License | 5 votes |
@Override public void receivePowersModified() { AbstractPlayer p = AbstractDungeon.player; if (p != null && p.hasRelic("PaperPengwin")) { if (moreThanXStacks(p, "Weakened", PaperPengwin.MIN_STACKS) || moreThanXStacks(p, "Vulnerable", PaperPengwin.MIN_STACKS) || moreThanXStacks(p, "Frail", PaperPengwin.MIN_STACKS)) { if (!isApplyingPaperPengwin) { AbstractDungeon.actionManager.addToTop( new ApplyPowerAction(p, p, new DexterityPower(p, PaperPengwin.MIN_STACKS), PaperPengwin.MIN_STACKS)); AbstractDungeon.actionManager.addToTop( new ApplyPowerAction(p, p, new StrengthPower(p, PaperPengwin.MIN_STACKS), PaperPengwin.MIN_STACKS)); isApplyingPaperPengwin = true; p.getRelic("PaperPengwin").flash(); ((PaperPengwin) p.getRelic("PaperPengwin")).setPulse(true); } } else { if (isApplyingPaperPengwin) { AbstractDungeon.actionManager.addToTop( new ApplyPowerAction(p, p, new DexterityPower(p, -1 * PaperPengwin.MIN_STACKS), -1 * PaperPengwin.MIN_STACKS)); AbstractDungeon.actionManager.addToTop( new ApplyPowerAction(p, p, new StrengthPower(p, -1 * PaperPengwin.MIN_STACKS), -1 * PaperPengwin.MIN_STACKS)); isApplyingPaperPengwin = false; ((PaperPengwin) p.getRelic("PaperPengwin")).setPulse(false); } } } }
Example #5
Source File: CelerityPower.java From FruityMod-StS with MIT License | 5 votes |
@Override public void receivePostExhaust(AbstractCard c) { if (c.isEthereal) { this.flash(); AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction( this.owner, this.owner, new DexterityPower(this.owner, this.amount), this.amount)); } }
Example #6
Source File: CommonPower.java From StS-DefaultModBase with MIT License | 5 votes |
@Override public void atEndOfTurn(final boolean isPlayer) { int count = 0; for (final AbstractCard c : AbstractDungeon.actionManager.cardsPlayedThisTurn) { // This is how you iterate through arrays (like the one above) and card groups like // "AbstractDungeon.player.masterDeck.getAttacks().group" - every attack in your actual master deck. // Read up on java's enhanced for-each loops if you want to know more on how these work. ++count; // At the end of your turn, increase the count by 1 for each card played this turn. } if (count > 0) { flash(); // Makes the power icon flash. for (int i = 0; i < count; ++i) { AbstractDungeon.actionManager.addToBottom( new ReducePowerAction(owner, owner, DexterityPower.POWER_ID, amount)); // Reduce the power by 1 for each count - i.e. for each card played this turn. // DO NOT HARDCODE YOUR STRINGS ANYWHERE: i.e. don't write any Strings directly i.e. "Dexterity" for the power ID above. // Use the power/card/relic etc. and fetch it's ID like shown above. It's really bad practice to have "Strings" in your code: /* * 1. It's bad for if somebody likes your mod enough (or if you decide) to translate it. * Having only the JSON files for translation rather than 15 different instances of "Dexterity" in some random cards is A LOT easier. * * 2. You don't have a centralised file for all strings for easy proof-reading, and if you ever want to change a string * you now have to go through all your files individually. * * 3. Without hardcoded strings, editing a string doesn't require a compile, saving you time (unless you clean+package). * */ } } }
Example #7
Source File: Moss.java From jorbs-spire-mod with MIT License | 4 votes |
@Override public void useMaterialComponent(AbstractPlayer p, AbstractMonster m) { addToBot(new ApplyPowerAction(p, p, new DexterityPower(p, magicNumber), magicNumber)); addToBot(new ApplyPowerAction(p, p, new LoseDexterityPower(p, magicNumber), magicNumber)); }
Example #8
Source File: OakLeaf.java From jorbs-spire-mod with MIT License | 4 votes |
@Override public void useMaterialComponent(AbstractPlayer p, AbstractMonster m) { addToBot(new ApplyPowerAction(p, p, new DexterityPower(p, magicNumber), magicNumber)); }
Example #9
Source File: PrideMemory.java From jorbs-spire-mod with MIT License | 4 votes |
@Override public void onGainPassiveEffect() { // It is by design that the dexterity decrease can be blocked by Artifact. AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(owner, owner, new DexterityPower(owner, PASSIVE_DEXTERITY_MODIFIER), PASSIVE_DEXTERITY_MODIFIER)); }
Example #10
Source File: PrideMemory.java From jorbs-spire-mod with MIT License | 4 votes |
@Override public void onLosePassiveEffect() { AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(owner, owner, new DexterityPower(owner, -PASSIVE_DEXTERITY_MODIFIER), -PASSIVE_DEXTERITY_MODIFIER)); }
Example #11
Source File: Premonitions.java From FruityMod-StS with MIT License | 4 votes |
@Override public void use(AbstractPlayer p, AbstractMonster m) { AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(p, p, new DexterityPower(p, this.magicNumber), this.magicNumber)); AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(p, p, new PremonitionsPower(p, 1), 1)); }
Example #12
Source File: SiphonSpeed.java From FruityMod-StS with MIT License | 4 votes |
@Override public void use(AbstractPlayer p, AbstractMonster m) { AbstractDungeon.actionManager.addToBottom(new GainBlockAction(p, p, this.block)); AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(p, p, new DexterityPower(p, DEX_GAIN_AMT), DEX_GAIN_AMT)); AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(m, p, new WeakPower(m, this.magicNumber, false), this.magicNumber)); }
Example #13
Source File: CommonPower.java From StS-DefaultModBase with MIT License | 4 votes |
@Override public void onUseCard(final AbstractCard card, final UseCardAction action) { AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(owner, owner, new DexterityPower(owner, amount), amount)); }