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RomanceReputationBoon.cs
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48 lines (38 loc) · 1.72 KB
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using System;
using XRL.Core;
using XRL.UI;
using XRL.Rules;
using XRL.World.Capabilities;
namespace XRL.World.Parts
{
// public class acegiak_RomancePreferenceResult{
// public string explanation;
// public float amount;
// public acegiak_RomancePreferenceResult(float amount,string explanation){
// this.amount = amount;
// this.explanation = explanation;
// }
// }
[Serializable]
public class acegiak_ReputationBoon: acegiak_RomanceBoon
{
public acegiak_ReputationBoon(acegiak_Romancable romancable){
Romancable = romancable;
}
public override bool BoonPossible(GameObject talker){
return true;
}
public override bool BoonReady(GameObject player){
int? difference = DifficultyEvaluation.GetDifficultyRating(Romancable.ParentObject,player);
if(difference == null){difference = 0;}
return this.Romancable.ParentObject.pBrain.GetFeeling(player) > 65 + difference;
}
public override acegiak_RomanceChatNode BuildNode(acegiak_RomanceChatNode node){
node.Text = "I hope you don't mind, I have been telling some friends and people I know about how great you are. Is that ok?";
node.AddChoice("End","That is absolutely ok. [Accept "+this.Romancable.ParentObject.pBrain.GetPrimaryFaction()+" reputation].","Excellent! We will have many adventures together!",-30,delegate(){
The.Game.PlayerReputation.modify(this.Romancable.ParentObject.pBrain.GetPrimaryFaction(),5,true);});
node.AddChoice("rejectgift","I'd really rather you didn't.'.","Oh I'm sorry. That makes sense.",-5);
return node;
}
}
}