25 int power = trait.Power * (100 +
Act.
CC.
Evalue(305) * 10 + Act.CC.MAG / 2 + Act.CC.PER / 2) / 100;
static Act Create(int id)
static void ProcAt(EffectId id, int power, BlessedState state, Card cc, Card tc, Point tp, bool isNeg, ActRef actRef=default(ActRef))
override int PerformDistance
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Effect PlayEffect(string id, bool useRenderPos=true, float range=0f, Vector3 fix=default(Vector3))
void ModCharge(int a, bool destroy=false)
BlessedState blessedState
void ModExp(string alias, int a)
void Say(string lang, string ref1=null, string ref2=null)
void TryAbsorbRod(Thing t)
static TargetTypeGround Ground
Thing Identify(bool show=true, IDTSource idtSource=IDTSource.Identify)
virtual SourceElement.Row source
virtual EffectId IdEffect