67 QuestDefenseGame.lastWave =
wave;
68 QuestDefenseGame.bonus =
bonus;
71 int num = (base.quest.FameContent ? (EClass.pc.FameLv / 100 * 50) : 0);
72 EClass._zone._dangerLv = 5 + num;
86 EClass._zone._dangerLv += ((EClass._zone.DangerLv >= 100) ? (
EClass.
_zone.
DangerLv / 100 * 5 + 5) : 5);
89 Spawn(2 + base.quest.difficulty + add);
95 QuestDefenseGame.lastWave =
wave;
96 QuestDefenseGame.bonus =
bonus;
103 if (
turns <= 3 + base.quest.difficulty)
136 add = 1 + base.quest.difficulty;
149 Msg.
Say(
"defense_retreat");
static void Proc(EffectId id, Card cc, Card tc=null, int power=100, ActRef actRef=default(ActRef))
static void ProcAt(EffectId id, int power, BlessedState state, Card cc, Card tc, Point tp, bool isNeg, ActRef actRef=default(ActRef))
static Chara CreateFromFilter(string id, int lv=-1, int levelRange=-1)
override bool IsPCPartyMinion
static string Say(string idLang, string ref1, string ref2=null, string ref3=null, string ref4=null)
Point GetNearestPoint(bool allowBlock=false, bool allowChara=true, bool allowInstalled=true, bool ignoreCenter=false)
static void SetSeed(int a=-1)
static Thing Create(string id, int idMat=-1, int lv=-1)
virtual Chara CreateChara()
override void OnCharaDie(Chara c)
override void _OnTickRound()
ZoneInstanceRandomQuest instance
override string TextWidgetDate
void AggroEnemy(int chance=100)
void SpawnBoss(bool evolve=false)
void SetBGM(List< int > ids, bool refresh=true)
Card AddCard(Card t, Point point)