EA 23.209 Stable Patch 2
October 1, 2025
4 files modified.
Important Changes
None.
ActMelee
void Attack(Card _tc, Point _tp, float mtp, bool subAttack)
cs
if (num5 > 0 && !Act.CC.HasElement(439))
{
int num6 = EClass.curve(5 + num5 / 3, 10, 3, 70);
int num7 = Act.TC.Evalue(123);
int ele2 = 123;
int num7 = Act.TC.Evalue(ele2);
if (Act.TC.isChara)
{
foreach (BodySlot slot2 in Act.TC.Chara.body.slots)
{
if (slot2.thing != null && slot2.thing.HasElement(437) && Act.TC.Evalue(slot2.thing.category.skill) > num7)
{
num7 = Act.TC.Evalue(slot2.thing.category.skill);
ele2 = slot2.thing.category.skill;
num7 = Act.TC.Evalue(ele2);
}
}
}
void Attack(Card _tc, Point _tp, float mtp, bool subAttack)
cs
{
Act.TC.Say((Act.TC.isChara && Act.TC.Chara.IsHostile()) ? "parry_enemy" : "parry");
Act.TC.PlaySound("parry");
Act.TC.ModExp(ele2, 20);
parried = true;
return;
}
AttackProcess
public bool Perform(int count, bool hasHit, float dmgMulti = 1f, bool maxRoll =
cs
num5 = conWeapon.power / 2;
num6 = (int)Mathf.Min(40f + MathF.Sqrt(conWeapon.power), 80f);
}
if (conWeapon == null && weapon == null && (CC.MainElement != Element.Void || CC.HasElement(1565)))
if (conWeapon == null && (weapon == null || IsMartialWeapon) && (CC.MainElement != Element.Void || CC.HasElement(1565)))
{
num4 = (CC.HasElement(1565) ? 915 : CC.MainElement.id);
num5 = CC.Power / 3 + EClass.rnd(CC.Power / 2);
public bool Perform(int count, bool hasHit, float dmgMulti = 1f, bool maxRoll =
cs
TC.Chara.AddCondition<ConParalyze>(EClass.rnd(2), force: true);
}
ProcShieldEncs(CC, TC, 500 + num13);
if (CC.IsAliveInCurrentZone)
{
CC.ModExp(123, 50);
}
}
}
if (!CC.IsAliveInCurrentZone || !TC.IsAliveInCurrentZone)
TraitDetector
cs
int num = 999;
foreach (Thing thing in EClass._map.things)
{
if (!thing.isMasked)
if (!thing.isMasked && !thing.isRoofItem)
{
int num2 = EClass.pc.Dist(thing);
if ((thing.id.ToLower().Contains(term.ToLower()) || thing.Name.ToLower().Contains(term.ToLower())) && num2 < num)
Zone_Void
public override void OnGenerateMap()
cs
}
base.OnGenerateMap();
}
public override void OnActivate()
{
if (base.lv == -10000 && EClass._map.FindThing<TraitStairsDown>() == null)
{
Thing t = ThingGen.Create(base.biome.style.GetIdStairs(upstairs: false), base.biome.style.matStairs);
AddCard(t, EClass._map.GetCenterPos().GetNearestPoint(allowBlock: false, allowChara: false, allowInstalled: false)).Install();
}
}
}