void BasicSelfHealingAbility(Being b) { //Create a new ability called Healself Ability ab = new Ability(b, "Heal", 100, 1, false); //create a condition that MP must not be greater the 5 (the cost) ResourceAtValue_Condition gt = new ResourceAtValue_Condition(battleManager, b, "MP greater than 5", "MP", ">", 5); HealSelf_Effect hs = new HealSelf_Effect(battleManager, b, ab, "HealSelf", 10); Self_TargetingCriteria s = new Self_TargetingCriteria(battleManager, b, ab); ab.conditions.Add(gt); ab.effects.Add(hs); ab.targetingCriteria.Add(s); b.abilities.Add(ab); }
void BasicSelfHealingAbility(Being b) { //Create a new ability called Healself Ability ab = new Ability(b, "Heal", AbilityChassis.Melee, AbilityType.PublicNormal, 100, 1, false); //create a condition that MP must not be greater the 5 (the cost) ResourceAtValue_Condition gt = new ResourceAtValue_Condition(actionManager, b, "MP greater than 5", "MP", ">", 5); HealSelf_Effect hs = new HealSelf_Effect(actionManager, b, ab, "HealSelf", 10, CombatState.Hit, 0, 0); Self_TargetingCriteria s = new Self_TargetingCriteria(actionManager, b); ab.conditions.Add(gt); ab.effects.Add(hs); ab.targetingCriteria.Add(s); b.abilities.Add(ab); }