Example #1
0
    public TheGoodStuff(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

        FriendlyHitChanceSkillcheck = CharacterStatType.NONE;
        HostileHitChanceSkillcheck  = CharacterStatType.NONE;

        specialEffect = new CreateObject(0);
        targeting     = new SingleTargetAdjacent(false);
        base.SetDescriptionFromEffects();
    }
Example #2
0
    public CarefulIncision(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

        FriendlyHitChanceSkillcheck = CharacterStatType.NONE;
        HostileHitChanceSkillcheck  = CharacterStatType.NONE;

        effects.Add(new Heal(heal, true, true));
        targeting = new SingleTargetAdjacent();
        base.SetDescriptionFromEffects();
    }
Example #3
0
    public BadMedicine(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

        FriendlyHitChanceSkillcheck = CharacterStatType.Accuracy;
        HostileHitChanceSkillcheck  = CharacterStatType.Accuracy;

        effects.Add(new Poison(poison, duration, true, true));
        targeting = new SingleTargetAdjacent();
        base.SetDescriptionFromEffects();
    }
    public Parry(int abilityIndex) : base(abilityIndex)
    {
        cost = 10;

        FriendlyHitChanceSkillcheck = CharacterStatType.NONE;
        HostileHitChanceSkillcheck  = CharacterStatType.NONE;

        effects.Add(new Damage(damage, true, true));
        targeting = new SingleTargetAdjacent();
        base.SetDescriptionFromEffects();
    }
Example #5
0
    public LethalDose(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

        FriendlyHitChanceSkillcheck = CharacterStatType.Accuracy;
        HostileHitChanceSkillcheck  = CharacterStatType.Accuracy;

        effects.Add(new StackDamage(damagePerPoison, true, true, Condition.Poisoned));
        targeting = new SingleTargetAdjacent();
        base.SetDescriptionFromEffects();
    }
Example #6
0
    public CutInTheKnee(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

        FriendlyHitChanceSkillcheck = CharacterStatType.Accuracy;
        HostileHitChanceSkillcheck  = CharacterStatType.Accuracy;

        effects.Add(new StatDebuff(agilityDebuff, CharacterStatType.Agility, duration, true, true));
        targeting = new SingleTargetAdjacent();
        base.SetDescriptionFromEffects();
    }
Example #7
0
    public SneakAttack(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

        FriendlyHitChanceSkillcheck = CharacterStatType.Accuracy;
        HostileHitChanceSkillcheck  = CharacterStatType.Accuracy;

        effects.Add(new ConditionalDamage(normalDamage, stunnedDamage, true, true, Condition.Stunned));
        targeting = new SingleTargetAdjacent();
        base.SetDescriptionFromEffects();
    }
Example #8
0
    public Punch(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

        FriendlyHitChanceSkillcheck = CharacterStatType.Strength;
        HostileHitChanceSkillcheck  = CharacterStatType.Strength;

        effects.Add(new Damage(damage, true, true));
        effects.Add(new Stun(durationStun, true, true));
        targeting = new SingleTargetAdjacent();
        base.SetDescriptionFromEffects();
    }
    public GuitarString(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

        FriendlyHitChanceSkillcheck = CharacterStatType.NONE;
        HostileHitChanceSkillcheck  = CharacterStatType.Accuracy;

        effects.Add(new Bleed(bleed, bleedDuration, true, false));
        effects.Add(new Heal(heal, false, true));
        targeting = new SingleTargetAdjacent();
        base.SetDescriptionFromEffects();
    }