public TheGoodStuff(int abilityIndex) : base(abilityIndex) { cost = abilityCost; FriendlyHitChanceSkillcheck = CharacterStatType.NONE; HostileHitChanceSkillcheck = CharacterStatType.NONE; specialEffect = new CreateObject(0); targeting = new SingleTargetAdjacent(false); base.SetDescriptionFromEffects(); }
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(); }
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(); }
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(); }
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(); }
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(); }
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(); }