public ToneDeafSinging(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

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

        effects.Add(new LoyaltyDecrease(loyaltyDecrease, true, false));
        targeting = new SingleTargetRanged(range);
        base.SetDescriptionFromEffects();
    }
Exemple #2
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    public PiercingShot(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

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

        effects.Add(new PiercingDamage(damage, true, true));
        targeting = new SingleTargetRanged(range);
        base.SetDescriptionFromEffects();
    }
    public FightSong(int abilityIndex) : base(abilityIndex)
    {
        cost = abilityCost;

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

        effects.Add(new StatBuff(accuracyBuff, CharacterStatType.Accuracy, buffDuration, false, true));
        effects.Add(new LoyaltyIncrease(loyaltyIncrease, false, true));
        effects.Add(new StatDebuff(accuracyDebuff, CharacterStatType.Accuracy, debuffDuration, true, false));
        targeting = new SingleTargetRanged(range);
        base.SetDescriptionFromEffects();
    }