public Ability(Character _char, string _abilityName, string _description, Image _icon, EnumAbilityClassReq _classRep) { this.abilityName = _abilityName; this.description = _description; this.SetIcon(_icon); this.classReq = _classRep; }
public Ascended(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = "Ascended"; this.Description = _char.UnitName + " has had all its stats, including health and attack, increased by 15!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Aligned(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int agiBuff = (int)(_char.BuffedAgility.IntValue * 0.2); int intBuff = (int)(_char.BuffedIntellingence.IntValue * 0.2); this.AbilityName = "Aligned"; this.Description = _char.UnitName +" is Aligned and has " + agiBuff + " more Agility and " + intBuff + " more Intellect!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Balanced(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { string highest = "Agility"; string lowest = "Intellect"; int highbuff = _char.BuffedAgility.IntValue; int lowbuff = _char.BuffedIntellingence.IntValue; if (_char.BuffedIntellingence.IntValue > _char.BuffedAgility.IntValue) { highest = "Intellect"; lowest = "Agility"; highbuff = _char.BuffedIntellingence.IntValue; lowbuff = _char.BuffedAgility.IntValue; } this.AbilityName = "Balanced"; this.Description = _char.UnitName + " is Balanced and has " + highest + " increased by " + highbuff + " and " + lowest + " increased by " + lowbuff + "!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Transformed(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)(_char.BuffedIntellingence.IntValue * 3); int debuff = (int)(_char.BuffedHP.IntValue * 0.6); this.AbilityName = "Transformed"; this.Description = _char.UnitName + " is an Archon and has " + buff + " more Intellect, but " + debuff + " less maximum health!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public ActiveAbility(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.Icon = this.SetIcon(_icon); }
public Oportunist(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = "Oportunist"; this.Description = _char.UnitName + " has had a random stat increased by 50%!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Transformed(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)(_char.BuffedIntellingence.IntValue*3); int debuff = (int)(_char.BuffedHP.IntValue * 0.6); this.AbilityName = "Transformed"; this.Description = _char.UnitName + " is an Archon and has " + buff + " more Intellect, but " + debuff + " less maximum health!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Invigorated(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)(_char.BuffedAgility.IntValue * 0.2); string stat = "Agility"; if (_char.BuffedAgility.IntValue < _char.BuffedIntellingence.IntValue) { buff = (int)(_char.BuffedIntellingence.IntValue * 0.2); stat = "Intellect"; if (_char.BuffedIntellingence.IntValue < _char.BuffedStrength.IntValue) { buff = (int)(_char.BuffedStrength.IntValue * 0.2); stat = "Strength"; } } else if (_char.BuffedAgility.IntValue < _char.BuffedStrength.IntValue) { buff = (int)(_char.BuffedStrength.IntValue * 0.2); stat = "Strength"; } this.AbilityName = "Invigorated"; this.Description = _char.UnitName + " is Invigorated and has " + buff + " more health, 20% of its " + stat + "!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Swift(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)(_char.BuffedAgility.IntValue * 0.4); this.AbilityName = "Swift"; this.Description = _char.UnitName + " is Swift and has " + buff + " more Agility!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Ascend(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = Properties.Resources.AbilitiesTitleAnyAscend; this.Description = Properties.Resources.AbilitiesDescriptionAnyAscend; this.NumberOfTargets = 1; this.Icon = this.SetIcon(Properties.Resources.meleeattack); this.TurnPointCost = 5; this.DamageOrHealing = EnumActiveAbilityType.Healing; }
public NPCDesperation(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = "Desperation"; this.Description = "This ability deals 15% of the monsters health deficit in damage to a character!"; this.Icon = this.SetIcon(Properties.Resources.strength); }
public CaretakerZealOfHumanity(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = Properties.Resources.AbilitiesTitleCaretakerZealOfHumanity; this.Description = Properties.Resources.AbilitiesDescriptionCaretakerZealOfHumanity; this.Icon = this.SetIcon(Properties.Resources.bodyslam); this.NumberOfTargets = 1; this.TurnPointCost = 2; this.DamageOrHealing = EnumActiveAbilityType.Healing; }
public NPCAtonementSmite(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = "Atonement Smite"; this.Description = "This ability deals the units level in damage and heals it for 2% of its maximum health."; this.Icon = this.SetIcon(Properties.Resources.fireball); }
public WizardRevitalize(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { AbilityName = Properties.Resources.AbilitiesTitleWizardRevitalize; Description = Properties.Resources.AbilitiesDescriptionWizardRevitalize; this.Icon = this.SetIcon(Properties.Resources.heal); this.NumberOfTargets = 1; this.TurnPointCost = 2; this.DamageOrHealing = EnumActiveAbilityType.Healing; }
public WarriorStrength(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = Properties.Resources.AbilitiesTitleWarriorStrength; this.Description = Properties.Resources.AbilitiesDescriptionWarriorStrength; this.NumberOfTargets = 1; this.Icon = this.SetIcon(Properties.Resources.strength); this.TurnPointCost = 1; this.DamageOrHealing = EnumActiveAbilityType.Damage; }
public ThiefSwiftness(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = Properties.Resources.AbilitiesTitleThiefSwiftness; this.Description = Properties.Resources.AbilitiesDescriptionThiefSwiftness; this.Icon = this.SetIcon(Properties.Resources.quickattack); this.NumberOfTargets = 1; this.TurnPointCost = 3; this.DamageOrHealing = EnumActiveAbilityType.Healing; }
public Venomous(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)(_char.BuffedAttackDamage.IntValue * 0.5); this.AbilityName = "Venomous"; this.Description = _char.UnitName + " is Venomous and has " + buff + " more Attack!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public NPCFireball(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = "Fireball"; this.Description = "This ability deals 175% the units level in damage."; this.Icon = this.SetIcon(Properties.Resources.fireball); }
public SynergistSynergy(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = Properties.Resources.AbilitiesTitleSynergistSynergy; this.Description = Properties.Resources.AbilitiesDescriptionSynergistSynergy; this.Icon = this.SetIcon(Properties.Resources.duality); this.NumberOfTargets = 1; this.TurnPointCost = 5; this.DamageOrHealing = EnumActiveAbilityType.Damage; }
public PaladinThePowerOfFaith(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = Properties.Resources.AbilitiesTitlePaladinThePowerOfFaith; this.Description = Properties.Resources.AbilitiesDescriptionPaladinThePowerOfFaith; this.Icon = this.SetIcon(Properties.Resources.wrath); this.NumberOfTargets = 1; this.TurnPointCost = 5; this.DamageOrHealing = EnumActiveAbilityType.Healing; }
public Brilliant(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)(_char.BuffedIntellingence.IntValue * 0.4); this.AbilityName = "Brilliant"; this.Description = _char.UnitName + " is Brilliant and has " + buff + " more Intellect!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public SynergistBalanceIntellect(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = "Balance - Intellect"; this.Description = "Decreases agility by 10%, but increases intellect by this amount."; this.Icon = this.SetIcon(Properties.Resources.duality); this.NumberOfTargets = 1; this.TurnPointCost = 2; this.DamageOrHealing = EnumActiveAbilityType.Healing; }
public Venomous(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)(_char.BuffedAttackDamage.IntValue*0.5); this.AbilityName = "Venomous"; this.Description = _char.UnitName + " is Venomous and has " + buff + " more Attack!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Infuriated(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)((_char.BuffedHP.IntValue - _char.CurrentHP.IntValue) * 0.25); this.AbilityName = "Infuriated"; this.Description = _char.UnitName + " is Infuriated and has " + buff + " more Attack Damage!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Blessed(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)(_char.BuffedAgility.IntValue * 0.4); string stat = "Agility"; if (_char.BuffedAgility.IntValue < _char.BuffedIntellingence.IntValue) { buff = (int)(_char.BuffedIntellingence.IntValue * 0.4); stat = "Intellect"; if (_char.BuffedIntellingence.IntValue < _char.BuffedStrength.IntValue) { buff = (int)(_char.BuffedStrength.IntValue * 0.4); stat = "Strength"; } } else if (_char.BuffedAgility.IntValue < _char.BuffedStrength.IntValue) { buff = (int)(_char.BuffedStrength.IntValue * 0.4); stat = "Strength"; } this.AbilityName = "Blessed"; this.Description = _char.UnitName + " was Blessed by a Paladin and has its " + stat + " increased by " + buff + "!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public BuffsAndDebuffs(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { }
public ThiefCopycat(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = "Copycat"; this.Description = Properties.Resources.AbilitiesDescriptionThiefPoisonedBlade; this.Icon = this.SetIcon(Properties.Resources.quickattack); this.NumberOfTargets = 1; this.TurnPointCost = 2; this.DamageOrHealing = EnumActiveAbilityType.Damage; }
public Roared(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)(_char.BuffedStrength.IntValue * 0.4); this.AbilityName = "Roared"; this.Description = _char.UnitName + " has Roared, increasing his Strength by " + buff + "!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public BuffsAndDebuffs(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char ,_name, _description, _icon, _classReq) { }
public InPrayer(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int strBuff = (int)(_char.BuffedStrength.IntValue * 0.2); int intBuff = (int)(_char.BuffedIntellingence.IntValue * 0.2); this.AbilityName = "In Prayer"; this.Description = _char.UnitName + " is In Prayer and has " + strBuff + " increased Strength and " + intBuff + " increased Intellect!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public InAction(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int agiBuff = (int)(_char.BuffedAgility.IntValue*0.2); int strBuff = (int)(_char.BuffedStrength.IntValue * 0.2); this.AbilityName = "In Action"; this.Description = _char.UnitName + " is In Action and has " + strBuff + " more Strength and " + agiBuff + " more Agility!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Infuriated(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int buff = (int)((_char.BuffedHP.IntValue - _char.CurrentHP.IntValue)*0.25); this.AbilityName = "Infuriated"; this.Description = _char.UnitName + " is Infuriated and has " + buff + " more Attack Damage!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public InPrayer(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int strBuff = (int)(_char.BuffedStrength.IntValue*0.2); int intBuff = (int)(_char.BuffedIntellingence.IntValue * 0.2); this.AbilityName = "In Prayer"; this.Description = _char.UnitName + " is In Prayer and has " + strBuff + " increased Strength and " + intBuff + " increased Intellect!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public InAction(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int agiBuff = (int)(_char.BuffedAgility.IntValue * 0.2); int strBuff = (int)(_char.BuffedStrength.IntValue * 0.2); this.AbilityName = "In Action"; this.Description = _char.UnitName + " is In Action and has " + strBuff + " more Strength and " + agiBuff + " more Agility!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public Aligned(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { int agiBuff = (int)(_char.BuffedAgility.IntValue * 0.2); int intBuff = (int)(_char.BuffedIntellingence.IntValue * 0.2); this.AbilityName = "Aligned"; this.Description = _char.UnitName + " is Aligned and has " + agiBuff + " more Agility and " + intBuff + " more Intellect!"; this.Icon = this.Icon = this.SetIcon(Properties.Resources.meleeattack); }
public NPCNuke(Character _char, string _name, string _description, Image _icon, EnumAbilityClassReq _classReq) : base(_char, _name, _description, _icon, _classReq) { this.AbilityName = "Nuke"; this.Description = "This ability deals 600% of the casters level in damage. Can only be used every 4 turns."; this.Icon = this.SetIcon(Properties.Resources.fireball); }