コード例 #1
0
    //passive ability packs
    void BasicPassiveAbilities(Being b)
    {
        Ability reg = new Ability(b, "Stamina regen", 100, 1, false);

        reg.isDefence = false;

        NewRound_Condition      nrc          = new NewRound_Condition(battleManager, b, "New round condition");
        ModulateResource_Effect staminaRegen = new ModulateResource_Effect(battleManager, b, reg, "Stamina regen", "STAMINA", +50, true);
        Self_TargetingCriteria  self         = new Self_TargetingCriteria(battleManager, b, reg);

        reg.effects.Add(staminaRegen);
        reg.conditions.Add(nrc);
        reg.targetingCriteria.Add(self);
        b.abilities.Add(reg);
    }
コード例 #2
0
    //ability packs
    void BasicBeingAbilities(Being b)
    {
        //This pack is for things like being able to attribute focus (that's not passive because you need to be concious to do it, unlike reganing stamina which skirts close to being a rule rather than an 'ability')

        Ability a = new Ability(b, "Attribute Focus", AbilityChassis.Thought, AbilityType.Instant, 100, 1, false);

        a.isDefence = false;

        NewRound_Condition nrc = new NewRound_Condition(actionManager, b, "New round condition");

        AttributeFocus_Effect  attributeFocus_Effect = new AttributeFocus_Effect(actionManager, b, a, "Attribute Focus", CombatState.Activate, 0, 0);
        Self_TargetingCriteria self = new Self_TargetingCriteria(actionManager, b);

        a.effects.Add(attributeFocus_Effect);
        a.targetingCriteria.Add(self);
        b.abilities.Add(a);
    }