//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); }
//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); }