public TechFactory() { baseModel = Resources.Load <GameObject>("TechModel"); attackPower = 0.9f; armor = 0.4f; maxHP = 10; maxMP = 6; baseSkills.Add(SkillFactory.GetSnipe()); baseSkills.Add(SkillFactory.GetRepair()); baseSkills.Add(SkillFactory.GetMakeSentry()); Talent t = new Talent(); t.name = "Med Station"; t.description = "Able to create med stations. Static structures that restore health to nearby allies every turn."; t.IfChosen = unit => { unit.AddSkill(SkillFactory.getMakeMedStation()); }; talentOptions.Add(t); t = new Talent(); t.name = "Add Repair"; t.description = "Adds Repair to Class"; t.IfChosen = unit => { unit.AddSkill(SkillFactory.GetRepair()); }; talentOptions.Add(t); t = new Talent(); t.name = "Battle Bot"; t.description = "Creates a mobile robot buddy. Will move to and attack enemies for you."; t.IfChosen = unit => { unit.AddSkill(SkillFactory.getMakeBattlePet()); }; talentOptions.Add(t); t = new Talent(); t.name = "Sticky Grenade"; t.description = "Attaches a sticky grenade to an enemy, which explodes after 2 turns."; t.IfChosen = unit => { unit.AddSkill(SkillFactory.getStickyGrenade()); }; talentOptions.Add(t); t = new Talent(); t.name = "Master Sniper"; t.description = "Snipe is free."; t.IfChosen = unit => { unit.talentTags.Add("FreeSnipe"); }; talentOptions.Add(t); t = new Talent(); t.name = "Toughness"; t.description = "The Tech is just tough. Nothing complicated. Slight increase to armor and damage."; t.IfChosen = Unit => { Unit.AddEffect(EffectFactory.getToughEffect(), -1); }; talentOptions.Add(t); name = "Technician"; description = "A repairman who can build robots"; image = Resources.Load <Sprite>("CharacterIcons/TechIcon"); }