Example #1
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Brawler"

        self.name = "Fart"
        self.cooldown = Cooldown(2)
        self.ap_cost = 1
        self.ability_type = "debuff - other - double"
        self.applies = effects.gen_effect_mod(effects.Irradiated, 2)
        self.also_applies = effects.gen_effect_mod(effects.Poisoned, 3)

        self.ability_range = 4

        self.any_sounds = True
        self.sound_names = ["poison"]

        self.category = "ranged"
Example #2
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Engineer"

        self.name = "Flash Bang"
        self.cooldown = Cooldown(4)
        self.ap_cost = 3
        self.ability_type = "debuff - others - double"
        self.applies = effects.gen_effect_mod(effects.Slowed, 2)
        self.also_applies = effects.gen_effect_mod(effects.Blinded, 2)

        self.ability_range = 10
        self.blast_radius = 4

        self.any_sounds = True
        self.sound_names = ["slow", "blind"]

        self.category = "ranged"
Example #3
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Brawler"

        self.name = "Bash"
        self.cooldown = Cooldown(2)
        self.ap_cost = 2
        self.ability_type = "attack - melee - debuff"
        self.applies = effects.gen_effect_mod(effects.Knocked, 2)

        self.any_sounds = True
        self.sound_names = ["knock"]

        self.category = "melee"
Example #4
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Brawler"

        self.name = "Go"
        self.cooldown = Cooldown(5)
        self.ap_cost = 1
        self.ability_type = "buff - self"
        self.applies = effects.gen_effect_mod(effects.Go, 3)

        self.any_sounds = True
        self.sound_names = ["buff"]

        self.category = "buff"
Example #5
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Sharpshooter"

        self.name = "Dance Off"
        self.cooldown = Cooldown(5)
        self.ap_cost = 3
        self.ability_type = "debuff - others"
        self.applies = effects.gen_effect_mod(effects.Blinded, 2)

        self.any_sounds = True
        self.sound_names = ["blind"]

        self.category = "ranged"
Example #6
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Sharpshooter"

        self.name = "Lead Ammo"
        self.cooldown = Cooldown(3)
        self.ap_cost = 2
        self.ability_type = "attack - ranged - debuff"
        self.applies = effects.gen_effect_mod(effects.Knocked, 1)

        self.any_sounds = True
        self.sound_names = ["knock"]

        self.category = "ranged"
Example #7
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Sharpshooter"

        self.name = "Kneecapper"
        self.cooldown = Cooldown(4)
        self.ap_cost = 2
        self.ability_type = "attack - ranged - debuff"
        self.applies = effects.gen_effect_mod(effects.Slowed, 3)

        self.any_sounds = True
        self.sound_names = ["slow"]

        self.category = "ranged"
Example #8
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Engineer"

        self.name = "GottaHandItToEm"
        self.cooldown = Cooldown(2)
        self.ap_cost = 2
        self.ability_type = "attack - ranged - debuff"
        self.applies = effects.gen_effect_mod(effects.Burning, 4)

        self.ability_range = 10
        self.blast_radius = 5

        self.any_sounds = True
        self.sound_names = ["burning"]
Example #9
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Brawler"

        self.name = "Throw Sand"
        self.cooldown = Cooldown(2)
        self.ap_cost = 2
        self.ability_type = "debuff - other"
        self.applies = effects.gen_effect_mod(effects.Blinded, 3)

        self.ability_range = 3

        self.any_sounds = True
        self.sound_names = ["blind"]

        self.category = "ranged"
Example #10
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Engineer"

        self.name = "Holy Hand Grenade"
        self.cooldown = Cooldown(5)
        self.ap_cost = 4
        self.ability_type = "attack - ranged - debuff"
        self.applies = effects.gen_effect_mod(effects.Knocked, 1)

        self.ability_range = 8
        self.blast_radius = 5

        self.any_sounds = True
        self.sound_names = ["knock"]

        self.category = "ranged"
Example #11
0
    def __init__(self):
        Ability.__init__(self)
        self.abi_class = "Engineer"

        self.name = "Rocket Ride"
        self.cooldown = Cooldown(4)
        self.ap_cost = 3
        self.ability_type = "reloc"

        self.ability_range = 10
        self.blast_radius = 4

        self.applies = effects.gen_effect_mod(effects.Knocked, 1)

        self.any_sounds = True
        self.sound_names = ["knock"]

        self.category = "ranged"