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"
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"
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"
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"
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"
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"
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"
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"]
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"
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"
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"