# Eine Faehigkeit ist ein benanntes, wiederholt ausloesbares ANGEBOT an den # Spieler, das Aktionen ausfuehrt (Ticket 02) — kein Gegenstand im Inventar, # sonst koennte ein Magier seine Zauber verkaufen. # # Angriff und Flucht sind bewusst keine Engine-Sonderfaelle, sondern gewoehnliche # Faehigkeiten (Ticket 11/14). Ein Mod kann beide ersetzen. # # Menge = amount + scale * damage-Attribut(Verursacher) — eine Formel fuer # Basisangriff, Feuerball und Wuchtschlag (Nachtrag aus Ticket 14). [[abilities]] id = "attack" name = "Angriff" cost = 0 actions = [ { action = "damage", scale = 1.0, damage_type = "slash", target = "target" } ] [[abilities]] id = "flee" name = "Fliehen" cost = 10 actions = [ { action = "flee" } ] [[abilities]] id = "power_strike" name = "Wuchtschlag" description = "Holt weit aus. Kostet Luft." cost = 15 cooldown = 3 actions = [ { action = "damage", scale = 1.5, damage_type = "blunt", target = "target" } ] [[abilities]] id = "bone_throw" name = "Knochenwurf" cost = 8 cooldown = 2 actions = [ { action = "damage", amount = 6, damage_type = "blunt", target = "target" } ] [[abilities]] id = "rat_bite" name = "Biss" cost = 0 actions = [ { action = "damage", scale = 1.0, damage_type = "slash", target = "target" }, { action = "apply_modifier", modifier = "core:poisoned", target = "target" } ] [[abilities]] id = "ghoul_claw" name = "Klauenhieb" cost = 0 actions = [ { action = "damage", scale = 1.2, damage_type = "slash", target = "target" } ] [[abilities]] id = "second_wind" name = "Zweiter Atem" description = "Sammelt sich, wenn es eng wird." cost = 0 cooldown = 8 condition = [ { check = "health_below", who = "self", value = 0.4 } ] actions = [ { action = "change_attribute", attribute = "health", amount = 25, target = "self" } ]