@zerospacegg/iolin
Version:
Pure TypeScript implementation of ZeroSpace game data processing (PKL-free)
62 lines (53 loc) • 2.73 kB
JavaScript
/**
* ABES - Attack-Based Energy System
*/
import { GameMechanic } from "../../engine/mechanic.js";
export class ABES extends GameMechanic {
constructor() {
super();
this.name = "ABES";
this.uuid = "b4aef072-714d-47eb-b3f1-1de1ceb2b88c";
// Simple description for API/JSON usage
this.description =
"Attack-Based Energy System - a combat-driven energy mechanic where units build energy through attacking to power special abilities, encouraging aggressive gameplay.";
// Rich wiki content with {{box}} components
this.wiki = `
## Overview
ABES (Attack-Based Energy System) is a combat-driven energy mechanic where units build energy through attacking to power special abilities, encouraging aggressive gameplay.
{{box-grid}}
{{box header="Energy Generation" icon="mdi-flash"}}
**Standard Generation**
- **Rate**: +1 ABES energy per attack made
- **Maximum Pool**: Usually equals the highest ABES cost of any unit ability
- **Combat Requirement**: Energy only generates through actual attacks
**Special Cases**
- **Behemoth Exception**: Some abilities require kills instead of just attacks
- **Pool Variations**: Certain units may have custom energy pool sizes
{{/box}}
{{box header="Auto-Fire Attacks" icon="mdi-target"}}
- **Trigger**: Automatically fire when energy requirement is met
- **Seamless Integration**: Don't interrupt regular attack cooldown cycles
- **Immediate Use**: Energy is consumed instantly upon reaching threshold
{{/box}}
{{box header="Spells (Activated Abilities)" icon="mdi-auto-fix"}}
- **Manual Cast**: Require player input to use
- **Energy Banking**: Can save energy for strategic timing
- **Tactical Choice**: Player decides when to spend accumulated energy
{{/box}}
{{box header="Aggressive Playstyle" icon="mdi-sword-cross"}}
- **Combat Rewards**: More attacks = more ability usage
- **Engagement Incentive**: Passive units don't generate ABES energy
- **Sustained Combat**: Extended fights favor ABES units
{{/box}}
{{box header="Tactical Considerations" icon="mdi-strategy"}}
- **Target Selection**: Attack frequency affects energy generation
- **Ability Timing**: Balance auto-fire vs activated ability usage
- **Unit Positioning**: Keep ABES units in combat for maximum energy generation
{{/box}}
{{/box-grid}}
`;
}
}
ABES.src = "src/zerospace/mechanic/abes.ts";
export default ABES;
//# sourceMappingURL=abes.js.map