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@zerospacegg/iolin

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Pure TypeScript implementation of ZeroSpace game data processing (PKL-free)

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/** * 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