Rage mechanic#166
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The amount is constant per hit. The amount was set based on the class's current inate critical ratio - 1 charge for 0 inate crit, 2 charge for 10 inate crit, and 3 charge for 20 inate crit. If a killer weapon is equipped, then charge is increased by an additional one under the same condition. I detail this, even though I have made no attempts to balance anything and assume the numbers will be tweaked.
"Rage" is a skill that will reduce skill charge by 3 and triple damage whenever the attacker's skill charge is greater than 3. It is completely involuntary, however. I hear the ideal is involuntary on enemy phase an voluntary on player phase. The rage skill's animation doesn't use the unit's critical animations, but does use the critical hit effect, and has a displayed name.
Named "Rage". Added to every class.
* Maximum skill charge changed from 9 to 50 * Cost of Rage skills changed from 3 to 50 * Skill charge when taking damage changed from `if damage != 0 then (1 * multiplier)` to `damage * multiplier` * Skill charge when holding a killer weapon changed from `if damage != 0 then 1` during an enemy's attack round to `5` during both attack rounds
The int return value wasn't used anywhere. It seemed to be 'amount of HP healed', but everywhere that wants to know that measures side effects rather than using the return value. Besides, using an item will soon have more possible side effects than 'heal HP'
Includes a sample start-of-phase effect and a debug weapon that has that effect. Specifically, the `Debug Blessed Bow`, which will restore 5 HP to the wielder when equipped. The application of StartOfPhaseEffects more-or-less copies the application of TerrainTriggers, while the storage more-or-less copies the storage of CombatTriggers.
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#165
Notes/Known Issues:
(enemy's remaining HP) * 3 - 3for little-to-no reason.