generic buffs
to use: stuff all that stuff in assemblies in your mod and reference generic_buffs
put using generic_buffs; in every class you want to use this
put keywordsing.dothings(); in your mod initializer
to summon a generic buff, use keywordsing.(name of buff) in place of KeywordBuf.whatever
e.g. owner.bufListDetail.AddKeywordBufByCard(keywordsing.amped, 1, owner);
there are many static methods in class keywordsing; if you want to spend a status contained within this
use the respective spend status method in keywordsing
ex.
keywordsing.UseTremor(owner, 12, true);
keywordsing.bursttremor(target, null, owner);
contains:
-Focus/Dazed: Counter dice gain/lose X Power for the Scene.
-Skill: All dice gain X Power and deal X*2 less damage and Stagger damage. Deal X less Stagger damage on a deflect.
-Damage Down
-Stagger Damage Up
-Stagger Damage Down
-Min Value Up
-Min Value Down
-Max Value Up
-Max Value Down
-Amped: For the Scene, up to X dice have their maximum roll value increased by 3 when using pages.
-Erratic: For the Scene, up to X dice have their minimum roll value decreased by 3 when using pages.
-Steady: For the Scene, up to X dice have their minimum roll value increased by 3 when using pages.
-(Stagger) Intensity: Deal X% more (Stagger) damage with attacks for the Scene.
-(Stagger) Diminished: Deal X% less (Stagger) damage with attacks this Scene.
-(Stagger) Bubble: Take X% less (Stagger) damage from attacks for the Scene.
-(Stagger) Burst: Take X% more (Stagger) damage from attacks for the Scene.
-(Stagger) Shield: Prevent the next X (Stagger) damage taken.
-Tremor: When Tremor is Burst, take X/2 Stagger damage, activate Tremor Burst effects, and reduce Tremor Count by 1.
-Poise: Deal 20% more damage with an attack at an X% chance if Poise Count is 1 or higher. When this activates, reduce Poise Count by 1 and trigger [On Crit] effects.
-Sinking: When taking a hit, if Sinking Count is 1 or higher, take X Stagger damage and reduce Sinking Count by 1.
-Rupture: When taking a hit, if Rupture Count is 1 or higher, take X damage and reduce Rupture Count by 1.
-Depression: When taking a hit, if Depression Count is 1 or higher, gain X Despair this Scene and reduce Depression Count by 1.
-Despair: Before rolling a die, have a higher chance to roll on the lower end of the die value depending on amount of Despair on self. At the start of the Scene, if Despair is 30 or more and less than 45, activate Low Morale effects; if Despair is 45 or more, activate Panic effects.
-Hope: Before rolling a die, have a higher chance to roll on the higher end of the die value depending on amount of Hope on self. At the start of the Scene, if Hope is 30 or more and less than 45, activate High Morale effects; if Hope is 45 or more, activate Awaken effects.
-Heavy Water: For the Scene, take X Stagger damage and subtract 1/3rd of the stack every time a die rolls. (Rounds up)
-Regeneration: At the end of the Scene, recover X HP and subtract 1/3rd of the stack. (Rounds down)
-Mending: When taking a hit, if Mending Count is 1 or higher, recover X HP and reduce Mending Count by 1.
-Clarity: When taking a hit, if Clarity Count is 1 or higher, recover X Stagger Resist and reduce Clarity Count by 1.
-Glee: When taking a hit, if Glee Count is 1 or higher, gain X Hope this Scene and reduce Glee Count by 1.
-Taunt: Target is forced to target this character.
-Idol Energy: Affects the properties of certain Combat Pages. The amount that can be stored depends on passive abilities.
-Flight: Can only be gained if the character has certain passive abilities. Take 2-3 less damage from Melee attacks, and 2-3 more damage from Ranged attacks. Lose this status and take damage equal to 10% of Max HP upon being Staggered
-Black Powder: At the start of the Scene, take X/2 damage and subtract 1/3rd of the Black Powder stack. When this character gains Smoke, spend all Smoke on self, take damage equal to the Smoke spent and gain Black Powder equal to the Smoke spent.
-Bravery: At the start of the scene, gain haste equal to (X + Number of Speed Dice used last Scene). Lose 1 Bravery at the end of the Scene.
-Frost Mist: Reduce incoming and outgoing physical damage from types listed in Frost Mist Affinity by (X*3)%.
When inflicted, Frost Mist gets an Affinity of a random damage type (Slash, Pierce, or Blunt). At 9+ Frost Mist, all dice lose 1 Power. Can stack up to 15. Lose 5 stacks at the end of each Scene. If the character has Burn, lose 2 more stacks. If the character has Ignited, lose 2 more stacks. Lose Burn equal to the amount of Frost Mist lost.
-Frost Accretion: Lose X less stacks of Frost Mist at the end of the Scene.
-Permafrost: Do not lose stacks of Frost Mist or Frost Accretion at the end of X Scene(s).
-Experimental Frost: At the end of each Scene, inflict Bind and Paralysis to self next Scene equal to third of the amount of Frost Mist on self.
-Riposte: Varies depending on passive abilities. By default:
Counter Dice Power +1, Evade Dice Power +1
Upon winning a clash with Evade dice or when hit, deal 1-3 damage and inflict 1 Bleed to the attacker.
Once per Scene, respond to a one-sided attack with an Evade die [Roll: 4-9]. (Not played in clashes where both characters use a Combat Page)
-Break: Take 0-1 additional damage and Stagger damage from attacks. When inflicted with Topple, take X Stagger damage and remove this status.
-Topple: Can only be inflicted to characters with Break. Take 1-2 additional damage and Stagger damage from attacks. When inflicted with Launch, take X damage and remove this status.
-Launch: Can only be inflicted to characters with Topple. Take 1-3 additional damage and Stagger damage from attacks. When inflicted with Smash, take X damage and Stagger damage and remove this status.
-Smash: Can only be inflicted to characters with Launch. Take 2-3 additional damage and Stagger damage from attacks, and an additional 35-50% damage and Stagger damage from attacks.
and more unlisted just look at effecttexts
also features new overrides (the base classes have strange names because i named them weirdly and can’t change them now)
-generic_buffbase : BattleUnitBuf
contains overrides for use in buffs
-generic_newpassivestuffbase : PassiveAbilityBase
contains overrides for use in passives
-generic_dicegarbage : DiceCardAbilityBase
contains overrides for use in dice abilities
-generic_otherextrastuff : DiceCardSelfAbilityBase
contains overrides for use in page abilities
-canhaveflightabilities : generic_newpassivestuffbase
same as newpassivestuffbase but also lets you gain flight
for static methods and detailed explanations of overridable methods please see the readme in mod folder