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The answer is just under your comment xD
Though I'll admit, my question was a bit confusing.
Basically, the mod doesn't affect how Reaper works. If Reaper is active, and you get a kill, you end up with 1 regular action point to use (as in vanilla), regardless of what you did before. If you don't get a kill, it acts like a normal sword attack.
But I was wondering, how does the movement penalty affect the Reaper ability? Does each slash attack gain more and more penalty or is it just once for that turn?
Glad to see you're still around :)
question 2: skills from other mods, reaper will make sure you always end with 1 AP after killing.
; Enabling this will make abilities/effects that causes sword slice ability to not end turn to consume AP equal to movement required without ending turn instead, disabling this will make it always consume 1 AP instead of movement cost.
Does this refer to e.g. Reaper, or is this setting meant for sword-related skills added by other mods? Sorry for the trouble :3
Assume I have a Bladestorm Ranger with 2 AP standing next to an enemy.
+STATION_SWORD=(APRemaining=eConsumeNoAP, AbilityRequired=Bladestorm)
+STATION_SWORD=(APRemaining=eConsumeOneAP, AbilityRequired=None)
+ALLOW_INFINITE_FREE_AP=false
With these lines in the config, how many times would I be able to smack the enemy without moving?
In other words, after I use up my free Slash, do I get to use the rest of my AP like any other Ranger (which would mean 3 total slashes in this scenario), or will I have lost my station_sword privileges (so the second slash ends my turn, like a vanilla slash)?
Looks like you have the additions I have asked you for, thank you very much for that.
However, could you please go one step further and add a check for an Effect on the unit, in addition to the ability? There are abilities like Samurai's Shinigami that make melee attacks not end turn, but only while that effect is active.
Implaccable will always give you +1 movement on a kill, regardless of the behaviour, so if you blue move kill someone and your behaviour is set to able to move after attack on bluemove, you will end with 2 movement points available to dash away.