}
}
- ChangeEssenceAmount(uid, abilityCost, component, false);
+ ChangeEssenceAmount(uid, -abilityCost, component, false);
_statusEffects.TryAddStatusEffect<CorporealComponent>(uid, "Corporeal", TimeSpan.FromSeconds(debuffs.Y), false);
_stun.TryStun(uid, TimeSpan.FromSeconds(debuffs.X), false);
/// The amount of essence that is needed to use the ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("defileCost")]
- public FixedPoint2 DefileCost = -30;
+ public FixedPoint2 DefileCost = 30;
/// <summary>
/// The status effects applied after the ability
/// The amount of essence that is needed to use the ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("overloadCost")]
- public FixedPoint2 OverloadCost = -40;
+ public FixedPoint2 OverloadCost = 40;
/// <summary>
/// The status effects applied after the ability
/// The amount of essence that is needed to use the ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("blightCost")]
- public float BlightCost = -50;
+ public float BlightCost = 50;
/// <summary>
/// The status effects applied after the ability
/// The amount of essence that is needed to use the ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("malfunctionCost")]
- public FixedPoint2 MalfunctionCost = -60;
+ public FixedPoint2 MalfunctionCost = 60;
/// <summary>
/// The status effects applied after the ability