The way I did it was to remove the ep-cost thing and just add a skill cost class. This class can do items, resources, or any stats pretty much. On the start of an attack it uses up the resource-stat costs given in skill-cost. It iterates through the resource pool vector, in case you want to assign energy, mana, heat, willpower and/or any other number of costs. It also separately eats through health, the shields vector, resources carried by a unit, and items possessed by a unit. Anyone making a moba for instance needs to be able to use multiple resource cost types, for instance LOL has mana, energy, rage, etc.