public override List <AbstractIntent> GetNextIntents()
 {
     return(IntentRotation.RandomIntent(
                IntentsFromBaseDamage.AttackRandomPc(this, 12, 1),
                IntentsFromBaseDamage.DefendSelf(this, 5),
                IntentsFromBaseDamage.DebuffRandomOther(this, new WeakenedStatusEffect())));
 }
Ejemplo n.º 2
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 public override List<AbstractIntent> GetNextIntents()
 {
     return IntentRotation.FixedRotation(
         IntentsFromBaseDamage.AttackRandomPc(this, 15, 1),
         IntentsFromBaseDamage.DefendSelf(this, 15),
         IntentsFromBaseDamage.BuffSelf(this, new StrengthStatusEffect(), 3);
 }
 public override List <AbstractIntent> GetNextIntents()
 {
     return(IntentRotation.FixedRotation(
                IntentsFromBaseDamage.AttackRandomPc(this, 10, 1),
                IntentsFromBaseDamage.DefendSelf(this, 10),
                IntentsFromPercentBase.AttackRandomPcWithDebuff(new WeakenedStatusEffect {
         Stacks = 3
     }, this, 5, 1)));
 }
Ejemplo n.º 4
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 //Black Bishop/Red Bishop: All-Around Helper attack pattern for each.
 //Black bishop:  When it deals at least 8 combat damage, gain 2 strength.
 //Red: When it does at least 8 combat damage, ALL soldiers gains 15 stress.
 public override List <AbstractIntent> GetNextIntents()
 {
     return(IntentRotation.FixedRotation(
                IntentsFromBaseDamage.AttackRandomPc(this, 8, 2),
                IntentsFromBaseDamage.DefendSelf(this, 5)));
 }
 public override List <AbstractIntent> GetNextIntents()
 {
     return(IntentsFromBaseDamage.AttackRandomPc(this, 5));
 }