public override void ProcessProc(AbstractProc proc) { if (proc is ExhaustedCardProc) { ActionManager.Instance.ApplyStatusEffect(OwnerUnit, new TemporaryStrengthStatusEffect(), Stacks); } }
public override void ProcessProc(AbstractProc proc) { if (proc is CharacterDeathProc) { ActionManager.Instance.ApplyStatusEffect(OwnerUnit, new StrengthStatusEffect(), Stacks); } }
public override void ProcessProc(AbstractProc proc) { // dealt 20 or more damage to a foe // foe dies if (proc is CharacterDeathProc) { var death = (CharacterDeathProc)proc; if (death.CharacterDead.IsEnemy) { Stacks--; } } if (proc is CharacterDamagedProc) { var damage = (CharacterDamagedProc)proc; if (proc.TriggeringCardIfAny != null && damage.CharacterDamaged.IsEnemy && damage.DamageInflicted > 19) { Stacks--; } } }
public override void ProcessProc(AbstractProc proc) { if (proc is LethalTriggerProc) { action().DrawCards(1 * Stacks); CardAbilityProcs.ChangeMoney(5 * Stacks); } }
public override void ProcessProc(AbstractProc proc) { if (proc is CardCreatedProc) { proc.TriggeringCardIfAny.AddSticker(new SufficientlyAdvancedTechnologyCardSticker { Stacks = Stacks }); } }
public override void ProcessProc(AbstractProc proc) { if (proc is SacrificeProc) { foreach (var ally in state().AllyUnitsInBattle) { action().ApplyStatusEffect(ally, new ChargedStatusEffect(), Stacks); } } }
public override void ProcessProc(AbstractProc proc) { if (proc is SacrificeProc) { foreach (var enemy in state().EnemyUnitsInBattle) { action().DamageUnitNonAttack(enemy, this.OwnerUnit, 10); } action().DrawCards(1); } }
public override void ProcessProc(AbstractProc proc) { if (proc is TauntProc) { var tauntproc = proc as TauntProc; var tauntee = tauntproc.Tauntee; action().ApplyStatusEffect(tauntee, new VulnerableStatusEffect(), Stacks); action().ApplyStatusEffect(tauntee, new WeakenedStatusEffect(), Stacks); } }
public override void OnProcWhileThisIsInDeck(AbstractProc proc) { if (proc is CharacterDeathProc) { var death = (CharacterDeathProc)proc; if (death.CharacterDead == Owner) { foreach (var enemy in state().EnemyUnitsInBattle) { action().DamageUnitNonAttack(enemy, Owner, 40); } } } }
public static void TriggerProc(AbstractProc proc) { foreach (var unit in GameState.Instance.EnemyUnitsInBattle.Concat(GameState.Instance.AllyUnitsInBattle)) { foreach (var statusEffect in unit.StatusEffects) { statusEffect.ProcessProc(proc); } } foreach (var card in GameState.Instance.Deck.TotalDeckList) { card.OnProcWhileThisIsInDeck(proc); } }
public virtual void ProcessProc(AbstractProc proc) { }
public override void OnProcWhileThisIsInDeck(AbstractProc proc) { // todo // this.Owner.ApplyAugmentation(new PowerfulPerk()); }