public PawnBroker() { SetCommonCardAttributes("Pawnbroker", Rarity.UNCOMMON, TargetType.ALLY, CardType.SkillCard, 1); this.ProtoSprite = ProtoGameSprite.ArchonIcon("pawn"); }
// apply 6 defense. Applies 5 more defense for EACH attack with "Buster" in your deck. public ButFirstTheyMustCatchYou() { SetCommonCardAttributes("But First They Must Catch You", Rarity.COMMON, TargetType.ENEMY, CardType.AttackCard, 1); this.ProtoSprite = ProtoGameSprite.ArchonIcon("run"); }
public ProfitMotive() { SetCommonCardAttributes("Profit Motive", Rarity.RARE, TargetType.NO_TARGET_OR_SELF, CardType.PowerCard, 1); this.ProtoSprite = ProtoGameSprite.ArchonIcon("coins"); }
// Deal 14 damage. Cost 2. Precision. // Patient: Do it again. public ScopedOut() { SetCommonCardAttributes("Scoped Out", Rarity.UNCOMMON, TargetType.ENEMY, CardType.AttackCard, 1); DamageModifiers.Add(new PrecisionDamageModifier()); this.ProtoSprite = ProtoGameSprite.ArchonIcon("targeting"); }
public OffscreenArtillery() { DamageModifiers.Add(new BusterDamageModifier()); SetCommonCardAttributes("Offscreen Artillery", Rarity.RARE, TargetType.NO_TARGET_OR_SELF, CardType.AttackCard, 3, protoGameSprite: ProtoGameSprite.ArchonIcon("artillery-shell")); this.BaseDamage = 11; }
// Does nothing. Gilded 5. public LootCrate() { SetCommonCardAttributes("Loot Crate", Rarity.COMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 10); Stickers.Add(new GildedCardSticker(5)); this.ProtoSprite = ProtoGameSprite.ArchonIcon("wooden-crate"); }
// Deal 20 damage. Buster. Cost 2. public HandCannon() { SetCommonCardAttributes("Hand Cannon", Rarity.UNCOMMON, TargetType.ENEMY, CardType.AttackCard, 2, protoGameSprite: ProtoGameSprite.ArchonIcon("cannon-shot")); Stickers.Add(new BasicAttackTargetSticker()); BaseDamage = 20; DamageModifiers.Add(new BusterDamageModifier()); }
// Deal 8 damage. Ambush: Then deal another 8 damage. public CutthroatPractices() { SetCommonCardAttributes("Cutthroat Practices", Rarity.COMMON, TargetType.ENEMY, CardType.AttackCard, 1); BaseDamage = 8; this.ProtoSprite = ProtoGameSprite.ArchonIcon("tearing"); }
// Deal 4 damage. Bounty. Patient: Then do it again. Cost 1. public ArriveLateAndClaimCredit() { SetCommonCardAttributes("Arrive Late And Claim Credit", Rarity.COMMON, TargetType.ENEMY, CardType.AttackCard, 1); BaseDamage = 4; this.DamageModifiers.Add(BountyDamageModifier.GetBountyDamageModifier()); //todo this.ProtoSprite = ProtoGameSprite.ArchonIcon("conquerer"); }
// Deal 8 damage. Precision. public JustBusiness() { SetCommonCardAttributes("Just Business", Rarity.COMMON, TargetType.ENEMY, CardType.AttackCard, 1); this.DamageModifiers.Add(new PrecisionDamageModifier()); this.ProtoSprite = ProtoGameSprite.ArchonIcon("half-crawling-body"); }
// Apply 6 block. Sly: then do it again. Stash 2. public CoveredShort() { SetCommonCardAttributes("Covered Short", Rarity.COMMON, TargetType.ALLY, CardType.SkillCard, 1); BaseDefenseValue = 8; this.ProtoSprite = ProtoGameSprite.ArchonIcon("shorts"); this.AddSticker(new GildedCardSticker(2)); }
public OnwardCowards() { SoldierClassCardPools.Add(typeof(RookieClass)); //todo Name = "Onward, cowards!"; TargetType = TargetType.NO_TARGET_OR_SELF; CardType = CardType.SkillCard; this.ProtoSprite = ProtoGameSprite.ArchonIcon("mailed-fist"); }
// Deal 10 damage. Precision. Bounty. Cost 1. // TODO: If an ally dies while this is in your deck and not exhausted, gain a random Emblem. public F() { SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); SetCommonCardAttributes("F", Rarity.RARE, TargetType.ENEMY, CardType.AttackCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("grave-flowers")); this.DamageModifiers.Add(BountyDamageModifier.Create()); this.DamageModifiers.Add(new PrecisionDamageModifier()); this.BaseDamage = 10; }
public DamnYouAll() { this.DamageModifiers.Add(new DamnYouAllDamageModifier()); this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); SetCommonCardAttributes("D*** You All", Rarity.RARE, TargetType.NO_TARGET_OR_SELF, CardType.AttackCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("lightning-shout")); BaseDamage = 3; }
public GildedGun() { // deal 6 damage. Precision. Hoard 2. Cost 0. Gets an additional +2 Gilded for EACH Gilded Gun in your deck. SetCommonCardAttributes("Gilded Gun", Rarity.COMMON, TargetType.ENEMY, CardType.AttackCard, 0); Stickers.Add(sticker); DamageModifiers.Add(new PrecisionDamageModifier()); this.ProtoSprite = ProtoGameSprite.ArchonIcon("machine-gun"); }
public GiveGround() { ProtoSprite = ProtoGameSprite.ArchonIcon("cavalry"); this.SetCommonCardAttributes( "Get stuck in!", Rarity.BASIC, TargetType.ALLY, CardType.SkillCard, 1 ); }
public EyeForAnEye() { this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); this.SetCommonCardAttributes( "Eye for an Eye", Rarity.COMMON, TargetType.ALLY, CardType.SkillCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("eyepatch") ); }
public FanaticalCharge() { this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); this.SetCommonCardAttributes( "Fanatical Charge", Rarity.COMMON, TargetType.NO_TARGET_OR_SELF, CardType.AttackCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("mounted-knight") ); this.BaseDamage = 5; }
public BrutalEfficiency() { this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); this.SetCommonCardAttributes( "Brutal Efficiency", Rarity.UNCOMMON, TargetType.ALLY, CardType.SkillCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("factory") ); }
public MountingAdvantages() { this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); this.SetCommonCardAttributes( "Mounting Advantages", Rarity.UNCOMMON, TargetType.ALLY, CardType.PowerCard, 3, protoGameSprite: ProtoGameSprite.ArchonIcon("mountaintop") ); this.PersistentCostModifiers.Add(new PlannedCostModifier()); }
public Enfilade() { this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); this.SetCommonCardAttributes( "Enfilade", Rarity.UNCOMMON, TargetType.ALLY, CardType.SkillCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("shield-bash") ); this.BaseDamage = 5; }
public DesperateStrike() { this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); this.SetCommonCardAttributes( "Fanatical Charge", Rarity.COMMON, TargetType.ENEMY, CardType.AttackCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("bowling-propulsion") ); this.BaseDamage = 5; }
public CertaintyOfDelusion() { this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); this.SetCommonCardAttributes( "Certainty Of Delusion", Rarity.COMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 2, protoGameSprite: ProtoGameSprite.ArchonIcon("uprising") ); this.BaseDefenseValue = 10; }
public CallTheRetreat() { this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); // todo: remove this.SetCommonCardAttributes( "F*** This, We Out", Rarity.RARE, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("dread") ); this.BaseDefenseValue = 5; }
public MarkForDeath() { ProtoSprite = ProtoGameSprite.ArchonIcon("reticule"); this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); //todo: remove, this is a starting card this.SetCommonCardAttributes( "Mark For Death", Rarity.BASIC, TargetType.ENEMY, CardType.AttackCard, 1 ); BaseDamage = 3; }
public GiveGround() { ProtoSprite = ProtoGameSprite.ArchonIcon("ringmaster"); this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); // todo: remove this.SetCommonCardAttributes( "Fall back, damn you!", Rarity.BASIC, TargetType.ALLY, CardType.SkillCard, 1 ); this.BaseDefenseValue = 5; }
public EfficientBrutality() { SetCommonCardAttributes("Efficient Brutality", Rarity.UNCOMMON, TargetType.NO_TARGET_OR_SELF, CardType.AttackCard, 2, protoGameSprite: ProtoGameSprite.ArchonIcon("bloody-stash")); }
// deal 12 damage. ALL enemies gain 2 Vulnerable. All allies gain +2 Temporary Strength. Exert. Cost 2. public HeedlessCharge() { SetCommonCardAttributes("Heedless Charge", Rarity.UNCOMMON, TargetType.ENEMY, CardType.AttackCard, 2, protoGameSprite: ProtoGameSprite.ArchonIcon("running-ninja")); BaseDamage = 12; }
public CommandingTone() { SetCommonCardAttributes("Commanding Tone", Rarity.UNCOMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 1, typeof(ArchonSoldierClass), protoGameSprite: ProtoGameSprite.ArchonIcon("shouting")); }
// Apply 3 Mark to an enemy. Add the Bounty characteristic to a random attack in your hand. Exhausted: deal 10 damage to ALL enemies. Cost 0. public HeadcountReduction() { SetCommonCardAttributes("HeadcountReduction", Rarity.UNCOMMON, TargetType.ENEMY, CardType.SkillCard, 0, protoGameSprite: ProtoGameSprite.ArchonIcon("headshot")); }