Exemple #1
0
 public static List <AbstractIntent> StatusEffectToRandomPc(
     AbstractBattleUnit source,
     AbstractStatusEffect effect,
     int stacks)
 {
     return(DebuffOtherIntent.StatusEffectToRandomPc(
                source,
                effect, stacks
                ).ToSingletonList <AbstractIntent>());
 }
Exemple #2
0
    public static List <AbstractIntent> AttackRandomPcWithCardToDiscardPile(
        AbstractCard card,
        AbstractBattleUnit source,
        int percentDamage,
        int numHits = 1)
    {
        int damagePerHit = GameState.Instance.DoomCounter.GetAdjustedDamage(percentDamage);

        var attackIntent = SingleUnitAttackIntent.AttackRandomPc(source, damagePerHit, numHits);

        return(new List <AbstractIntent>
        {
            attackIntent,
            DebuffOtherIntent.AddCardToDiscardPile(source, attackIntent.Target, card)
        });
    }
Exemple #3
0
    public static List <AbstractIntent> AttackRandomPcWithDebuff(
        AbstractStatusEffect debuff_requiresSetStacks,
        AbstractBattleUnit source,
        int percentDamage,
        int numHits = 1)
    {
        int damagePerHit = GameState.Instance.DoomCounter.GetAdjustedDamage(percentDamage);

        var attackIntent = SingleUnitAttackIntent.AttackRandomPc(source, damagePerHit, numHits);

        return(new List <AbstractIntent>
        {
            attackIntent,
            DebuffOtherIntent.StatusEffect(source, attackIntent.Target, debuff_requiresSetStacks.CloneStatusEffect(), debuff_requiresSetStacks.Stacks)
        });
    }