public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var ally in state().AllyUnitsInBattle) { action().ApplyDefense(ally, Owner, BaseDefenseValue); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { for (int i = 0; i < 2; i++) { action().AttackUnitForDamage(target, this.Owner, BaseDamage, this); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().AttackWithCard(this, CardTargeting.RandomTargetableEnemy()); action().AttackWithCard(this, CardTargeting.RandomTargetableEnemy()); action().AttackWithCard(this, CardTargeting.RandomTargetableEnemy()); CardAbilityProcs.ProcExert(this); }
public override void OnPlay(AbstractBattleUnit _t, EnergyPaidInformation energyPaid) { var target = CardTargeting.RandomTargetableEnemy(); action().AttackUnitForDamage(target, Owner, BaseDamage, this); CardAbilityProcs.ProcExert(this); action().ApplyStatusEffect(target, new AdvancedStatusEffect(), 1); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { var busterCardsInDeck = state().Deck.DrawHandAndDiscardPiles .Where(item => item.GetDamageModifierOfType <BusterDamageModifier>() != null).Count(); action().ApplyDefense(target, this.Owner, 6 + 5 * busterCardsInDeck); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var character in GameState.Instance.AllyUnitsInBattle) { action().ApplyStatusEffect(character, new StressDefenseStatusEffect(), 10); action().ApplyDefenseFromCard(this, character); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToTarget(new WeakenedStatusEffect(), 2, target); CardAbilityProcs.Ambush(this, () => { CardAbilityProcs.ChangeMoney(5); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToOwner(new RetaliateStatusEffect(), 5); foreach (var enemy in state().EnemyUnitsInBattle) { action().TauntEnemy(enemy, Owner); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().ApplyDefense(target, this.Owner, BaseDefenseValue); CardAbilityProcs.Discharge(this, () => { state().energy++; }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyDefenseToTarget(target); CardAbilityProcs.Sly(this, () => { Action_ApplyDefenseToTarget(target); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().ApplyDefense(target, this.Owner, BaseDefenseValue); if (state().Deck.Hand.Any(item => item.CardTags.Contains(BattleCardTags.SWARM))) { action().ApplyStatusEffect(target, new TemporaryHpStatusEffect(), 3); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var character in state().AllyUnitsInBattle) { action().ApplyDefense(character, Owner, BaseDefenseValue); action().ApplyStatusEffect(target, new StressStatusEffect(), 3); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { for (int i = 0; i < 2; i++) { var newCard = new AutocannonSentry(); newCard.DamageModifiers.Add(new CruelAnalysisDamageModifier()); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_AttackTarget(target); CardAbilityProcs.Discharge(this, () => { action().AttackUnitForDamage(target, this.Owner, 20, this); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToTarget(new WeakenedStatusEffect(), 3, target); CardAbilityProcs.Technocannibalize(this, () => { Action_AttackTarget(target); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var ally in state().AllyUnitsInBattle) { action().ApplyStress(ally, 15); action().ApplyStatusEffect(ally, new StrengthStatusEffect(), 4); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().AttackWithCard(this, target); action().PushActionToBack("FromHell_OnPlay", () => { this.BaseDamage += 8; }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { if (energyPaid.ActionsToTake.Any(item => item is BloodpricePaidAction)) { this.CorrespondingPermanentCard().BaseDamage++; } action().AttackUnitForDamage(target, this.Owner, BaseDamage, this); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_AttackTarget(target); CardAbilityProcs.Patient(this, () => { Action_AttackTarget(target); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var enemy in state().EnemyUnitsInBattle) { action().ApplyStatusEffect(enemy, new BurningStatusEffect(), 6); } this.Action_Exhaust(); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToTarget(new MarkedStatusEffect(), 3, target); var randomCardInHand = state().Deck.Hand.Where(item => item.CardType == CardType.AttackCard).PickRandom(); randomCardInHand.DamageModifiers.Add(new BountyDamageModifier()); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToOwner(new StrengthStatusEffect(), 2); CardAbilityProcs.Technocannibalize(this, () => { Action_ApplyStatusEffectToOwner(new StrengthStatusEffect(), 2); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var ally in state().AllyUnitsInBattle) { action().ApplyStatusEffect(ally, new TemporaryThorns(), 4); action().ApplyDefense(ally, this.Owner, BaseDefenseValue); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().CreateCardToHand(new ShieldDrone()); CardAbilityProcs.Discharge(this, () => { action().CreateCardToHand(new ShieldDrone()); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var ally in state().AllyUnitsInBattle) { action().ApplyStatusEffect(ally, new TemporaryHpStatusEffect(), 20); } this.Action_Exhaust(); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_AttackTarget(target); Action_ApplyStatusEffectToTarget(new VulnerableStatusEffect(), 2, target); CardAbilityProcs.Brute(this, () => { CardAbilityProcs.Refund(this, 1); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var ally in state().AllyUnitsInBattle) { action().ApplyStress(ally, 10); } action().FleeCombat(); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().ApplyStatusEffect(target, new FumesStatusEffect(), 10); action().PushActionToBack("StrikeFromSmog_OnPlay", () => { var damageToDo = target.GetStatusEffect <FumesStatusEffect>().Stacks + 10; action().DamageUnitNonAttack(target, this.Owner, damageToDo); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().ApplyDefense(target, this.Owner, BaseDefenseValue); action().PushActionToBack("SmogWall", () => { var fumesToApply = target.CurrentBlock; action().ApplyStatusEffect(CardTargeting.RandomTargetableEnemy(), new FumesStatusEffect(), fumesToApply); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var ally in state().AllyUnitsInBattle) { Action_ApplyStatusEffectToTarget(new BarricadeStatusEffect(), 10, ally); } CardAbilityProcs.Refund(this); this.Action_Exhaust(); }