public IneptShot() { ProtoSprite = ProtoGameSprite.RookieIcon("police-target"); SoldierClassCardPools.Add(typeof(RookieClass)); SetCommonCardAttributes("Inept Shot", Rarity.BASIC, TargetType.ENEMY, CardType.AttackCard, baseEnergyCost: 1, protoGameSprite: ProtoGameSprite.FromGameIcon("Sprites/bowman-sad")); BaseDamage = 4; }
// Apply Cost 1. public ForwardPlanning() { SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); SetCommonCardAttributes("Forward Planning", Rarity.RARE, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("forward-sun")); }
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 Grenade() { ProtoSprite = ProtoGameSprite.RookieIcon("grenade"); SoldierClassCardPools.Add(typeof(RookieClass)); this.BaseDamage = 5; TargetType = TargetType.ENEMY; CardType = CardType.AttackCard; Name = "Grenade"; }
public Bayonet() { SoldierClassCardPools.Add(typeof(RookieClass)); Name = "Bayonet"; BaseDamage = 10; TargetType = TargetType.ENEMY; CardType = CardType.AttackCard; this.ProtoSprite = GameIconProtoSprite.FromGameIcon(path: "Sprites/bayonet"); }
public CoveringFire() { ProtoSprite = ProtoGameSprite.RookieIcon("machine-gun"); SoldierClassCardPools.Add(typeof(RookieClass)); this.BaseDamage = 4; TargetType = TargetType.ENEMY; CardType = CardType.AttackCard; Name = "Covering Fire"; }
// Cost: 2 // apply 8 defense. Apply 5 Terror to ALL enemies. Draw two cards. public InfiniteWorldsAllGrim() { SoldierClassCardPools.Add(typeof(DiabolistSoldierClass)); Name = "Infinite worlds, all grim"; BaseDefenseValue = 8; TargetType = TargetType.ALLY; CardType = CardType.SkillCard; this.StaticBaseEnergyCost = 2; ProtoSprite = ProtoGameSprite.DiabolistIcon("reaper-scythe"); }