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_AttackTarget(target);
     CardAbilityProcs.Ambush(this, () =>
     {
         Action_AttackTarget(target);
     });
 }
 public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     foreach (var enemy in state().EnemyUnitsInBattle)
     {
         action().ApplyStatusEffect(enemy, new VulnerableStatusEffect(), 1);
     }
     CardAbilityProcs.Ambush(this, () =>
     {
         state().energy++;
     });
 }
 public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     action().AttackWithCard(this, target);
     CardAbilityProcs.Inferno(this, () =>
     {
         action().DrawCards(1);
     });
     CardAbilityProcs.Ambush(this, () =>
     {
         action().AttackWithCard(this, target);
     });
 }
Esempio n. 5
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        public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
        {
            var ambush = CardAbilityProcs.Ambush(this, () =>
            {
                foreach (var ally in state().AllyUnitsInBattle)
                {
                    Action_ApplyDefenseToTarget(ally);
                }
            });

            if (!ambush)
            {
                Action_ApplyDefenseToTarget(target);
            }
        }