Esempio n. 1
0
        public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
        {
            CardAbilityProcs.GainDataPoints(this, 5);
            action().ApplyStress(target, 30);
            var erosions         = state().Deck.TotalDeckList.Where(item => item.CardType == CardType.ErosionCard);
            var numberOfErosions = erosions.Count();

            action().ApplyStatusEffect(target, new StrengthStatusEffect(), numberOfErosions);
            Action_Exhaust();
        }
Esempio n. 2
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        public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
        {
            action().CreateCardToHand(new AutocannonSentry());
            action().CreateCardToHand(new AutocannonSentry());

            CardAbilityProcs.Discharge(this, () =>
            {
                CardAbilityProcs.GainDataPoints(this, 1);
                Action_Exhaust();
            });
        }
Esempio n. 3
0
 public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     Action_ApplyStatusEffectToOwner(new SufficientlyAdvancedTechnologyStatusEffect(), 10);
     CardAbilityProcs.GainDataPoints(this, 1);
 }
 public override bool SlayInner(AbstractCard damageSource, AbstractBattleUnit target)
 {
     CardAbilityProcs.GainDataPoints(damageSource, DataPointsToAcquire);
     return(true);
 }