public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     Action_ApplyStatusEffectToOwner(new StrengthStatusEffect(), 2);
     CardAbilityProcs.Technocannibalize(this, () =>
     {
         Action_ApplyStatusEffectToOwner(new StrengthStatusEffect(), 2);
     });
 }
Esempio n. 2
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 public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     Action_ApplyStatusEffectToTarget(new WeakenedStatusEffect(), 3, target);
     CardAbilityProcs.Technocannibalize(this, () =>
     {
         Action_AttackTarget(target);
     });
 }
Esempio n. 3
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 public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     action().ApplyStatusEffect(target, new ChargedStatusEffect(), 2);
     CardAbilityProcs.Technocannibalize(this, () =>
     {
         foreach (var enemy in state().EnemyUnitsInBattle)
         {
             action().ApplyStatusEffect(enemy, new FumesStatusEffect(), 4);
             action().AttackWithCard(this, enemy);
         }
     });
 }
Esempio n. 4
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 public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid)
 {
     CardAbilityProcs.Technocannibalize(this, () =>
     {
         CardAbilityProcs.GainEnergy(this, 1);
         action().ApplyStatusEffect(target, new ChargedStatusEffect());
     });
     CardAbilityProcs.Inferno(this, () =>
     {
         CardAbilityProcs.GainEnergy(this, 1);
         action().ApplyStatusEffect(target, new ChargedStatusEffect());
     });
 }