public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.RandomIntent( IntentsFromBaseDamage.AttackRandomPc(this, 12, 1), IntentsFromBaseDamage.DefendSelf(this, 5), IntentsFromBaseDamage.DebuffRandomOther(this, new WeakenedStatusEffect()))); }
public override List<AbstractIntent> GetNextIntents() { return IntentRotation.FixedRotation( IntentsFromBaseDamage.AttackRandomPc(this, 15, 1), IntentsFromBaseDamage.DefendSelf(this, 15), IntentsFromBaseDamage.BuffSelf(this, new StrengthStatusEffect(), 3); }
//Increase stress of all characters by 10 => attack for 20% public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.FixedRotation( IntentsFromPercentBase.AttackRandomPcWithDebuff(new StressStatusEffect { Stacks = 10 }, this, 50, 1), IntentsFromPercentBase.StatusEffectToRandomPc(this, new StressStatusEffect(), 30))); }
public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.FixedRotation( IntentsFromBaseDamage.AttackRandomPc(this, 10, 1), IntentsFromBaseDamage.DefendSelf(this, 10), IntentsFromPercentBase.AttackRandomPcWithDebuff(new WeakenedStatusEffect { Stacks = 3 }, this, 5, 1))); }
public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.FixedRotation( IntentsFromPercentBase.AttackRandomPc( this, 50, 1), IntentsFromPercentBase.BuffOther(this, new StrengthStatusEffect(), stacks: 2))); }
public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.RandomIntent( IntentsFromPercentBase.AttackRandomPcWithCardToDiscardPile( new TargetingReticle(), this, 10, 1), IntentsFromPercentBase.DefendSelf(this, 50))); }
//Increase stress of all characters by 10 => attack for 20% public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.FixedRotation( // IntentsFromPercentBase.Charging(this), // IntentsFromPercentBase.Charging(this), IntentsFromPercentBase.AttackRandomPcWithCardToDiscardPile( new TargetingReticle(), this, 200, 1), IntentsFromPercentBase.StatusEffectToRandomPc(this, new WeakenedStatusEffect(), 4))); }
public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.FixedRotation( IntentsFromPercentBase.AttackRandomPc( this, 50, 1), IntentsFromPercentBase.AttackRandomPc( this, 50, 1), IntentsFromPercentBase.DefendSelf( this, 50), IntentsFromPercentBase.DoMagic(this, () => { ActionManager.Instance.IncrementDoomCounter(2); ActionManager.Instance.KillUnit(this); }) )); }
//Black Bishop/Red Bishop: All-Around Helper attack pattern for each. //Black bishop: When it deals at least 8 combat damage, gain 2 strength. //Red: When it does at least 8 combat damage, ALL soldiers gains 15 stress. public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.FixedRotation( IntentsFromBaseDamage.AttackRandomPc(this, 8, 2), IntentsFromBaseDamage.DefendSelf(this, 5))); }
public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.FixedRotation( IntentsFromPercentBase.AttackRandomPc(this, 50, 1), IntentsFromPercentBase.DefendSelf(this, 50))); }