public override List <AbstractIntent> GetNextIntents()
 {
     return(IntentRotation.RandomIntent(
                IntentsFromBaseDamage.AttackRandomPc(this, 12, 1),
                IntentsFromBaseDamage.DefendSelf(this, 5),
                IntentsFromBaseDamage.DebuffRandomOther(this, new WeakenedStatusEffect())));
 }
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 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)));
 }
Esempio n. 7
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        //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)));
        }
Esempio n. 8
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 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);
     })
                ));
 }
Esempio n. 9
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 //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)));
 }
Esempio n. 10
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 public override List <AbstractIntent> GetNextIntents()
 {
     return(IntentRotation.FixedRotation(
                IntentsFromPercentBase.AttackRandomPc(this, 50, 1),
                IntentsFromPercentBase.DefendSelf(this, 50)));
 }