public override void OnPlay(AbstractBattleUnit _t, EnergyPaidInformation energyPaid) { var target = CardTargeting.RandomTargetableEnemy(); action().AttackUnitForDamage(target, Owner, BaseDamage, this); CardAbilityProcs.ProcExert(this); action().ApplyStatusEffect(target, new AdvancedStatusEffect(), 1); }
public override void EndOfBattlePassiveTrigger() { if (!this.CardAttachedTo.IsExhausted()) { CardAbilityProcs.ChangeMoney(GildedValue); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().AttackWithCard(this, CardTargeting.RandomTargetableEnemy()); action().AttackWithCard(this, CardTargeting.RandomTargetableEnemy()); action().AttackWithCard(this, CardTargeting.RandomTargetableEnemy()); CardAbilityProcs.ProcExert(this); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_AttackTarget(target); CardAbilityProcs.Discharge(this, () => { action().AttackUnitForDamage(target, this.Owner, 20, this); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToTarget(new WeakenedStatusEffect(), 3, target); CardAbilityProcs.Technocannibalize(this, () => { Action_AttackTarget(target); }); }
public override void ProcessProc(AbstractProc proc) { if (proc is LethalTriggerProc) { action().DrawCards(1 * Stacks); CardAbilityProcs.ChangeMoney(5 * Stacks); } }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyDefenseToTarget(target); CardAbilityProcs.Sly(this, () => { Action_ApplyDefenseToTarget(target); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToOwner(new StrengthStatusEffect(), 2); CardAbilityProcs.Technocannibalize(this, () => { Action_ApplyStatusEffectToOwner(new StrengthStatusEffect(), 2); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().ApplyDefense(target, this.Owner, BaseDefenseValue); CardAbilityProcs.Discharge(this, () => { state().energy++; }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_AttackTarget(target); CardAbilityProcs.Patient(this, () => { Action_AttackTarget(target); }); }
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().CreateCardToHand(new ShieldDrone()); CardAbilityProcs.Discharge(this, () => { action().CreateCardToHand(new ShieldDrone()); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_AttackTarget(target); Action_ApplyStatusEffectToTarget(new VulnerableStatusEffect(), 2, target); CardAbilityProcs.Brute(this, () => { CardAbilityProcs.Refund(this, 1); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var ally in state().AllyUnitsInBattle) { Action_ApplyStatusEffectToTarget(new BarricadeStatusEffect(), 10, ally); } CardAbilityProcs.Refund(this); this.Action_Exhaust(); }
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(); }
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().CreateCardToHand(new AutocannonSentry()); action().CreateCardToHand(new AutocannonSentry()); CardAbilityProcs.Discharge(this, () => { CardAbilityProcs.GainDataPoints(this, 1); Action_Exhaust(); }); }
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); } }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyDefenseToTarget(this.Owner); action().TauntEnemy(target, this.Owner); CardAbilityProcs.Brute(this, () => { foreach (var enemy in state().EnemyUnitsInBattle) { action().TauntEnemy(enemy, this.Owner); } }); }
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); }); }
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()); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().AttackUnitForDamage(target, Owner, BaseDamage, this); if (Owner.CurrentStress > 40) { action().AttackUnitForDamage(target, Owner, BaseDamage, this); } if (Owner.CurrentStress > 70) { action().AttackUnitForDamage(target, Owner, BaseDamage, this); } CardAbilityProcs.ProcExert(this); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_AttackTarget(target); foreach (var ally in state().AllyUnitsInBattle) { action().ApplyStatusEffect(ally, new TemporaryStrengthStatusEffect(), 2); } foreach (var enemy in state().EnemyUnitsInBattle) { action().ApplyStatusEffect(enemy, new VulnerableStatusEffect(), 2); } CardAbilityProcs.ProcExert(this); }
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); } }
public override bool SlayInner(AbstractCard damageSource, AbstractBattleUnit target) { if (target.IsBoss) { CardAbilityProcs.ChangeMoney(20); } if (target.IsElite) { CardAbilityProcs.ChangeMoney(10); } else { //todo: Minion exclusion CardAbilityProcs.ChangeMoney(5); } return(true); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToOwner(new SufficientlyAdvancedTechnologyStatusEffect(), 10); CardAbilityProcs.GainDataPoints(this, 1); }
public override void OnManualDiscard() { CardAbilityProcs.ProcNascent(this); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { CardAbilityProcs.Refund(this, 2); }
public override bool SlayInner(AbstractCard damageSource, AbstractBattleUnit target) { CardAbilityProcs.GainDataPoints(damageSource, DataPointsToAcquire); return(true); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToOwner(new BarricadeStatusEffect(), 4); action().CreateCardToHand(new HurtfulWordsAndGestures()); CardAbilityProcs.Refund(this); }