コード例 #1
0
 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);
 }
コード例 #2
0
 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);
 }
コード例 #3
0
 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);
 }
コード例 #4
0
        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);
        }
コード例 #5
0
 public override void OnThisCardPlayed(AbstractCard card, AbstractBattleUnit target)
 {
     CardAbilityProcs.ProcExert(card);
 }