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 _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 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 OnThisCardPlayed(AbstractCard card, AbstractBattleUnit target) { CardAbilityProcs.ProcExert(card); }