// Cost 0. Apply 2 Marked. public OnMySignal() { this.SoldierClassCardPools.Add(typeof(HammerSoldierClass)); ProtoSprite = ProtoGameSprite.HammerIcon("crosshair"); SetCommonCardAttributes("On My Signal", Rarity.COMMON, TargetType.ENEMY, CardType.SkillCard, 1, typeof(HammerSoldierClass)); }
public IneptShot() { ProtoSprite = ProtoGameSprite.RookieIcon("police-target"); SoldierClassCardPools.Add(typeof(RookieClass)); SetCommonCardAttributes("Inept Shot", Rarity.BASIC, TargetType.ENEMY, CardType.AttackCard, baseEnergyCost: 1, protoGameSprite: ProtoGameSprite.FromGameIcon("Sprites/bowman-sad")); BaseDamage = 4; }
public DarkOffering() { this.SoldierClassCardPools.Add(typeof(DiabolistSoldierClass)); this.SetCommonCardAttributes("Dark Offering", Rarity.COMMON, TargetType.ALLY, CardType.SkillCard, 1); this.BaseDefenseValue = 8; ProtoSprite = ProtoGameSprite.DiabolistIcon("skull-staff"); }
public KeroseneSoakedAxe() { SetCommonCardAttributes("Kerosene-Soaked Axe", Rarity.UNCOMMON, TargetType.ENEMY, CardType.AttackCard, 2); this.DamageModifiers.Add(new SlayerDamageModifier()); BaseDamage = 14; ProtoSprite = ProtoGameSprite.BlackhandIcon("fire-axe"); }
// Apply 3 block (scales with dex). Apply 3 block next turn. Cost 0. public ShieldDrone() { SetCommonCardAttributes("Shield Drone", Rarity.NOT_IN_POOL, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 1); BaseDefenseValue = 6; AddSticker(new LightCardSticker()); ProtoSprite = ProtoGameSprite.CogIcon("shield-drone"); }
// Apply 1 Vulnerable to all enemies. Ambush: Gain 1 energy. Exhaust. Cost 0. public FlashbangGrenade() { SetCommonCardAttributes("Flashbang", Rarity.UNCOMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 0); BaseDamage = 1; Stickers.Add(new BasicAttackTargetSticker()); ProtoSprite = ProtoGameSprite.BlackhandIcon("flash-grenade"); }
public HastyDefenses() { SetCommonCardAttributes("Hasty Defenses", Rarity.UNCOMMON, TargetType.ALLY, CardType.SkillCard, 1); this.ProtoSprite = ProtoGameSprite.ArchonIcon("stick-frame"); BaseDefenseValue = 6; }
// apply 6 defense. Applies 5 more defense for EACH attack with "Buster" in your deck. public AvoidConsequences() { SetCommonCardAttributes("But First They Must Catch You", Rarity.COMMON, TargetType.ENEMY, CardType.AttackCard, 1); this.ProtoSprite = ProtoGameSprite.ArchonIcon("spy"); }
// grant 11 defense. Cost 2. If a Swarm is in your hand, grant 3 temporary HP. public FateForestalled() { this.SoldierClassCardPools.Add(typeof(DiabolistSoldierClass)); this.SetCommonCardAttributes("Fate Forestalled", Rarity.COMMON, TargetType.ALLY, CardType.SkillCard, 2); this.BaseDefenseValue = 12; ProtoSprite = ProtoGameSprite.DiabolistIcon("templar-shield"); }
public StrengthStatusEffect() { this.Name = "Power"; this.ProtoSprite = ProtoGameSprite.AttributeOrAugmentIcon("weight-lifting-up"); this.Stackable = true; this.AllowedToGoNegative = true; }
public Wail() { this.SoldierClassCardPools.Add(typeof(DiabolistSoldierClass)); this.SetCommonCardAttributes("Wail", Rarity.COMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 0); ProtoSprite = ProtoGameSprite.DiabolistIcon("terror"); }
// Two random cards in your hand cost 1 less for the rest of combat. Cost 1. Exhaust. public ActionItems() { SetCommonCardAttributes("Action Items", Rarity.UNCOMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 1, typeof(ArchonSoldierClass), protoGameSprite: ProtoGameSprite.ArchonIcon("checklist")); Stickers.Add(new ExhaustCardSticker()); }
// Deal 3 damage and draw a card. Discharge: Deal 20 damage to a random target, and gain 1 energy. Cost 0. public FusionGrenade() { SetCommonCardAttributes("Fusion Grenade", Rarity.UNCOMMON, TargetType.ENEMY, CardType.AttackCard, 0); Stickers.Add(new ExhaustCardSticker()); BaseDamage = 3; ProtoSprite = ProtoGameSprite.CogIcon("stick-grenade"); }
// A random card in your hand gains Gilded 2. All your attacks with Hoard deal 4 more damage. Exhaust. public ExpensiveArmaments() { SetCommonCardAttributes("Expensive Armaments", Rarity.COMMON, TargetType.NO_TARGET_OR_SELF, CardType.PowerCard, 1); this.ProtoSprite = ProtoGameSprite.ArchonIcon("relic-blade"); }
// gain Barricade 4. Add a Hurtful Words and Gestures to your hand. Cost 2. // Refund one energy. public Insensitive() { this.SoldierClassCardPools.Add(typeof(HammerSoldierClass)); SetCommonCardAttributes("Insensitive", Rarity.UNCOMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 2); ProtoSprite = ProtoGameSprite.HammerIcon("giant"); }
public Flamer() { ProtoSprite = ProtoGameSprite.BlackhandIcon("flame"); this.SoldierClassCardPools.Add(typeof(Rarity)); SetCommonCardAttributes("Flamer", Rarity.BASIC, TargetType.ENEMY, CardType.AttackCard, 0); this.MagicNumber = 3; }
public HumanResources() { SetCommonCardAttributes("Human Resources", Rarity.COMMON, TargetType.ALLY, CardType.SkillCard, 1); this.ProtoSprite = ProtoGameSprite.ArchonIcon("human-pyramid"); }
public SharedHunger() { this.SoldierClassCardPools.Add(typeof(DiabolistSoldierClass)); SetCommonCardAttributes("Shared Hunger", Rarity.UNCOMMON, TargetType.NO_TARGET_OR_SELF, CardType.PowerCard, 1); ProtoSprite = ProtoGameSprite.DiabolistIcon("gym-pendant"); }
// apply 10 Barricade to ALL allies. [10 damage resist, halves each turn. Barricade scales with Dexterity.] Cost 3, Refund 1. Exhaust. public Bastion() { this.SoldierClassCardPools.Add(typeof(HammerSoldierClass)); SetCommonCardAttributes("Bastion", Rarity.RARE, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 3); ProtoSprite = ProtoGameSprite.HammerIcon("fancy-castle"); }
public DexterityStatusEffect() { this.Name = "Technique"; this.ProtoSprite = ProtoGameSprite.AttributeOrAugmentIcon("body-balance"); this.Stackable = true; this.AllowedToGoNegative = true; }
public LeadershipStatusEffect() { this.Name = "Leadership"; this.ProtoSprite = ProtoGameSprite.AttributeOrAugmentIcon("public-speaker"); this.Stackable = true; this.AllowedToGoNegative = true; }
// Apply 2 Stress to all OTHER allies. Lose 10 stress. Draw two cards. // Add a Hurtful Words and Gestures to your hand. // Exhaust. Cost 1. public Abrasive() { this.SoldierClassCardPools.Add(typeof(HammerSoldierClass)); ProtoSprite = ProtoGameSprite.HammerIcon("stone-pile"); SetCommonCardAttributes("Abrasive", Rarity.RARE, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 1); }
// Apply 1 block and 1 Retaliate. If you have a card with Gilded in hand, gain 1 more Retaliate. // EACH time you finish a mission with this card in your deck, it applies an additional 4 block and 1 retaliate. public Professional() { SetCommonCardAttributes("Professional", Rarity.RARE, TargetType.ALLY, CardType.SkillCard, 1); MagicNumber = 1; BaseDefenseValue = 1; ProtoSprite = ProtoGameSprite.HammerIcon("pikeman"); }
public ExploitMistakes() { SetCommonCardAttributes("Exploit Mistakes", Rarity.COMMON, TargetType.ENEMY, CardType.SkillCard, 2, protoGameSprite: ProtoGameSprite.ArchonIcon("tripwire")); this.PersistentCostModifiers.Add(new PlannedCostModifier()); this.SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); }
// apply 6 Burning to ALL enemies, then exhaust. Cost 0. Exhaust. public NapalmGrenade() { SetCommonCardAttributes("Napalm Grenade", Rarity.COMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 0); Stickers.Add(new BasicAttackRandomEnemySticker()); BaseDamage = 2; ProtoSprite = ProtoGameSprite.BlackhandIcon("grenade-a"); }
public KnownCheat() { SetCommonCardAttributes("Known Cheat", Rarity.UNCOMMON, TargetType.ENEMY, CardType.SkillCard, 0); this.ProtoSprite = ProtoGameSprite.ArchonIcon("card-random"); }
// Draw two cards. They cost 1 less this turn. Cost 0. public SprintStories() { SetCommonCardAttributes("Sprint Stories", Rarity.RARE, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 0); this.ProtoSprite = ProtoGameSprite.ArchonIcon("sprint"); }
// Cost 0. Gain 4 defense. // A random Swarm card in your hand costs 1 less to play. // If there is none, create a Hellish Swarm in your draw pile. public SwarmCall() { this.SoldierClassCardPools.Add(typeof(DiabolistSoldierClass)); this.SetCommonCardAttributes("Swarm Barrier", Rarity.COMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 0); BaseDefenseValue = 2; ProtoSprite = ProtoGameSprite.DiabolistIcon("praying-mantis"); }
// Apply Cost 1. public ForwardPlanning() { SoldierClassCardPools.Add(typeof(ArchonSoldierClass)); SetCommonCardAttributes("Forward Planning", Rarity.RARE, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 1, protoGameSprite: ProtoGameSprite.ArchonIcon("forward-sun")); }
public IllDoItForMoney() { this.SoldierClassCardPools.Add(typeof(HammerSoldierClass)); SetCommonCardAttributes("I'll Do It For Money", Rarity.COMMON, TargetType.NO_TARGET_OR_SELF, CardType.SkillCard, 1); ProtoSprite = ProtoGameSprite.HammerIcon("receive-money"); }