public override List <AbstractIntent> GetNextIntents() { return(IntentRotation.RandomIntent( IntentsFromBaseDamage.AttackRandomPc(this, 12, 1), IntentsFromBaseDamage.DefendSelf(this, 5), IntentsFromBaseDamage.DebuffRandomOther(this, new WeakenedStatusEffect()))); }
public override List<AbstractIntent> GetNextIntents() { return IntentRotation.FixedRotation( IntentsFromBaseDamage.AttackRandomPc(this, 15, 1), IntentsFromBaseDamage.DefendSelf(this, 15), IntentsFromBaseDamage.BuffSelf(this, new StrengthStatusEffect(), 3); }
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))); }
//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))); }
public override List <AbstractIntent> GetNextIntents() { return(IntentsFromBaseDamage.AttackRandomPc(this, 5)); }