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_AttackTarget(target); CardAbilityProcs.Ambush(this, () => { Action_AttackTarget(target); }); }
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().AttackWithCard(this, target); CardAbilityProcs.Inferno(this, () => { action().DrawCards(1); }); CardAbilityProcs.Ambush(this, () => { action().AttackWithCard(this, target); }); }
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); } }