public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { foreach (var ally in state().AllyUnitsInBattle) { Action_ApplyStatusEffectToTarget(new BarricadeStatusEffect(), 10, ally); } CardAbilityProcs.Refund(this); this.Action_Exhaust(); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_AttackTarget(target); Action_ApplyStatusEffectToTarget(new VulnerableStatusEffect(), 2, target); CardAbilityProcs.Brute(this, () => { CardAbilityProcs.Refund(this, 1); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToOwner(new BarricadeStatusEffect(), 4); action().CreateCardToHand(new HurtfulWordsAndGestures()); CardAbilityProcs.Refund(this); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { CardAbilityProcs.Refund(this, 2); }