public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToOwner(new StrengthStatusEffect(), 2); CardAbilityProcs.Technocannibalize(this, () => { Action_ApplyStatusEffectToOwner(new StrengthStatusEffect(), 2); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { Action_ApplyStatusEffectToTarget(new WeakenedStatusEffect(), 3, target); CardAbilityProcs.Technocannibalize(this, () => { Action_AttackTarget(target); }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { action().ApplyStatusEffect(target, new ChargedStatusEffect(), 2); CardAbilityProcs.Technocannibalize(this, () => { foreach (var enemy in state().EnemyUnitsInBattle) { action().ApplyStatusEffect(enemy, new FumesStatusEffect(), 4); action().AttackWithCard(this, enemy); } }); }
public override void OnPlay(AbstractBattleUnit target, EnergyPaidInformation energyPaid) { CardAbilityProcs.Technocannibalize(this, () => { CardAbilityProcs.GainEnergy(this, 1); action().ApplyStatusEffect(target, new ChargedStatusEffect()); }); CardAbilityProcs.Inferno(this, () => { CardAbilityProcs.GainEnergy(this, 1); action().ApplyStatusEffect(target, new ChargedStatusEffect()); }); }