public static List <AbstractIntent> StatusEffectToRandomPc( AbstractBattleUnit source, AbstractStatusEffect effect, int stacks) { return(DebuffOtherIntent.StatusEffectToRandomPc( source, effect, stacks ).ToSingletonList <AbstractIntent>()); }
public static List <AbstractIntent> AttackRandomPcWithCardToDiscardPile( AbstractCard card, AbstractBattleUnit source, int percentDamage, int numHits = 1) { int damagePerHit = GameState.Instance.DoomCounter.GetAdjustedDamage(percentDamage); var attackIntent = SingleUnitAttackIntent.AttackRandomPc(source, damagePerHit, numHits); return(new List <AbstractIntent> { attackIntent, DebuffOtherIntent.AddCardToDiscardPile(source, attackIntent.Target, card) }); }
public static List <AbstractIntent> AttackRandomPcWithDebuff( AbstractStatusEffect debuff_requiresSetStacks, AbstractBattleUnit source, int percentDamage, int numHits = 1) { int damagePerHit = GameState.Instance.DoomCounter.GetAdjustedDamage(percentDamage); var attackIntent = SingleUnitAttackIntent.AttackRandomPc(source, damagePerHit, numHits); return(new List <AbstractIntent> { attackIntent, DebuffOtherIntent.StatusEffect(source, attackIntent.Target, debuff_requiresSetStacks.CloneStatusEffect(), debuff_requiresSetStacks.Stacks) }); }