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- beatdown =
- {
- name = "Beatdown",
- anim = "slice",
- desc = "Attack once per 2 {FEAR} on your target and remove all of their {FEAR}.\n{STRAIN}, {EXPEND}",
- icon = "battle/slaughter.tex",
- cost = 2,
- manual_desc = true,
- min_damage = 2,
- max_damage = 2,
- flags = CARD_FLAGS.MELEE | CARD_FLAGS.EXPEND,
- rarity = CARD_RARITY.UNCOMMON,
- OnPreResolve = function( self, battle, attack )
- self.hit_count = 1
- end,
- event_handlers =
- {
- [ BATTLE_EVENT.START_RESOLVE ] = function( self, battle, card )
- if card == self then
- if card:GetTarget():HasCondition("FEAR") then
- self.hit_count = card:GetTarget():GetConditionStacks("FEAR") / 2
- self.hit_anim = true
- else
- self.hit_count = 1
- self.hit_anim = false
- end
- end
- end
- },
- OnPostResolve = function( self, battle, attack )
- local card = Battle.Card( "status_fatigue", self.owner )
- for i,hit in ipairs(attack.hits) do
- hit.target:RemoveCondition("FEAR", 99, self)
- end
- battle:DealCard( card, battle:GetDeck( DECK_TYPE.DISCARDS ) )
- end
- },
- petrify =
- {
- name = "Petrify",
- desc = "Apply 4 {FEAR} to enemy team.",
- icon = "battle/bloodbath.tex",
- cost = 1,
- rarity = CARD_RARITY.COMMON,
- flags = CARD_FLAGS.SKILL | CARD_FLAGS.EXPEND,
- target_type = TARGET_TYPE.ENEMY,
- target_mod = TARGET_MOD.TEAM,
- max_xp = 6,
- fear_amt = 4,
- OnPostResolve = function( self, battle, attack )
- attack:AddCondition("FEAR", self.fear_amt, self)
- end
- },
- petrify_plus =
- {
- name = "Boosted Petrify",
- desc = "Apply <#UPGRADE>7</> {FEAR} to enemy team.",
- fear_amt = 7,
- },
- FEAR =
- {
- name = "Fear",
- desc = "Can be used to activate certain card effects. Increase this fighter's {SURRENDER} meter by {1}. Surrender meter effect is halved when enemy team is larger than yours.",
- icon = "battle/conditions/brain_of_the_bog_debuff.tex",
- desc_fn = function(self, fmt_str, battle)
- return loc.format(fmt_str, self.stacks or 1)
- end,
- past_amt = 0,
- mult = 1,
- OnSetStacks = function( self, delta, old_stacks, new_stacks )
- if self.owner:GetTeam():NumActiveFighters() > self.owner.team:GetEnemyTeam():NumActiveFighters() then
- self.mult = 0.5
- else self.mult = 1
- end
- self.owner:ApplyMoraleDamage(self.stacks*self.mult - self.past_amt, self)
- self.owner:CheckForSurrender()
- self.past_amt = self.stacks*self.mult
- end,
- OnApply = function(self, battle)
- if self.owner:GetTeam():NumActiveFighters() > self.owner.team:GetEnemyTeam():NumActiveFighters() then
- self.mult = 0.5
- else self.mult = 1
- end
- self.owner:ApplyMoraleDamage(self.stacks*self.mult - self.past_amt, self)
- self.owner:CheckForSurrender()
- self.past_amt = self.stacks*self.mult
- end,
- event_handlers =
- {
- [ BATTLE_EVENT.FIGHTER_KILLED ] = function( self, fighter )
- if self.owner:GetTeam():NumActiveFighters() > self.owner.team:GetEnemyTeam():NumActiveFighters() then
- self.mult = 0.5
- else self.mult = 1
- end
- self.owner:ApplyMoraleDamage(self.stacks*self.mult - self.past_amt, self)
- self.owner:CheckForSurrender()
- self.past_amt = self.stacks*self.mult
- end,
- [ BATTLE_EVENT.END_TURN ] = function( self, battle )
- if self.owner:GetTeam():NumActiveFighters() > self.owner.team:GetEnemyTeam():NumActiveFighters() then
- self.mult = 0.5
- else self.mult = 1
- end
- self.owner:ApplyMoraleDamage(self.stacks*self.mult - self.past_amt, self)
- self.owner:CheckForSurrender()
- self.past_amt = self.stacks*self.mult
- end,
- },
- },
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