/// <summary> /// 对随从动作 /// </summary> /// <param name="game"></param> /// <param name="Minion"></param> /// <returns></returns> String IAtomicEffect.DealMinion(ActionStatus game, Card.MinionCard Minion) { int TurnCount = int.Parse(持续回合); if (TurnCount == CardUtility.Max) { Minion.攻击力 = ExpressHandler.PointProcess(Minion.攻击力, 攻击力); Minion.生命值 = ExpressHandler.PointProcess(Minion.生命值, 生命值); Minion.生命值上限 = ExpressHandler.PointProcess(Minion.生命值上限, 生命值); return(Server.ActionCode.strPoint + CardUtility.strSplitMark + Minion.战场位置.ToString() + CardUtility.strSplitMark + Minion.攻击力.ToString() + CardUtility.strSplitMark + Minion.生命值.ToString() + CardUtility.strSplitMark + Minion.生命值上限.ToString()); } else { //本回合攻击力翻倍的对应 Minion.本回合攻击力加成 = ExpressHandler.PointProcess(Minion.攻击力, 攻击力) - Minion.攻击力; Minion.本回合生命力加成 = ExpressHandler.PointProcess(Minion.生命值上限, 生命值) - Minion.生命值上限; return(Server.ActionCode.strPoint + CardUtility.strSplitMark + Minion.战场位置.ToString() + CardUtility.strSplitMark + Minion.本回合攻击力加成.ToString() + CardUtility.strSplitMark + Minion.本回合生命力加成.ToString()); } }
/// <summary> /// 对法力水晶的法术实施 /// </summary> /// <param name="role"></param> /// <param name="Ability"></param> public List <string> RunEffect(ActionStatus game, Utility.CardUtility.目标选择方向枚举 Direct) { List <string> Result = new List <string>(); switch (Direct) { case CardUtility.目标选择方向枚举.本方: game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint = ExpressHandler.PointProcess(game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint, 获得法力水晶); game.AllRole.MyPublicInfo.crystal.CurrentFullPoint = ExpressHandler.PointProcess(game.AllRole.MyPublicInfo.crystal.CurrentFullPoint, 获得空法力水晶); break; case CardUtility.目标选择方向枚举.对方: game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint = ExpressHandler.PointProcess(game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint, 获得法力水晶); game.AllRole.YourPublicInfo.crystal.CurrentFullPoint = ExpressHandler.PointProcess(game.AllRole.YourPublicInfo.crystal.CurrentFullPoint, 获得空法力水晶); break; case CardUtility.目标选择方向枚举.双方: game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint = ExpressHandler.PointProcess(game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint, 获得法力水晶); game.AllRole.MyPublicInfo.crystal.CurrentFullPoint = ExpressHandler.PointProcess(game.AllRole.MyPublicInfo.crystal.CurrentFullPoint, 获得空法力水晶); game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint = ExpressHandler.PointProcess(game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint, 获得法力水晶); game.AllRole.YourPublicInfo.crystal.CurrentFullPoint = ExpressHandler.PointProcess(game.AllRole.YourPublicInfo.crystal.CurrentFullPoint, 获得空法力水晶); break; default: break; } //Crystal#ME#4#4 if (Direct == CardUtility.目标选择方向枚举.本方) { Result.Add(ActionCode.strCrystal + CardUtility.strSplitMark + CardUtility.strMe + CardUtility.strSplitMark + game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint + CardUtility.strSplitMark + game.AllRole.MyPublicInfo.crystal.CurrentFullPoint); } else { Result.Add(ActionCode.strCrystal + CardUtility.strSplitMark + CardUtility.strYou + CardUtility.strSplitMark + game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint + CardUtility.strSplitMark + game.AllRole.YourPublicInfo.crystal.CurrentFullPoint); } return(Result); }