static Special Boon(string name, string description, TriggerTurnRowEffect trigger) { Special spec = new Special(); spec.setAttributes(Clan.neutral, Rarity.bronze, name); spec.setSpecialAttributes(Tag.boon); spec.setOnDeploy((s, f) => { RowEffect boon = new RowEffect(s, s.host, s.host.chooseRow(BoonQuestionRow(s.name))); boon.SetBehaviour(trigger); }, description); return(spec); }
static Special Hazard(string name, string description, TriggerTurnRowEffect trigger, Rarity rarity = Rarity.bronze) { Special spec = new Special(); spec.setAttributes(Clan.neutral, rarity, name); spec.setSpecialAttributes(Tag.hazard); spec.setOnDeploy((s, f) => { Player enemy = s.host.chooseEnemy(s.context, HazardQuestionPlayer(s.name)); int row = s.host.chooseEnemyRow(enemy, HazardQuestionRow(s.name)); RowEffect hazz = new RowEffect(s, enemy, row); hazz.SetBehaviour(trigger); }, description); return(spec); }
public void SetBehaviour(TriggerTurnRowEffect onTurnStart) { _onTurnStart = onTurnStart; }
public static void applyHazzardOnDeployWithoutCard(Card s, Special analogCard, TriggerTurnRowEffect hazzardEffect) { Player enemy = s.host.chooseEnemy(s.context, s.QestionString()); int row = s.host.chooseEnemyRow(enemy, s.QestionString()); // there is a little trick // instead of creating unique birna roweffect, // we create a DOOMed version of skelligian storm // and apply (DO NOT PLAY) it to choosen row // after it it will dissappear in banish Special st = SpawnSpecial.addSpecialToGame(analogCard, s); st.move(Place.banish); RowEffect hazz = new RowEffect(st, enemy, row); hazz.SetBehaviour(hazzardEffect); }