// verleiht euren charakteren +2 angriff in diesem zug. public override void onCardPlay(Playfield p, bool ownplay, Minion target, int choice) { List<Minion> temp = (ownplay) ? p.playerFirst.ownMinions : p.playerSecond.ownMinions; foreach (Minion t in temp) { p.minionGetTempBuff(t, 2, 0); } p.minionGetTempBuff(ownplay ? p.playerFirst.ownHero : p.playerSecond.ownHero, 2, 0); }
// heldenfähigkeit/\n+1 angriff in diesem zug.\n+1 rüstung. public override void onCardPlay(Playfield p, bool ownplay, Minion target, int choice) { if (ownplay) { p.minionGetTempBuff(p.playerFirst.ownHero, 1, 0); p.minionGetArmor(p.playerFirst.ownHero,1); } else { p.minionGetTempBuff(p.playerSecond.ownHero, 1, 0); p.minionGetArmor(p.playerSecond.ownHero,1); } }
// Your Mechs cost (1) less. public override void getBattlecryEffect(Playfield p, Minion own, Minion target, int choice) { if (target != null) { p.minionGetTempBuff(target, -2, 0); } }
// Restore #4 Health to your hero and gain +2 Attack this turn. public override void onCardPlay(Playfield p, bool ownplay, Minion target, int choice) { if (ownplay) { int heal = p.getSpellHeal(4, ownplay); p.minionGetDamageOrHeal(p.playerFirst.ownHero, -heal); p.minionGetTempBuff(p.playerFirst.ownHero, 2, 0); } else { int heal = p.getSpellHeal(4, ownplay); p.minionGetDamageOrHeal(p.playerSecond.ownHero, -heal); p.minionGetTempBuff(p.playerSecond.ownHero, 2, 0); } }
// verleiht einem befreundeten charakter +3 angriff in diesem zug. public override void onCardPlay(Playfield p, bool ownplay, Minion target, int choice) { p.minionGetTempBuff(target, 3,0); }
// fügt einem diener $1 schaden zu. der diener erhält +2 angriff. public override void onCardPlay(Playfield p, bool ownplay, Minion target, int choice) { int dmg = p.getSpellDamageDamage(1, ownplay); p.minionGetDamageOrHeal(target, dmg); p.minionGetTempBuff(target, 2,0); }
// verleiht eurem helden +4 angriff in diesem zug. public override void onCardPlay(Playfield p, bool ownplay, Minion target, int choice) { p.minionGetTempBuff(ownplay ? p.playerFirst.ownHero : p.playerSecond.ownHero, 4, 0); }