コード例 #1
0
        public override void createCard(Player owner)
        {
            this.name        = "Lobby";
            this.playerOwner = owner;

            ActionLimitedPolitical tempAction = new ActionLimitedPolitical();

            tempAction.actionOwner       = this;
            tempAction.gs                = playerOwner.gs;
            tempAction.displayActionText = "Political Limited: If you have higher Family Honor than each other player, bow your target unbowed Personality with 1 or more Personal Honor to take the Imperial Favor.";

            EBowTargetCard bc = new EBowTargetCard();

            bc.effectTarget    = new TargetYourPersonality();
            bc.effectCondition = new ConditionAtLeastOnePH();

            bc.cardOwner   = this;
            bc.effectOwner = tempAction;

            tempAction.actionsEffects.Add(bc);

            EGainImperialFavour gf = new EGainImperialFavour();

            gf.cardOwner   = this;
            gf.effectOwner = tempAction;

            tempAction.actionsEffects.Add(gf);

            this.cardAbilities.Add(tempAction);
        }
コード例 #2
0
        public override void createCard(Player owner)
        {
            this.playerOwner = owner;
            this.name        = "Limited Imperial Favour";

            ActionLimitedPolitical pl = new ActionLimitedPolitical();

            pl.actionOwner       = this;
            pl.displayActionText = "Favor Political Limited: Discard the Imperial Favor and a card to draw a card.";
            pl.gs = playerOwner.gs;

            EDiscardImperialFavour df = new EDiscardImperialFavour();

            df.requiredToContinue = true;
            df.effectOwner        = pl;
            df.cardOwner          = this;
            pl.actionsEffects.Add(df);

            EDiscardACard dc = new EDiscardACard();

            dc.requiredToContinue        = true;
            dc.effectOwner               = pl;
            dc.cardOwner                 = this;
            dc.effectTarget              = new TargetACardInHand();
            dc.effectTarget.numOfTargets = 1;
            pl.actionsEffects.Add(dc);

            EDrawACard draw = new EDrawACard();

            draw.requiredToContinue = false;
            draw.effectOwner        = pl;
            draw.cardOwner          = this;
            pl.actionsEffects.Add(draw);

            this.cardAbilities.Add(pl);
        }