void Run(Player Owner, GameEvent gameEvent, GameEventArgs eventArgs) { ISkill skill; List<Card> cards; List<Player> players; if (Game.CurrentGame.UiProxies[Owner].AskForCardUsage(new CardUsagePrompt("KuangFeng"), new KuangFengVerifier(), out skill, out cards, out players)) { NotifySkillUse(players); kuangfengTarget = players[0]; kuangfengTarget[KuangFengMark] = 1; Game.CurrentGame.HandleCardDiscard(null, cards); Trigger tri = new KuangFengDamage(); Game.CurrentGame.RegisterTrigger(GameEvent.DamageComputingStarted, tri); Game.CurrentGame.RegisterTrigger(GameEvent.PhaseBeginEvents[TurnPhase.Start], new KuangFengRemoval(Owner, tri)); } }
void Run(Player Owner, GameEvent gameEvent, GameEventArgs eventArgs) { ISkill skill; List <Card> cards; List <Player> players; if (Game.CurrentGame.UiProxies[Owner].AskForCardUsage(new CardUsagePrompt("KuangFeng"), new KuangFengVerifier(), out skill, out cards, out players)) { NotifySkillUse(players); kuangfengTarget.Add(players[0]); kuangfengTarget[0][KuangFengMark] = 1; Game.CurrentGame.HandleCardDiscard(null, cards); Trigger tri = new KuangFengDamage(); Game.CurrentGame.RegisterTrigger(GameEvent.DamageComputingStarted, tri); Game.CurrentGame.RegisterTrigger(GameEvent.PhaseBeginEvents[TurnPhase.Start], new KuangFengRemoval(Owner, tri, this)); } }