예제 #1
0
 void Run(Player Owner, GameEvent gameEvent, GameEventArgs eventArgs)
 {
     ISkill skill;
     List<Card> cards;
     List<Player> players;
     if (Owner.AskForCardUsage(new CardUsagePrompt("ShiChou", this), new ShiChouVerifier(), out skill, out cards, out players))
     {
         NotifySkillUse(players);
         Owner[ShiChouUsed] = 1;
         players[0][ShiChouSource[Owner]] = 1;
         Game.CurrentGame.HandleCardTransferToHand(Owner, players[0], cards);
         players[0][ShiChouStatus] = 1;
         Trigger tri1 = new ShiChouProtect(Owner, players[0]);
         Trigger tri2 = new ShiChouDrawCards(players[0], Owner);
         Trigger tri3 = new ShiChouRemoval(players[0], Owner, tri1, tri2);
         Game.CurrentGame.RegisterTrigger(GameEvent.DamageInflicted, tri1);
         Game.CurrentGame.RegisterTrigger(GameEvent.DamageComputingFinished, tri2);
         Game.CurrentGame.RegisterTrigger(GameEvent.PlayerIsAboutToDie, tri3);
     }
 }
예제 #2
0
        void Run(Player Owner, GameEvent gameEvent, GameEventArgs eventArgs)
        {
            ISkill        skill;
            List <Card>   cards;
            List <Player> players;

            if (Owner.AskForCardUsage(new CardUsagePrompt("ShiChou", this), new ShiChouVerifier(), out skill, out cards, out players))
            {
                NotifySkillUse(players);
                Owner[ShiChouUsed] = 1;
                players[0][ShiChouSource[Owner]] = 1;
                Game.CurrentGame.HandleCardTransferToHand(Owner, players[0], cards);
                players[0][ShiChouStatus] = 1;
                Trigger tri1 = new ShiChouProtect(Owner, players[0]);
                Trigger tri2 = new ShiChouDrawCards(players[0], Owner);
                Trigger tri3 = new ShiChouRemoval(players[0], Owner, tri1, tri2);
                Game.CurrentGame.RegisterTrigger(GameEvent.DamageInflicted, tri1);
                Game.CurrentGame.RegisterTrigger(GameEvent.DamageComputingFinished, tri2);
                Game.CurrentGame.RegisterTrigger(GameEvent.PlayerIsAboutToDie, tri3);
            }
        }