예제 #1
0
 public BlockDialog(AEffect eff, ICatcher_WhenEffectOn catcher, TriggerType type)
 {
     this.trigger           = eff.Card;
     this.catcher           = catcher;
     this.type              = type;
     this.CatcherName       = catcher.Name;
     this.CatcherPlayerName = catcher.Player.Name;
     InitializeComponent();
 }
예제 #2
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 public Mgc_huolang()
 {
     base.Name             = "货郎";
     base.cardImage        = Image.FromFile(".\\pic\\Magic_pic\\magic_huolang.png");
     base.Description      = "①:从自己卡组额外抽两张卡。\r\n\r\n“ ————姑娘,我这有好康的” ";
     effect1               = new AEffect(this, "①:从自己卡组额外抽两张卡。");
     effect1.effect        = Effect;
     effect1.effectBlocked = base.EffectBlocked;
     base.EffectListToShow.Add(effect1);
 }
예제 #3
0
 public void Block_WhenEffectOn(AEffect eff)
 {
     if (Catch_WhenEffectOn.Count > 0)
     {
         for (int i = 0; i < Catch_WhenEffectOn.Count; i++)
         {
             Catch_WhenEffectOn[i](eff);
         }
     }
 }
예제 #4
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 public Pit_kaqiusha()
 {
     base.Name        = "喀秋莎";
     base.cardImage   = Image.FromFile(".\\pic\\Pit_pic\\pit_kaqiusha.png");
     base.Description = "①:自己场上的怪兽成为攻击宣言的对象时可以发动,该攻击宣言无效,在下一个回合结束阶段为止," +
                        "这只怪兽不能被选择为攻击宣言对象。" +
                        "\r\n\r\n“ ————战士们守卫土地,喀秋莎守卫爱情” ";
     effect1 = new AEffect(this, "①:自己场上的怪兽成为攻击宣言的对象时可以发动,该攻击宣言无效,在下一个回合结束阶段为止," +
                           "这只怪兽不能被选择为攻击宣言对象。");
     effect1.effect        = Effect;
     effect1.effectCheck   = base.EffectCheck;
     effect1.effectBlocked = base.EffectBlocked;
 }
예제 #5
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        /// <summary>
        /// 【怪物效果发动】按下时
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void Button7_Click(object sender, EventArgs e)
        {
            HideAllButton();
            SelectFromList sfl = new SelectFromList(selectFromMonPlace_Mc.EffectListToShow);

            sfl.ShowDialog();
            AEffect effect = sfl.SelectedEffect();

            sfl.Dispose();
            if (Player.BeBlocked)
            {
                this.Player.MainPlaceInfo.MainFightPlace.textBox4.Text = Player.Name + "     存在阻塞";
            }
            else
            {
                selectFromMonPlace_Mc.Trigger_WhenEffectOn(effect);
                this.MonPicBox.Image = Image.FromFile(".\\pic\\magic_effect.gif");
            }
        }
        public Mon_jimolenghuakai()
        {
            PitGoToGrave     = new List <Card>(5);
            base.Name        = "寂寞冷花开【光】";
            base.Att         = base.Att_Set = 800;
            base.Def         = base.Def_Set = 1200;
            base.Level       = base.Level_Set = 4;
            base.Description = "【魔法师族·效果】\r\n" +
                               "①:每回合的准备阶段,可以选择并查看对方魔法陷阱区域的1张里侧表示的卡," +
                               "选择的卡是陷阱卡的场合,那张卡被破坏。②:这张卡因为战斗被破坏时,选择1张因为效果" +
                               "①的效果被送入对手墓地中的陷阱卡加入自己的手卡。\r\n" +
                               "——“我看到你把它藏起来啦!”";
            base.cardImage = Image.FromFile(".\\pic\\Mon_pic\\mon_jimolenghuakai.png");

            effect1               = new AEffect(this, "①:每回合的准备阶段,可以选择并查看对方魔法陷阱区域的1张里侧表示的卡,选择的卡是陷阱卡的场合,那张卡被破坏。");
            effect1.effect        = Effect1;
            effect1.effectBlocked = base.EffectBlocked;
            effect2               = new AEffect(this, "②:这张卡因为战斗被破坏时,选择1张因为效果" +
                                                "①的效果被送入对手墓地中的陷阱卡加入自己的手卡。");
            effect2.effect        = Effect2;
            effect2.effectBlocked = base.EffectBlocked;
            EffectListToShow.Add(effect1);
        }
예제 #7
0
 private void Button1_Click(object sender, EventArgs e)
 {
     selectEffect = (AEffect)listBox1.SelectedItem;
     this.Close();
 }
예제 #8
0
 private void ListBox1_MouseDoubleClick(object sender, MouseEventArgs e)
 {
     selectEffect = (AEffect)listBox1.SelectedItem;
     this.Close();
 }