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); }
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); }