public override void InitializeCard(int IDInGame, Player ownerPlayer, CardData CardData) { base.InitializeCard(IDInGame, ownerPlayer, CardData); // TARGET UNIT // FILTTERS QUE SEA DE TIPO UNIT Y QUE TENGA UN STAT DETERMINADO CardFiltter targetOccupierType = new TargetUnitOccupierTypeFiltter(); CardFiltter statIDFiltter = new TargetHealthStatIDFiltter(); // VERIFICAMOS QUE LA VIDA ACTUAL NO SEA MAYOR A LA VIDA MAXIMA PARA PODER CURARLO int statID = 0; STATAMOUNTTYPE amountType = STATAMOUNTTYPE.ACTUAL; STATAMOUNTTYPE amountTypeToCheck = STATAMOUNTTYPE.MAX; StatIResultData statDataToCheckAgainst = new StatIResultData(statID, amountTypeToCheck); COMPARATIONTYPE comparationType = COMPARATIONTYPE.LESS; CardFiltter targetHealtStatAmountFiltter = new TargetHealtStatAmountFiltter(amountType, statDataToCheckAgainst, comparationType); CardData.cardTargetFiltters.Add(targetOccupierType); CardData.cardTargetFiltters.Add(statIDFiltter); CardData.cardTargetFiltters.Add(targetHealtStatAmountFiltter); // EFFECT HP + 1 int hpStatID = 0; int amount = 1; CardEffect statModificationEffect = new BuffStatModificationEffect(hpStatID, amount); CardData.cardEffects = new List <CardEffect>(); CardData.cardEffects.Add(statModificationEffect); }
public override void InitializeCard(int IDInGame, Player ownerPlayer, CardData CardData) { base.InitializeCard(IDInGame, ownerPlayer, CardData); // TARGET UNIT // FILTTERS QUE SEA DE TIPO UNIT Y QUE TENGA UN STAT DETERMINADO CardFiltter targetOccupierType = new TargetUnitOccupierTypeFiltter(); CardFiltter statIDFiltter = new TargetAttackPowerIDFiltter(); CardData.cardTargetFiltters.Add(targetOccupierType); CardData.cardTargetFiltters.Add(statIDFiltter); // EFFECTS BUFF ATTACK ACTUALSTAT/MAXSTAT + 1 int statID = 2; int amount = 1; CardEffect statModificationEffect = new BuffStatModificationEffect(statID, amount); CardData.cardEffects = new List <CardEffect>(); CardData.cardEffects.Add(statModificationEffect); }