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(); // VERIFICAMOS QUE EL ATAQUE ACTUAL NO SEA MENOR A 0 int amountLessThan = 0; STATAMOUNTTYPE amountType = STATAMOUNTTYPE.ACTUAL; COMPARATIONTYPE comparationType = COMPARATIONTYPE.GREATER; CardFiltter targetAttackPowStatAgainstSimple = new TargetAttackPowerStatAmountAgainstSimplFiltter(amountType, amountLessThan, comparationType); CardData.cardTargetFiltters.Add(targetOccupierType); CardData.cardTargetFiltters.Add(statIDFiltter); CardData.cardTargetFiltters.Add(targetAttackPowStatAgainstSimple); // EFFECTS BUFF ATTACK ACTUALSTAT/MAXSTAT - 1 int statID = 2; int amount = 1; CardEffect statModificationEffect = new NerfStatModificationEffect(statID, 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); }