/* Setup: * At the start of the game, put {Celadroch}'s villain character cards into play, 'Black Wind Rising' side up. * Search the villain deck for 3 relic cards and put them into play. Shuffle the villain deck. * Flip the top card of the villain deck face up." */ public override IEnumerator StartGame() { if (!(base.CharacterCardController is CeladrochCharacterCardController)) { yield break; } IEnumerator coroutine = PutCardsIntoPlay(new LinqCardCriteria(c => c.Owner == TurnTaker && c.IsRelic, "relic"), 3); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); } else { base.GameController.ExhaustCoroutine(coroutine); } var topCard = TurnTaker.Deck.TopCard; var cc = FindCardController(topCard); cc.SetCardProperty("CeladrochsTopCard", true); coroutine = GameController.SendMessageAction($"Celadroch's top card is {topCard.Title}", Priority.High, CharacterCardController.GetCardSource(), new[] { topCard }); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); } else { base.GameController.ExhaustCoroutine(coroutine); } }
public override IEnumerator StartGame() { //Blazing Axe and Firestarter are put into play, and the villain deck is shuffled. IEnumerator coroutine = PutCardIntoPlay("BlazingAxe"); IEnumerator coroutine2 = PutCardIntoPlay("Firestarter"); IEnumerator coroutine3 = GameController.ShuffleLocation(TurnTaker.Deck, cardSource: CharacterCardController.GetCardSource()); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); yield return(base.GameController.StartCoroutine(coroutine2)); yield return(base.GameController.StartCoroutine(coroutine3)); } else { base.GameController.ExhaustCoroutine(coroutine); base.GameController.ExhaustCoroutine(coroutine2); base.GameController.ExhaustCoroutine(coroutine3); } yield break; }
public override IEnumerator StartGame() { if (base.CharacterCardController is DendronCharacterCardController) { // Search the deck for 1 copy of Stained Wolf and 1 copy of Painted Viper and put them into play. IEnumerator stainedWolfRoutine = this.PutCardIntoPlay(StainedWolfCardController.Identifier, shuffleDeckAfter: false); IEnumerator paintedViperRoutine = this.PutCardIntoPlay(PaintedViperCardController.Identifier); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(stainedWolfRoutine)); yield return(base.GameController.StartCoroutine(paintedViperRoutine)); } else { base.GameController.ExhaustCoroutine(stainedWolfRoutine); base.GameController.ExhaustCoroutine(paintedViperRoutine); } } if (base.CharacterCardController is WindcolorDendronCharacterCardController) { /* * At the start of the game, put {Dendron}'s villain character cards into play, 'Outside The Lines' side up. * Search the deck for all copies of Painted Viper and Stained Wolf. Place them beneath this card and shuffle the villain deck. */ var coroutine = GameController.MoveCards(this, FindCardsWhere(c => c.Identifier == "StainedWolf" || c.Identifier == "PaintedViper"), CharacterCard.UnderLocation, cardSource: CharacterCardController.GetCardSource()); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); } else { base.GameController.ExhaustCoroutine(coroutine); } coroutine = GameController.ShuffleLocation(TurnTaker.Deck); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); } else { base.GameController.ExhaustCoroutine(coroutine); } } }
public override IEnumerator StartGame() { //Put Total Chaos into play and the villain deck is shuffled. IEnumerator coroutine = PutCardIntoPlay("TotalChaos"); IEnumerator coroutine2 = GameController.ShuffleLocation(TurnTaker.Deck, cardSource: CharacterCardController.GetCardSource()); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); yield return(base.GameController.StartCoroutine(coroutine2)); } else { base.GameController.ExhaustCoroutine(coroutine); base.GameController.ExhaustCoroutine(coroutine2); } yield break; }
public override IEnumerator StartGame() { //Put Crimson Shield and Giger Mobility Chair into play, then shuffle the villain deck. IEnumerator coroutine = PutCardIntoPlay("CrimsonShield"); IEnumerator coroutine2 = PutCardIntoPlay("GigerMobilityChair"); IEnumerator coroutine3 = GameController.ShuffleLocation(TurnTaker.Deck, cardSource: CharacterCardController.GetCardSource()); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); yield return(base.GameController.StartCoroutine(coroutine2)); yield return(base.GameController.StartCoroutine(coroutine3)); } else { base.GameController.ExhaustCoroutine(coroutine); base.GameController.ExhaustCoroutine(coroutine2); base.GameController.ExhaustCoroutine(coroutine3); } yield break; }
public override IEnumerator StartGame() { //Put Immortal Form and Consume Lifeforce into play, then shuffle the villain deck. IEnumerator coroutine = PutCardIntoPlay("ImmortalForm"); IEnumerator coroutine2 = PutCardIntoPlay("ConsumeLifeforce"); IEnumerator coroutine3 = GameController.ShuffleLocation(TurnTaker.Deck, cardSource: CharacterCardController.GetCardSource()); if (base.UseUnityCoroutines) { yield return(base.GameController.StartCoroutine(coroutine)); yield return(base.GameController.StartCoroutine(coroutine2)); yield return(base.GameController.StartCoroutine(coroutine3)); } else { base.GameController.ExhaustCoroutine(coroutine); base.GameController.ExhaustCoroutine(coroutine2); base.GameController.ExhaustCoroutine(coroutine3); } yield break; }