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Tang Xinwei
windbot
Commits
d0aa9b30
Commit
d0aa9b30
authored
Apr 27, 2019
by
mercury233
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fix Zexal Weapon infinite activate
parent
6e96e522
Changes
1
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1 changed file
with
17 additions
and
4 deletions
+17
-4
Game/AI/Decks/ZexalWeaponsExecutor.cs
Game/AI/Decks/ZexalWeaponsExecutor.cs
+17
-4
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Game/AI/Decks/ZexalWeaponsExecutor.cs
View file @
d0aa9b30
...
@@ -79,9 +79,9 @@ namespace WindBot.Game.AI.Decks
...
@@ -79,9 +79,9 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Number61Volcasaurus
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
Number61Volcasaurus
);
// Weapons
// Weapons
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
ZwTornadoBringer
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
ZwTornadoBringer
,
ZwWeapon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
ZwLightningBlade
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
ZwLightningBlade
,
ZwWeapon
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
ZwAsuraStrike
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
ZwAsuraStrike
,
ZwWeapon
);
// Special summons
// Special summons
...
@@ -122,6 +122,13 @@ namespace WindBot.Game.AI.Decks
...
@@ -122,6 +122,13 @@ namespace WindBot.Game.AI.Decks
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
SolemnStrike
,
DefaultSolemnStrike
);
AddExecutor
(
ExecutorType
.
Activate
,
CardId
.
SolemnStrike
,
DefaultSolemnStrike
);
}
}
private
int
ZwCount
=
0
;
public
override
void
OnNewTurn
()
{
ZwCount
=
0
;
}
public
override
bool
OnSelectHand
()
public
override
bool
OnSelectHand
()
{
{
return
false
;
return
false
;
...
@@ -164,10 +171,16 @@ namespace WindBot.Game.AI.Decks
...
@@ -164,10 +171,16 @@ namespace WindBot.Game.AI.Decks
if
(
ActivateDescription
==
Util
.
GetStringId
(
CardId
.
ZwLionArms
,
0
))
if
(
ActivateDescription
==
Util
.
GetStringId
(
CardId
.
ZwLionArms
,
0
))
return
true
;
return
true
;
if
(
ActivateDescription
==
Util
.
GetStringId
(
CardId
.
ZwLionArms
,
1
))
if
(
ActivateDescription
==
Util
.
GetStringId
(
CardId
.
ZwLionArms
,
1
))
return
!
Card
.
IsDisabled
();
return
!
Card
.
IsDisabled
()
&&
ZwWeapon
()
;
return
false
;
return
false
;
}
}
private
bool
ZwWeapon
()
{
ZwCount
++;
return
ZwCount
<
10
;
}
private
bool
ReinforcementOfTheArmy
()
private
bool
ReinforcementOfTheArmy
()
{
{
AI
.
SelectCard
(
AI
.
SelectCard
(
...
...
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