Moving "An Invisible Ring"

This commit is contained in:
Phallen Cassidy
2020-04-11 22:50:22 -04:00
parent b4d8afae95
commit b781fcd1ba
2 changed files with 23 additions and 43 deletions

View File

@@ -657,6 +657,29 @@
]
}
},
"31_39": {
"title": "An Invisible Ring",
"culture": "shire",
"type": "event",
"keyword": "skirmish",
"cost": 1,
"condition": {
"type": "ringIsOn"
},
"effects": {
"type": "event",
"effect": [
{
"type": "wound",
"filter": "all(minion,inSkirmishAgainst(ring bearer))"
},
{
"type": "removefromthegame",
"filter": "self"
}
]
}
},
"31_40": {
"title": "Barrels",
"culture": "shire",

View File

@@ -1,43 +0,0 @@
package com.gempukku.lotro.cards.set31.shire;
import com.gempukku.lotro.common.Culture;
import com.gempukku.lotro.common.Phase;
import com.gempukku.lotro.common.Side;
import com.gempukku.lotro.filters.Filters;
import com.gempukku.lotro.game.PhysicalCard;
import com.gempukku.lotro.game.state.LotroGame;
import com.gempukku.lotro.logic.actions.PlayEventAction;
import com.gempukku.lotro.logic.cardtype.AbstractEvent;
import com.gempukku.lotro.logic.effects.RemovePlayedEventFromGameEffect;
import com.gempukku.lotro.logic.effects.WoundCharactersEffect;
import com.gempukku.lotro.logic.timing.PlayConditions;
/**
* Set: The Short Rest
* Side: Free
* Culture: Shire
* Twilight Cost: 1
* Type: Event • Skirmish
* Game Text: If Bilbo wears The One Ring, wound each minion he is skirmishing. Then remove this
* event from the game.
*/
public class Card31_039 extends AbstractEvent {
public Card31_039() {
super(Side.FREE_PEOPLE, 1, Culture.SHIRE, "An Invisible Ring", Phase.SKIRMISH);
}
@Override
public boolean checkPlayRequirements(LotroGame game, PhysicalCard self) {
return game.getGameState().isWearingRing();
}
@Override
public PlayEventAction getPlayEventCardAction(String playerId, LotroGame game, PhysicalCard self) {
PlayEventAction action = new PlayEventAction(self);
action.appendEffect(
new WoundCharactersEffect(self, Filters.inSkirmishAgainst(Filters.name("Bilbo"))));
action.appendEffect(
new RemovePlayedEventFromGameEffect(action));
return action;
}
}