void Analeptic::onEffect(const CardEffectStruct &effect) const{
    Room *room = effect.to->getRoom();
    room->setEmotion(effect.to, "analeptic");

    if (effect.to->hasFlag("Global_Dying") && Sanguosha->getCurrentCardUseReason() != CardUseStruct::CARD_USE_REASON_PLAY)
        room->recover(effect.to, RecoverStruct(effect.from, this));
    else
        room->addPlayerMark(effect.to, "drank");
}
 void onDamaged(ServerPlayer *target, const DamageStruct &damage) const
 {
     Room *room = target->getRoom();
     for (int i = 1; i <= damage.damage; i++) {
         ServerPlayer *current = room->getCurrent();
         if (!current || current->isDead() || current->getPhase() == Player::NotActive)
             break;
         if (room->askForSkillInvoke(target, objectName(), QVariant::fromValue(current))) {
             room->broadcastSkillInvoke(objectName());
             room->addPlayerMark(current, "@hengjiang");
         }
     }
 }
Esempio n. 3
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void Analeptic::onEffect(const CardEffectStruct &effect) const{
    Room *room = effect.to->getRoom();
    room->setEmotion(effect.to, "analeptic");

    if (effect.to->hasFlag("Global_Dying")) {
        // recover hp
        RecoverStruct recover;
        recover.card = this;
        recover.who = effect.from;
        room->recover(effect.to, recover);
    } else {
        room->addPlayerMark(effect.to, "drank");
    }
}