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// Lets switch the turn NOW, rather than later, the purpose of this is currently unknown... It just sounded like a good idea, also delete the "lostLife" flag...
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deleteplayers[currentTurn].lostLife;
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currentTurn=other[data.idPlayer];
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deleteplayers[currentTurn].lostLife;
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lastEffect=0;
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-
return;
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break;
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case"getUpdateBoard":
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varoldMonsters=monsters;
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monsters={};
@@ -178,41 +182,29 @@ eventManager.on("GameStart", function battleLogger() {
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if(card===null)return;
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monsters[card.id]=card;
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});
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return;
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case"getMonsterDestroyed":// Monster killed
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break;
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case"getMonsterDestroyed":
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// monsterId: #
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log.add(`${make.card(monsters[data.monsterId])} was killed`);
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deletemonsters[data.monsterId];
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return;
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-
//case "refreshTimer": // Probably don't need this
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case"getPlayableCards": // Probably don't need this
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// playableCards [#...]
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return;
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break;
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case"getCardBoard": // Adds card to X, Y (0(enemy), 1(you))
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-
// card
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// idPlayer
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card=JSON.parse(data.card);
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monsters[card.id]=card;
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log.add(`${make.player(players[data.idPlayer])} played ${make.card(card)}`);
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-
return;
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-
case"getSpellPlayed": // Spell used
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// idPlayer
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// card
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break;
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case"getSpellPlayed":
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// immediately calls "getDoingEffect" and "getUpdateBoard"
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card=JSON.parse(data.card);
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monsters[card.id]=card;
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log.add(`${make.player(players[data.idPlayer])} used ${make.card(card)}`);
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-
return;
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case"updateSpell": // Use spell
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return;
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case"getFakeDeath": // Card fake exploded... will be re-added 1 second later?
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return;
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case"getCardDestroyedHandFull": // Card destroyed from full hand
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break;
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case"getCardDestroyedHandFull":
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card=JSON.parse(data.card);
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// This event gets called for *all* discards. Have to do smarter logic here (not just currentTurn!)
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