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@ -60,10 +60,25 @@ function debugEffectFunction(damageAmount = null, targetId = null, targetId2 = n
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console.log(targetId+' Reach: '+reach[targetId]);
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}
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if(effect == 'taunt'){
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console.log(targetId+' Taunt: '+taunt[targetId]);
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console.log(effectAddRemove);
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if(effectAddRemove == 'remove'){
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removeTaunt(targetId);
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}else{
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giveTaunt(targetId);
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}
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console.log(targetId+' Taunt: '+reach[targetId]);
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}
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if(effect == 'draw'){
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drawCard(damageAmount, targetPlayer);
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}
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if(effect == 'equip'){}
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board.drawBoard();
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}
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@ -89,6 +104,8 @@ function debugTriggerFunction(targetId = null, trigger = null, triggerAmount = n
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if(trigger == 'pay'){
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triggerPay(triggerAmount);
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}
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board.drawBoard();
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}
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// Builds console log for card effect (inc.
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@ -165,9 +182,9 @@ function debugEffectCanTrigger(){
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if(doEffectTriggers(ecTriggerTargetId, ecTriggerIndex, true) != true){
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console.log('Effect cannot be triggered');
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queueEffect(ecTriggerTargetId, ecTriggerIndex);
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//queueEffect(ecTriggerTargetId, ecTriggerIndex);
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//doNextInQueue();
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loopTriggerQueue();
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//loopTriggerQueue();
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return false;
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}
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@ -179,7 +196,12 @@ function debugEffectCanTrigger(){
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// Then queue the effects to happen (queued so they can be chained/countered)
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queueEffect(ecTriggerTargetId, ecTriggerIndex);
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// Do all effects in queue (for debug), in actual will do one, then allow chain triggers, etc.
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loopTriggerQueue();
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}
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board.drawBoard();
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}
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