Beispiel #1
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_addAttackVal);
        e1.SetCode(ComVal.code_BeforeReckonAttack);
        e1.SetLauchPhase(ComVal.Phase_Battlephase);
        e1.SetLauchArea(ComVal.Area_Hand);
        e1.SetCardEffectType(ComVal.cardEffectType_chooseLauch);
        e1.SetCost(Cost);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        duel.ResignEffect(e1, card, player);

        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_toHand);
        e2.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e2.SetCode(ComVal.code_NoCode);
        e2.SetLauchPhase(ComVal.Phase_Mainphase);
        e2.SetLauchArea(ComVal.Area_Monster);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetOperation(Operation1);
        duel.ResignEffect(e2, card, player);
    }
Beispiel #2
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        //检索
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_search | ComVal.category_toHand);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        e1.SetCode(ComVal.code_NotSpSummon | ComVal.code_SpecialSummon);
        e1.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch);
        e1.SetLauchArea(ComVal.Area_Monster);
        duel.ResignEffect(e1, card, player);

        //送去墓地
        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_toGrave);
        e2.SetCode(ComVal.code_NoCode);
        e2.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e2.SetLauchArea(ComVal.Area_Monster);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetOperation(Operation1);
        e2.SetLauchPhase(ComVal.Phase_Mainphase);
        duel.ResignEffect(e2, card, player);

        card.SetCardCountLimit(e1, e2, 1);
    }
Beispiel #3
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_spSummon);
        e1.SetCode(ComVal.code_NoCode);
        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetLauchArea(ComVal.Area_Trap | ComVal.Area_Hand);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        e1.SetGetTarget(GetTarget);
        e1.SetLauchPhase(ComVal.Phase_Mainphase);
        duel.ResignEffect(e1, card, player);
    }
Beispiel #4
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCode(ComVal.code_BeforeReckonAttack);
        e1.SetCardEffectType(ComVal.cardEffectType_mustLauch);
        e1.SetLauchArea(ComVal.Area_Monster);
        e1.SetLauchPhase(ComVal.Phase_Battlephase);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        duel.ResignEffect(e1, card, player);


        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_disCard);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetOperation(Operation1);
        e2.SetCode(ComVal.code_EnterEndPhase);
        e2.SetCardEffectType(ComVal.cardEffectType_mustLauch);
        e2.SetLauchArea(ComVal.Area_Monster);
        duel.ResignEffect(e2, card, player);
    }
Beispiel #5
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        //不能解放
        StateEffect e1 = new StateEffect();

        e1.SetRangeArea(ComVal.Area_Monster);
        e1.SetCategory(ComVal.category_stateEffect);
        e1.SetCardEffectType(ComVal.cardEffectType_Single | ComVal.cardEffectType_normalStateEffect | ComVal.cardEffectType_unableReset);
        e1.SetStateEffectType(ComVal.stateEffectType_unableRelease);
        e1.SetTarget(card);
        duel.ResignEffect(e1, card, player);

        //变防守
        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_position);
        e2.SetLauchArea(ComVal.Area_Monster);
        e2.SetCardEffectType(ComVal.cardEffectType_mustLauch);
        e2.SetCode(ComVal.code_NormalSummon);
        e2.SetOperation(Operation);
        e2.SetCheckLauch(CheckLauch);
        duel.ResignEffect(e2, card, player);

        //特殊召唤
        LauchEffect e3 = new LauchEffect();

        e3.SetCategory(ComVal.category_spSummon);
        e3.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e3.SetCode(ComVal.code_NoCode);
        e3.SetLauchArea(ComVal.Area_Monster);
        e3.SetOperation(Operation1);
        e3.SetCost(Cost);
        e3.SetCheckLauch(CheckLauch1);
        e3.SetLauchPhase(ComVal.Phase_Mainphase);
        card.SetCardCountLimit(e3, 1);
        duel.ResignEffect(e3, card, player);
    }
Beispiel #6
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_disCard);
        e1.SetLauchArea(ComVal.Area_Monster);
        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetLauchPhase(ComVal.Phase_Mainphase);
        e1.SetOperation(Operation);
        e1.SetCheckLauch(CheckLauch);
        e1.SetCode(ComVal.code_NoCode);
        card.SetCardCountLimit(e1, 1);
        duel.ResignEffect(e1, card, player);

        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_disCard);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetOperation(Operation2);
        e2.SetCode(ComVal.code_EnterEndPhase);
        e2.SetCardEffectType(ComVal.cardEffectType_mustLauch);
        e2.SetLauchArea(ComVal.Area_Monster);
        duel.ResignEffect(e2, card, player);
    }