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); }
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); }
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); }
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); }
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); }
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); }