public void Operation1(IDuel duel, Card card, LauchEffect effect, Group group = null) { Group g = duel.GetIncludeNameCardFromArea(ComStr.KeyWord_ElementalHERO, false, card.ownerPlayer, ComVal.cardType_Monster, ComVal.Area_MainDeck, null, true, null, card.cardID); GroupCardSelectBack callBack = delegate(Group theGroup) { normalDele d = delegate { Card c = theGroup.GetCard(0); StateEffect e1 = new StateEffect(); e1.SetRangeArea(ComVal.Area_Monster); e1.SetCategory(ComVal.category_stateEffect | ComVal.category_limitTime); e1.SetCardEffectType(ComVal.cardEffectType_Single | ComVal.cardEffectType_normalStateEffect); e1.SetStateEffectType(ComVal.stateEffectType_ChangeAttribute); e1.SetTarget(card); e1.SetStateEffectVal(c.attribute); e1.SetResetCode(ComVal.resetEvent_LeaveEndPhase, 0); StateEffect e2 = e1.Clone() as StateEffect; e2.SetStateEffectType(ComVal.stateEffectType_ChangeAttack); e2.SetStateEffectVal(c.afk); StateEffect e3 = e1.Clone() as StateEffect; e3.SetStateEffectType(ComVal.stateEffectType_ChangeDef); e3.SetStateEffectVal(c.def); duel.ResignEffect(e1, card, card.ownerPlayer); duel.ResignEffect(e2, card, card.ownerPlayer); duel.ResignEffect(e3, card, card.ownerPlayer); LimitPlayerEffect e4 = new LimitPlayerEffect(); e4.SetCategory(ComVal.category_limitEffect); e4.SetTargetType(TargetPlayerType.my); e4.SetLimitEffectType(ComVal.limitEffectType_spSummonLimit); e4.SetLimitEffectHandler(limitEffectHandler); e4.SetResetCode(ComVal.resetEvent_LeaveEndPhase, 0); duel.ResignEffect(e4, card, card.ownerPlayer); duel.FinishHandle(); }; duel.AddDelegate(d); duel.SendToGraveyard(ComVal.Area_MainDeck, theGroup, card, ComVal.reason_Effect, effect); }; duel.SelectCardFromGroup(g, callBack, 1, card.controller); }
public void InitialEffect(Card card, Player player, IDuel duel) { SpSummonEffect e1 = new SpSummonEffect(); e1.SetCheckLauch(CheckLauch); e1.SetPutType(0); duel.ResignEffect(e1, card, player); StateEffect e2 = new StateEffect(); e2.SetRangeArea(ComVal.Area_Monster); e2.SetCardEffectType(ComVal.cardEffectType_normalStateEffect | ComVal.cardEffectType_Single | ComVal.cardEffectType_unableReset); e2.SetCategory(ComVal.category_stateEffect); e2.SetTarget(card); e2.SetStateEffectType(ComVal.stateEffectType_addAfkVal); e2.SetGetStateEffectVal(GetAddAfkVal); duel.ResignEffect(e2, card, player); StateEffect e3 = (StateEffect)e2.Clone(); e3.SetStateEffectType(ComVal.stateEffectType_addDefVal); duel.ResignEffect(e3, card, player); }