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

        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetCode(ComVal.code_NoCode);
        e1.SetLauchArea(ComVal.Area_Hand);
        e1.SetOperation(Operation);
        e1.SetCheckLauch(CheckLauch);
        duel.ResignEffect(e1, card, player);

        LauchEffect e2 = new LauchEffect();

        e2.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e2.SetCode(ComVal.code_NoCode);
        e2.SetLauchArea(ComVal.Area_FieldSpell);
        e2.SetOperation(Operation1);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetCost(Cost);
        e2.SetDescribe("从卡组把1只4星以下的名字带有「龙骑兵团」的怪兽加入手卡");
        duel.ResignEffect(e2, card, player);

        LauchEffect e3 = new LauchEffect();

        e3.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e3.SetCode(ComVal.code_NoCode);
        e3.SetLauchArea(ComVal.Area_FieldSpell);
        e3.SetOperation(Operation2);
        e3.SetCheckLauch(CheckLauch2);
        e3.SetCost(Cost);
        e3.SetDescribe("从卡组把1只龙族怪兽送去墓地");
        duel.ResignEffect(e3, card, player);

        card.SetCardCountLimit(e2, e3, 1);
    }
コード例 #2
0
ファイル: C37742478.cs プロジェクト: a1069016595/CardGame
    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);
    }
コード例 #3
0
ファイル: C05133471.cs プロジェクト: a1069016595/CardGame
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_destroy);
        e1.SetCode(ComVal.code_NoCode);
        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetLauchArea(ComVal.Area_Hand | ComVal.Area_Trap);
        e1.SetOperation(Operation);
        e1.SetCheckLauch(CheckLauch);
        e1.SetGetTarget(GetTarget);
        duel.ResignEffect(e1, card, player);

        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_destroy);
        e2.SetCode(ComVal.code_NoCode);
        e2.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e2.SetLauchArea(ComVal.Area_Graveyard);
        e2.SetOperation(Operation1);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetGetTarget(GetTarget1);
        e2.SetCost(Cost);
        e2.SetEffectID("05133471");
        duel.ResignEffect(e2, card, player);

        duel.ResignEffectLauchLimitCounter(player, "05133471", 1);
    }
コード例 #4
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        card.SetXYZMaterialFiter(Filter, 2);

        LauchEffect e1 = new LauchEffect();

        e1.SetCost(Cost);
        e1.SetCategory(ComVal.category_drawCard | ComVal.category_disCard);
        e1.SetCheckLauch(CheckLauch);
        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetCode(ComVal.code_NoCode);
        e1.SetLauchArea(ComVal.Area_Monster);
        e1.SetOperation(Operation);

        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_destroy | ComVal.category_disCard);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch);
        e2.SetCode(ComVal.code_ToGraveyard);
        e2.SetLauchArea(ComVal.Area_Graveyard);
        e2.SetOperation(Operation1);

        duel.ResignEffect(e1, card, player);
        duel.ResignEffect(e2, card, player);
    }
コード例 #5
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_spSummon);
        e1.SetCode(ComVal.code_ToGraveyard);
        e1.SetCardEffectType(ComVal.cardEffectType_mustLauch);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        e1.SetLauchArea(ComVal.Area_Graveyard);
        duel.ResignEffect(e1, card, player);

        StateEffect e2 = new StateEffect();

        e2.SetTarget(card);
        e2.SetCardEffectType(ComVal.cardEffectType_Single | ComVal.cardEffectType_normalStateEffect | ComVal.cardEffectType_unableReset);
        e2.SetStateEffectType(ComVal.stateEffectType_unableNormalSummon);
        duel.ResignEffect(e2, card, player);

        LauchEffect e3 = new LauchEffect();

        e3.SetCategory(ComVal.category_destroy | ComVal.category_disCard);
        e3.SetCode(ComVal.code_NoCode);
        e3.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e3.SetLauchArea(ComVal.Area_Monster);
        e3.SetCost(Cost);
        e3.SetCheckLauch(CheckLauch1);
        e3.SetOperation(Operation1);
        duel.ResignEffect(e3, card, player);
    }
コード例 #6
0
ファイル: C72345736.cs プロジェクト: a1069016595/CardGame
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCardEffectType(ComVal.cardEffectType_mustNotInChain);
        e1.SetCategory(ComVal.category_pointer);
        e1.SetCheckLauch(CheckLauch);
        e1.SetCode(ComVal.code_NormalSummon | ComVal.code_SpecialSummon);
        e1.SetLauchArea(ComVal.Area_NormalTrap);
        e1.SetOperation(Operation);
        duel.ResignEffect(e1, card, player);

        LauchEffect e2 = new LauchEffect();

        e2.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e2.SetCode(ComVal.code_NoCode);
        e2.SetCategory(ComVal.category_drawCard);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetCost(Cost);
        e2.SetLauchArea(ComVal.Area_NormalTrap);
        e2.SetOperation(Operation1);
        duel.ResignEffect(e2, card, player);

        LauchEffect e3 = new LauchEffect();

        e3.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e3.SetCode(ComVal.code_NoCode);
        e3.SetLauchArea(ComVal.Area_Hand);
        e3.SetOperation(Operation2);
        e3.SetCheckLauch(CheckLauch2);
        duel.ResignEffect(e3, card, player);
    }
コード例 #7
0
ファイル: C44508094.cs プロジェクト: a1069016595/CardGame
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        card.SetMaterialFilter2(F1, F2);

        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_destroy | ComVal.category_disAbleEffect);
        e1.SetCardEffectType(ComVal.cardEffectType_chooseLauch);
        e1.SetCode(ComVal.code_EffectLanch);
        e1.SetLauchArea(ComVal.Area_Monster);
        e1.SetCheckLauch(CheckLauch);
        e1.SetCost(Cost);
        e1.SetOperation(Operation);
        duel.ResignEffect(e1, card, player);

        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_revived);
        e2.SetCardEffectType(ComVal.cardEffectType_chooseLauch);
        e2.SetCode(ComVal.code_EnterEndPhase);
        e2.SetLauchArea(ComVal.Area_Graveyard);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetOperation(Operation1);
        duel.ResignEffect(e2, card, player);
    }
コード例 #8
0
ファイル: C27970830.cs プロジェクト: a1069016595/CardGame
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetCode(ComVal.code_NoCode);
        e1.SetLauchArea(ComVal.Area_Hand);
        e1.SetOperation(Operation);
        e1.SetCheckLauch(CheckLauch);
        duel.ResignEffect(e1, card, player);

        LauchEffect e2 = new LauchEffect();

        e2.SetCardEffectType(ComVal.cardEffectType_mustNotInChain);
        e2.SetCategory(ComVal.category_pointer);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetCode(ComVal.code_NormalSummon | ComVal.code_SpecialSummon);
        e2.SetLauchArea(ComVal.Area_NormalTrap);
        e2.SetOperation(Operation1);
        duel.ResignEffect(e2, card, player);

        LauchEffect e3 = new LauchEffect();//加攻

        e3.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e3.SetCode(ComVal.code_NoCode);
        e3.SetLauchArea(ComVal.Area_NormalTrap);
        e3.SetOperation(Operation2);
        e3.SetCost(Cost2);
        e3.SetCheckLauch(CheckLauch2);
        e3.SetCategory(ComVal.category_pointer);
        e3.SetGetTarget(GetTarget2);
        e3.SetDescribe("场上表侧表示存在的1只名字带有「六武众」或「紫炎」的效果怪兽的攻击力直到这个回合的结束阶段时上升500。");
        duel.ResignEffect(e3, card, player);

        LauchEffect e4 = new LauchEffect();//回手牌

        e4.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e4.SetCode(ComVal.code_NoCode);
        e4.SetLauchArea(ComVal.Area_NormalTrap);
        e4.SetOperation(Operation3);
        e4.SetCost(Cost3);
        e4.SetCheckLauch(CheckLauch3);
        e4.SetCategory(ComVal.category_pointer | ComVal.category_toHand);
        e4.SetDescribe("从自己的卡组·墓地把1只名字带有「六武众」的怪兽加入手卡。");
        duel.ResignEffect(e4, card, player);

        LauchEffect e5 = new LauchEffect();//复生

        e5.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e5.SetCode(ComVal.code_NoCode);
        e5.SetLauchArea(ComVal.Area_NormalTrap);
        e5.SetOperation(Operation4);
        e5.SetCost(Cost4);
        e5.SetCheckLauch(CheckLauch4);
        e5.SetCategory(ComVal.category_pointer | ComVal.category_spSummon);
        e5.SetDescribe("从自己墓地把1只名字带有「紫炎」的效果怪兽特殊召唤。");
        duel.ResignEffect(e5, card, player);
    }
コード例 #9
0
ファイル: C80280737.cs プロジェクト: a1069016595/CardGame
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch | ComVal.cardEffectType_chooseLauch);
        e1.SetCategory(ComVal.category_spSummon);
        e1.SetCheckLauch(CheckLauch);
        e1.SetCode(ComVal.code_FreeCode);
        e1.SetCost(Cost);
        e1.SetLauchArea(ComVal.Area_Trap);
        e1.SetOperation(Operation);
        duel.ResignEffect(e1, card, player);
    }
コード例 #10
0
ファイル: C94886282.cs プロジェクト: a1069016595/CardGame
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_disCard | ComVal.category_search);
        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetCode(ComVal.code_NoCode);
        e1.SetLauchArea(ComVal.Area_Hand | ComVal.Area_Field);
        e1.SetCost(Cost);
        e1.SetOperation(Operation);
        e1.SetCheckLauch(CheckLauch);
        duel.ResignEffect(e1, card, player);
    }
コード例 #11
0
ファイル: C60645181.cs プロジェクト: a1069016595/CardGame
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        card.SetXYZMaterialFiter(Fiter, 2);

        LauchEffect e1 = new LauchEffect();

        e1.SetCost(Cost);
        e1.SetCategory(ComVal.category_addAttackVal);
        e1.SetCheckLauch(CheckLauch);
        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetLauchArea(ComVal.Area_Field);
        e1.SetOperation(Operation);

        duel.ResignEffect(e1, card, player);
    }
コード例 #12
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LimitPlayerEffect e1 = new LimitPlayerEffect();

        e1.SetCategory(ComVal.category_limitEffect);
        e1.SetTargetType(TargetPlayerType.both);
        e1.SetLimitEffectType(ComVal.limitEffectType_unableSearchCardFromMainDeck);
        e1.SetCondtion(condition);
        duel.ResignEffect(e1, card, player);

        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_disAbleSpSummon);
        e2.SetCheckLauch(CheckLauch);
        e2.SetCode(ComVal.code_SpDeclaration);
        e2.SetCost(Cost);
        e2.SetOperation(Operation);
        e2.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch);
        e2.SetLauchArea(ComVal.Area_Monster);
        duel.ResignEffect(e2, card, player);
    }
コード例 #13
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        card.SetMaterialFilter2(F1, F2);

        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_remove);
        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetLauchArea(ComVal.Area_Monster);
        e1.SetCost(Cost);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        e1.SetGetTarget(GetTarget);
        duel.ResignEffect(e1, card, player);
        card.SetCardCountLimit(e1, 1);

        LauchEffect e2 = new LauchEffect();

        e2.SetCardEffectType(ComVal.cardEffectType_chooseLauch);
        e2.SetCategory(ComVal.category_addAttackVal);
        e2.SetCode(ComVal.code_ToGraveyard);
        e2.SetLauchArea(ComVal.Area_Graveyard);
        e2.SetGetTarget(GetTarget1);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetOperation(Operation1);
        duel.ResignEffect(e2, card, player);

        LauchEffect e3 = new LauchEffect();

        e3.SetCategory(ComVal.category_disCard);
        e3.SetCheckLauch(CheckLauch3);
        e3.SetOperation(Operation3);
        e3.SetCode(ComVal.code_EnterEndPhase);
        e3.SetCardEffectType(ComVal.cardEffectType_mustLauch);
        e3.SetLauchArea(ComVal.Area_Monster);
        duel.ResignEffect(e3, card, player);
    }
コード例 #14
0
ファイル: C00423585.cs プロジェクト: a1069016595/CardGame
    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);
    }
コード例 #15
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_spSummon);
        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetCode(ComVal.code_NoCode);
        e1.SetLauchArea(ComVal.Area_Monster);
        e1.SetCost(Cost);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        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);
    }