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); }
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) { 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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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_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); }