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); }
/// <summary> /// 生成效果 /// </summary> public void InitialEffect(Card card, Player player, IDuel duel) { //检索 LauchEffect e1 = new LauchEffect(); e1.SetCategory(ComVal.category_search); e1.SetCardEffectType(ComVal.cardEffectType_chooseLauch); e1.SetCheckLauch(CheckLauch); e1.SetCode(ComVal.code_NormalSummon | ComVal.code_SpecialSummon); e1.SetOperation(Operation); e1.SetDescribe(ComStr.EffectDescribe_40044918_2); e1.SetLauchArea(ComVal.Area_Monster); e1.SetGetTarget(GetTarget); duel.ResignEffect(e1, card, card.ownerPlayer); //破坏后场 LauchEffect e2 = new LauchEffect(); e2.SetCategory(ComVal.category_destroy); e2.SetCardEffectType(ComVal.cardEffectType_chooseLauch); e2.SetCheckLauch(CheckLauch1); e2.SetCode(ComVal.code_NormalSummon | ComVal.code_SpecialSummon); e2.SetOperation(Operation1); e2.SetDescribe(ComStr.EffectDescribe_40044918_1); e2.SetLauchArea(ComVal.Area_Monster); e2.SetGetTarget(GetTarget1); duel.ResignEffect(e2, card, card.ownerPlayer); }
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.SetLauchArea(ComVal.Area_Trap); e1.SetCategory(ComVal.category_toHand); e1.SetCode(ComVal.code_FreeCode); e1.SetCardEffectType(ComVal.cardEffectType_chooseLauch | ComVal.cardEffectType_normalLauch); e1.SetCheckLauch(CheckLauch); e1.SetOperation(Operation); e1.SetGetTarget(GetTarget); duel.ResignEffect(e1, card, player); }
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) { card.SetMaterialFilter2(F1, F2); LauchEffect e1 = new LauchEffect(); e1.SetCategory(ComVal.category_equipCard); e1.SetCheckLauch(CheckLauch); e1.SetCardEffectType(ComVal.cardEffectType_chooseLauch); e1.SetCode(ComVal.code_SpecialSummon); e1.SetLauchArea(ComVal.Area_Monster); e1.SetOperation(Operation); e1.SetGetTarget(GetTarget); duel.ResignEffect(e1, card, player); }
public void InitialEffect(Card card, Player player, IDuel duel) { SpSummonEffect e1 = new SpSummonEffect(); e1.SetPutType(0); e1.SetCheckLauch(CheckLauch); e1.SetCost(Cost); duel.ResignEffect(e1, card, player); LauchEffect e2 = new LauchEffect(); e2.SetCategory(ComVal.category_equipCard); e2.SetCheckLauch(CheckLauch1); e2.SetCardEffectType(ComVal.cardEffectType_chooseLauch); e2.SetCode(ComVal.code_NormalSummon | ComVal.code_SpecialSummon); e2.SetLauchArea(ComVal.Area_Monster); e2.SetOperation(Operation); e2.SetGetTarget(GetTarget); 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) { LauchEffect e1 = new LauchEffect(); e1.SetCategory(ComVal.category_equipCard); e1.SetCheckLauch(CheckLauch); e1.SetCardEffectType(ComVal.cardEffectType_chooseLauch); e1.SetCode(ComVal.code_NormalSummon); e1.SetLauchArea(ComVal.Area_Monster); e1.SetOperation(Operation); e1.SetGetTarget(GetTarget); 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); }