public void InitialEffect(Card card, Player player, IDuel duel) { SpSummonEffect e1 = new SpSummonEffect(); e1.SetPutType(0); e1.SetCheckLauch(CheckLauch); duel.ResignEffect(e1, card, player); }
public void InitialEffect(Card card, Player player, IDuel duel) { SpSummonEffect e1 = new SpSummonEffect(); e1.SetCheckLauch(CheckLauch); e1.SetPutType(0); duel.ResignEffect(e1, card, player); LauchEffect e2 = new LauchEffect(); e1.SetCategory(ComVal.category_drawCard); e2.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch); e2.SetCode(ComVal.code_SpecialSummon); 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) { 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); }
public void InitialEffect(Card card, Player player, IDuel duel) { SpSummonEffect e1 = new SpSummonEffect(); e1.SetPutType(0); e1.SetCheckLauch(CheckLauch); duel.ResignEffect(e1, card, player); LauchEffect e2 = new LauchEffect(); e2.SetCategory(ComVal.category_destroy); e2.SetCardEffectType(ComVal.cardEffectType_normalLauch); e2.SetLauchArea(ComVal.Area_Monster); e2.SetCode(ComVal.code_NoCode); e2.SetCost(Cost); e2.SetOperation(Operation); e2.SetCheckLauch(CheckLauch2); duel.ResignEffect(e2, card, player); StateEffect e3 = new StateEffect(); e3.SetTarget(card); e3.SetCardEffectType(ComVal.cardEffectType_Single | ComVal.cardEffectType_normalStateEffect | ComVal.cardEffectType_unableReset); e3.SetStateEffectType(ComVal.stateEffectType_unableNormalSummon); duel.ResignEffect(e3, card, player); LauchEffect e4 = new LauchEffect(); e4.SetCategory(ComVal.category_disCard); e4.SetCheckLauch(CheckLauch1); e4.SetOperation(Operation1); e4.SetCode(ComVal.code_EnterEndPhase); e4.SetCardEffectType(ComVal.cardEffectType_mustLauch); e4.SetLauchArea(ComVal.Area_Monster); duel.ResignEffect(e4, card, player); }