示例#1
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);
    }
示例#2
0
    /// <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);
    }
示例#3
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);
    }
示例#4
0
    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);
    }
示例#5
0
    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);
    }
示例#6
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);
    }
示例#7
0
    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);
    }
示例#8
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        //检索
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_search | ComVal.category_toHand);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        e1.SetCode(ComVal.code_NotSpSummon | ComVal.code_SpecialSummon);
        e1.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch);
        e1.SetLauchArea(ComVal.Area_Monster);
        duel.ResignEffect(e1, card, player);

        //送去墓地
        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_toGrave);
        e2.SetCode(ComVal.code_NoCode);
        e2.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e2.SetLauchArea(ComVal.Area_Monster);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetOperation(Operation1);
        e2.SetLauchPhase(ComVal.Phase_Mainphase);
        duel.ResignEffect(e2, card, player);

        card.SetCardCountLimit(e1, e2, 1);
    }
示例#9
0
    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);
    }
示例#10
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetEffectID("50720316");
        e1.SetCategory(ComVal.category_search | ComVal.category_toHand);
        e1.SetCode(ComVal.code_ToGraveyard);
        e1.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        e1.SetLauchArea(ComVal.Area_Graveyard);
        duel.ResignEffect(e1, card, player);

        LauchEffect e2 = new LauchEffect();

        e2.SetEffectID("50720316");
        e2.SetCategory(ComVal.category_search | ComVal.category_toHand);
        e2.SetCode(ComVal.code_SpecialSummon);
        e2.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch);
        e2.SetCheckLauch(CheckLauch1);
        e2.SetOperation(Operation1);
        e2.SetLauchArea(ComVal.Area_Monster);
        duel.ResignEffect(e2, card, player);

        duel.ResignEffectLauchLimitCounter(player, "50720316", 1);
    }
示例#11
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_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);
    }
示例#12
0
    public void Operation(IDuel duel, Card card, LauchEffect effect, Group group = null)
    {
        AttackEvent e  = duel.GetCurAttackEvent();
        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_addAfkVal);

        if (e.Attacker.controller == card.controller)
        {
            e1.SetTarget(e.Attacker);
            e1.SetStateEffectVal(e.Attackeder.GetCurAfk());
        }
        else
        {
            e1.SetTarget(e.Attackeder);
            e1.SetStateEffectVal(e.Attacker.GetCurAfk());
        }

        e1.SetResetCode(ComVal.resetEvent_LeaveEndPhase, 0);
        duel.ResignEffect(e1, card, card.controller);
        duel.FinishHandle();
    }
示例#13
0
    public void Operation(IDuel duel, Card card, LauchEffect effect, Group group = null)
    {
        Card c = group.GetFirstCard();

        if (!card.curArea.IsBind(ComVal.Area_Monster) || !c.curArea.IsBind(ComVal.Area_Graveyard))
        {
            duel.FinishHandle();
            return;
        }

        normalDele d1 = delegate
        {
            StateEffect e1 = new StateEffect();
            e1.SetCardEffectType(ComVal.cardEffectType_equip | ComVal.cardEffectType_Single);
            e1.SetCategory(ComVal.category_equipCard);
            e1.SetEquipCard(card, c);
            e1.SetRangeArea(ComVal.Area_Trap);
            duel.ResignEffect(e1, c, card.controller);

            duel.FinishHandle();
        };

        duel.AddDelegate(d1, true);
        duel.EquipCardFromArea(ComVal.Area_Graveyard, c, card.controller, card, effect);
    }
示例#14
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        SpSummonEffect e1 = new SpSummonEffect();

        e1.SetPutType(0);
        e1.SetCheckLauch(CheckLauch);
        duel.ResignEffect(e1, card, player);
    }
示例#15
0
    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);
    }
示例#16
0
    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);
    }
示例#17
0
    private static void LimitPlayer(IDuel duel, Card card)
    {
        LimitPlayerEffect e1 = new LimitPlayerEffect();

        e1.SetCategory(ComVal.category_limitEffect | ComVal.category_limitTime);
        e1.SetLimitEffectType(ComVal.limitEffectType_unableSpSummon);
        e1.SetResetCode(ComVal.resetEvent_LeaveEndPhase, 0);
        e1.SetTargetType(TargetPlayerType.my);
        duel.ResignEffect(e1, card, card.controller);
    }
示例#18
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.SetCategory(ComVal.category_destroy);
        e1.SetLauchArea(ComVal.Area_Monster);
        e1.SetOperation(Operation);
        e1.SetCheckLauch(CheckLauch);
        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);
    }
示例#19
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_toGrave);
        e1.SetCardEffectType(ComVal.cardEffectType_chooseLauch);
        e1.SetCode(ComVal.code_NormalSummon);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        duel.ResignEffect(e1, card, player);
    }
示例#20
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetLauchArea(ComVal.Area_Trap);
        e1.SetCategory(ComVal.category_destroy | ComVal.category_remove);
        e1.SetCode(ComVal.code_NormalSummon | ComVal.code_SpecialSummon | ComVal.code_TurnBackSummon);
        e1.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch);
        e1.SetOperation(Operation);
        e1.SetCheckLauch(CheckLauch);
        duel.ResignEffect(e1, card, player);
    }
示例#21
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_destroy | ComVal.category_disCard);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        e1.SetCode(ComVal.code_TurnBack | ComVal.code_TurnBackSummon);
        e1.SetCardEffectType(ComVal.cardEffectType_mustLauch);
        e1.SetLauchArea(ComVal.Area_Monster);
        duel.ResignEffect(e1, card, player);
    }
示例#22
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LimitPlayerEffect e1 = e1 = new LimitPlayerEffect();

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

        LauchEffect e2 = new LauchEffect();

        e2.SetCategory(ComVal.category_remove);
        e2.SetLauchArea(ComVal.Area_Monster);
        e2.SetCode(ComVal.code_AddCardToHand);
        e2.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch);
        e2.SetOperation(Operation);
        e2.SetCheckLauch(CheckLauch);
        duel.ResignEffect(e2, card, player);
        card.SetCardCountLimit(e2, 1);
    }
示例#23
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        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_NormalTrap);
        e1.SetCheckLauch(CheckLauch);
        e1.SetOperation(Operation);
        duel.ResignEffect(e1, card, player);
    }
示例#24
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCategory(ComVal.category_toHand | ComVal.category_search);
        e1.SetCheckLauch(CheckLauch);
        e1.SetCode(ComVal.code_NoCode);
        e1.SetCardEffectType(ComVal.cardEffectType_normalLauch);
        e1.SetOperation(Operation);
        e1.SetLauchArea(ComVal.Area_Hand | ComVal.Area_Trap);
        duel.ResignEffect(e1, card, player);
    }
示例#25
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);
    }
示例#26
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        LauchEffect e1 = new LauchEffect();

        e1.SetCardEffectType(ComVal.cardEffectType_mustToChooseLauch);
        e1.SetCategory(ComVal.category_spSummon);
        e1.SetCheckLauch(CheckLauch);
        e1.SetCode(ComVal.code_NormalSummon);
        e1.SetLauchArea(ComVal.Area_Monster);
        e1.SetOperation(Operation);
        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);
    }
示例#27
0
    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);
    }
示例#28
0
    public void Operation(IDuel duel, Card card, LauchEffect effect, Group group = null)
    {
        LimitPlayerEffect e1 = new LimitPlayerEffect();

        e1.SetCategory(ComVal.category_limitEffect | ComVal.category_limitTime);
        e1.SetLimitEffectType(ComVal.limitEffectType_spSummonLimit);
        e1.SetResetCode(ComVal.resetEvent_LeaveEndPhase, 1);
        e1.SetTargetType(TargetPlayerType.other);
        e1.SetLimitEffectHandler(LimitEffectHandler);
        duel.ResignEffect(e1, card, card.controller);

        duel.FinishHandle();
    }
示例#29
0
    public void InitialEffect(Card card, Player player, IDuel duel)
    {
        card.SetMaterialFilter2(F1, F2);

        LauchEffect e1 = new LauchEffect();

        e1.SetCardEffectType(ComVal.cardEffectType_mustLauch);
        e1.SetCheckLauch(CheckLauch);
        e1.SetCode(ComVal.code_ToGraveyard);
        e1.SetLauchArea(ComVal.Area_Monster);
        e1.SetOperation(Operation);
        duel.ResignEffect(e1, card, player);
    }
示例#30
0
    public void Operation(IDuel duel, Card card, LauchEffect effect, Group group = null)
    {
        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_ChangeAttack);
        e1.SetTarget(card);
        e1.SetStateEffectVal(4000);
        e1.SetResetCode(ComVal.resetEvent_LeaveEndPhase, 1);
        duel.ResignEffect(e1, card, card.controller);
        duel.FinishHandle();
    }