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@@ -89,7 +89,7 @@ public class EX5_043 : CEntity_Effect
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IEnumerator ActivateCoroutine(Hashtable _hashtable)
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IEnumerator ActivateCoroutine(Hashtable _hashtable)
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{
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{
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- #region �o��R�X�g-
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+ #region Reduce Cost Effect
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ChangeCostClass changeCostClass = new ChangeCostClass();
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ChangeCostClass changeCostClass = new ChangeCostClass();
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changeCostClass.SetUpICardEffect("Reduce Play Cost", CanUseCondition1, card);
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changeCostClass.SetUpICardEffect("Reduce Play Cost", CanUseCondition1, card);
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changeCostClass.SetUpChangeCostClass(changeCostFunc: ChangeCost, cardSourceCondition: CardSourceCondition, rootCondition: RootCondition, isUpDown: isUpDown, isCheckAvailability: () => false, isChangePayingCost: () => true);
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changeCostClass.SetUpChangeCostClass(changeCostFunc: ChangeCost, cardSourceCondition: CardSourceCondition, rootCondition: RootCondition, isUpDown: isUpDown, isCheckAvailability: () => false, isChangePayingCost: () => true);
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@@ -217,7 +217,7 @@ public class EX5_043 : CEntity_Effect
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activateETB: true));
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activateETB: true));
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}
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}
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- #region �o��R�X�g-����
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+ #region Remove Reduce Cost Effect
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card.Owner.UntilCalculateFixedCostEffect.Remove(getCardEffect);
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card.Owner.UntilCalculateFixedCostEffect.Remove(getCardEffect);
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#endregion
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#endregion
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}
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}
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@@ -263,7 +263,7 @@ public class EX5_043 : CEntity_Effect
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{
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{
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bool canPlay = false;
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bool canPlay = false;
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- #region �o��R�X�g-
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+ #region Reduce Cost Effect
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ChangeCostClass changeCostClass = new ChangeCostClass();
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ChangeCostClass changeCostClass = new ChangeCostClass();
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changeCostClass.SetUpICardEffect("Reduce Play Cost", CanUseCondition1, card);
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changeCostClass.SetUpICardEffect("Reduce Play Cost", CanUseCondition1, card);
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changeCostClass.SetUpChangeCostClass(changeCostFunc: ChangeCost, cardSourceCondition: CardSourceCondition, rootCondition: RootCondition, isUpDown: isUpDown, isCheckAvailability: () => true, isChangePayingCost: () => true);
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changeCostClass.SetUpChangeCostClass(changeCostFunc: ChangeCost, cardSourceCondition: CardSourceCondition, rootCondition: RootCondition, isUpDown: isUpDown, isCheckAvailability: () => true, isChangePayingCost: () => true);
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@@ -354,7 +354,7 @@ public class EX5_043 : CEntity_Effect
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canPlay = true;
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canPlay = true;
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}
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}
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- #region �o��R�X�g-����
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+ #region Remove Reduce Cost Effect
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card.Owner.UntilCalculateFixedCostEffect.Remove(getCardEffect);
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card.Owner.UntilCalculateFixedCostEffect.Remove(getCardEffect);
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#endregion
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#endregion
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@@ -369,7 +369,7 @@ public class EX5_043 : CEntity_Effect
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IEnumerator ActivateCoroutine(Hashtable _hashtable)
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IEnumerator ActivateCoroutine(Hashtable _hashtable)
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{
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{
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- #region �o��R�X�g-
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+ #region Reduce Cost Effect
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ChangeCostClass changeCostClass = new ChangeCostClass();
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ChangeCostClass changeCostClass = new ChangeCostClass();
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changeCostClass.SetUpICardEffect("Reduce Play Cost", CanUseCondition1, card);
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changeCostClass.SetUpICardEffect("Reduce Play Cost", CanUseCondition1, card);
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changeCostClass.SetUpChangeCostClass(changeCostFunc: ChangeCost, cardSourceCondition: CardSourceCondition, rootCondition: RootCondition, isUpDown: isUpDown, isCheckAvailability: () => false, isChangePayingCost: () => true);
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changeCostClass.SetUpChangeCostClass(changeCostFunc: ChangeCost, cardSourceCondition: CardSourceCondition, rootCondition: RootCondition, isUpDown: isUpDown, isCheckAvailability: () => false, isChangePayingCost: () => true);
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@@ -497,7 +497,7 @@ public class EX5_043 : CEntity_Effect
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activateETB: true));
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activateETB: true));
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}
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}
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- #region �o��R�X�g-����
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+ #region Remove Reduce Cost Effect
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card.Owner.UntilCalculateFixedCostEffect.Remove(getCardEffect);
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card.Owner.UntilCalculateFixedCostEffect.Remove(getCardEffect);
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#endregion
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#endregion
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}
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}
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@@ -513,7 +513,7 @@ public class EX5_043 : CEntity_Effect
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string EffectDiscription()
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string EffectDiscription()
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{
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{
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- return "[Your Turn] [Once Per Turn] When one of your Digimon is played, you may return 1 of your opponent�'s 5000 DP or lower Digimon to the hand. For each of your other Digimon, add 3000 to the maximum DP this effect can choose.";
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+ return "[Your Turn] [Once Per Turn] When one of your Digimon is played, you may return 1 of your opponent's 5000 DP or lower Digimon to the hand. For each of your other Digimon, add 3000 to the maximum DP this effect can choose.";
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}
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}
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int maxDP()
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int maxDP()
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