using System.Collections; using System.Collections.Generic; namespace DCGO.CardEffects { public class #SCRIPTNAME# : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); if (timing == EffectTiming.None) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, true, EffectDiscription()); cardEffects.Add(activateClass); string EffectDiscription() { return ""; } bool CanUseCondition(Hashtable hashtable) { return true; } bool CanActivateCondition(Hashtable hashtable) { return true; } IEnumerator ActivateCoroutine(Hashtable hashtable) { yield return null; } } return cardEffects; } } }