using System.Collections; using System.Collections.Generic; using System.Linq; // Elizamon namespace DCGO.CardEffects.BT21 { public class BT21_008 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); #region On Play if (timing == EffectTiming.OnEnterFieldAnyone) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Reveal top 3, Add Reptile/Dragonkin & 1 Liberator", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDiscription()); cardEffects.Add(activateClass); string EffectDiscription() => "[On Play] Reveal the top 3 cards of your deck. Add 1 card with the [Reptile]/[Dragonkin] trait and 1 card with the [LIBERATOR] trait among them to the hand. Return the rest to the bottom of the deck."; bool CanUseCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { if (CardEffectCommons.CanTriggerOnPlay(hashtable, card)) { return true; } } return false; } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { return true; } return false; } bool CanSelectCardCondition(CardSource cardSource, int searchOption) { if (searchOption == 1) { if (cardSource.EqualsTraits("Reptile")) { return true; } if (cardSource.EqualsTraits("Dragonkin")) { return true; } } if (searchOption == 2) { if (cardSource.EqualsTraits("LIBERATOR")) { return true; } } return false; } IEnumerator ActivateCoroutine(Hashtable hashtable) { yield return ContinuousController.instance.StartCoroutine(CardEffectCommons.SimplifiedRevealDeckTopCardsAndSelect( revealCount: 3, simplifiedSelectCardConditions: new SimplifiedSelectCardConditionClass[] { new SimplifiedSelectCardConditionClass( canTargetCondition: cardsource => CanSelectCardCondition(cardsource, 1), message: "Select 1 card with [Reptile] or [Dragonkin] in its traits.", mode: SelectCardEffect.Mode.AddHand, maxCount: 1, selectCardCoroutine: null), new SimplifiedSelectCardConditionClass( canTargetCondition: cardsource => CanSelectCardCondition(cardsource, 2), message: "Select 1 card with [LIBERATOR] in its traits.", mode: SelectCardEffect.Mode.AddHand, maxCount: 1, selectCardCoroutine: null), }, remainingCardsPlace: RemainingCardsPlace.DeckBottom, activateClass: activateClass )); } } #endregion #region Your Turn (ESS) if (timing == EffectTiming.OnLoseSecurity) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Gain 1 memory", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, 1, false, EffectDiscription()); activateClass.SetIsInheritedEffect(true); activateClass.SetHashString("GainMemory_BT21_008"); cardEffects.Add(activateClass); string EffectDiscription() => "[Your Turn] [Once Per Turn] When your opponent's security stack is removed from, gain 1 memory."; bool CanUseCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { if (CardEffectCommons.CanTriggerWhenLoseSecurity(hashtable, PlayerCondition)) { if (CardEffectCommons.IsOwnerTurn(card)) { return true; } } } return false; } bool CanActivateCondition(Hashtable hashtable) { if (CardEffectCommons.IsExistOnBattleAreaDigimon(card)) { return true; } return false; } bool PlayerCondition(Player player) { if (player == card.Owner.Enemy) { return true; } return false; } IEnumerator ActivateCoroutine(Hashtable hashtable) { yield return ContinuousController.instance.StartCoroutine(card.Owner.AddMemory(1, activateClass)); } } #endregion return cardEffects; } } }