using System.Collections; using System.Collections.Generic; // FunBeemon namespace DCGO.CardEffects.EX11 { public class EX11_025 : CEntity_Effect { public override List CardEffects(EffectTiming timing, CardSource card) { List cardEffects = new List(); #region Alternative Digivolution Condition if (timing == EffectTiming.None) { bool PermanentCondition(Permanent targetPermanent) { return targetPermanent.TopCard.IsLevel2 && targetPermanent.TopCard.HasRoyalBaseTraits; } cardEffects.Add(CardEffectFactory.AddSelfDigivolutionRequirementStaticEffect( permanentCondition: PermanentCondition, digivolutionCost: 0, ignoreDigivolutionRequirement: false, card: card, condition: null) ); } #endregion Alternative Digivolution Condition #region All Turns - Security if (timing == EffectTiming.None) { bool Condition() { return CardEffectCommons.IsExistInSecurity(card, false) && CardEffectCommons.IsOpponentTurn(card); } bool PermanentCondition(Permanent permanent) { return CardEffectCommons.IsPermanentExistsOnOwnerBattleAreaDigimon(permanent, card) && permanent.TopCard.EqualsTraits("Royal Base"); } cardEffects.Add(CardEffectFactory.RebootStaticEffect(permanentCondition: PermanentCondition, isInheritedEffect: false, card: card, Condition)); } #endregion #region Start of Your Main Phase if (timing == EffectTiming.OnStartMainPhase) { ActivateClass activateClass = new ActivateClass(); activateClass.SetUpICardEffect("Add top face down security to hand. Place [Royal Base] face up to bottom of security.", CanUseCondition, card); activateClass.SetUpActivateClass(CanActivateCondition, ActivateCoroutine, -1, false, EffectDescription()); cardEffects.Add(activateClass); string EffectDescription() { return "[Start of Your Main Phase] Add your top face-down security card to the hand. Then, you may place 1 [Royal Base] trait Digimon card from your hand face up as the bottom security card."; } bool CanUseCondition(Hashtable hashtable) { return CardEffectCommons.IsExistOnBattleArea(card) && CardEffectCommons.IsOwnerTurn(card); } bool CanActivateCondition(Hashtable hashtable) { return CardEffectCommons.IsExistOnBattleArea(card); } bool IsRoyalBaseDigimon(CardSource cardSource) { return cardSource.IsDigimon && cardSource.EqualsTraits("Royal Base"); } IEnumerator ActivateCoroutine(Hashtable hashtable) { foreach (CardSource source in card.Owner.SecurityCards) { if (!source.IsFlipped) continue; yield return ContinuousController.instance.StartCoroutine( CardObjectController.AddHandCards(new List() { source }, false, activateClass)); yield return ContinuousController.instance.StartCoroutine(new IReduceSecurity( player: card.Owner, refSkillInfos: ref ContinuousController.instance.nullSkillInfos, activateClass).ReduceSecurity()); break; } if (CardEffectCommons.HasMatchConditionOwnersHand(card, IsRoyalBaseDigimon) && card.Owner.CanAddSecurity(activateClass)) { SelectHandEffect selectHandEffect = GManager.instance.GetComponent(); selectHandEffect.SetUp( selectPlayer: card.Owner, canTargetCondition: IsRoyalBaseDigimon, canTargetCondition_ByPreSelecetedList: null, canEndSelectCondition: null, maxCount: 1, canNoSelect: true, canEndNotMax: false, isShowOpponent: true, selectCardCoroutine: null, afterSelectCardCoroutine: null, mode: SelectHandEffect.Mode.PutSecurityBottom, cardEffect: activateClass); selectHandEffect.SetIsFaceup(); yield return StartCoroutine(selectHandEffect.Activate()); } } } #endregion #region ESS if (timing == EffectTiming.None) { bool Condition() { return CardEffectCommons.IsExistOnBattleArea(card); } cardEffects.Add(CardEffectFactory.ChangeSelfDPStaticEffect(changeValue: 1000, isInheritedEffect: true, card: card, condition: Condition)); } #endregion return cardEffects; } } }