Red-Eyes Mars Dragon
- Card ID:
120306034 - Format: Rush Duel
- Script:
Rush/Scripts/c120306034.lua
Stats
| Field | Value |
|---|---|
| Type | 0x21 |
| ATK | 1800 |
| DEF | 1200 |
| Level/Rank/Link | 0x6 |
| Race | 0x2000 |
| Attribute | 0x20 |
| Category | 0x100 |
Card Text
text
This card's name becomes "Red-Eyes Black Dragon" while in the hand or Graveyard.
[REQUIREMENT]
Send the top card of your Deck to the Graveyard.
[EFFECT]
This turn, this card's name becomes "Red-Eyes Black Dragon". Then, if you have a Legend Normal Monster in your Graveyard, you can draw 1 card. You can only activate up to 2 "Inferno Fire Blast" until the end of this turn.Detected API Calls
Auxiliary.StringidCard.IsCodeCard.IsFaceupCard.IsRelateToEffectCard.IsTypeCard.RegisterEffectDuel.GetFlagEffectDuel.IsExistingMatchingCardDuel.RegisterEffectDuel.RegisterFlagEffectEffect.CreateEffectEffect.GetHandlerEffect.IsHasTypeEffect.SetCodeEffect.SetConditionEffect.SetCostEffect.SetDescriptionEffect.SetOperationEffect.SetRangeEffect.SetResetEffect.SetTypeRushDuel.AddCodeListRushDuel.AddTurnFlagCounterRushDuel.CanDrawRushDuel.ChangeCodeRushDuel.CostSendDeckTopToGraveRushDuel.CreateCannotActivateEffectRushDuel.EnableChangeCodeRushDuel.GetTurnFlagCounterRushDuel.IsCanChangeCodeRushDuel.IsLegendCard
Script
lua
local cm,m=GetID()
local list={120125001,120125003}
cm.name="真红眼火龙"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Change Code
RD.EnableChangeCode(c,list[1],LOCATION_HAND+LOCATION_GRAVE)
--Change Code
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetRange(LOCATION_MZONE)
e1:SetCondition(cm.condition)
e1:SetCost(cm.cost)
e1:SetOperation(cm.operation)
c:RegisterEffect(e1)
end
--Change Code
function cm.exfilter(c)
return RD.IsLegendCard(c) and c:IsType(TYPE_NORMAL)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return RD.IsCanChangeCode(e:GetHandler(),list[1])
end
cm.cost=RD.CostSendDeckTopToGrave(1)
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:IsFaceup() and c:IsRelateToEffect(e) then
RD.ChangeCode(e,c,list[1],RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END)
if Duel.IsExistingMatchingCard(cm.exfilter,tp,LOCATION_GRAVE,0,1,nil) then
RD.CanDraw(aux.Stringid(m,2),tp,1)
end
end
if Duel.GetFlagEffect(tp,m)~=0 then return end
local e1=Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_FIELD)
e1:SetCode(EVENT_CHAINING)
e1:SetOperation(cm.count)
e1:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e1,tp)
RD.CreateCannotActivateEffect(e,aux.Stringid(m,2),cm.aclimit,tp,1,0,RESET_PHASE+PHASE_END)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1,0)
end
function cm.count(e,tp,eg,ep,ev,re,r,rp)
if ep==tp and re:IsHasType(EFFECT_TYPE_ACTIVATE) and re:GetHandler():IsCode(list[2]) then
RD.AddTurnFlagCounter(tp,m)
end
end
function cm.aclimit(e,re,tp)
if RD.GetTurnFlagCounter(tp,m)<2 then return false end
local tc=re:GetHandler()
return re:IsHasType(EFFECT_TYPE_ACTIVATE) and tc:IsCode(list[2])
end