--战争吼叫 function c33700912.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCategory(CATEGORY_DAMAGE+CATEGORY_DRAW) e1:SetCondition(c33700912.condition) e1:SetTarget(c33700912.target) e1:SetOperation(c33700912.activate) c:RegisterEffect(e1) end function c33700912.condition(e,tp,eg,ep,ev,re,r,rp) return Duel.GetCurrentPhase()==PHASE_MAIN1 and not Duel.CheckPhaseActivity() end function c33700912.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsPlayerCanDraw(tp,2) end Duel.SetTargetPlayer(tp) Duel.SetTargetParam(2) Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,2) Duel.SetOperationInfo(0,CATEGORY_DAMAGE,nil,0,tp,3000) end function c33700912.activate(e,tp,eg,ep,ev,re,r,rp) local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM) if Duel.Damage(tp,3000,REASON_EFFECT)>0 then Duel.Draw(p,d,REASON_EFFECT) end Duel.BreakEffect() Duel.SkipPhase(tp,PHASE_MAIN1,RESET_PHASE+PHASE_END,1) local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_FIELD) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetTargetRange(1,0) e1:SetCode(EFFECT_CANNOT_BP) e1:SetReset(RESET_PHASE+PHASE_END) Duel.RegisterEffect(e1,tp) end