--坠天的希望 function c33700930.initial_effect(c) --activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) local e3=Effect.CreateEffect(c) e3:SetCategory(CATEGORY_TOGRAVE+CATEGORY_DRAW) e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F) e3:SetCode(EVENT_PHASE+PHASE_END) e3:SetRange(LOCATION_SZONE) e3:SetCountLimit(1) e3:SetCondition(function(e,tp) return Duel.GetTurnPlayer()==tp end) e3:SetOperation(c33700930.aop) c:RegisterEffect(e3) end function c33700930.aop(e,tp) local c=e:GetHandler() if not c:IsRelateToEffect(e) then return end local ct=Duel.GetMatchingGroupCount(c33700930.cfilter,tp,LOCATION_ONFIELD,0,nil) if ct>=3 then Duel.SendtoGrave(c,REASON_EFFECT) end if ct<=2 then local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD) e2:SetCode(EFFECT_INDESTRUCTABLE_BATTLE) e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE) e2:SetTargetRange(LOCATION_MZONE,0) e2:SetReset(RESET_PHASE+PHASE_STANDBY+RESET_SELF_TURN) e2:SetValue(1) Duel.RegisterEffect(e2,tp) end if ct<=1 then local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD) e2:SetCode(EFFECT_INDESTRUCTABLE_BATTLE) e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE) e2:SetTargetRange(LOCATION_ONFIELD,0) e2:SetReset(RESET_PHASE+PHASE_STANDBY+RESET_SELF_TURN) e2:SetValue(1) Duel.RegisterEffect(e2,tp) local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_CHANGE_DAMAGE) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetTargetRange(1,0) e1:SetValue(0) e1:SetOwnerPlayer(tp) e1:SetLabel(Duel.GetTurnCount()) e1:SetCondition(function(e) return Duel.GetFieldGroupCount(e:GetOwnerPlayer(),LOCATION_HAND,0)