--超自研的慵懒 function c33701080.initial_effect(c) --activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetHintTiming(0,TIMING_END_PHASE) c:RegisterEffect(e1) --cannot attack local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD) e2:SetCode(EFFECT_CANNOT_ATTACK) e2:SetRange(LOCATION_SZONE) e2:SetTargetRange(LOCATION_MZONE,0) e2:SetTarget(c33701080.atktarget) c:RegisterEffect(e2) --atk up local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(33701080,1)) e2:SetCategory(CATEGORY_ATKCHANGE) e2:SetType(EFFECT_TYPE_QUICK_O) e2:SetCode(EVENT_FREE_CHAIN) e2:SetRange(LOCATION_SZONE) e2:SetProperty(EFFECT_FLAG_DAMAGE_STEP) e2:SetHintTiming(TIMING_DAMAGE_STEP) e2:SetCondition(c33701080.atkcon) e2:SetCost(c33701080.atkcost) e2:SetOperation(c33701080.atkop) c:RegisterEffect(e2) end function c33701080.atktarget(e,c) return not (c:IsLevel(5) or c:IsRank(5))and c:IsAttribute(ATTRIBUTE_EARTH) end function c33701080.atkcon(e,tp,eg,ep,ev,re,r,rp) local phase=Duel.GetCurrentPhase() if phase~=PHASE_DAMAGE or Duel.IsDamageCalculated() then return false end local tc=Duel.GetAttackTarget() if not tc then return false end if tc:IsControler(1-tp) then tc=Duel.GetAttacker() end e:SetLabelObject(tc) return tc:IsFaceup() and (tc:IsLevel(5) or tc:IsRank(5)) and tc:IsAttribute(ATTRIBUTE_EARTH) and tc:IsRelateToBattle() end function c33701080.atkcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():IsAbleToHandAsCost() end Duel.SendtoHand(e:GetHandler(),nil,2,REASON_COST) end function c33701080.atkop(e,tp,eg,ep,ev,re,r,rp) local c=Duel.GetAttacker() local tc=Duel.GetAttackTarget() if not c:IsRelateToBattle() or not tc:IsRelateToBattle() then return end if tc:IsRelateToBattle() then Duel.SendtoGrave(tc,REASON_EFFECT) end end