@@ -530,7 +539,7 @@ function cm.ALCYakuNew(c,code,cf,loc,t)
e3:SetCondition(cm.ALCYakuActCondition)
c:RegisterEffect(e3)
end
function cm.ALCReload(e,tp)
--[[function cm.ALCReload(e,tp)
aux.AddFusionProcCode2=_tmp
aux.AddFusionProcCode2FunRep=_tmp_1
aux.AddFusionProcCode3=_tmp_2
...
...
@@ -757,7 +766,7 @@ function aux.AddFusionProcShaddoll(c,att)
ccodem.fst=2
end
return _tmp_1_4(c,att)
end
end--]]
functioncm.NALCTtg(code,loc,t)
return
function(e,tp,eg,ep,ev,re,r,rp,chk)
...
...
@@ -790,15 +799,17 @@ function cm.NALCTac(code,cf,t)
e1:SetReset(RESET_EVENT+0x7e0000)
c:RegisterEffect(e1)
localchkf=tp
local ft=Duel.GetLocationCount(tp,LOCATION_SZONE)
local mtf=function(c,e,tp)return bit.band(c:GetOriginalType(),TYPE_TRAP)~=0 and c:IsType(TYPE_MONSTER) and c:CheckUniqueOnField(tp) and not c:IsForbidden() and not c:IsImmuneToEffect(e)end
local fuf=function(c,e,tp,m,f,chkf,ft)
return c:IsType(TYPE_FUSION) and (not f or f(c)) and c:IsCanBeSpecialSummoned(e,SUMMON_TYPE_FUSION,tp,false,false) and c:CheckFusionMaterial(m,nil,chkf) and (not c.fst or ft>=c.fst)
end
local zck=function(g,c,chkf,ft)return c:CheckFusionMaterial(g,nil,chkf) and ft>=#g end
local mg1=Duel.GetFusionMaterial(tp):Filter(Card.IsOnField,nil):Filter(mtf,nil,e,tp)
if #mg1==0 then return end
local sg1=Duel.GetMatchingGroup(fuf,tp,LOCATION_EXTRA,0,nil,e,tp,mg1,nil,chkf,ft)
local g=Duel.GetMatchingGroup(function(c)return c:IsOriginalCodeRule(46173679) and c:GetActivateEffect()end,0,LOCATION_HAND+LOCATION_DECK+LOCATION_GRAVE,LOCATION_HAND+LOCATION_DECK+LOCATION_GRAVE,nil)
for tc in aux.Next(g) do
local le={tc:GetActivateEffect()}
for _,v in pairs(le) do
if v:GetRange()&0x10a~=0 and not SNNM.IsInTable(v,s.OAe) then
local le={Duel.IsPlayerAffectedByEffect(tp,EFFECT_CANNOT_SUMMON)}
for _,v in pairs(le) do
if v:GetOwner()==e:GetOwner() then
local tg=v:GetTarget() or aux.TRUE
if tg(v,tc,tp,SUMMON_TYPE_ADVANCE,POS_FACEUP,tp,e) then v:SetTarget(s.chtg(tg,tc)) end
end
end
if not (tc:IsAbleToHand() or tc:IsSummonable(true,nil,1) or c:IsMSetable(true,nil,1)) or not Duel.IsExistingMatchingCard(Card.IsDiscardable,tp,LOCATION_HAND,0,1,tc,REASON_EFFECT) or not Duel.SelectYesNo(tp,aux.Stringid(id,2)) then return end
if Duel.DiscardHand(tp,Card.IsDiscardable,1,1,REASON_EFFECT+REASON_DISCARD,tc)==0 then return end
if not tc:IsLocation(LOCATION_HAND) then Duel.SendtoHand(tc,nil,REASON_EFFECT) else
local s1=tc:IsSummonable(true,nil,1)
local s2=tc:IsMSetable(true,nil,1)
if (s1 and s2 and Duel.SelectPosition(tp,tc,POS_FACEUP_ATTACK+POS_FACEDOWN_DEFENSE)==POS_FACEUP_ATTACK) or not s2 then