Commit b0e8c396 authored by salix5's avatar salix5

STATUS_FLIP_SUMMON_TURN

Now flip summoned monsters will have STATUS_FLIP_SUMMON_TURN instead of STATUS_SUMMON_TURN.
parent 0ec807c2
......@@ -1858,7 +1858,7 @@ int32 card::get_set_tribute_count() {
return min + (max << 16);
}
int32 card::is_can_be_flip_summoned(uint8 playerid) {
if(is_status(STATUS_SUMMON_TURN) || is_status(STATUS_FORM_CHANGED))
if(is_status(STATUS_SUMMON_TURN) || is_status(STATUS_FLIP_SUMMON_TURN) || is_status(STATUS_FORM_CHANGED))
return FALSE;
if(announce_count > 0)
return FALSE;
......@@ -2304,7 +2304,7 @@ int32 card::is_capable_attack_announce(uint8 playerid) {
return TRUE;
}
int32 card::is_capable_change_position(uint8 playerid) {
if(is_status(STATUS_SUMMON_TURN) || is_status(STATUS_FORM_CHANGED))
if(is_status(STATUS_SUMMON_TURN) || is_status(STATUS_FLIP_SUMMON_TURN) || is_status(STATUS_FORM_CHANGED))
return FALSE;
if(announce_count > 0)
return FALSE;
......
......@@ -400,6 +400,7 @@ public:
#define STATUS_IS_PUBLIC 0x4000000
#define STATUS_ACT_FROM_HAND 0x8000000
#define STATUS_OPPO_BATTLE 0x10000000
#define STATUS_FLIP_SUMMON_TURN 0x20000000
//Counter
#define COUNTER_NEED_PERMIT 0x1000
#define COUNTER_NEED_ENABLE 0x2000
......
......@@ -1564,7 +1564,7 @@ int32 field::flip_summon(uint16 step, uint8 sumplayer, card * target) {
target->enable_field_effect(TRUE);
if(target->is_status(STATUS_DISABLED))
target->reset(RESET_DISABLE, RESET_EVENT);
target->set_status(STATUS_SUMMON_TURN, TRUE);
target->set_status(STATUS_FLIP_SUMMON_TURN, TRUE);
return FALSE;
}
case 4: {
......@@ -3528,6 +3528,7 @@ int32 field::move_to_field(uint16 step, card * target, uint32 enable, uint32 ret
} else {
if(target->turnid != infos.turn_id) {
target->set_status(STATUS_SUMMON_TURN, FALSE);
target->set_status(STATUS_FLIP_SUMMON_TURN, FALSE);
target->set_status(STATUS_SET_TURN, FALSE);
target->set_status(STATUS_FORM_CHANGED, FALSE);
target->set_status(STATUS_ATTACKED, FALSE);
......
......@@ -4054,6 +4054,7 @@ int32 field::process_turn(uint16 step, uint8 turn_player) {
if(!pcard)
continue;
pcard->set_status(STATUS_SUMMON_TURN, FALSE);
pcard->set_status(STATUS_FLIP_SUMMON_TURN, FALSE);
pcard->set_status(STATUS_SET_TURN, FALSE);
pcard->set_status(STATUS_FORM_CHANGED, FALSE);
pcard->set_status(STATUS_ATTACKED, FALSE);
......
......@@ -56,7 +56,6 @@ function c56460688.retop(e,tp,eg,ep,ev,re,r,rp)
while tc do
if tc:GetFlagEffect(56460688)>0 then
Duel.ReturnToField(tc)
tc:SetStatus(STATUS_SUMMON_TURN+STATUS_FORM_CHANGED,false)
end
tc=g:GetNext()
end
......
......@@ -10,5 +10,5 @@ function c59380081.initial_effect(c)
c:RegisterEffect(e1)
end
function c59380081.target(e,c)
return c:IsStatus(STATUS_SUMMON_TURN)
return c:IsStatus(STATUS_SUMMON_TURN+STATUS_FLIP_SUMMON_TURN)
end
......@@ -24,5 +24,5 @@ function c69296555.target(e,tp,eg,ep,ev,re,r,rp,chk)
e:GetHandler():SetHint(CHINT_RACE,rc)
end
function c69296555.atktg(e,c)
return c:IsStatus(STATUS_SUMMON_TURN) and c:IsRace(e:GetLabel())
return c:IsStatus(STATUS_SUMMON_TURN+STATUS_FLIP_SUMMON_TURN) and c:IsRace(e:GetLabel())
end
......@@ -87,7 +87,6 @@ function c93717133.retop(e,tp,eg,ep,ev,re,r,rp)
e1:SetValue(e:GetLabel()*500)
e:GetOwner():RegisterEffect(e1)
end
tc:SetStatus(STATUS_SUMMON_TURN+STATUS_FORM_CHANGED,false)
tc=sg:GetNext()
end
end
......@@ -15,5 +15,5 @@ function c95220856.initial_effect(c)
c:RegisterEffect(e2)
end
function c95220856.target(e,c)
return c:IsStatus(STATUS_SUMMON_TURN)
return c:IsStatus(STATUS_SUMMON_TURN+STATUS_FLIP_SUMMON_TURN)
end
......@@ -134,7 +134,7 @@ STATUS_ATTACKED =0x0080 --攻击过
STATUS_FORM_CHANGED =0x0100 --改变过表示形式
STATUS_SUMMONING =0x0200 --召唤中
STATUS_EFFECT_ENABLED =0x0400 --效果有效
STATUS_SUMMON_TURN =0x0800 --在本回合進場
STATUS_SUMMON_TURN =0x0800 --在本回合召喚/SET/特殊召喚
STATUS_DESTROY_CONFIRMED =0x1000 --破坏确定
STATUS_LEAVE_CONFIRMED =0x2000 --离开确定
STATUS_BATTLE_DESTROYED =0x4000 --战斗破坏确定
......@@ -152,6 +152,7 @@ STATUS_CONTINUOUS_POS =0x2000000 --连续变更表示形式?
STATUS_IS_PUBLIC =0x4000000 --公开展示
STATUS_ACT_FROM_HAND =0x8000000 --從手牌发动
STATUS_OPPO_BATTLE =0x10000000 --和對手的怪兽戰鬥
STATUS_FLIP_SUMMON_TURN =0x20000000 --在本回合反转召唤
--Assume
ASSUME_CODE =1
ASSUME_TYPE =2
......
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