Commit 14515cb1 authored by Satty's avatar Satty

fix

parent d3283871
Pipeline #39131 failed with stages
in 8 minutes and 12 seconds
......@@ -24,7 +24,7 @@ function cm.initial_effect(c)
c:RegisterEffect(e1)
end
function cm.spcfilter(c)
return c:IsRace(RACE_INSECT) and c:IsAbleToDeckOrExtraAsCost()
return c:IsRace(RACE_INSECT) and c:IsAbleToDeckOrExtraAsCost() and c:IsFaceup()
end
function cm.spcon(e,c)
if c==nil then return true end
......@@ -35,7 +35,6 @@ end
function cm.spop(e,tp,eg,ep,ev,re,r,rp,c)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK)
local g=Duel.SelectMatchingCard(tp,cm.spcfilter,tp,LOCATION_GRAVE+LOCATION_REMOVED,0,1,2,c)
Duel.ConfirmCards(1-tp,g)
Duel.ConfirmCards(tp,g)
Duel.HintSelection(g)
Duel.SendtoDeck(g,nil,2,REASON_COST)
end
\ No newline at end of file
......@@ -59,7 +59,7 @@ function cm.sfilter(c)
return c:IsSummonable(true,nil,1) and c:IsSetCard(0xcc5)
end
function cm.con(e,tp)
return (Duel.GetCurrentPhase()==PHASE_MAIN1 and Duel.GetCurrentPhase()==PHASE_MAIN2) and Duel.IsExistingMatchingCard(cm.sfilter,tp,LOCATION_HAND,0,1,nil)
return (Duel.GetCurrentPhase()==PHASE_MAIN1 or Duel.GetCurrentPhase()==PHASE_MAIN2) and Duel.IsExistingMatchingCard(cm.sfilter,tp,LOCATION_HAND,0,1,nil)
end
function cm.op1(e,tp)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SUMMON)
......
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......@@ -124,9 +124,9 @@ fucs.cod = {
RE = EVENT_REMOVE ,
MO = EVENT_MOVE ,
--召唤
PS = EVENT_SUMMON , --召唤之际(怪兽还没上场、神宣等时点)
PSP = EVENT_SPSUMMON , --特殊召唤之际
PFS = EVENT_FLIP_SUMMON , --翻转召唤之际
PS = EVENT_SUMMON , --召唤之际(怪兽还没上场、神宣等时点)
PSP = EVENT_SPSUMMON , --特殊召唤之际
PFS = EVENT_FLIP_SUMMON , --翻转召唤之际
S = EVENT_SUMMON_SUCCESS , --通常召唤成功时
SP = EVENT_SPSUMMON_SUCCESS , --特殊召唤成功时
FS = EVENT_FLIP_SUMMON_SUCCESS , --翻转召唤成功时
......@@ -150,30 +150,30 @@ fucs.cod = {
NEGS = EVENT_SUMMON_NEGATED , --召唤被无效时
NEGFS = EVENT_FLIP_SUMMON_NEGATED , --反转召唤被无效时
NEGSP = EVENT_SPSUMMON_NEGATED , --特殊召唤被无效时
NEGATK = EVENT_ATTACK_DISABLED , --攻击无效时(翻倍机会)
--连锁
CH = EVENT_CHAINING , --效果发动时
CHED= EVENT_CHAIN_SOLVED , --连锁处理结束时
----组合时点
PHS = EVENT_PHASE_START ,
--攻击
ATK = EVENT_ATTACK_ANNOUNCE , --攻击宣言时
BATK= EVENT_BE_BATTLE_TARGET , --被选为攻击对象时
--需组合 阶段时点
PH = EVENT_PHASE , --阶段结束时
PHS = EVENT_PHASE_START , --阶段开始时
--[[
EVENT_CHAIN_SOLVING =1020 --连锁处理开始时(EVENT_CHAIN_ACTIVATING之後)
EVENT_CHAIN_ACTIVATING =1021 --连锁处理准备中
EVENT_CHAIN_ACTIVATED =1023 --N/A
EVENT_CHAIN_NEGATED =1024 --连锁发动无效时(EVENT_CHAIN_ACTIVATING之後)
EVENT_CHAIN_DISABLED =1025 --连锁效果无效时
EVENT_CHAIN_END =1026 --连锁串结束时
EVENT_BECOME_TARGET =1028 --成为效果对象时
EVENT_BREAK_EFFECT =1050 --Duel.BreakEffect()被调用时
EVENT_MSET =1106 --放置怪兽时
EVENT_SSET =1107 --放置魔陷时
EVENT_DRAW =1110 --抽卡时
EVENT_DAMAGE =1111 --造成战斗/效果伤害时
EVENT_RECOVER =1112 --回复生命值时
EVENT_PREDRAW =1113 --抽卡阶段通常抽卡前
EVENT_CONTROL_CHANGED =1120 --控制权变更
EVENT_EQUIP =1121 --装备卡装备时
EVENT_ATTACK_ANNOUNCE =1130 --攻击宣言时
EVENT_BE_BATTLE_TARGET =1131 --被选为攻击对象时
EVENT_BATTLE_START =1132 --伤害步骤开始时(反转前)
EVENT_BATTLE_CONFIRM =1133 --伤害计算前(反转後)
EVENT_PRE_DAMAGE_CALCULATE =1134 --伤害计算时(羽斬)
......@@ -184,7 +184,6 @@ EVENT_BATTLED =1138 --伤害计算后(异女、同反转效果时点)
EVENT_BATTLE_DESTROYING =1139 --以战斗破坏怪兽送去墓地时(BF-苍炎之修罗)
EVENT_BATTLE_DESTROYED =1140 --被战斗破坏送去墓地时(杀人番茄等)
EVENT_DAMAGE_STEP_END =1141 --伤害步骤结束时
EVENT_ATTACK_DISABLED =1142 --攻击无效时(翻倍机会)
EVENT_BATTLE_DAMAGE =1143 --造成战斗伤害时
EVENT_TOSS_DICE =1150 --掷骰子的结果产生后
EVENT_TOSS_COIN =1151 --抛硬币的结果产生后
......@@ -194,8 +193,6 @@ EVENT_LEVEL_UP =1200 --等级上升时
EVENT_PAY_LPCOST =1201 --支付生命值时
EVENT_RETURN_TO_GRAVE =1203 --回到墓地时
EVENT_TURN_END =1210 --回合结束时
EVENT_PHASE =0x1000 --阶段结束时
EVENT_PHASE_START =0x2000 --阶段开始时
EVENT_ADD_COUNTER =0x10000 --增加指示物时
EVENT_REMOVE_COUNTER =0x20000 --去除指示物时(A指示物),Card.RemoveCounter()必須手動觸發此事件
--]]
......@@ -219,7 +216,7 @@ fucs.pro = {
CAL = EFFECT_FLAG_DAMAGE_CAL , --可以在伤害计算时发动
OP = EFFECT_FLAG_EVENT_PLAYER , --发动/处理效果的玩家为触发事件的玩家而不是卡片的持有者,如仪式魔人,万魔殿
NR = EFFECT_FLAG_NO_TURN_RESET , --发条等“这张卡在场上只能发动一次”的效果
OE = 0x40400 , --EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE(out effect)
OE = 0x40400 , --EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE(out effect)
}
--Location Variable
fucs.ran = {
......@@ -237,13 +234,19 @@ fucs.ran = {
["P"] = LOCATION_PZONE ,
["A"] = 0xff
}
--Countlimit Variable
fucs.ctl = {
O = EFFECT_COUNT_CODE_OATH,
D = EFFECT_COUNT_CODE_DUEL,
C = EFFECT_COUNT_CODE_CHAIN,
}
--Phase Variable
fucs.pha = {
DP = PHASE_DRAW , --抽卡阶段
SP = PHASE_STANDBY , --准备阶段
M1 = PHASE_MAIN1 , --主要阶段1
BPS = PHASE_BATTLE_START, --战斗阶段开始
BP = PHASE_BATTLE_STEP , --战斗步驟
BS = PHASE_BATTLE_STEP , --战斗步驟
DS = PHASE_DAMAGE , --伤害步驟
DC = PHASE_DAMAGE_CAL , --伤害计算时
BPE = PHASE_BATTLE , --战斗阶段結束
......@@ -396,5 +399,21 @@ fucs.val = {
LI = SUMMON_TYPE_LINK ,
--Summon Value --特定的召唤方式
SELF = SUMMON_VALUE_SELF ,
SYM = SUMMON_VALUE_SYNCHRO_MATERIAL
}
\ No newline at end of file
SYM = SUMMON_VALUE_SYNCHRO_MATERIAL ,
--location Value --离场重定向
H = LOCATION_HAND ,
D = LOCATION_DECK ,
G = LOCATION_GRAVE ,
R = LOCATION_REMOVED,
E = LOCATION_EXTRA ,
}
--Value Variable
fucs.act = {
S = ACTIVITY_SUMMON , --召唤(不包括通常召唤的set)
NS = ACTIVITY_NORMALSUMMON , --通常召唤(包括通常召唤的set)
SP = ACTIVITY_SPSUMMON , --特殊召唤
FS = ACTIVITY_FLIPSUMMON , --反转召唤
ATK = ACTIVITY_ATTACK , --攻击
CH = ACTIVITY_CHAIN , --发动效果
}
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