Commit f17a8e22 authored by wind2009's avatar wind2009

Fix 七星天流抜刀術-「破軍」

parent 2e1fa875
...@@ -19,9 +19,9 @@ function s.initial_effect(c) ...@@ -19,9 +19,9 @@ function s.initial_effect(c)
e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e2:SetCode(EVENT_BATTLE_DESTROYED) e2:SetCode(EVENT_BATTLE_DESTROYED)
e2:SetRange(LOCATION_GRAVE) e2:SetRange(LOCATION_GRAVE)
e2:SetCondition(s.thcon) e2:SetCondition(s.thcon2)
e2:SetTarget(s.thtg) e2:SetTarget(s.thtg)
e2:SetOperation(s.thop) e2:SetOperation(s.thop2)
c:RegisterEffect(e2) c:RegisterEffect(e2)
end end
function s.cfilter(c,tp) function s.cfilter(c,tp)
...@@ -69,31 +69,45 @@ function s.activate(e,tp,eg,ep,ev,re,r,rp) ...@@ -69,31 +69,45 @@ function s.activate(e,tp,eg,ep,ev,re,r,rp)
e2:SetValue(700) e2:SetValue(700)
e2:SetReset(RESET_EVENT+RESETS_STANDARD) e2:SetReset(RESET_EVENT+RESETS_STANDARD)
sc:RegisterEffect(e2) sc:RegisterEffect(e2)
local fid=c:GetFieldID()
local e3=Effect.CreateEffect(c) local e3=Effect.CreateEffect(c)
e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e3:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE) e3:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
e3:SetRange(LOCATION_SZONE)
e3:SetCode(EVENT_PHASE+PHASE_END) e3:SetCode(EVENT_PHASE+PHASE_END)
e3:SetOperation(s.thop)
e3:SetReset(RESET_EVENT+RESETS_STANDARD)
e3:SetCountLimit(1) e3:SetCountLimit(1)
sc:RegisterEffect(e3) e3:SetLabel(fid)
e3:SetLabelObject(tc)
e3:SetCondition(s.thcon1)
e3:SetOperation(s.thop1)
Duel.RegisterEffect(e1,tp)
end end
end end
function s.eqlimit(e,c) function s.eqlimit(e,c)
return c==e:GetLabelObject() return c==e:GetLabelObject()
end end
function s.thcon1(e,tp,eg,ep,ev,re,r,rp)
local tc=e:GetLabelObject()
if tc:GetFlagEffectLabel(id)~=e:GetLabel() then
e:Reset()
return false
else
return true
end
end
function s.thop1(e,tp,eg,ep,ev,re,r,rp)
Duel.SendtoHand(e:GetLabelObject(),nil,REASON_EFFECT)
end
function s.thcfilter(c,tp) function s.thcfilter(c,tp)
return (c:IsLevelAbove(8) or c:IsRankAbove(8)) and c:IsPreviousControler(1-tp) return (c:IsLevelAbove(8) or c:IsRankAbove(8)) and c:IsPreviousControler(1-tp)
end end
function s.thcon(e,tp,eg,ep,ev,re,r,rp) function s.thcon2(e,tp,eg,ep,ev,re,r,rp)
return eg:IsExists(s.thcfilter,1,nil,tp) return eg:IsExists(s.thcfilter,1,nil,tp)
end end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk) function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return e:GetHandler():IsAbleToHand() end if chk==0 then return e:GetHandler():IsAbleToHand() end
Duel.SetOperationInfo(0,CATEGORY_TOHAND,e:GetHandler(),1,0,0) Duel.SetOperationInfo(0,CATEGORY_TOHAND,e:GetHandler(),1,0,0)
end end
function s.thop(e,tp,eg,ep,ev,re,r,rp) function s.thop2(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
if c:IsRelateToEffect(e) and aux.NecroValleyFilter()(c) then if c:IsRelateToEffect(e) and aux.NecroValleyFilter()(c) then
Duel.SendtoHand(c,nil,REASON_EFFECT) Duel.SendtoHand(c,nil,REASON_EFFECT)
......
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