Commit ba2aea7f authored by wind2009's avatar wind2009

Fix ヤミー★スナイッチー

parent 946f97ab
No preview for this file type
...@@ -13,6 +13,7 @@ function s.initial_effect(c) ...@@ -13,6 +13,7 @@ function s.initial_effect(c)
c:RegisterEffect(e1) c:RegisterEffect(e1)
--search --search
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(id,1))
e2:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND+CATEGORY_DRAW) e2:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND+CATEGORY_DRAW)
e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e2:SetProperty(EFFECT_FLAG_DELAY) e2:SetProperty(EFFECT_FLAG_DELAY)
......
...@@ -13,6 +13,7 @@ function s.initial_effect(c) ...@@ -13,6 +13,7 @@ function s.initial_effect(c)
c:RegisterEffect(e1) c:RegisterEffect(e1)
--atk --atk
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(id,1))
e2:SetCategory(CATEGORY_ATKCHANGE+CATEGORY_DESTROY) e2:SetCategory(CATEGORY_ATKCHANGE+CATEGORY_DESTROY)
e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e2:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY) e2:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY)
......
...@@ -13,6 +13,7 @@ function s.initial_effect(c) ...@@ -13,6 +13,7 @@ function s.initial_effect(c)
c:RegisterEffect(e1) c:RegisterEffect(e1)
--to deck --to deck
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(id,1))
e2:SetCategory(CATEGORY_TODECK+CATEGORY_REMOVE) e2:SetCategory(CATEGORY_TODECK+CATEGORY_REMOVE)
e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e2:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY) e2:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY)
......
--カプシーヤミーウェイ --カプシーヤミーウェイ
local s,id,o=GetID() local s,id,o=GetID()
function s.initial_effect(c) function s.initial_effect(c)
--synchro summon --synchro summon
......
--クッキィヤミーウェイ --クッキィヤミーウェイ
local s,id,o=GetID() local s,id,o=GetID()
function s.initial_effect(c) function s.initial_effect(c)
--synchro summon --synchro summon
......
--ロリポーヤミーウェイ --ロリポーヤミーウェイ
local s,id,o=GetID() local s,id,o=GetID()
function s.initial_effect(c) function s.initial_effect(c)
--synchro summon --synchro summon
......
...@@ -3,7 +3,7 @@ local s,id,o=GetID() ...@@ -3,7 +3,7 @@ local s,id,o=GetID()
function s.initial_effect(c) function s.initial_effect(c)
aux.AddLinkProcedure(c,s.matfilter,1,1) aux.AddLinkProcedure(c,s.matfilter,1,1)
c:EnableReviveLimit() c:EnableReviveLimit()
--to hand --place
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(id,0)) e1:SetDescription(aux.Stringid(id,0))
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
...@@ -19,7 +19,7 @@ function s.initial_effect(c) ...@@ -19,7 +19,7 @@ function s.initial_effect(c)
e2:SetCategory(CATEGORY_SPECIAL_SUMMON) e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
e2:SetType(EFFECT_TYPE_QUICK_O) e2:SetType(EFFECT_TYPE_QUICK_O)
e2:SetCode(EVENT_FREE_CHAIN) e2:SetCode(EVENT_FREE_CHAIN)
e2:SetHintTiming(0,TIMINGS_CHECK_MONSTER+TIMING_MAIN_END) e2:SetHintTiming(0,TIMINGS_CHECK_MONSTER+TIMING_MAIN_END+TIMING_BATTLE_START+TIMING_BATTLE_END)
e2:SetRange(LOCATION_MZONE) e2:SetRange(LOCATION_MZONE)
e2:SetCountLimit(1,EFFECT_COUNT_CODE_CHAIN) e2:SetCountLimit(1,EFFECT_COUNT_CODE_CHAIN)
e2:SetCondition(s.sccon) e2:SetCondition(s.sccon)
...@@ -61,7 +61,7 @@ function s.splimit(e,c,tp,sumtp,sumpos) ...@@ -61,7 +61,7 @@ function s.splimit(e,c,tp,sumtp,sumpos)
return c:IsLinkAbove(3) and bit.band(sumtp,SUMMON_TYPE_LINK)==SUMMON_TYPE_LINK return c:IsLinkAbove(3) and bit.band(sumtp,SUMMON_TYPE_LINK)==SUMMON_TYPE_LINK
end end
function s.sccon(e,tp,eg,ep,ev,re,r,rp) function s.sccon(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetCurrentPhase()==PHASE_MAIN1 or Duel.GetCurrentPhase()==PHASE_MAIN2 or Duel.GetTurnPlayer()~=tp and Duel.GetCurrentPhase()>=PHASE_BATTLE_START and Duel.GetCurrentPhase()<=PHASE_BATTLE return Duel.IsMainPhase() or Duel.GetTurnPlayer()~=tp and Duel.IsBattlePhase()
end end
function s.sccost(e,tp,eg,ep,ev,re,r,rp,chk) function s.sccost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.CheckLPCost(tp,100) end if chk==0 then return Duel.CheckLPCost(tp,100) end
...@@ -72,6 +72,7 @@ function s.mfilter(c) ...@@ -72,6 +72,7 @@ function s.mfilter(c)
end end
function s.syncheck(g,tp,syncard) function s.syncheck(g,tp,syncard)
return g:IsExists(s.mfilter,1,nil) and syncard:IsSynchroSummonable(nil,g,#g-1,#g-1) and aux.SynMixHandCheck(g,tp,syncard) return g:IsExists(s.mfilter,1,nil) and syncard:IsSynchroSummonable(nil,g,#g-1,#g-1) and aux.SynMixHandCheck(g,tp,syncard)
and aux.MustMaterialCheck(g,tp,EFFECT_MUST_BE_SMATERIAL)
end end
function s.scfilter(c,tp,mg) function s.scfilter(c,tp,mg)
return mg:CheckSubGroup(s.syncheck,2,#mg,tp,c) return mg:CheckSubGroup(s.syncheck,2,#mg,tp,c)
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment