Commit ea33a12b authored by salix5's avatar salix5

edit

parent 0026f484
...@@ -5,7 +5,7 @@ function c50287060.initial_effect(c) ...@@ -5,7 +5,7 @@ function c50287060.initial_effect(c)
e1:SetDescription(aux.Stringid(50287060,0)) e1:SetDescription(aux.Stringid(50287060,0))
e1:SetCategory(CATEGORY_EQUIP) e1:SetCategory(CATEGORY_EQUIP)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP) e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
e1:SetCode(EVENT_TO_GRAVE) e1:SetCode(EVENT_TO_GRAVE)
e1:SetTarget(c50287060.eqtg) e1:SetTarget(c50287060.eqtg)
e1:SetOperation(c50287060.eqop) e1:SetOperation(c50287060.eqop)
......
...@@ -66,9 +66,8 @@ function c95515060.distg(e,c) ...@@ -66,9 +66,8 @@ function c95515060.distg(e,c)
return eq and c:GetCardTarget():IsContains(eq) and c:IsType(TYPE_SPELL) return eq and c:GetCardTarget():IsContains(eq) and c:IsType(TYPE_SPELL)
end end
function c95515060.disop(e,tp,eg,ep,ev,re,r,rp) function c95515060.disop(e,tp,eg,ep,ev,re,r,rp)
if not re:IsActiveType(TYPE_SPELL) then return end
local ec=e:GetHandler() local ec=e:GetHandler()
if not ec:GetEquipTarget() or not re:IsHasProperty(EFFECT_FLAG_CARD_TARGET) then return end if not ec:GetEquipTarget() or not re:IsActiveType(TYPE_SPELL) or not re:IsHasProperty(EFFECT_FLAG_CARD_TARGET) then return end
local g=Duel.GetChainInfo(ev,CHAININFO_TARGET_CARDS) local g=Duel.GetChainInfo(ev,CHAININFO_TARGET_CARDS)
if not g or not g:IsContains(ec:GetEquipTarget()) then return end if not g or not g:IsContains(ec:GetEquipTarget()) then return end
Duel.NegateEffect(ev) Duel.NegateEffect(ev)
......
...@@ -133,7 +133,7 @@ STATUS_TO_DISABLE =0x0004 --将变成无效 ...@@ -133,7 +133,7 @@ STATUS_TO_DISABLE =0x0004 --将变成无效
STATUS_PROC_COMPLETE =0x0008 --完成正规召唤(解除苏生限制) STATUS_PROC_COMPLETE =0x0008 --完成正规召唤(解除苏生限制)
STATUS_SET_TURN =0x0010 --覆盖 STATUS_SET_TURN =0x0010 --覆盖
STATUS_NO_LEVEL =0x0020 --无等级 STATUS_NO_LEVEL =0x0020 --无等级
STATUS_SET_AVAILABLE =0x0040 --裡側狀態可發動 STATUS_SET_AVAILABLE =0x0040 --(N/A)
STATUS_SPSUMMON_STEP =0x0080 --效果特召處理中 STATUS_SPSUMMON_STEP =0x0080 --效果特召處理中
STATUS_FORM_CHANGED =0x0100 --改变过表示形式 STATUS_FORM_CHANGED =0x0100 --改变过表示形式
STATUS_SUMMONING =0x0200 --召唤中 STATUS_SUMMONING =0x0200 --召唤中
...@@ -501,8 +501,8 @@ EVENT_CHAIN_SOLVING =1020 --连锁处理开始时(EVENT_CHAIN_ACTIVATING之 ...@@ -501,8 +501,8 @@ EVENT_CHAIN_SOLVING =1020 --连锁处理开始时(EVENT_CHAIN_ACTIVATING之
EVENT_CHAIN_ACTIVATING =1021 --连锁处理准备中 EVENT_CHAIN_ACTIVATING =1021 --连锁处理准备中
EVENT_CHAIN_SOLVED =1022 --连锁处理结束时 EVENT_CHAIN_SOLVED =1022 --连锁处理结束时
EVENT_CHAIN_ACTIVATED =1023 --(N/A) EVENT_CHAIN_ACTIVATED =1023 --(N/A)
EVENT_CHAIN_NEGATED =1024 --连锁被无效时(发动无效,EVENT_CHAIN_ACTIVATING之後) EVENT_CHAIN_NEGATED =1024 --连锁发动无效时(EVENT_CHAIN_ACTIVATING之後)
EVENT_CHAIN_DISABLED =1025 --连锁被无效时(效果无效) EVENT_CHAIN_DISABLED =1025 --连锁效果无效时
EVENT_CHAIN_END =1026 --连锁串结束时 EVENT_CHAIN_END =1026 --连锁串结束时
EVENT_CHAINING =1027 --效果发动时 EVENT_CHAINING =1027 --效果发动时
EVENT_BECOME_TARGET =1028 --成为效果对象时 EVENT_BECOME_TARGET =1028 --成为效果对象时
......
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