Commit d3887943 authored by sidschingis's avatar sidschingis

fix

fixed not correctly resolving when the Target is Flipped Face-Down
before Resolution
parent 9b1e78e9
......@@ -32,7 +32,7 @@ end
function c1639384.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local tc=Duel.GetFirstTarget()
if tc:IsFaceup() and tc:IsRelateToEffect(e) then
if tc:IsRelateToEffect(e) then
if not tc:IsDisabled() then
Duel.NegateRelatedChain(tc,RESET_TURN_SET)
local e1=Effect.CreateEffect(c)
......
......@@ -25,7 +25,7 @@ function c42874792.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
end
function c42874792.operation(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if tc:IsRelateToEffect(e) and tc:IsFaceup() and Duel.Remove(tc,tc:GetPosition(),REASON_EFFECT+REASON_TEMPORARY)~=0 then
if tc:IsRelateToEffect(e) and Duel.Remove(tc,tc:GetPosition(),REASON_EFFECT+REASON_TEMPORARY)~=0 then
local e1=Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_PHASE+PHASE_STANDBY)
......
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