Commit 5f90eeda authored by POLYMER's avatar POLYMER

fix

parent 4b37396d
...@@ -93,12 +93,12 @@ function c11579814.ovgck(g) ...@@ -93,12 +93,12 @@ function c11579814.ovgck(g)
return g:IsExists(function(c) return c:IsLevel(2) or c:IsRank(2) or c:IsLink(2) end,1,nil) return g:IsExists(function(c) return c:IsLevel(2) or c:IsRank(2) or c:IsLink(2) end,1,nil)
end end
function c11579814.ovtg(e,tp,eg,ep,ev,re,r,rp,chk) function c11579814.ovtg(e,tp,eg,ep,ev,re,r,rp,chk)
local g=Duel.GetMatchingGroup(c11579814.ovfil,tp,LOCATION_MZONE+LOCATION_GRAVE,LOCATION_MZONE+LOCATION_GRAVE,e:GetHandler()) local g=Duel.GetMatchingGroup(c11579814.ovfil,tp,LOCATION_ONFIELD+LOCATION_GRAVE,LOCATION_ONFIELD+LOCATION_GRAVE,e:GetHandler())
if chk==0 then return g:CheckSubGroup(c11579814.ovgck,2,2) end if chk==0 then return g:CheckSubGroup(c11579814.ovgck,2,2) end
end end
function c11579814.ovop(e,tp,eg,ep,ev,re,r,rp) function c11579814.ovop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
local g=Duel.GetMatchingGroup(c11579814.ovfil,tp,LOCATION_MZONE+LOCATION_GRAVE,LOCATION_MZONE+LOCATION_GRAVE,e:GetHandler()) local g=Duel.GetMatchingGroup(c11579814.ovfil,tp,LOCATION_ONFIELD+LOCATION_GRAVE,LOCATION_ONFIELD+LOCATION_GRAVE,e:GetHandler())
if c:IsRelateToEffect(e) and g:CheckSubGroup(c11579814.ovgck,2,2) then if c:IsRelateToEffect(e) and g:CheckSubGroup(c11579814.ovgck,2,2) then
local og=g:SelectSubGroup(tp,c11579814.ovgck,false,2,2) local og=g:SelectSubGroup(tp,c11579814.ovgck,false,2,2)
local oog=og:GetFirst():GetOverlayGroup() local oog=og:GetFirst():GetOverlayGroup()
......
...@@ -42,6 +42,7 @@ function s.cfilter(c,tp) ...@@ -42,6 +42,7 @@ function s.cfilter(c,tp)
end end
function s.spcon(e,c) function s.spcon(e,c)
if c==nil then return true end if c==nil then return true end
local tp=c:GetControler()
return Duel.CheckReleaseGroupEx(tp,s.cfilter,1,REASON_SPSUMMON,true,c,tp) return Duel.CheckReleaseGroupEx(tp,s.cfilter,1,REASON_SPSUMMON,true,c,tp)
end end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk,c) function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk,c)
......
...@@ -30,6 +30,7 @@ function s.poscon1(e,tp,eg,ep,ev,re,r,rp) ...@@ -30,6 +30,7 @@ function s.poscon1(e,tp,eg,ep,ev,re,r,rp)
return tc:IsControler(1-tp) and tc:IsPosition(POS_FACEUP) and c:IsCanChangePosition() return tc:IsControler(1-tp) and tc:IsPosition(POS_FACEUP) and c:IsCanChangePosition()
end end
function s.poscost1(e,tp,eg,ep,ev,re,r,rp,chk) function s.poscost1(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
if chk==0 then return c:IsAttackPos() end if chk==0 then return c:IsAttackPos() end
Duel.ChangePosition(e:GetHandler(),POS_FACEUP_DEFENSE) Duel.ChangePosition(e:GetHandler(),POS_FACEUP_DEFENSE)
end end
......
...@@ -7,19 +7,19 @@ function cm.initial_effect(c) ...@@ -7,19 +7,19 @@ function cm.initial_effect(c)
e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_IGNITION) e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetRange(LOCATION_GRAVE) e1:SetRange(LOCATION_GRAVE)
e1:SetCountLimit(1,m)
e1:SetCondition(cm.condition) e1:SetCondition(cm.condition)
e1:SetTarget(cm.target) e1:SetTarget(cm.target)
e1:SetOperation(cm.operation) e1:SetOperation(cm.operation)
c:RegisterEffect(e1) c:RegisterEffect(e1)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(m,0)) e2:SetDescription(aux.Stringid(m,1))
e2:SetCategory(CATEGORY_DESTROY) e2:SetCategory(CATEGORY_DESTROY)
e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e2:SetCode(EVENT_SUMMON_SUCCESS) e2:SetCode(EVENT_SUMMON_SUCCESS)
e2:SetProperty(EFFECT_FLAG_DELAY+EFFECT_FLAG_CARD_TARGET) e2:SetProperty(EFFECT_FLAG_DELAY+EFFECT_FLAG_CARD_TARGET)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_MZONE) e2:SetRange(LOCATION_MZONE)
e2:SetCountLimit(1) e2:SetCountLimit(1,m+1)
e2:SetCost(cm.thcost) e2:SetCost(cm.thcost)
e2:SetTarget(cm.target1) e2:SetTarget(cm.target1)
e2:SetOperation(cm.operation1) e2:SetOperation(cm.operation1)
......
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