Commit aa1fd8f3 authored by POLYMER's avatar POLYMER

fix

parent f60f0840
--午夜战栗·月下狼影
function c10200044.initial_effect(c)
-- 效果1
--①:自己场上没有怪兽存在的场合从手卡特殊召唤并检索
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200044,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_SEARCH+CATEGORY_TOHAND)
......@@ -11,17 +11,18 @@ function c10200044.initial_effect(c)
e1:SetTarget(c10200044.sptg1)
e1:SetOperation(c10200044.spop1)
c:RegisterEffect(e1)
-- 效果2
--②:向相邻区域移动并在原区域特招深红舞王
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200044,1))
e2:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_TOHAND)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_MZONE)
e2:SetCountLimit(1,{10200044,1})
e2:SetCountLimit(1,10200045)
e2:SetTarget(c10200044.mvtg)
e2:SetOperation(c10200044.mvop)
c:RegisterEffect(e2)
if not c10200044.global_check then
--全局监测:用于处理"向其他怪兽区域移动"的自定义事件
if not c10200044.global_check then
c10200044.global_check=true
local ge1=Effect.CreateEffect(c)
ge1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
......@@ -30,7 +31,7 @@ function c10200044.initial_effect(c)
Duel.RegisterEffect(ge1,0)
end
end
-- 1
--全局移动事件检测
function c10200044.movecheckfilter(c)
return c:IsLocation(LOCATION_MZONE) and c:IsPreviousLocation(LOCATION_MZONE)
and c:GetPreviousSequence()~=c:GetSequence()
......@@ -41,7 +42,7 @@ function c10200044.movecheckop(e,tp,eg,ep,ev,re,r,rp)
Duel.RaiseEvent(g,EVENT_CUSTOM+0xe25,re,r,rp,ep,ev)
end
end
-- 2
--①效果
function c10200044.spcon1(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetFieldGroupCount(tp,LOCATION_MZONE,0)==0
end
......@@ -79,7 +80,7 @@ end
function c10200044.splimit(e,c)
return not c:IsRace(RACE_ZOMBIE)
end
-- 3
--②效果
function c10200044.spfilter2(c,e,tp)
return c:IsCode(10200046) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
......
-- 午夜战栗·深红舞王
--午夜战栗·深红舞王
function c10200046.initial_effect(c)
-- 效果1
--①:展示手卡特殊召唤
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200046,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
......@@ -11,7 +11,7 @@ function c10200046.initial_effect(c)
e1:SetTarget(c10200046.sptg)
e1:SetOperation(c10200046.spop)
c:RegisterEffect(e1)
-- 效果2
--②:移动或表示形式变更时破坏对方1张卡
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200046,1))
e2:SetCategory(CATEGORY_DESTROY+CATEGORY_DAMAGE)
......@@ -27,19 +27,19 @@ function c10200046.initial_effect(c)
e2b:SetCode(EVENT_CHANGE_POS)
e2b:SetCondition(c10200046.descon2)
c:RegisterEffect(e2b)
-- 效果3
--③:对方特殊召唤时移动到相邻区域
local e3=Effect.CreateEffect(c)
e3:SetDescription(aux.Stringid(10200046,2))
e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e3:SetCode(EVENT_SPSUMMON_SUCCESS)
e3:SetRange(LOCATION_MZONE)
e3:SetCountLimit(1,{10200046,1})
e3:SetCountLimit(1,10200047)
e3:SetCondition(c10200046.mvcon)
e3:SetTarget(c10200046.mvtg)
e3:SetOperation(c10200046.mvop)
c:RegisterEffect(e3)
end
-- 1
--①效果
function c10200046.cfilter(c)
return c:IsSetCard(0xe25) and not c:IsPublic()
end
......@@ -64,7 +64,7 @@ function c10200046.spop(e,tp,eg,ep,ev,re,r,rp)
Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)
end
end
-- 2
--②效果
function c10200046.descon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsContains(e:GetHandler())
end
......@@ -90,7 +90,7 @@ function c10200046.desop(e,tp,eg,ep,ev,re,r,rp)
end
end
end
-- 3
--③效果
function c10200046.mvcon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsExists(Card.IsSummonPlayer,1,nil,1-tp)
end
......
-- 午夜战栗·腐朽伴舞
--午夜战栗·腐朽伴舞
function c10200048.initial_effect(c)
-- 效果1
--①:午夜战栗怪兽移动或表示形式变更时从手卡·墓地特殊召唤
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200048,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
......@@ -16,18 +16,18 @@ function c10200048.initial_effect(c)
e1b:SetCode(EVENT_CHANGE_POS)
e1b:SetCondition(c10200048.spcon2)
c:RegisterEffect(e1b)
-- 效果2
--②:特殊召唤时移动午夜战栗怪兽或变成里侧守备
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200048,1))
e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e2:SetCode(EVENT_SPSUMMON_SUCCESS)
e2:SetProperty(EFFECT_FLAG_DELAY+EFFECT_FLAG_CARD_TARGET)
e2:SetCountLimit(1,{10200048,1})
e2:SetCountLimit(1,10200049)
e2:SetTarget(c10200048.mvtg)
e2:SetOperation(c10200048.mvop)
c:RegisterEffect(e2)
end
-- 1
--①效果
function c10200048.cfilter(c)
return c:IsFaceup() and c:IsSetCard(0xe25)
end
......@@ -47,6 +47,7 @@ function c10200048.spop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if not c:IsRelateToEffect(e) then return end
if Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)>0 then
--离场时除外
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_LEAVE_FIELD_REDIRECT)
......@@ -56,7 +57,7 @@ function c10200048.spop(e,tp,eg,ep,ev,re,r,rp)
c:RegisterEffect(e1)
end
end
-- 2
--②效果
function c10200048.mvfilter(c,tp)
if not c:IsFaceup() or not c:IsSetCard(0xe25) then return false end
if c:IsCanTurnSet() then return true end
......
-- 午夜战栗·墓语旁白
--午夜战栗·墓语旁白
function c10200050.initial_effect(c)
-- 效果1
--①:展示手卡,不用解放进行午夜战栗怪兽的召唤
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200050,0))
e1:SetCategory(CATEGORY_SUMMON)
......@@ -11,34 +11,34 @@ function c10200050.initial_effect(c)
e1:SetTarget(c10200050.sumtg)
e1:SetOperation(c10200050.sumop)
c:RegisterEffect(e1)
-- 效果2
--②:召唤·反转召唤时从卡组把午夜战栗怪兽送去墓地
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200050,1))
e2:SetCategory(CATEGORY_TOGRAVE)
e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e2:SetCode(EVENT_SUMMON_SUCCESS)
e2:SetProperty(EFFECT_FLAG_DELAY)
e2:SetCountLimit(1,{10200050,1})
e2:SetCountLimit(1,10200051)
e2:SetTarget(c10200050.tgtg)
e2:SetOperation(c10200050.tgop)
c:RegisterEffect(e2)
local e2b=e2:Clone()
e2b:SetCode(EVENT_FLIP_SUMMON_SUCCESS)
c:RegisterEffect(e2b)
-- 效果3
--③:墓地存在,自己场上怪兽变成里侧守备时特殊召唤
local e3=Effect.CreateEffect(c)
e3:SetDescription(aux.Stringid(10200050,2))
e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e3:SetCode(EVENT_CHANGE_POS)
e3:SetRange(LOCATION_GRAVE)
e3:SetCountLimit(1,{10200050,2})
e3:SetCountLimit(1,10200052)
e3:SetCondition(c10200050.spcon)
e3:SetTarget(c10200050.sptg)
e3:SetOperation(c10200050.spop)
c:RegisterEffect(e3)
end
-- 1
--①效果
function c10200050.cfilter(c)
return c:IsSetCard(0xe25) and not c:IsPublic()
end
......@@ -46,7 +46,6 @@ function c10200050.ntcon(e,c,minc)
if c==nil then return true end
return minc==0 and c:IsLevelAbove(1) and Duel.GetLocationCount(c:GetControler(),LOCATION_MZONE)>0
end
function c10200050.sumfilter(c,tp)
return c:IsSetCard(0xe25) and c:IsLevelAbove(1)
end
......@@ -61,8 +60,7 @@ function c10200050.sumcost(e,tp,eg,ep,ev,re,r,rp,chk)
Duel.ShuffleHand(tp)
end
function c10200050.sumtg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(c10200050.sumfilter,tp,LOCATION_HAND,0,1,nil,tp)
end
if chk==0 then return Duel.IsExistingMatchingCard(c10200050.sumfilter,tp,LOCATION_HAND,0,1,nil,tp) end
Duel.SetOperationInfo(0,CATEGORY_SUMMON,nil,1,0,0)
end
function c10200050.sumop(e,tp,eg,ep,ev,re,r,rp)
......@@ -83,7 +81,7 @@ function c10200050.sumop(e,tp,eg,ep,ev,re,r,rp)
end
end
end
-- 2
--②效果
function c10200050.tgfilter(c)
return c:IsSetCard(0xe25) and c:IsType(TYPE_MONSTER) and c:IsAbleToGrave()
end
......@@ -98,7 +96,7 @@ function c10200050.tgop(e,tp,eg,ep,ev,re,r,rp)
Duel.SendtoGrave(g,REASON_EFFECT)
end
end
-- 3
--③效果
function c10200050.posfilter(c,tp)
return c:IsFacedown() and c:IsControler(tp) and c:IsPreviousPosition(POS_FACEUP)
end
......@@ -115,6 +113,7 @@ function c10200050.spop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if not c:IsRelateToEffect(e) then return end
if Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)>0 then
--离场时除外
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_LEAVE_FIELD_REDIRECT)
......
-- 午夜战栗·惊魂名伶
--午夜战栗·惊魂名伶
function c10200053.initial_effect(c)
-- 效果1
--①:场上有深红舞王,对方特殊召唤或攻击宣言时展示手卡特殊召唤
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200053,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_POSITION)
......@@ -17,19 +17,19 @@ function c10200053.initial_effect(c)
e1b:SetCode(EVENT_ATTACK_ANNOUNCE)
e1b:SetCondition(c10200053.spcon2)
c:RegisterEffect(e1b)
-- 效果2
--②:特殊召唤成功时移动午夜战栗怪兽,之后可以变成表侧守备
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200053,1))
e2:SetCategory(CATEGORY_POSITION)
e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e2:SetCode(EVENT_SPSUMMON_SUCCESS)
e2:SetProperty(EFFECT_FLAG_DELAY+EFFECT_FLAG_CARD_TARGET)
e2:SetCountLimit(1,{10200053,1})
e2:SetCountLimit(1,10200054)
e2:SetTarget(c10200053.mvtg)
e2:SetOperation(c10200053.mvop)
c:RegisterEffect(e2)
end
-- 1
--①效果
function c10200053.chkfilter(c)
return c:IsFaceup() and c:IsCode(10200046)
end
......@@ -65,6 +65,7 @@ function c10200053.spop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if not c:IsRelateToEffect(e) then return end
if Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)==0 then return end
--可以把自己和同纵列怪兽变成里侧守备
if not Duel.SelectYesNo(tp,aux.Stringid(10200053,2)) then return end
local seq=c:GetSequence()
if seq>4 then
......@@ -76,7 +77,7 @@ function c10200053.spop(e,tp,eg,ep,ev,re,r,rp)
Duel.ChangePosition(g,POS_FACEDOWN_DEFENSE)
end
end
-- 2
--②效果
function c10200053.mvfilter(c,tp)
if not c:IsFaceup() or not c:IsSetCard(0xe25) then return false end
local seq=c:GetSequence()
......@@ -106,6 +107,7 @@ function c10200053.mvop(e,tp,eg,ep,ev,re,r,rp)
local zone=Duel.SelectField(tp,1,LOCATION_MZONE,0,~flag)
local nseq=math.log(zone,2)
Duel.MoveSequence(tc,nseq)
--之后可以把自己场上1只怪兽变成表侧守备
if Duel.IsExistingMatchingCard(c10200053.deffilter,tp,LOCATION_MZONE,0,1,nil)
and Duel.SelectYesNo(tp,aux.Stringid(10200053,3)) then
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_POSCHANGE)
......
-- 午夜战栗·幽灵和声
--午夜战栗·幽灵和声
function c10200055.initial_effect(c)
-- 效果1
--①:卡名在场上·墓地当作腐朽伴舞
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_CHANGE_CODE)
......@@ -8,25 +8,25 @@ function c10200055.initial_effect(c)
e1:SetRange(LOCATION_MZONE+LOCATION_GRAVE)
e1:SetValue(10200048)
c:RegisterEffect(e1)
-- 效果2
--②:丢弃检索同名卡不在墓地的午夜战栗怪兽
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200055,0))
e2:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_HAND)
e2:SetCountLimit(1,{10200055,1})
e2:SetCountLimit(1,10200056)
e2:SetCost(c10200055.thcost)
e2:SetTarget(c10200055.thtg)
e2:SetOperation(c10200055.thop)
c:RegisterEffect(e2)
-- 效果3
--③:墓地存在,午夜战栗怪兽移动或表示形式变更时特殊召唤
local e3=Effect.CreateEffect(c)
e3:SetDescription(aux.Stringid(10200055,1))
e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e3:SetCode(EVENT_CUSTOM+0xe25)
e3:SetRange(LOCATION_GRAVE)
e3:SetCountLimit(1,{10200055,2})
e3:SetCountLimit(1,10200055)
e3:SetCondition(c10200055.spcon)
e3:SetTarget(c10200055.sptg)
e3:SetOperation(c10200055.spop)
......@@ -36,7 +36,7 @@ function c10200055.initial_effect(c)
e3b:SetCondition(c10200055.spcon2)
c:RegisterEffect(e3b)
end
-- 1
--②效果
function c10200055.thcost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return e:GetHandler():IsDiscardable() end
Duel.SendtoGrave(e:GetHandler(),REASON_COST+REASON_DISCARD)
......@@ -57,7 +57,7 @@ function c10200055.thop(e,tp,eg,ep,ev,re,r,rp)
Duel.ConfirmCards(1-tp,g)
end
end
-- 2
--③效果
function c10200055.cfilter(c,tp)
return c:IsFaceup() and c:IsSetCard(0xe25) and c:IsControler(tp)
end
......@@ -77,6 +77,7 @@ function c10200055.spop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if not c:IsRelateToEffect(e) then return end
if Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)>0 then
--离场时除外
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_LEAVE_FIELD_REDIRECT)
......
-- 午夜战栗·四万年的尸气
--午夜战栗·四万年的尸气
function c10200057.initial_effect(c)
-- Activate
--Activate
local e0=Effect.CreateEffect(c)
e0:SetType(EFFECT_TYPE_ACTIVATE)
e0:SetCode(EVENT_FREE_CHAIN)
c:RegisterEffect(e0)
-- 效果1
--①:双方召唤午夜战栗怪兽的解放减少1只
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD)
e1:SetCode(EFFECT_DECREASE_TRIBUTE)
......@@ -14,24 +14,24 @@ function c10200057.initial_effect(c)
e1:SetTarget(aux.TargetBoolFunction(Card.IsSetCard,0xe25))
e1:SetValue(c10200057.decval)
c:RegisterEffect(e1)
-- 效果2
--②:午夜战栗怪兽移动或表示形式变更或变成里侧守备
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200057,0))
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_FZONE)
e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
e2:SetCountLimit(1,{10200057,1})
e2:SetCountLimit(1,10200058)
e2:SetTarget(c10200057.mvtg)
e2:SetOperation(c10200057.mvop)
c:RegisterEffect(e2)
-- 效果3
--③:不死族怪兽移动或表示形式变更时对方全部怪兽变成里侧守备
local e3=Effect.CreateEffect(c)
e3:SetDescription(aux.Stringid(10200057,1))
e3:SetCategory(CATEGORY_POSITION)
e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e3:SetCode(EVENT_CUSTOM+0xe25)
e3:SetRange(LOCATION_FZONE)
e3:SetCountLimit(1,{10200057,2})
e3:SetCountLimit(1,10200057)
e3:SetCondition(c10200057.poscon)
e3:SetTarget(c10200057.postg)
e3:SetOperation(c10200057.posop)
......@@ -41,20 +41,23 @@ function c10200057.initial_effect(c)
e3b:SetCondition(c10200057.poscon2)
c:RegisterEffect(e3b)
end
-- 1
--①效果
function c10200057.decval(e,c)
return 1,1
end
-- 2
--②效果
function c10200057.mvfilter(c,tp)
if not c:IsFaceup() or not c:IsSetCard(0xe25) then return false end
--能移动
local seq=c:GetSequence()
local b1=false
if seq<=4 then
b1=(seq>0 and Duel.CheckLocation(tp,LOCATION_MZONE,seq-1))
or (seq<4 and Duel.CheckLocation(tp,LOCATION_MZONE,seq+1))
end
--能表示形式变更
local b2=c:IsCanChangePosition()
--能变成里侧守备
local b3=c:IsCanTurnSet()
return b1 or b2 or b3
end
......@@ -68,6 +71,7 @@ function c10200057.mvop(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if not tc or not tc:IsRelateToEffect(e) or tc:IsFacedown() then return end
local seq=tc:GetSequence()
--检查各选项可用性
local b1=false
local flag=0
if seq<=4 then
......@@ -78,6 +82,7 @@ function c10200057.mvop(e,tp,eg,ep,ev,re,r,rp)
local b2=tc:IsCanChangePosition()
local b3=tc:IsCanTurnSet()
if not b1 and not b2 and not b3 then return end
--构建选项
local ops={}
local opval={}
if b1 then
......@@ -108,7 +113,7 @@ function c10200057.mvop(e,tp,eg,ep,ev,re,r,rp)
Duel.ChangePosition(tc,POS_FACEDOWN_DEFENSE)
end
end
-- 3
--③效果
function c10200057.poscfilter(c,tp)
return c:IsRace(RACE_ZOMBIE) and c:IsControler(tp)
end
......
-- 午夜战栗·迫近的午夜
--午夜战栗·迫近的午夜
function c10200059.initial_effect(c)
-- 效果1
--①:检索午夜战栗怪兽,之后可以移动或表示形式变更
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200059,0))
e1:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetCountLimit(1,10200059)
e1:SetCountLimit(1,10200059,EFFECT_COUNT_CODE_OATH)
e1:SetTarget(c10200059.thtg)
e1:SetOperation(c10200059.thop)
c:RegisterEffect(e1)
-- 效果2
--②:对方召唤时墓地除外,午夜战栗怪兽表示形式变更或里侧守备
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200059,1))
e2:SetCategory(CATEGORY_POSITION)
e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e2:SetCode(EVENT_SUMMON_SUCCESS)
e2:SetRange(LOCATION_GRAVE)
e2:SetCountLimit(1,10200059)
e2:SetCountLimit(1,10200059,EFFECT_COUNT_CODE_OATH)
e2:SetCondition(c10200059.poscon)
e2:SetCost(aux.bfgcost)
e2:SetTarget(c10200059.postg)
e2:SetOperation(c10200059.posop)
c:RegisterEffect(e2)
end
-- 1
--①效果
function c10200059.thfilter(c)
return c:IsSetCard(0xe25) and c:IsType(TYPE_MONSTER) and c:IsAbleToHand()
end
......@@ -49,6 +49,7 @@ function c10200059.thop(e,tp,eg,ep,ev,re,r,rp)
if #g>0 and Duel.SendtoHand(g,nil,REASON_EFFECT)>0 then
Duel.ConfirmCards(1-tp,g)
end
--那之后,可以移动或表示形式变更
if not Duel.IsExistingMatchingCard(c10200059.mvfilter,tp,LOCATION_MZONE,0,1,nil,tp) then return end
if not Duel.SelectYesNo(tp,aux.Stringid(10200059,2)) then return end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TARGET)
......@@ -86,7 +87,7 @@ function c10200059.thop(e,tp,eg,ep,ev,re,r,rp)
end
end
end
-- 2
--②效果
function c10200059.poscon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsExists(Card.IsSummonPlayer,1,nil,1-tp)
end
......
-- 午夜战栗·满月影院
--午夜战栗·满月影院
function c10200060.initial_effect(c)
-- Activate
--Activate
local e0=Effect.CreateEffect(c)
e0:SetType(EFFECT_TYPE_ACTIVATE)
e0:SetCode(EVENT_FREE_CHAIN)
c:RegisterEffect(e0)
-- 效果1
--①:从手卡·墓地特殊召唤午夜战栗怪兽,结束阶段回手卡
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200060,0))
e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetRange(LOCATION_SZONE)
e1:SetCountLimit(1,{10200060,1})
e1:SetCountLimit(1,10200060)
e1:SetTarget(c10200060.sptg)
e1:SetOperation(c10200060.spop)
c:RegisterEffect(e1)
-- 效果2
--②:不死族怪兽移动或表示形式变更时弹回对方同纵列卡
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200060,1))
e2:SetCategory(CATEGORY_TOHAND)
......@@ -23,7 +23,7 @@ function c10200060.initial_effect(c)
e2:SetCode(EVENT_CUSTOM+0xe25)
e2:SetRange(LOCATION_SZONE)
e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
e2:SetCountLimit(1,{10200060,2})
e2:SetCountLimit(1,10200061)
e2:SetCondition(c10200060.thcon)
e2:SetTarget(c10200060.thtg)
e2:SetOperation(c10200060.thop)
......@@ -33,7 +33,7 @@ function c10200060.initial_effect(c)
e2b:SetCondition(c10200060.thcon2)
c:RegisterEffect(e2b)
end
-- 1
--①效果
function c10200060.spfilter(c,e,tp)
return c:IsSetCard(0xe25) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
......@@ -49,6 +49,7 @@ function c10200060.spop(e,tp,eg,ep,ev,re,r,rp)
if #g>0 then
local tc=g:GetFirst()
if Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_FACEUP)>0 then
--结束阶段回手卡
local e1=Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_PHASE+PHASE_END)
......@@ -72,7 +73,7 @@ function c10200060.retop(e,tp,eg,ep,ev,re,r,rp)
Duel.SendtoHand(tc,nil,REASON_EFFECT)
end
end
-- 2
--②效果
function c10200060.cfilter(c,tp)
return c:IsFaceup() and c:IsRace(RACE_ZOMBIE) and c:IsControler(tp)
end
......
-- 午夜战栗·未尽的凝视
--午夜战栗·未尽的凝视
function c10200062.initial_effect(c)
-- 效果1
--①:除外的3张午夜战栗卡回卡组,之后可以特招午夜战栗怪兽
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200062,0))
e1:SetCategory(CATEGORY_TODECK+CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
e1:SetCountLimit(1,{10200062,1})
e1:SetCountLimit(1,10200062)
e1:SetTarget(c10200062.tdtg)
e1:SetOperation(c10200062.tdop)
c:RegisterEffect(e1)
-- 效果2
--②:午夜战栗怪兽战斗破坏对方怪兽时墓地除外造成伤害
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200062,1))
e2:SetCategory(CATEGORY_DAMAGE)
e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e2:SetCode(EVENT_BATTLE_DESTROYED)
e2:SetRange(LOCATION_GRAVE)
e2:SetCountLimit(1,{10200062,2})
e2:SetCountLimit(1,10200063)
e2:SetCondition(c10200062.damcon)
e2:SetCost(aux.bfgcost)
e2:SetTarget(c10200062.damtg)
e2:SetOperation(c10200062.damop)
c:RegisterEffect(e2)
end
-- 1
--①效果
function c10200062.tdfilter(c)
return c:IsSetCard(0xe25) and c:IsAbleToDeck()
end
......@@ -40,28 +40,36 @@ function c10200062.tdtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
Duel.SetOperationInfo(0,CATEGORY_TODECK,nil,3,tp,LOCATION_REMOVED)
end
function c10200062.tdop(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS)
if not g or #g<3 then return end
local g=Duel.GetTargetCards(e)
if #g<3 then return end
if Duel.SendtoDeck(g,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)<3 then return end
--那之后,可以从卡组特招
if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end
if not Duel.IsExistingMatchingCard(c10200062.spfilter,tp,LOCATION_DECK,0,1,nil,e,tp) then return end
if not Duel.SelectYesNo(tp,aux.Stringid(10200062,2)) then return end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local sg=Duel.SelectMatchingCard(tp,c10200062.spfilter,tp,LOCATION_DECK,0,1,1,nil,e,tp)
if #sg>0 then
Duel.BreakEffect()
local tc=sg:GetFirst()
Duel.SpecialSummonStep(tc,0,tp,tp,false,false,POS_FACEUP+POS_FACEDOWN_DEFENSE)
Duel.SpecialSummonComplete()
--选择表侧表示或里侧守备表示
local pos=POS_FACEUP
if tc:IsCanBeSpecialSummoned(e,0,tp,false,false,POS_FACEDOWN_DEFENSE) then
local op=Duel.SelectOption(tp,aux.Stringid(10200062,3),aux.Stringid(10200062,4))
if op==1 then pos=POS_FACEDOWN_DEFENSE end
end
Duel.SpecialSummon(tc,0,tp,tp,false,false,pos)
end
end
-- 2
--②效果
function c10200062.damcon(e,tp,eg,ep,ev,re,r,rp)
local tc=eg:GetFirst()
local bc=tc:GetBattleTarget()
e:SetLabelObject(tc)
return tc:IsControler(1-tp) and tc:IsLocation(LOCATION_GRAVE) and tc:IsReason(REASON_BATTLE)
and bc and bc:IsSetCard(0xe25) and bc:IsControler(tp)
if tc:IsControler(1-tp) and tc:IsLocation(LOCATION_GRAVE) and tc:IsReason(REASON_BATTLE)
and bc and bc:IsSetCard(0xe25) and bc:IsControler(tp) then
e:SetLabelObject(tc)
return true
end
return false
end
function c10200062.damtg(e,tp,eg,ep,ev,re,r,rp,chk)
local tc=e:GetLabelObject()
......
-- 午夜战栗·深渊颤栗
--午夜战栗·深渊颤栗
function c10200064.initial_effect(c)
-- Activate
--Activate
local e0=Effect.CreateEffect(c)
e0:SetType(EFFECT_TYPE_ACTIVATE)
e0:SetCode(EVENT_FREE_CHAIN)
c:RegisterEffect(e0)
-- 效果1
--①:午夜战栗怪兽同纵列对方效果发动时,那只怪兽变里侧守备,效果无效
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200064,0))
e1:SetCategory(CATEGORY_DISABLE+CATEGORY_POSITION)
e1:SetType(EFFECT_TYPE_QUICK_O)
e1:SetCode(EVENT_CHAINING)
e1:SetRange(LOCATION_SZONE)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
e1:SetCountLimit(1,0,EFFECT_COUNT_CODE_CHAIN)
e1:SetCondition(c10200064.negcon)
e1:SetTarget(c10200064.negtg)
e1:SetOperation(c10200064.negop)
c:RegisterEffect(e1)
end
-- 1
function c10200064.cfilter(c,seq)
if not c:IsFaceup() or not c:IsSetCard(0xe25) or not c:IsLocation(LOCATION_MZONE) then return false end
if not c:IsCanTurnSet() then return false end
local cseq=c:GetSequence()
if cseq>4 then
if cseq==5 then cseq=1
elseif cseq==6 then cseq=3 end
end
return cseq==seq
end
--①效果
function c10200064.getcolumnseq(c)
local loc=c:GetLocation()
local seq=c:GetSequence()
......@@ -39,39 +30,45 @@ function c10200064.getcolumnseq(c)
end
elseif loc==LOCATION_SZONE then
if seq>4 then return -1 end
elseif loc==LOCATION_FZONE then
return -1
elseif loc==LOCATION_PZONE then
elseif loc==LOCATION_FZONE or loc==LOCATION_PZONE then
return -1
end
return seq
end
function c10200064.cfilter(c,seq,tp)
if not c:IsFaceup() or not c:IsSetCard(0xe25) or not c:IsLocation(LOCATION_MZONE) then return false end
if not c:IsControler(tp) then return false end
if not c:IsCanTurnSet() then return false end
local cseq=c:GetSequence()
if cseq>4 then
if cseq==5 then cseq=1
elseif cseq==6 then cseq=3 end
end
return cseq==seq
end
function c10200064.negcon(e,tp,eg,ep,ev,re,r,rp)
if rp==tp or not re:IsActiveType(TYPE_MONSTER+TYPE_SPELL+TYPE_TRAP) then return false end
local rc=re:GetHandler()
local seq=c10200064.getcolumnseq(rc)
if seq<0 then return false end
local g=Duel.GetMatchingGroup(c10200064.cfilter,tp,LOCATION_MZONE,0,nil,seq)
local g=Duel.GetMatchingGroup(c10200064.cfilter,tp,LOCATION_MZONE,0,nil,seq,tp)
if #g==0 then return false end
e:SetLabelObject(g)
e:SetLabel(seq)
return true
end
function c10200064.negtg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return true end
function c10200064.negtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
local seq=e:GetLabel()
if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and c10200064.cfilter(chkc,seq,tp) end
if chk==0 then return Duel.IsExistingTarget(c10200064.cfilter,tp,LOCATION_MZONE,0,1,nil,seq,tp) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_POSCHANGE)
Duel.SelectTarget(tp,c10200064.cfilter,tp,LOCATION_MZONE,0,1,1,nil,seq,tp)
Duel.SetOperationInfo(0,CATEGORY_DISABLE,eg,1,0,0)
Duel.SetOperationInfo(0,CATEGORY_POSITION,nil,1,0,0)
end
function c10200064.negop(e,tp,eg,ep,ev,re,r,rp)
local g=e:GetLabelObject()
if not g then return end
local fg=g:Filter(Card.IsRelateToEffect,nil,e)
if #fg==0 then return end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_POSCHANGE)
local sg=fg:Select(tp,1,1,nil)
local tc=sg:GetFirst()
if tc and tc:IsFaceup() and tc:IsCanTurnSet() then
local tc=Duel.GetFirstTarget()
if tc and tc:IsRelateToEffect(e) and tc:IsFaceup() and tc:IsCanTurnSet() then
Duel.ChangePosition(tc,POS_FACEDOWN_DEFENSE)
if Duel.NegateEffect(ev) then
end
Duel.NegateEffect(ev)
end
end
-- 午夜战栗·尸群围城
--午夜战栗·尸群围城
function c10200065.initial_effect(c)
-- 效果1
--①:移动并变更表示形式,根据表示形式适用效果
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(10200065,0))
e1:SetCategory(CATEGORY_POSITION+CATEGORY_DESTROY+CATEGORY_TODECK+CATEGORY_DRAW)
......@@ -12,7 +12,7 @@ function c10200065.initial_effect(c)
e1:SetOperation(c10200065.activate)
c:RegisterEffect(e1)
end
-- 1
--效果
function c10200065.tgfilter(c,tp)
if not c:IsFaceup() or not c:IsSetCard(0xe25) then return false end
if not c:IsCanChangePosition() then return false end
......@@ -56,6 +56,7 @@ function c10200065.activate(e,tp,eg,ep,ev,re,r,rp)
if not tc or not tc:IsRelateToEffect(e) or tc:IsFacedown() then return end
local seq=tc:GetSequence()
if seq>4 then return end
--移动到相邻区域
local flag=0
if seq>0 and Duel.CheckLocation(tp,LOCATION_MZONE,seq-1) then flag=flag|(1<<(seq-1)) end
if seq<4 and Duel.CheckLocation(tp,LOCATION_MZONE,seq+1) then flag=flag|(1<<(seq+1)) end
......@@ -65,13 +66,16 @@ function c10200065.activate(e,tp,eg,ep,ev,re,r,rp)
local nseq=math.log(zone,2)
Duel.MoveSequence(tc,nseq)
if tc:GetSequence()~=nseq then return end
--表示形式变更
if not tc:IsCanChangePosition() then return end
if tc:IsAttackPos() then
Duel.ChangePosition(tc,POS_FACEUP_DEFENSE)
else
Duel.ChangePosition(tc,POS_FACEUP_ATTACK)
end
--根据表示形式适用效果
if tc:IsAttackPos() then
--表侧攻击表示:破坏同纵列及相邻纵列的对方卡
local curseq=c10200065.getcolumnseq(tc)
if curseq<0 then return end
local seqs={curseq}
......@@ -82,6 +86,7 @@ function c10200065.activate(e,tp,eg,ep,ev,re,r,rp)
Duel.Destroy(g,REASON_EFFECT)
end
else
--表侧守备表示:墓地5张午夜战栗卡回卡组,抽2张
if Duel.IsExistingMatchingCard(c10200065.tdfilter,tp,LOCATION_GRAVE,0,5,nil) then
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK)
local g=Duel.SelectMatchingCard(tp,c10200065.tdfilter,tp,LOCATION_GRAVE,0,5,5,nil)
......
-- 午夜战栗·天顶巨星
--午夜战栗·天顶巨星
function c10200066.initial_effect(c)
c:EnableReviveLimit()
-- 融合素材设定
--融合素材设定
aux.AddFusionProcMix(c,true,true,10200046,c10200066.matfilter)
-- 接触融合
--接触融合
aux.AddContactFusionProcedure(c,c10200066.contactfilter,LOCATION_MZONE,0,Duel.SendtoGrave,REASON_COST,c10200066.contactop)
--特殊召唤条件
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD)
e1:SetCode(EFFECT_SPSUMMON_PROC)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
e1:SetRange(LOCATION_EXTRA)
e1:SetCondition(c10200066.spcon)
e1:SetTarget(c10200066.sptg)
e1:SetOperation(c10200066.spop)
e1:SetValue(SUMMON_TYPE_FUSION)
e1:SetCode(EFFECT_SPSUMMON_CONDITION)
e1:SetValue(c10200066.splimit)
c:RegisterEffect(e1)
-- 效果1
--①:检索午夜战栗卡
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(10200066,0))
e2:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_MZONE)
e2:SetCountLimit(1,{10200066,1})
e2:SetCountLimit(1,10200066)
e2:SetTarget(c10200066.thtg)
e2:SetOperation(c10200066.thop)
c:RegisterEffect(e2)
-- 效果2
--②:额外怪兽区域存在,移动或表示形式变更时变里侧守备
local e3=Effect.CreateEffect(c)
e3:SetDescription(aux.Stringid(10200066,1))
e3:SetCategory(CATEGORY_POSITION)
e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
e3:SetCode(EVENT_CUSTOM+0xe25)
e3:SetRange(LOCATION_MZONE)
e3:SetCountLimit(1,{10200066,2})
e3:SetCountLimit(1,10200067)
e3:SetCondition(c10200066.poscon)
e3:SetTarget(c10200066.postg)
e3:SetOperation(c10200066.posop)
......@@ -40,58 +38,35 @@ function c10200066.initial_effect(c)
e3b:SetCode(EVENT_CHANGE_POS)
e3b:SetCondition(c10200066.poscon2)
c:RegisterEffect(e3b)
-- 效果3
--③:送去墓地时除外回卡组
local e4=Effect.CreateEffect(c)
e4:SetDescription(aux.Stringid(10200066,2))
e4:SetCategory(CATEGORY_TODECK)
e4:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e4:SetCode(EVENT_TO_GRAVE)
e4:SetProperty(EFFECT_FLAG_DELAY)
e4:SetCountLimit(1,{10200066,3})
e4:SetCountLimit(1,10200068)
e4:SetCost(c10200066.tdcost)
e4:SetTarget(c10200066.tdtg)
e4:SetOperation(c10200066.tdop)
c:RegisterEffect(e4)
end
-- 1
--融合素材过滤
function c10200066.matfilter(c,fc,sumtype,tp)
return c:IsSetCard(0xe25) and c:IsType(TYPE_MONSTER,fc,sumtype,tp)
end
-- 2
function c10200066.spfilter1(c,tp)
return c:IsCode(10200046) and c:IsFaceup() and c:IsAbleToGraveAsCost() and c:IsControler(tp)
--接触融合
function c10200066.contactfilter(c)
return c:IsFaceup() and c:IsSetCard(0xe25) and c:IsAbleToGraveAsCost()
end
function c10200066.spfilter2(c,tp)
return c:IsSetCard(0xe25) and c:IsFaceup() and c:IsType(TYPE_MONSTER) and c:IsAbleToGraveAsCost() and c:IsControler(tp)
function c10200066.contactop(g,tp)
return #g>=2 and g:IsExists(Card.IsCode,1,nil,10200046)
end
function c10200066.spcon(e,c)
if c==nil then return true end
local tp=c:GetControler()
local g1=Duel.GetMatchingGroup(c10200066.spfilter1,tp,LOCATION_MZONE,0,nil,tp)
local g2=Duel.GetMatchingGroup(c10200066.spfilter2,tp,LOCATION_MZONE,0,nil,tp)
return #g1>0 and #g2>1
--特殊召唤条件
function c10200066.splimit(e,se,sp,st)
return bit.band(st,SUMMON_TYPE_FUSION)==SUMMON_TYPE_FUSION
end
function c10200066.sptg(e,tp,eg,ep,ev,re,r,rp,chk,c)
local g1=Duel.GetMatchingGroup(c10200066.spfilter1,tp,LOCATION_MZONE,0,nil,tp)
local g2=Duel.GetMatchingGroup(c10200066.spfilter2,tp,LOCATION_MZONE,0,nil,tp)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE)
local sg1=g1:Select(tp,1,1,nil)
g2:Sub(sg1)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE)
local sg2=g2:Select(tp,1,1,nil)
sg1:Merge(sg2)
if sg1:GetCount()<2 then return false end
sg1:KeepAlive()
e:SetLabelObject(sg1)
return true
end
function c10200066.spop(e,tp,eg,ep,ev,re,r,rp,c)
local g=e:GetLabelObject()
if not g then return end
Duel.SendtoGrave(g,REASON_COST)
g:DeleteGroup()
end
-- 3
--①效果
function c10200066.thfilter(c)
return c:IsSetCard(0xe25) and c:IsAbleToHand()
end
......@@ -107,7 +82,10 @@ function c10200066.thop(e,tp,eg,ep,ev,re,r,rp)
Duel.ConfirmCards(1-tp,g)
end
end
-- 4
--②效果
function c10200066.poscfilter(c,tp)
return c:IsFaceup() and c:IsControler(tp)
end
function c10200066.poscon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:GetSequence()<5 then return false end
......@@ -116,7 +94,7 @@ end
function c10200066.poscon2(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:GetSequence()<5 then return false end
return eg:IsExists(function(c,tp) return c:IsFaceup() and c:IsControler(tp) end,1,nil,tp)
return eg:IsExists(c10200066.poscfilter,1,nil,tp)
end
function c10200066.posfilter(c)
return c:IsFaceup() and c:IsCanTurnSet()
......@@ -133,7 +111,7 @@ function c10200066.posop(e,tp,eg,ep,ev,re,r,rp)
Duel.ChangePosition(g,POS_FACEDOWN_DEFENSE)
end
end
-- 5
--③效果
function c10200066.tdcost(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
if chk==0 then return c:IsAbleToRemove() end
......@@ -162,23 +140,32 @@ function c10200066.tdtg(e,tp,eg,ep,ev,re,r,rp,chk)
end
Duel.SetOperationInfo(0,CATEGORY_TODECK,nil,4,tp,LOCATION_GRAVE)
end
function c10200066.tdfilter(c,sg)
function c10200066.tdfilter(c,selected)
if not c:IsSetCard(0xe25) or not c:IsType(TYPE_MONSTER) or not c:IsAbleToDeck() then return false end
return not sg:IsExists(Card.IsCode,1,nil,c:GetCode())
local tc=selected:GetFirst()
while tc do
if tc:GetCode()==c:GetCode() then return false end
tc=selected:GetNext()
end
return true
end
function c10200066.tdop(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetMatchingGroup(aux.NecroValleyFilter(c10200066.tdchkfilter),tp,LOCATION_GRAVE,0,nil)
if #g<4 or not g:IsExists(Card.IsCode,1,nil,10200046) then return end
if #g<4 then return end
local g1=g:Filter(Card.IsCode,nil,10200046)
if #g1==0 then return end
local selected=Group.CreateGroup()
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK)
local sg=g:FilterSelect(tp,Card.IsCode,1,1,nil,10200046)
local sg1=g1:Select(tp,1,1,nil)
selected:Merge(sg1)
for i=1,3 do
local ng=g:Filter(c10200066.tdfilter,nil,sg)
local ng=g:Filter(c10200066.tdfilter,nil,selected)
if #ng==0 then return end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK)
local tc=ng:Select(tp,1,1,nil):GetFirst()
sg:AddCard(tc)
selected:AddCard(tc)
end
if #sg==4 then
Duel.SendtoDeck(sg,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)
if #selected==4 then
Duel.SendtoDeck(selected,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)
end
end
......@@ -111,7 +111,9 @@ function c22348284.tdop(e,tp,eg,ep,ev,re,r,rp)
if g:GetCount()>0 then
local tc=g:GetFirst()
if Duel.SpecialSummonStep(tc,0,tp,tp,false,false,POS_FACEUP) then
Duel.Equip(tp,c,tc)
if c:IsRelateToEffect(e) then
Duel.Equip(tp,c,tc)
end
Duel.SpecialSummonComplete()
end
end
......
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