Commit 9ca55ae1 authored by fallenstardust's avatar fallenstardust
parents d08b364a 9c895557
--マルチャミー・フワロス
local s,id,o=GetID()
function s.initial_effect(c)
--draw
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(id,0))
e1:SetCategory(CATEGORY_DRAW)
e1:SetType(EFFECT_TYPE_QUICK_O)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetHintTiming(0,TIMINGS_CHECK_MONSTER)
e1:SetRange(LOCATION_HAND)
e1:SetCondition(s.drcon)
e1:SetCost(s.drcost)
e1:SetOperation(s.drop)
c:RegisterEffect(e1)
Duel.AddCustomActivityCounter(id,ACTIVITY_CHAIN,s.chainfilter)
end
function s.drcon(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetFieldGroupCount(tp,LOCATION_ONFIELD,0)==0 and Duel.GetCustomActivityCount(id,tp,ACTIVITY_CHAIN)<2
end
function s.drcost(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)
local e3=Effect.CreateEffect(e:GetHandler())
e3:SetType(EFFECT_TYPE_FIELD)
e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_OATH)
e3:SetCode(EFFECT_CANNOT_ACTIVATE)
e3:SetTargetRange(1,0)
e3:SetCondition(s.actcon)
e3:SetValue(s.aclimit)
e3:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e3,tp)
end
function s.chainfilter(re,tp,cid)
return not (re:IsActiveType(TYPE_MONSTER) and re:GetHandler():IsSetCard(0x1b2))
end
function s.actcon(e)
local tp=e:GetHandlerPlayer()
return Duel.GetCustomActivityCount(id,tp,ACTIVITY_CHAIN)>1
end
function s.aclimit(e,re,tp)
return re:IsActiveType(TYPE_MONSTER) and re:GetHandler():IsSetCard(0x1b2)
end
function s.drop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_FIELD)
e1:SetProperty(EFFECT_FLAG_DELAY)
e1:SetCode(EVENT_SPSUMMON_SUCCESS)
e1:SetCondition(s.drcon1)
e1:SetOperation(s.drop1)
e1:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e1,tp)
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_FIELD)
e2:SetCode(EVENT_SPSUMMON_SUCCESS)
e2:SetCondition(s.regcon)
e2:SetOperation(s.regop)
e2:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e2,tp)
local e3=Effect.CreateEffect(c)
e3:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_FIELD)
e3:SetCode(EVENT_CHAIN_SOLVED)
e3:SetCondition(s.drcon2)
e3:SetOperation(s.drop2)
e3:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e3,tp)
local e4=Effect.CreateEffect(e:GetHandler())
e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e4:SetCode(EVENT_PHASE+PHASE_END)
e4:SetCountLimit(1)
e4:SetCondition(s.tdcon)
e4:SetOperation(s.tdop)
e4:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e4,tp)
end
function s.filter(c,sp)
return c:IsSummonPlayer(sp) and c:IsSummonLocation(LOCATION_DECK+LOCATION_EXTRA)
end
function s.drcon1(e,tp,eg,ep,ev,re,r,rp)
return eg:IsExists(s.filter,1,nil,1-tp)
and not Duel.IsChainSolving()
end
function s.drop1(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,1,REASON_EFFECT)
end
function s.regcon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsExists(s.filter,1,nil,1-tp)
and Duel.IsChainSolving()
end
function s.regop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,id+o,RESET_CHAIN,0,1)
end
function s.drcon2(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetFlagEffect(tp,id+o)>0
end
function s.drop2(e,tp,eg,ep,ev,re,r,rp)
local n=Duel.GetFlagEffect(tp,id+o)
Duel.ResetFlagEffect(tp,id+o)
Duel.Draw(tp,n,REASON_EFFECT)
end
function s.tdcon(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetFieldGroupCount(e:GetOwnerPlayer(),LOCATION_HAND,0)>Duel.GetFieldGroupCount(e:GetOwnerPlayer(),0,LOCATION_ONFIELD)+6
end
function s.tdop(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetFieldGroup(e:GetOwnerPlayer(),LOCATION_HAND,0)
local d=Duel.GetFieldGroupCount(e:GetOwnerPlayer(),LOCATION_HAND,0)-(Duel.GetFieldGroupCount(e:GetOwnerPlayer(),0,LOCATION_ONFIELD)+6)
local sg=g:RandomSelect(e:GetOwnerPlayer(),d)
Duel.SendtoDeck(sg,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)
end
\ No newline at end of file
--六武衆の破戒僧 --六武式襲雙陣
local s,id,o=GetID() local s,id,o=GetID()
function s.initial_effect(c) function s.initial_effect(c)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(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