Commit 560bb703 authored by Amiya's avatar Amiya

修复

parent 58391079
......@@ -18,7 +18,7 @@ function s.initial_effect(c)
e2:SetCode(EVENT_SPSUMMON_SUCCESS)
e2:SetRange(LOCATION_GRAVE)
e2:SetProperty(EFFECT_FLAG_DELAY)
e2:SetCountLimit(1,id)
e2:SetCountLimit(1,id+o)
e2:SetCondition(s.thcon)
e2:SetTarget(s.thtg)
e2:SetOperation(s.thop)
......@@ -39,7 +39,8 @@ function s.thfilter(c)
and c:IsAbleToHand()
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end
if chk==0 then return e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false)
and Duel.IsExistingMatchingCard(s.thfilter,tp,LOCATION_DECK,0,1,nil) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK)
end
......
......@@ -26,10 +26,11 @@ function s.initial_effect(c)
e3:SetRange(LOCATION_MZONE)
e3:SetTargetRange(LOCATION_MZONE,0)
e3:SetTarget(s.atktg)
e3:SetValue(DOUBLE_DAMAGE)
c:RegisterEffect(e3)
end
function s.posfilter(c)
return c:IsPosition(POS_FACEUP) and c:IsCanChangePosition()
return c:IsPosition(POS_FACEUP) and c:IsCanTurnSet()
end
function s.postg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(s.posfilter,tp,0,LOCATION_MZONE,1,nil) end
......
......@@ -42,7 +42,7 @@ function s.thcost(e,tp,eg,ep,ev,re,r,rp,chk)
end
function s.thfilter(c)
return (c:IsSetCard(0x2b2) or c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_SPELLCASTER))
and not c:IsCode(id) and c:IsAbleToHand()
and c:IsAbleToHand()
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(s.thfilter,tp,LOCATION_DECK,0,1,nil) end
......
......@@ -15,7 +15,7 @@ function s.initial_effect(c)
c:RegisterEffect(e1)
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(id,1))
e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
e2:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_GRAVE_SPSUMMON)
e2:SetType(EFFECT_TYPE_QUICK_O)
e2:SetCode(EVENT_CHAINING)
e2:SetRange(LOCATION_MZONE)
......
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