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proc_union.lua
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proc_union.lua
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--Procedure for Union monster equip/unequip
--c: Union monster
--f: Potential targets
--oldequip: Uses old rules for number of monster equiped (A monster can only by equipped with 1 Union monster at a time.)
--oldprotect: Uses old rules for destroy replacement (If the equipped monster would be destroyed, destroy this card instead.)
function Auxiliary.AddUnionProcedure(c,f,oldequip,oldprotect)
if oldprotect == nil then oldprotect = oldequip end
--equip
local e1=Effect.CreateEffect(c)
e1:SetDescription(1068)
e1:SetCategory(CATEGORY_EQUIP)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetRange(LOCATION_MZONE)
e1:SetTarget(Auxiliary.UnionTarget(f,oldequip))
e1:SetOperation(Auxiliary.UnionOperation(f))
c:RegisterEffect(e1)
--unequip
local e2=Effect.CreateEffect(c)
e2:SetDescription(2)
e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetRange(LOCATION_SZONE)
if oldequip then
e2:SetCondition(Auxiliary.IsUnionState)
else
e2:SetCondition(function(e) return e:GetHandler():GetEquipTarget()end)
end
e2:SetTarget(Auxiliary.UnionSumTarget(oldequip))
e2:SetOperation(Auxiliary.UnionSumOperation(oldequip))
c:RegisterEffect(e2)
--destroy sub
local e3=Effect.CreateEffect(c)
e3:SetType(EFFECT_TYPE_EQUIP)
e3:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
e3:SetCode(EFFECT_DESTROY_SUBSTITUTE)
if oldprotect then
e3:SetCondition(Auxiliary.IsUnionState)
else
e3:SetCondition(function(e) return e:GetHandler():GetEquipTarget()end)
end
e3:SetValue(Auxiliary.UnionReplace(oldprotect))
c:RegisterEffect(e3)
--eqlimit
local e4=Effect.CreateEffect(c)
e4:SetType(EFFECT_TYPE_SINGLE)
e4:SetCode(EFFECT_UNION_LIMIT)
e4:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e4:SetValue(Auxiliary.UnionLimit(f))
c:RegisterEffect(e4)
--auxiliary function compatibility
if oldequip then
local m=c:GetMetatable()
m.old_union=true
end
end
function Auxiliary.UnionFilter(c,f,oldrule)
local ct1,ct2=c:GetUnionCount()
if c:IsFaceup() and (not f or f(c)) then
if oldrule then
return ct1==0
else
return ct2==0
end
else
return false
end
end
function Auxiliary.UnionTarget(f,oldrule)
return function (e,tp,eg,ep,ev,re,r,rp,chk,chkc)
local c=e:GetHandler()
local code=c:GetOriginalCode()
if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and Auxiliary.UnionFilter(c,f,oldrule) end
if chk==0 then return e:GetHandler():GetFlagEffect(code)==0 and Duel.GetLocationCount(tp,LOCATION_SZONE)>0
and Duel.IsExistingTarget(Auxiliary.UnionFilter,tp,LOCATION_MZONE,0,1,c,f,oldrule) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_EQUIP)
local g=Duel.SelectTarget(tp,Auxiliary.UnionFilter,tp,LOCATION_MZONE,0,1,1,c,f,oldrule)
Duel.SetOperationInfo(0,CATEGORY_EQUIP,g,1,0,0)
c:RegisterFlagEffect(code,RESET_EVENT+(RESETS_STANDARD-RESET_TOFIELD-RESET_LEAVE)+RESET_PHASE+PHASE_END,0,1)
end
end
function Auxiliary.UnionOperation(f)
return function (e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local tc=Duel.GetFirstTarget()
if not c:IsRelateToEffect(e) or c:IsFacedown() then return end
if not tc:IsRelateToEffect(e) or (f and not f(tc)) then
Duel.SendtoGrave(c,REASON_EFFECT)
return
end
if not Duel.Equip(tp,c,tc,false) then return end
aux.SetUnionState(c)
end
end
function Auxiliary.UnionSumTarget(oldrule)
return function (e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
local code=c:GetOriginalCode()
local pos=POS_FACEUP
if oldrule then pos=POS_FACEUP_ATTACK end
if chk==0 then return c:GetFlagEffect(code)==0 and Duel.GetLocationCount(tp,LOCATION_MZONE)>0
and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,true,false,pos) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,c,1,0,0)
c:RegisterFlagEffect(code,RESET_EVENT+(RESETS_STANDARD-RESET_TOFIELD-RESET_LEAVE)+RESET_PHASE+PHASE_END,0,1)
end
end
function Auxiliary.UnionSumOperation(oldrule)
return function (e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if not c:IsRelateToEffect(e) then return end
local pos=POS_FACEUP
if oldrule then pos=POS_FACEUP_ATTACK end
if Duel.SpecialSummon(c,0,tp,tp,true,false,pos)==0 and Duel.GetLocationCount(tp,LOCATION_MZONE)<=0
and c:IsCanBeSpecialSummoned(e,0,tp,true,false,pos) then
Duel.SendtoGrave(c,REASON_RULE)
end
end
end
function Auxiliary.UnionReplace(oldrule)
return function (e,re,r,rp)
if oldrule then
return (r&REASON_BATTLE)~=0
else
return (r&REASON_BATTLE)~=0 or (r&REASON_EFFECT)~=0
end
end
end
function Auxiliary.UnionLimit(f)
return function (e,c)
return (not f or f(c)) or e:GetHandler():GetEquipTarget()==c
end
end
function Auxiliary.IsUnionState(effect)
local c=effect:GetHandler()
return c:IsHasEffect(EFFECT_UNION_STATUS)
end
function Auxiliary.SetUnionState(c)
local eset={c:GetCardEffect(EFFECT_UNION_LIMIT)}
local e0=Effect.CreateEffect(c)
e0:SetType(EFFECT_TYPE_SINGLE)
e0:SetCode(EFFECT_EQUIP_LIMIT)
e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e0:SetValue(eset[1]:GetValue())
e0:SetReset(RESET_EVENT+RESETS_STANDARD)
c:RegisterEffect(e0)
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_UNION_STATUS)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e1:SetReset(RESET_EVENT+RESETS_STANDARD)
c:RegisterEffect(e1)
if c.old_union then
local e2=e1:Clone()
e2:SetCode(EFFECT_OLDUNION_STATUS)
c:RegisterEffect(e2)
end
end
function Auxiliary.CheckUnionEquip(uc,tc)
ct1,ct2=tc:GetUnionCount()
if uc.old_union then return ct1==0
else return ct2==0 end
end