NSummon working but not conditional
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@@ -16,27 +16,18 @@ function s.initial_effect(c)
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local e2=Effect.CreateEffect(c)
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local e2=Effect.CreateEffect(c)
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e2:SetDescription(aux.Stringid(id,1))
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e2:SetDescription(aux.Stringid(id,1))
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e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
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e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
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e2:SetType(EFFECT_TYPE_QUICK_O) --quick effect
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e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS) --quick effect | copied from obelisk
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e2:SetCode(EVENT_FREE_CHAIN)
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e2:SetCode(EVENT_SUMMON_SUCCESS) --added from obelisk | works on summon but need to chain in order to activate effect
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e2:SetRange(LOCATION_MZONE)
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e2:SetRange(LOCATION_MZONE)
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--e2:SetCost(s.spcost)
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e2:SetTarget(s.sptg)
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e2:SetTarget(s.sptg)
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e2:SetOperation(s.spop)
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e2:SetOperation(s.spop)
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c:RegisterEffect(e2)
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c:RegisterEffect(e2)
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end
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end
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function s.efilter(e,c)
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function s.efilter(e,c)
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return c:IsType(TYPE_NORMAL)
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return c:IsType(TYPE_NORMAL) --change to archetype code maybe | Pendulum effect
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end
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end
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function s.spfilter(c,e,tp)
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--Added from water dragon cluster
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return c:IsCode(561586057) and c:IsCanBeSpecialSummoned(e,0,tp,true,false,POS_FACEUP_DEFENSE) --card id for sp summon
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--tributing to activate (not needed)
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--[[function s.spcost(e,tp,eg,ep,ev,re,r,rp,chk)
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if chk==0 then return e:GetHandler():IsReleasable() end --it is not needed but infinite chain and not on summon
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Duel.Release(e:GetHandler(),REASON_COST)
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end]]
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function s.spfilter(c,e,tp) --water dragon id changed to s(card id)
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return c:IsCode(561586057) and c:IsCanBeSpecialSummoned(e,0,tp,true,false,POS_FACEUP_DEFENSE) --id is water dragon that this sm-s
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end
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end
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function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
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function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
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local ft=Duel.GetLocationCount(tp,LOCATION_MZONE)
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local ft=Duel.GetLocationCount(tp,LOCATION_MZONE)
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