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--A BF-雨隠れのサヨ function c17994645.initial_effect(c) --synchro summon aux.AddSynchroProcedure(c,nil,aux.NonTuner(nil),1,1) c:EnableReviveLimit() --add type local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e1:SetCode(EVENT_SPSUMMON_SUCCESS) e1:SetCondition(c17994645.tncon) e1:SetOperation(c17994645.tnop) c:RegisterEffect(e1) local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_MATERIAL_CHECK) e2:SetValue(c17994645.valcheck) e2:SetLabelObject(e1) c:RegisterEffect(e2) --battle indes local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_SINGLE) e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e3:SetRange(LOCATION_MZONE) e3:SetCode(EFFECT_INDESTRUCTABLE_COUNT) e3:SetCountLimit(2) e3:SetValue(c17994645.valcon) c:RegisterEffect(e3) end function c17994645.valcheck(e,c) local g=c:GetMaterial() if g:IsExists(Card.IsSetCard,1,nil,0x33) then e:GetLabelObject():SetLabel(1) else e:GetLabelObject():SetLabel(0) end end function c17994645.tncon(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():IsSummonType(SUMMON_TYPE_SYNCHRO) and e:GetLabel()==1 end function c17994645.tnop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e1:SetCode(EFFECT_ADD_TYPE) e1:SetValue(TYPE_TUNER) e1:SetReset(RESET_EVENT+0x1fe0000) c:RegisterEffect(e1) end function c17994645.valcon(e,re,r,rp) return bit.band(r,REASON_BATTLE)~=0 end