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added The Battle Bump
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rush/c160216075.lua

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--ザ☆バトルバンプ
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--The Battle Bump
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--scripted by YoshiDuels
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local s,id=GetID()
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function s.initial_effect(c)
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--equip
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aux.AddEquipProcedure(c,0,s.eqfilter,s.eqlimit)
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--atk up
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local e1=Effect.CreateEffect(c)
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e1:SetType(EFFECT_TYPE_EQUIP)
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e1:SetCode(EFFECT_UPDATE_ATTACK)
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e1:SetValue(200)
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c:RegisterEffect(e1)
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--Opponent cannot activate
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local e2=Effect.CreateEffect(c)
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e2:SetType(EFFECT_TYPE_FIELD)
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e2:SetCode(EFFECT_CANNOT_ACTIVATE)
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e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
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e2:SetRange(LOCATION_SZONE)
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e2:SetTargetRange(0,1)
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e2:SetValue(s.aclimit)
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c:RegisterEffect(e2)
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--gain LP
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local e3=Effect.CreateEffect(c)
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e3:SetDescription(aux.Stringid(id,0))
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e3:SetCategory(CATEGORY_POSITION)
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e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
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e3:SetCode(EVENT_DAMAGE_STEP_END)
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e3:SetRange(LOCATION_SZONE)
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e3:SetCondition(s.condition)
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e3:SetOperation(s.operation)
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c:RegisterEffect(e3)
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end
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function s.eqfilter(c)
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return c:IsFaceup() and not c:IsMaximumModeSide()
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end
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function s.eqlimit(e,c)
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return c:IsFaceup()
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end
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function s.aclimit(e,re,tp)
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local c=re:GetHandler()
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return re:IsHasType(EFFECT_TYPE_ACTIVATE) and c:IsEquipSpell()
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end
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function s.condition(e,tp,eg,ep,ev,re,r,rp)
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local ec=e:GetHandler():GetEquipTarget()
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local dt=nil
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if ec==Duel.GetAttacker() then dt=Duel.GetAttackTarget()
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elseif ec==Duel.GetAttackTarget() then dt=Duel.GetAttacker() end
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e:SetLabelObject(dt)
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return dt and dt:IsRelateToBattle()
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end
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function s.operation(e,tp,eg,ep,ev,re,r,rp)
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local dt=e:GetLabelObject()
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if dt:IsRelateToBattle() and dt:IsDefensePos() then
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Duel.ChangePosition(dt,0,0,POS_FACEUP_ATTACK,POS_FACEUP_ATTACK)
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end
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end

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