Commit 3ae7c6d9 authored by Tachibana's avatar Tachibana

ndyd

parent 8d51219f
--史黛拉-EX --史黛拉-EX
function c20000001.initial_effect(c) function c20000001.initial_effect(c)
aux.AddCodeList(c,20000000)
c:EnableReviveLimit() c:EnableReviveLimit()
aux.EnableChangeCode(c,20000000,LOCATION_MZONE) aux.EnableChangeCode(c,20000000,LOCATION_MZONE)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
......
--战火纷飞之地 --战火纷飞之地
function c20000002.initial_effect(c) function c20000002.initial_effect(c)
aux.AddCodeList(c,20000000)
--Activate --Activate
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
......
--再起的双星 --再起的双星
function c20000003.initial_effect(c) function c20000003.initial_effect(c)
aux.AddCodeList(c,20000000,20000002,20000100,20000101)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetCategory(CATEGORY_TOGRAVE+CATEGORY_SEARCH+CATEGORY_TOHAND) e1:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
e1:SetCountLimit(1,20000003) e1:SetCountLimit(1,20000003)
......
--对过去的告别 --对过去的告别
function c20000004.initial_effect(c) function c20000004.initial_effect(c)
aux.AddCodeList(c,20000000,20000002)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetCategory(CATEGORY_DESTROY+CATEGORY_SPECIAL_SUMMON) e1:SetCategory(CATEGORY_DESTROY+CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
......
--极密合约 护卫 --极密合约 护卫
function c20000005.initial_effect(c) function c20000005.initial_effect(c)
aux.AddCodeList(c,20000000)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
--极密合约 支援 --极密合约 支援
function c20000006.initial_effect(c) function c20000006.initial_effect(c)
aux.AddCodeList(c,20000000)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
--极密合约 狙击 --极密合约 狙击
function c20000007.initial_effect(c) function c20000007.initial_effect(c)
aux.AddCodeList(c,20000000)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
--极密合约 屠杀 --极密合约 屠杀
function c20000008.initial_effect(c) function c20000008.initial_effect(c)
aux.AddCodeList(c,20000000)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
--极密合约 埋伏 --极密合约 埋伏
function c20000009.initial_effect(c) function c20000009.initial_effect(c)
aux.AddCodeList(c,20000000)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
--极密合约 封锁 --极密合约 封锁
function c20000010.initial_effect(c) function c20000010.initial_effect(c)
aux.AddCodeList(c,20000000)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
--极密合约 突围 --极密合约 突围
function c20000011.initial_effect(c) function c20000011.initial_effect(c)
aux.AddCodeList(c,20000000)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
--极密合约 斩首 --极密合约 斩首
function c20000012.initial_effect(c) function c20000012.initial_effect(c)
aux.AddCodeList(c,20000000)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
--极密合约 压制 --极密合约 压制
function c20000013.initial_effect(c) function c20000013.initial_effect(c)
aux.AddCodeList(c,20000000)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
--极密合约仲介 --极密合约仲介
function c20000015.initial_effect(c) function c20000015.initial_effect(c)
aux.AddCodeList(c,20000000,20000003,20000004)
aux.AddXyzProcedure(c,c20000015.xyzf,4,2) aux.AddXyzProcedure(c,c20000015.xyzf,4,2)
c:EnableReviveLimit() c:EnableReviveLimit()
--xyz summon --xyz summon
......
--史黛拉 past --史黛拉 past
function c20000016.initial_effect(c) function c20000016.initial_effect(c)
aux.AddCodeList(c,20000000)
aux.EnableChangeCode(c,20000000,LOCATION_MZONE) aux.EnableChangeCode(c,20000000,LOCATION_MZONE)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(20000016,0)) e1:SetDescription(aux.Stringid(20000016,0))
......
--核心重組 --核心重組
function c20000103.initial_effect(c) function c20000103.initial_effect(c)
aux.AddCodeList(c,20000102)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_TOGRAVE) e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_TOGRAVE)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
......
--終局核心 噩夢 --終局核心 噩夢
function c20000105.initial_effect(c) function c20000105.initial_effect(c)
aux.AddCodeList(c,20000100,20000103)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD) e2:SetType(EFFECT_TYPE_FIELD)
e2:SetCode(EFFECT_SPSUMMON_PROC) e2:SetCode(EFFECT_SPSUMMON_PROC)
......
--終局核心 熔岩 --終局核心 熔岩
function c20000106.initial_effect(c) function c20000106.initial_effect(c)
aux.AddCodeList(c,20000100,20000103)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD) e2:SetType(EFFECT_TYPE_FIELD)
e2:SetCode(EFFECT_SPSUMMON_PROC) e2:SetCode(EFFECT_SPSUMMON_PROC)
......
--終局核心 龍捲 --終局核心 龍捲
function c20000107.initial_effect(c) function c20000107.initial_effect(c)
aux.AddCodeList(c,20000100,20000103)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD) e2:SetType(EFFECT_TYPE_FIELD)
e2:SetCode(EFFECT_SPSUMMON_PROC) e2:SetCode(EFFECT_SPSUMMON_PROC)
......
--終局核心 極光 --終局核心 極光
function c20000108.initial_effect(c) function c20000108.initial_effect(c)
aux.AddCodeList(c,20000100,20000102)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD) e2:SetType(EFFECT_TYPE_FIELD)
e2:SetCode(EFFECT_SPSUMMON_PROC) e2:SetCode(EFFECT_SPSUMMON_PROC)
......
--終局核心 閃雷 --終局核心 閃雷
function c20000109.initial_effect(c) function c20000109.initial_effect(c)
aux.AddCodeList(c,20000100,20000102)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD) e2:SetType(EFFECT_TYPE_FIELD)
e2:SetCode(EFFECT_SPSUMMON_PROC) e2:SetCode(EFFECT_SPSUMMON_PROC)
......
--終局核心 海嘯 --終局核心 海嘯
function c20000110.initial_effect(c) function c20000110.initial_effect(c)
aux.AddCodeList(c,20000100,20000102)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD) e2:SetType(EFFECT_TYPE_FIELD)
e2:SetCode(EFFECT_SPSUMMON_PROC) e2:SetCode(EFFECT_SPSUMMON_PROC)
...@@ -45,7 +46,7 @@ function c20000110.tgf3(c,e,tp) ...@@ -45,7 +46,7 @@ function c20000110.tgf3(c,e,tp)
return c:IsCode(20000100) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) return c:IsCode(20000100) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end end
function c20000110.opf31(c) function c20000110.opf31(c)
return c:IsType(TYPE_RITUAL) and c:IsRace(RACE_MACHINE) and not c:IsSummonableCard() return c:IsType(TYPE_RITUAL) and c:IsRace(RACE_MACHINE)
and c:IsType(TYPE_MONSTER) and c:IsAbleToHand() and c:IsType(TYPE_MONSTER) and c:IsAbleToHand()
end end
function c20000110.opf32(c) function c20000110.opf32(c)
......
--人工核心智能 --人工核心智能
function c20000119.initial_effect(c) function c20000119.initial_effect(c)
aux.AddCodeList(c,20000100)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN) e1:SetCode(EVENT_FREE_CHAIN)
......
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