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xiaoye
Vgdpro Scripts
Commits
317c1acb
Commit
317c1acb
authored
Aug 09, 2024
by
xiaoye
Browse files
Options
Browse Files
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Plain Diff
fixed 20240809/1328
parent
a3da1ccd
Changes
12
Expand all
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Showing
12 changed files
with
431 additions
and
110 deletions
+431
-110
VgD.Lua
VgD.Lua
+211
-40
VgDefinition.Lua
VgDefinition.Lua
+3
-2
VgFuncLib.lua
VgFuncLib.lua
+173
-50
c10401067.lua
c10401067.lua
+5
-4
c10401106.lua
c10401106.lua
+5
-2
c10401109.lua
c10401109.lua
+1
-1
c10401118.lua
c10401118.lua
+5
-2
c10402031.lua
c10402031.lua
+19
-0
c10501082.lua
c10501082.lua
+3
-3
c10501091.lua
c10501091.lua
+2
-2
c10501095.lua
c10501095.lua
+2
-2
c10501097.lua
c10501097.lua
+2
-2
No files found.
VgD.Lua
View file @
317c1acb
This diff is collapsed.
Click to expand it.
VgDefinition.Lua
View file @
317c1acb
...
@@ -729,7 +729,7 @@ HINTMSG_DISCARD =501 --请选择要丢弃的手牌
...
@@ -729,7 +729,7 @@ HINTMSG_DISCARD =501 --请选择要丢弃的手牌
HINTMSG_IMPRISON
=
502
--请选择要收容的卡
HINTMSG_IMPRISON
=
502
--请选择要收容的卡
HINTMSG_REMOVE
=
503
--请选择要除外的卡
HINTMSG_REMOVE
=
503
--请选择要除外的卡
HINTMSG_TODROP
=
504
--请选择要置入弃牌区的卡
HINTMSG_TODROP
=
504
--请选择要置入弃牌区的卡
HINTMSG_
RTOHAND
=
505
--请选择要返回手牌
的卡
HINTMSG_
LOCK
=
505
--请选择要封锁
的卡
HINTMSG_ATOHAND
=
506
--请选择要加入手牌的卡
HINTMSG_ATOHAND
=
506
--请选择要加入手牌的卡
HINTMSG_TODECK
=
507
--请选择要返回卡组的卡
HINTMSG_TODECK
=
507
--请选择要返回卡组的卡
HINTMSG_CALL
=
508
--请选择要Call到圆阵的卡
HINTMSG_CALL
=
508
--请选择要Call到圆阵的卡
...
@@ -753,7 +753,7 @@ HINTMSG_POSCHANGE =528 --请选择要改变表示形式的怪兽
...
@@ -753,7 +753,7 @@ HINTMSG_POSCHANGE =528 --请选择要改变表示形式的怪兽
HINTMSG_SELF
=
529
--请选择自己的卡
HINTMSG_SELF
=
529
--请选择自己的卡
HINTMSG_OPPO
=
530
--请选择对方的卡
HINTMSG_OPPO
=
530
--请选择对方的卡
HINTMSG_TRIBUTE
=
531
--请选择上级召唤用需要解放的怪兽
HINTMSG_TRIBUTE
=
531
--请选择上级召唤用需要解放的怪兽
HINTMSG_
DEATTACHFROM
=
532
--请选择要取除超量素材的怪兽
HINTMSG_
REMOVEXYZ
=
532
--请选择要拔除的卡
HINTMSG_OVERLAY
=
533
--请选择要重叠的卡
HINTMSG_OVERLAY
=
533
--请选择要重叠的卡
HINTMSG_ATTACKTARGET
=
549
--请选择攻击的对象
HINTMSG_ATTACKTARGET
=
549
--请选择攻击的对象
HINTMSG_EFFECT
=
550
--请选择要发动的效果
HINTMSG_EFFECT
=
550
--请选择要发动的效果
...
@@ -871,6 +871,7 @@ AFFECT_CODE_MIX_DIFFERENT_NAME =VgID+1 --魔合成(卡名不同)
...
@@ -871,6 +871,7 @@ AFFECT_CODE_MIX_DIFFERENT_NAME =VgID+1 --魔合成(卡名不同)
AFFECT_CODE_BOTH_WING
=
VgID
+
2
--你的卡片的白翼能力和黑翼能力两方均有效
AFFECT_CODE_BOTH_WING
=
VgID
+
2
--你的卡片的白翼能力和黑翼能力两方均有效
AFFECT_CODE_NIGHT
=
VgID
+
3
--黑夜
AFFECT_CODE_NIGHT
=
VgID
+
3
--黑夜
AFFECT_CODE_DEEP_NIGHT
=
VgID
+
4
--深渊黑夜
AFFECT_CODE_DEEP_NIGHT
=
VgID
+
4
--深渊黑夜
AFFECT_CODE_OVERLAY_COST_FREE_WHEN_MIX
=
VgID
+
5
--魔合成可以不支付灵魂爆发
AFFECT_CODE_OVERLAY_INSTEAD_WHEN_RIDE
=
10501082
--不执行『选择手牌中的1张卡,舍弃』而是执行『灵魂爆发1』来将卡RIDE
AFFECT_CODE_OVERLAY_INSTEAD_WHEN_RIDE
=
10501082
--不执行『选择手牌中的1张卡,舍弃』而是执行『灵魂爆发1』来将卡RIDE
...
...
VgFuncLib.lua
View file @
317c1acb
This diff is collapsed.
Click to expand it.
c10401067.lua
View file @
317c1acb
...
@@ -5,14 +5,15 @@ function cm.initial_effect(c)
...
@@ -5,14 +5,15 @@ function cm.initial_effect(c)
--通过【费用】[使用1张以上的你希望的张数的卡进行计数爆发]施放!
--通过【费用】[使用1张以上的你希望的张数的卡进行计数爆发]施放!
--由于这个费用支付的计数爆发1每有1张,选择对手的1张后防者,退场。
--由于这个费用支付的计数爆发1每有1张,选择对手的1张后防者,退场。
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
cm
.
cos_from
=
{
LOCATION_DAMAGE
}
cm
.
cos_to
=
{
"POSCHANGE"
}
cm
.
cos_val
=
{
1
}
cm
.
cos_val_max
=
{
100
}
cm
.
cos_filter
=
{
Card
.
IsFaceup
}
end
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
ct
=
vgf
.
GetMatchingGroupCount
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
nil
)
local
ct
=
vgf
.
GetMatchingGroupCount
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
nil
)
if
chk
==
0
then
if
chk
==
0
then
if
e
:
IsHasType
(
EFFECT_TYPE_ACTIVATE
)
then
cm
.
cos_g
=
Duel
.
GetMatchingGroup
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
nil
)
cm
.
cos_val
=
{
nil
,
1
,
ct
}
end
return
vgf
.
IsExistingMatchingCard
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
1
,
nil
)
return
vgf
.
IsExistingMatchingCard
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
1
,
nil
)
end
end
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_DAMAGE
,
e
,
tp
,
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
1
,
ct
,
nil
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_DAMAGE
,
e
,
tp
,
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
1
,
ct
,
nil
)
...
...
c10401106.lua
View file @
317c1acb
...
@@ -2,6 +2,11 @@ local cm,m,o=GetID()
...
@@ -2,6 +2,11 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
cm
.
cos_from
=
{
LOCATION_OVERLAY
}
cm
.
cos_to
=
{
LOCATION_DROP
}
cm
.
cos_val
=
{
1
}
cm
.
cos_val_max
=
{
1
}
cm
.
cos_filter
=
{
function
(
tc
)
return
tc
:
IsLevel
(
3
)
end
}
end
end
function
cm
.
filter
(
c
,
p
)
function
cm
.
filter
(
c
,
p
)
return
c
:
IsControler
(
p
)
and
vgf
.
RMonsterFilter
(
c
)
return
c
:
IsControler
(
p
)
and
vgf
.
RMonsterFilter
(
c
)
...
@@ -22,8 +27,6 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
...
@@ -22,8 +27,6 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
end
end
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
cm
.
cos_g
=
vgf
.
GetMatchingGroup
(
vgf
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
,
nil
):
GetFirst
():
GetOverlayGroup
():
Filter
(
Card
.
IsLevel
,
nil
,
3
)
cm
.
cos_val
=
{
nil
,
1
,
1
}
if
chk
==
0
then
if
chk
==
0
then
vgf
.
GetMatchingGroup
(
vgf
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
,
nil
):
GetFirst
():
GetOverlayGroup
():
IsExists
(
Card
.
IsLevel
,
1
,
nil
,
3
)
vgf
.
GetMatchingGroup
(
vgf
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
,
nil
):
GetFirst
():
GetOverlayGroup
():
IsExists
(
Card
.
IsLevel
,
1
,
nil
,
3
)
end
end
...
...
c10401109.lua
View file @
317c1acb
...
@@ -8,7 +8,7 @@ function cm.initial_effect(c)
...
@@ -8,7 +8,7 @@ function cm.initial_effect(c)
end
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
local
c
=
e
:
GetHandler
()
return
vgf
.
RMonsterCondition
and
vgf
.
VMonsterFilter
(
Duel
.
GetAttackTarget
())
and
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_
REMOVED
,
0
,
1
,
nil
,
TYPE_SPELL
)
return
vgf
.
RMonsterCondition
and
vgf
.
VMonsterFilter
(
Duel
.
GetAttackTarget
())
and
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_
LOCK
,
0
,
1
,
nil
,
TYPE_SPELL
)
end
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
local
c
=
e
:
GetHandler
()
...
...
c10401118.lua
View file @
317c1acb
...
@@ -5,10 +5,13 @@ local cm,m,o=GetID()
...
@@ -5,10 +5,13 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
operation
,
cm
.
cost
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
operation
,
cm
.
cost
)
cm
.
cos_from
=
{
LOCATION_MZONE
}
cm
.
cos_to
=
{
LOCATION_DROP
}
cm
.
cos_val
=
{
2
}
cm
.
cos_val_max
=
{
2
}
cm
.
cos_filter
=
{
vgf
.
RMonsterFilter
}
end
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
cm
.
cos_g
=
Duel
.
GetMatchingGroup
(
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
)
cm
.
cos_val
=
{
nil
,
2
,
2
}
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
2
,
nil
)
end
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
2
,
nil
)
end
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_LEAVEONFIELD
,
e
,
tp
,
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
2
,
2
,
nil
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_LEAVEONFIELD
,
e
,
tp
,
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
2
,
2
,
nil
)
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_COST
)
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_COST
)
...
...
c10402031.lua
View file @
317c1acb
local
cm
,
m
,
o
=
GetID
()
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
cm
.
cos_from
=
{
LOCATION_HAND
}
cm
.
cos_to
=
{
LOCATION_DROP
}
cm
.
cos_val
=
{
1
}
cm
.
cos_val_max
=
{
1
}
cm
.
cos_filter
=
{
cm
.
filter
}
end
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Draw
(
tp
,
2
,
REASON_EFFECT
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_HAND
,
0
,
1
,
nil
)
end
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_TODROP
,
tp
,
cm
.
filter
,
tp
,
LOCATION_HAND
,
0
,
1
,
1
,
nil
)
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_COST
)
end
function
cm
.
filter
(
c
)
return
c
:
IsSetCard
(
0x201
)
end
\ No newline at end of file
c10501082.lua
View file @
317c1acb
...
@@ -26,8 +26,8 @@ function cm.initial_effect(c)
...
@@ -26,8 +26,8 @@ function cm.initial_effect(c)
vgd
.
EffectTypeTrigger
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
nil
,
cm
.
con1
)
vgd
.
EffectTypeTrigger
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
nil
,
cm
.
con1
)
end
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
a
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_
REMOVED
,
0
,
1
,
nil
)
local
a
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_
LOCK
,
0
,
1
,
nil
)
local
b
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_
REMOVED
,
0
,
1
,
nil
)
local
b
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_
LOCK
,
0
,
1
,
nil
)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
return
not
a
and
b
return
not
a
and
b
end
end
...
@@ -43,5 +43,5 @@ function cm.con1(e,tp,eg,ep,ev,re,r,rp)
...
@@ -43,5 +43,5 @@ function cm.con1(e,tp,eg,ep,ev,re,r,rp)
end
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
g
=
Duel
.
GetDecktopGroup
(
tp
,
1
)
local
g
=
Duel
.
GetDecktopGroup
(
tp
,
1
)
vgf
.
Sendto
(
LOCATION_
REMOVED
,
g
,
POS_FACEUP
,
REASON_EFFECT
)
vgf
.
Sendto
(
LOCATION_
LOCK
,
g
,
POS_FACEUP
,
REASON_EFFECT
)
end
end
\ No newline at end of file
c10501091.lua
View file @
317c1acb
...
@@ -10,8 +10,8 @@ function cm.con1(e,tp,eg,ep,ev,re,r,rp)
...
@@ -10,8 +10,8 @@ function cm.con1(e,tp,eg,ep,ev,re,r,rp)
return
cm
.
con2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
and
vgf
.
RMonsterCondition
(
e
)
return
cm
.
con2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
and
vgf
.
RMonsterCondition
(
e
)
end
end
function
cm
.
con2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
con2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
a
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_
REMOVED
,
0
,
1
,
nil
)
local
a
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_
LOCK
,
0
,
1
,
nil
)
local
b
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_
REMOVED
,
0
,
1
,
nil
)
local
b
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_
LOCK
,
0
,
1
,
nil
)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
return
not
a
and
b
return
not
a
and
b
end
end
...
...
c10501095.lua
View file @
317c1acb
...
@@ -18,8 +18,8 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
...
@@ -18,8 +18,8 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
return
eg
:
IsContains
(
c
)
and
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
and
vgf
.
RMonsterCondition
(
e
)
return
eg
:
IsContains
(
c
)
and
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
and
vgf
.
RMonsterCondition
(
e
)
end
end
function
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
a
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_
REMOVED
,
0
,
1
,
nil
)
local
a
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_
LOCK
,
0
,
1
,
nil
)
local
b
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_
REMOVED
,
0
,
1
,
nil
)
local
b
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_
LOCK
,
0
,
1
,
nil
)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
return
not
a
and
b
return
not
a
and
b
end
end
...
...
c10501097.lua
View file @
317c1acb
...
@@ -11,8 +11,8 @@ end
...
@@ -11,8 +11,8 @@ end
end
end
function
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
a
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_
REMOVED
,
0
,
1
,
nil
)
local
a
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_
LOCK
,
0
,
1
,
nil
)
local
b
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_
REMOVED
,
0
,
1
,
nil
)
local
b
=
vgf
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_
LOCK
,
0
,
1
,
nil
)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
return
not
a
and
b
return
not
a
and
b
end
end
...
...
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