Commit 5433db98 authored by xiaoye's avatar xiaoye

fix

parent ff3885b9
...@@ -14,7 +14,7 @@ function cm.initial_effect(c) ...@@ -14,7 +14,7 @@ function cm.initial_effect(c)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE) e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e2:SetCode(EFFECT_ADD_ATTRIBUTE) e2:SetCode(EFFECT_ADD_SKILL)
e2:SetRange(LOCATION_MZONE) e2:SetRange(LOCATION_MZONE)
e2:SetValue(SKILL_SUPPORT) e2:SetValue(SKILL_SUPPORT)
e2:SetCondition(cm.condition) e2:SetCondition(cm.condition)
......
...@@ -11,7 +11,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp) ...@@ -11,7 +11,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE) e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e2:SetCode(EFFECT_ADD_ATTRIBUTE) e2:SetCode(EFFECT_ADD_SKILL)
e2:SetRange(LOCATION_MZONE) e2:SetRange(LOCATION_MZONE)
e2:SetValue(SKILL_SUPPORT) e2:SetValue(SKILL_SUPPORT)
e2:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END) e2:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END)
......
...@@ -8,7 +8,7 @@ function cm.initial_effect(c) ...@@ -8,7 +8,7 @@ function cm.initial_effect(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,nil,cm.condition) vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,nil,cm.condition)
--【永】【R】:这个回合中曾有你的等级3以上的先导者登场过的话,这个单位的力量+5000。 --【永】【R】:这个回合中曾有你的等级3以上的先导者登场过的话,这个单位的力量+5000。
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,5000,cm.con)
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_SPSUMMON_SUCCESS,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_SPSUMMON_SUCCESS,cm.checkcon)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetFlagEffect(tp,m)>0 return Duel.GetFlagEffect(tp,m)>0
...@@ -33,7 +33,4 @@ function cm.checkfilter(c) ...@@ -33,7 +33,4 @@ function cm.checkfilter(c)
end end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsExists(cm.checkfilter,1,nil) return eg:IsExists(cm.checkfilter,1,nil)
end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end end
\ No newline at end of file
...@@ -3,14 +3,11 @@ function cm.initial_effect(c) ...@@ -3,14 +3,11 @@ function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.OverlayCost(1),cm.condition) vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.OverlayCost(1),cm.condition)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation1,nil,cm.condition1) vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation1,nil,cm.condition1)
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_SPSUMMON_SUCCESS,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_SPSUMMON_SUCCESS,cm.checkcon)
end end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsExists(Card.IsSummonType,1,nil,SUMMON_TYPE_SELFRIDE) return eg:IsExists(Card.IsSummonType,1,nil,SUMMON_TYPE_SELFRIDE)
end end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
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.VMonsterFilter(c) return vgf.VMonsterFilter(c)
......
...@@ -3,7 +3,7 @@ function cm.initial_effect(c) ...@@ -3,7 +3,7 @@ function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op,cm.cost,vgf.VMonsterCondition) vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op,cm.cost,vgf.VMonsterCondition)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op1,vgf.OverlayCost(5),cm.con,nil,nil,nil,2) vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op1,vgf.OverlayCost(5),cm.con,nil,nil,nil,2)
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_TO_GRAVE,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_TO_GRAVE,cm.checkcon)
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)
if chk==0 then return vgf.IsExistingMatchingCard(cm.filter,tp,LOCATION_MZONE,0,2,nil) end if chk==0 then return vgf.IsExistingMatchingCard(cm.filter,tp,LOCATION_MZONE,0,2,nil) end
...@@ -46,7 +46,4 @@ function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) ...@@ -46,7 +46,4 @@ function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
end end
function cm.cfilter(c,tp) function cm.cfilter(c,tp)
return c:IsPreviousLocation(LOCATION_MZONE) and c:IsPreviousControler(1-tp) return c:IsPreviousLocation(LOCATION_MZONE) and c:IsPreviousControler(1-tp)
end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end end
\ No newline at end of file
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.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHANGE_POS,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHANGE_POS,cm.checkcon)
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,5000,cm.con)
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,1,cm.con1,nil,nil,EFFECT_UPDATE_LSCALE) vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,1,cm.con1,nil,nil,EFFECT_UPDATE_LSCALE)
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,1,cm.con1,nil,nil,EFFECT_UPDATE_RSCALE) vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,1,cm.con1,nil,nil,EFFECT_UPDATE_RSCALE)
...@@ -10,9 +10,6 @@ end ...@@ -10,9 +10,6 @@ end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsContains(e:GetHandler()) return eg:IsContains(e:GetHandler())
end end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
local ct=Duel.GetFlagEffectLabel(tp,FLAG_CONDITION) local ct=Duel.GetFlagEffectLabel(tp,FLAG_CONDITION)
return VgF.GetValueType(ct)=="number" and ct==10102001 return VgF.GetValueType(ct)=="number" and ct==10102001
......
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.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,5000,function(e) return vgf.RMonsterCondition(e) and cm.con(e) end)
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,5000,cm.con,nil,nil,EFFECT_UPDATE_DEFENSE,nil,LOCATION_GZONE)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.OverlayCost(1),vgf.RSummonCondition)
end end
function cm.con(e)
local tp=e:GetHandler()
return vgf.IsExistingMatchingCard(cm.filter,tp,LOCATION_ORDER,0,2,nil)
end
function cm.filter(c)
return c:GetFlagEffect(FLAG_IMPRISON)>0
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local g=vgf.SelectMatchingCard(HINTMSG_OPPO,e,tp,cm.filter1,tp,0,LOCATION_MZONE,1,1,nil)
vgf.SendtoPrison(g,tp)
end
function cm.filter1(c)
return vgf.RMonsterFilter(c) and vgf.FrontFilter(c)
end
\ No newline at end of file
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.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,cm.cost,vgf.RSummonCondition)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op1,nil,cm.con)
end end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then
return vgf.DamageCost(2)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.OverlayCost(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
vgf.DamageCost(2)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.OverlayCost(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local g=vgf.SelectMatchingCard(HINTMSG_CALL,e,tp,vgf.IsCanBeCalled,tp,LOCATION_HAND,0,1,1,nil,e,tp)
if vgf.Sendto(LOCATION_MZONE,g,0,tp)>0 and g:GetFirst():IsLevel(3) then
Duel.Draw(tp,2,REASON_EFFECT)
end
end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
return vgf.RMonsterCondition(e) and vgf.IsExistingMatchingCard(Card.IsLevel,tp,LOCATION_MZONE,0,3,nil,3)
end
function cm.op1(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:IsRelateToEffect(e) and c:IsFaceup() then
vgf.AtkUp(c,c,5000)
end
end
\ No newline at end of file
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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_MOVE,cm.op,nil,cm.con)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op1,cm.cost1,cm.con1,nil,1)
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_SPSUMMON_SUCCESS,cm.checkcon)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
return vgf.VMonsterCondition(e) and eg:IsExists(cm.filter,1,nil,tp) and Duel.GetTurnPlayer()==tp and Duel.GetAttackTarget()
end
function cm.filter(c,tp)
return c:IsRace(TRIGGER_CARDS) and c:IsLocation(LOCATION_TRIGGER) and c:IsControler(tp)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local g=vgf.SelectMatchingCard(HINTMSG_RMONSTER,e,tp,vgf.RMonsterFilter,tp,LOCATION_MZONE,0,1,1,nil)
vgf.AtkUp(c,g,10000)
end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsExists(Card.IsSummonType,1,nil,SUMMON_TYPE_SELFRIDE)
end
function cm.con1(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetFlagEffect(tp,m)>0 and vgf.VMonsterCondition(e)
end
function cm.cost1(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then
return vgf.DamageCost(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.OverlayCost(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
vgf.DamageCost(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.OverlayCost(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
function cm.op1(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local g=vgf.SelectMatchingCard(HINTMSG_TODECK,e,tp,Card.IsRace,tp,LOCATION_HAND,0,0,1,nil,TRIGGER_ADVANCE+TRIGGER_CRITICAL_STRIKE)
if g:GetCount()>0 then
Duel.ConfirmCards(1-tp,g)
vgf.Sendto(LOCATION_DECK,g,tp,SEQ_DECKTOP,REASON_EFFECT)
end
vgd.TriggerCountUp(c,1,RESET_PHASE+PHASE_END)
end
\ No newline at end of file
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)
end local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
e1:SetCode(AFFECT_CODE_MIX)
e1:SetRange(LOCATION_ORDER)
e1:SetTargetRange(1,0)
e1:SetCondition(vgf.VMonsterCondition)
c:RegisterEffect(e1)
local e2=e1:Clone()
e2:SetCode(AFFECT_CODE_MIX_DIFFERENT_NAME)
c:RegisterEffect(e2)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,vgf.SearchCard(LOCATION_MZONE,LOCATION_DROP),vgf.DamageCost(1),vgf.VMonsterCondition,nil,1)
end
\ No newline at end of file
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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,vgf.DamageCost(1),cm.con)
end end
function cm.con(e)
local c=e:GetHandler()
return vgf.BackFilter(c)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local g=vgf.SelectMatchingCard(HINTMSG_ATKUP,e,tp,vgf.RMonsterFilter,tp,LOCATION_MZONE,0,1,1,c)
vgf.AtkUp(c,g,c:GetAttack())
end
\ No newline at end of file
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.OverDress(c,10101009)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.DamageCost(1),cm.con)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
return c:GetFlagEffectLabel(FLAG_CONDITION)==201 and vgf.RSummonCondition(e)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
Duel.Draw(tp,2,REASON_EFFECT)
if c:IsRelateToEffect(e) and c:IsFaceup() then
vgf.AtkUp(c,c,5000)
end
end
\ No newline at end of file
...@@ -10,7 +10,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp) ...@@ -10,7 +10,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE) e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e1:SetCode(EFFECT_ADD_ATTRIBUTE) e1:SetCode(EFFECT_ADD_SKILL)
e1:SetRange(LOCATION_MZONE) e1:SetRange(LOCATION_MZONE)
e1:SetValue(SKILL_SUPPORT) e1:SetValue(SKILL_SUPPORT)
e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END) e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END)
......
...@@ -3,7 +3,7 @@ function cm.initial_effect(c) ...@@ -3,7 +3,7 @@ function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.SearchCard(LOCATION_HAND,LOCATION_DROP,cm.filter,1,0),nil,vgf.VSummonCondition) vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.SearchCard(LOCATION_HAND,LOCATION_DROP,cm.filter,1,0),nil,vgf.VSummonCondition)
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,5000,cm.con2) vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,5000,cm.con2)
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAINING,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAINING,cm.checkcon)
end end
function cm.filter(c) function cm.filter(c)
return c:GetType()==TYPE_SPELL return c:GetType()==TYPE_SPELL
...@@ -11,9 +11,6 @@ end ...@@ -11,9 +11,6 @@ end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return re:IsHasType(EFFECT_TYPE_ACTIVATE) and rp==tp return re:IsHasType(EFFECT_TYPE_ACTIVATE) and rp==tp
end end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end
function cm.con2(e,tp,eg,ep,ev,re,r,rp) function cm.con2(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetFlagEffect(tp,m)>0 and vgf.RMonsterCondition(e) return Duel.GetFlagEffect(tp,m)>0 and vgf.RMonsterCondition(e)
end end
\ No newline at end of file
...@@ -4,7 +4,7 @@ function cm.initial_effect(c) ...@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
--【永】【R】:这个回合中你进行过灵魂填充的话,这个单位的力量+2000 --【永】【R】:这个回合中你进行过灵魂填充的话,这个单位的力量+2000
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,2000,cm.con) vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,2000,cm.con)
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CUSTOM+EVENT_OVERLAY_FILL,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CUSTOM+EVENT_OVERLAY_FILL,cm.checkcon)
end end
function cm.con(e) function cm.con(e)
local tp=e:GetHandlerPlayer() local tp=e:GetHandlerPlayer()
...@@ -12,7 +12,4 @@ function cm.con(e) ...@@ -12,7 +12,4 @@ function cm.con(e)
end end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetTurnPlayer()==tp and rp==tp return Duel.GetTurnPlayer()==tp and rp==tp
end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,PHASE_END,0,1)
end end
\ No newline at end of file
...@@ -7,7 +7,7 @@ function cm.initial_effect(c) ...@@ -7,7 +7,7 @@ function cm.initial_effect(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation,vgf.OverlayCost(1),vgf.VMonsterCondition,nil,1) vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation,vgf.OverlayCost(1),vgf.VMonsterCondition,nil,1)
--【永】【R】:这个回合中你施放过指令卡的话,这个单位的力量+2000。 --【永】【R】:这个回合中你施放过指令卡的话,这个单位的力量+2000。
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,2000,cm.con) vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,2000,cm.con)
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAINING,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAINING,cm.checkcon)
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()
...@@ -22,9 +22,6 @@ end ...@@ -22,9 +22,6 @@ end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return re:IsHasType(EFFECT_TYPE_ACTIVATE) and rp==tp return re:IsHasType(EFFECT_TYPE_ACTIVATE) and rp==tp
end end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetFlagEffect(tp,m)>0 and vgf.RMonsterCondition(e) return Duel.GetFlagEffect(tp,m)>0 and vgf.RMonsterCondition(e)
end end
\ No newline at end of file
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.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHANGE_POS,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHANGE_POS,cm.checkcon)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.op,nil,cm.con) vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.op,nil,cm.con)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
...@@ -23,7 +23,4 @@ function cm.checkfilter(c,tp,re) ...@@ -23,7 +23,4 @@ function cm.checkfilter(c,tp,re)
end end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsExists(cm.checkfilter,1,nil,tp,re) return eg:IsExists(cm.checkfilter,1,nil,tp,re)
end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end end
\ No newline at end of file
...@@ -3,8 +3,8 @@ local cm,m,o=GetID() ...@@ -3,8 +3,8 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
-- 【永】【R】:这个回合中你施放了「不移之绯红」和「无尽之苍蓝」的话,这个单位的力量+10000。 -- 【永】【R】:这个回合中你施放了「不移之绯红」和「无尽之苍蓝」的话,这个单位的力量+10000。
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAIN_SOLVING,cm.checkcon1,cm.checkop1) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAIN_SOLVING,cm.checkcon1)
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAIN_SOLVING,cm.checkcon2,cm.checkop2) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAIN_SOLVING,cm.checkcon2,cm.checkop)
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,10000,cm.con) vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,10000,cm.con)
end end
...@@ -23,10 +23,6 @@ function cm.checkcon2(e,tp,eg,ep,ev,re,r,rp) ...@@ -23,10 +23,6 @@ function cm.checkcon2(e,tp,eg,ep,ev,re,r,rp)
return rc:IsCode(10501055) and rp==tp return rc:IsCode(10501055) and rp==tp
end end
function cm.checkop1(e,tp,eg,ep,ev,re,r,rp) function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,PHASE_END,0,1)
end
function cm.checkop2(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m+1,PHASE_END,0,1) Duel.RegisterFlagEffect(tp,m+1,PHASE_END,0,1)
end end
...@@ -7,7 +7,7 @@ function cm.initial_effect(c) ...@@ -7,7 +7,7 @@ function cm.initial_effect(c)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE) e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e2:SetCode(EFFECT_ADD_ATTRIBUTE) e2:SetCode(EFFECT_ADD_SKILL)
e2:SetRange(LOCATION_MZONE) e2:SetRange(LOCATION_MZONE)
e2:SetValue(SKILL_SUPPORT) e2:SetValue(SKILL_SUPPORT)
e2:SetCondition(cm.con) e2:SetCondition(cm.con)
......
...@@ -4,19 +4,13 @@ local cm,m,o=GetID() ...@@ -4,19 +4,13 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
-- 【永】【R】:这个回合中你施放了指令卡的话,这个单位的力量+2000。 -- 【永】【R】:这个回合中你施放了指令卡的话,这个单位的力量+2000。
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAIN_SOLVING,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CHAIN_SOLVING,cm.checkcon)
vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,2000,cm.con1) vgd.EffectTypeContinuousChangeAttack(c,EFFECT_TYPE_SINGLE,2000,cm.con1)
end end
function cm.con1(e) function cm.con1(e)
local tp=e:GetHandlerPlayer() local tp=e:GetHandlerPlayer()
return vgf.RMonsterCondition(e) and Duel.GetFlagEffect(tp,m)>0 return vgf.RMonsterCondition(e) and Duel.GetFlagEffect(tp,m)>0
end end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return re:IsHasType(EFFECT_TYPE_ACTIVATE) and rp==tp return re:IsHasType(EFFECT_TYPE_ACTIVATE) and rp==tp
end end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,PHASE_END,0,1)
end
...@@ -4,7 +4,7 @@ function cm.initial_effect(c)--这个函数下面用于注册效果 ...@@ -4,7 +4,7 @@ function cm.initial_effect(c)--这个函数下面用于注册效果
vgf.VgCard(c) vgf.VgCard(c)
-- 这个回合中你的先导者被攻击击中过的话,选择1个被攻击的单位,这次战斗中,力量+30000。 -- 这个回合中你的先导者被攻击击中过的话,选择1个被攻击的单位,这次战斗中,力量+30000。
vgd.QuickSpell(c,cm.op,nil,cm.con) vgd.QuickSpell(c,cm.op,nil,cm.con)
vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CUSTOM+EVENT_DAMAGE_TRIGGER,cm.checkcon,cm.checkop) vgd.GlobalCheckEffect(c,m,EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS,EVENT_CUSTOM+EVENT_DAMAGE_TRIGGER,cm.checkcon)
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 c=e:GetHandler() local c=e:GetHandler()
...@@ -22,7 +22,4 @@ end ...@@ -22,7 +22,4 @@ end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
local rc=vgf.GetVMonster(tp) local rc=vgf.GetVMonster(tp)
return eg:IsContains(rc) return eg:IsContains(rc)
end
function cm.checkop(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end end
\ No newline at end of file
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