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xiaoye
Vgdpro Scripts
Commits
75e1e468
Commit
75e1e468
authored
Jun 13, 2024
by
xiaoye
Browse files
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Plain Diff
fix
parent
20c6885c
Changes
20
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20 changed files
with
137 additions
and
144 deletions
+137
-144
VgD.Lua
VgD.Lua
+6
-5
VgDefinition.Lua
VgDefinition.Lua
+1
-1
VgFuncLib.lua
VgFuncLib.lua
+19
-1
c10104015.lua
c10104015.lua
+0
-1
c10105008.lua
c10105008.lua
+1
-1
c10501085.lua
c10501085.lua
+9
-19
c10501086.lua
c10501086.lua
+4
-3
c10501087.lua
c10501087.lua
+2
-5
c10501088.lua
c10501088.lua
+1
-3
c10501090.lua
c10501090.lua
+3
-4
c10501091.lua
c10501091.lua
+6
-13
c10501092.lua
c10501092.lua
+3
-12
c10501093.lua
c10501093.lua
+4
-5
c10501094.lua
c10501094.lua
+1
-2
c10501095.lua
c10501095.lua
+14
-17
c10501097.lua
c10501097.lua
+9
-7
c10501115.lua
c10501115.lua
+7
-0
c10501116.lua
c10501116.lua
+5
-7
c10501117.lua
c10501117.lua
+20
-15
c10501118.lua
c10501118.lua
+22
-23
No files found.
VgD.Lua
View file @
75e1e468
...
@@ -332,7 +332,8 @@ function VgD.MonsterBattle(c)
...
@@ -332,7 +332,8 @@ function VgD.MonsterBattle(c)
e8
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e8
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e8
:
SetCode
(
EVENT_DAMAGE_STEP_END
)
e8
:
SetCode
(
EVENT_DAMAGE_STEP_END
)
e8
:
SetProperty
(
EFFECT_FLAG_DAMAGE_STEP
+
EFFECT_FLAG_CANNOT_DISABLE
+
EFFECT_FLAG_DELAY
)
e8
:
SetProperty
(
EFFECT_FLAG_DAMAGE_STEP
+
EFFECT_FLAG_CANNOT_DISABLE
+
EFFECT_FLAG_DELAY
)
e8
:
SetRange
(
LOCATION_GZONE
)
e8
:
SetRange
(
LOCATION_ALL
)
e8
:
SetCondition
(
VgF
.
RuleCardCondtion
)
e8
:
SetOperation
(
VgD
.
GToGraveOperation
)
e8
:
SetOperation
(
VgD
.
GToGraveOperation
)
c
:
RegisterEffect
(
e8
)
c
:
RegisterEffect
(
e8
)
--其他永续
--其他永续
...
@@ -485,8 +486,8 @@ function VgD.SendToGOperation(e,tp,eg,ep,ev,re,r,rp)
...
@@ -485,8 +486,8 @@ function VgD.SendToGOperation(e,tp,eg,ep,ev,re,r,rp)
VgF
.
Sendto
(
LOCATION_GZONE
,
g
,
tp
,
POS_FACEUP
,
REASON_EFFECT
)
VgF
.
Sendto
(
LOCATION_GZONE
,
g
,
tp
,
POS_FACEUP
,
REASON_EFFECT
)
end
end
function
VgD
.
GToGraveOperation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
VgD
.
GToGraveOperation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
(
)
local
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_GZONE
,
0
)
VgF
.
Sendto
(
LOCATION_DROP
,
c
,
REASON_RULE
)
if
g
:
GetCount
()
>
0
then
VgF
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_RULE
)
end
end
end
function
VgD
.
MonsterAttackAnnounceCondition
(
e
,
c
)
function
VgD
.
MonsterAttackAnnounceCondition
(
e
,
c
)
return
e
:
GetHandler
():
IsPosition
(
POS_DEFENSE
)
or
(
VgF
.
IsSequence
(
e
:
GetHandler
(),
1
,
2
,
3
)
and
e
:
GetHandler
():
GetFlagEffect
(
AttackAtRearFlag
)
==
0
)
return
e
:
GetHandler
():
IsPosition
(
POS_DEFENSE
)
or
(
VgF
.
IsSequence
(
e
:
GetHandler
(),
1
,
2
,
3
)
and
e
:
GetHandler
():
GetFlagEffect
(
AttackAtRearFlag
)
==
0
)
...
@@ -708,7 +709,7 @@ function VgD.Rule(c)
...
@@ -708,7 +709,7 @@ function VgD.Rule(c)
e16
:
SetCode
(
EFFECT_QP_ACT_IN_NTPHAND
)
e16
:
SetCode
(
EFFECT_QP_ACT_IN_NTPHAND
)
e16
:
SetRange
(
LOCATION_ALL
)
e16
:
SetRange
(
LOCATION_ALL
)
e16
:
SetCondition
(
VgF
.
RuleCardCondtion
)
e16
:
SetCondition
(
VgF
.
RuleCardCondtion
)
e16
:
SetProperty
(
EFFECT_FLAG_
PLAYER_TARGET
+
EFFECT_FLAG_
CANNOT_DISABLE
)
e16
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e16
:
SetTargetRange
(
LOCATION_HAND
,
0
)
e16
:
SetTargetRange
(
LOCATION_HAND
,
0
)
c
:
RegisterEffect
(
e16
)
c
:
RegisterEffect
(
e16
)
end
end
...
@@ -961,7 +962,7 @@ function VgD.EffectTypeTriggerWhenHittingCon(typ,con,p)
...
@@ -961,7 +962,7 @@ function VgD.EffectTypeTriggerWhenHittingCon(typ,con,p)
return
true
return
true
end
end
end
end
function
VgD
.
QuickSpell
(
c
,
code
,
op
,
cost
,
con
,
tg
)
function
VgD
.
QuickSpell
(
c
,
op
,
cost
,
con
,
tg
)
local
e1
=
Effect
.
CreateEffect
(
c
)
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_ACTIVATE
)
e1
:
SetType
(
EFFECT_TYPE_ACTIVATE
)
e1
:
SetCode
(
EVENT_BATTLE_START
)
e1
:
SetCode
(
EVENT_BATTLE_START
)
...
...
VgDefinition.Lua
View file @
75e1e468
...
@@ -682,7 +682,7 @@ EVENT_SING =VgID+6 --演唱时
...
@@ -682,7 +682,7 @@ EVENT_SING =VgID+6 --演唱时
--攻击时(EVENT_ATTACK_ANNOUNCE)
--攻击时(EVENT_ATTACK_ANNOUNCE)
--支援时(EVENT_CUSTOM+EVENT_SUPPORT)
--支援时(EVENT_CUSTOM+EVENT_SUPPORT)
--截击|放置到G(EVENT_MOVE)
--截击|放置到G(EVENT_MOVE)
--攻击击中时(EVENT_CUSTOM+EVENT_DAMAGE|EVENT_BATTLE_DESTROYING)
--攻击击中时(EVENT_CUSTOM+EVENT_DAMAGE
_TRIGGER
|EVENT_BATTLE_DESTROYING)
--战斗结束时(EVENT_BATTLED)
--战斗结束时(EVENT_BATTLED)
--Hint
--Hint
...
...
VgFuncLib.lua
View file @
75e1e468
...
@@ -875,7 +875,25 @@ function VgF.Sendto(loc,sg,...)
...
@@ -875,7 +875,25 @@ function VgF.Sendto(loc,sg,...)
end
end
if
loc
==
LOCATION_DROP
then
if
loc
==
LOCATION_DROP
then
AddOverlayGroup
(
g
)
AddOverlayGroup
(
g
)
return
Duel
.
SendtoGrave
(
g
,
...
)
local
function
repfilter
(
c
,
tp
)
return
c
:
IsControler
(
tp
)
and
(
c
:
IsLocation
(
LOCATION_GZONE
)
or
vgf
.
RMonsterFilter
(
c
))
and
c
:
IsType
(
TYPE_MONSTER
)
and
c
:
GetLevel
()
%
2
==
1
end
local
print
=
0
for
tp
=
0
,
1
do
local
replace_to_overlay_group
=
g
:
Filter
(
repfilter
,
nil
,
tp
)
local
ct
=
replace_to_overlay_group
:
GetCount
()
if
Duel
.
IsPlayerAffectedByEffect
(
tp
,
10501118
)
and
ct
>
0
and
Duel
.
SelectYesNo
(
tp
,
VgF
.
Stringid
(
10501118
,
0
))
then
if
ct
>
1
then
replace_to_overlay_group
=
replace_to_overlay_group
:
Select
(
tp
,
1
,
ct
,
nil
)
end
local
ct1
=
VgF
.
Sendto
(
LOCATION_OVERLAY
,
replace_to_overlay_group
,
VgF
.
GetVMonster
(
tp
))
print
=
print
+
ct1
g
:
Sub
(
replace_to_overlay_group
)
end
end
if
g
:
GetCount
()
>
0
then
local
ct
=
Duel
.
SendtoGrave
(
g
,
...
)
print
=
print
+
ct
end
return
print
elseif
loc
==
LOCATION_DECK
then
elseif
loc
==
LOCATION_DECK
then
return
Duel
.
SendtoDeck
(
g
,
...
)
return
Duel
.
SendtoDeck
(
g
,
...
)
elseif
loc
==
LOCATION_HAND
then
elseif
loc
==
LOCATION_HAND
then
...
...
c10104015.lua
View file @
75e1e468
...
@@ -11,7 +11,6 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
...
@@ -11,7 +11,6 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
local
atk
=
5000
local
atk
=
5000
if
Duel
.
IsExistingMatchingCard
(
vgf
.
IsSequence
,
tp
,
LOCATION_MZONE
,
0
,
3
,
nil
,
1
,
2
,
3
)
then
atk
=
15000
end
if
Duel
.
IsExistingMatchingCard
(
vgf
.
IsSequence
,
tp
,
LOCATION_MZONE
,
0
,
3
,
nil
,
1
,
2
,
3
)
then
atk
=
15000
end
if
g
then
if
g
then
Duel
.
HintSelection
(
g
)
vgf
.
AtkUp
(
c
,
g
,
atk
)
vgf
.
AtkUp
(
c
,
g
,
atk
)
end
end
end
end
\ No newline at end of file
c10105008.lua
View file @
75e1e468
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
...
@@ -2,7 +2,7 @@ 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
,
2000
,
con
)
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
2000
,
con
)
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
5000
,
con
,
tg
,
c
,
EFFECT_UPDATE_DEFENSE
,
reset
,
LOCATION_
DROP
)
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
5000
,
con
,
tg
,
c
,
EFFECT_UPDATE_DEFENSE
,
reset
,
LOCATION_
GZONE
)
end
end
function
cm
.
con
(
e
,
c
)
function
cm
.
con
(
e
,
c
)
local
tp
=
e
:
GetHandler
()
local
tp
=
e
:
GetHandler
()
...
...
c10501085.lua
View file @
75e1e468
...
@@ -3,33 +3,23 @@ local cm,m,o=GetID()
...
@@ -3,33 +3,23 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
-- 【自】:这个单位被RIDE时,通过【费用】[将手牌中的1张卡放置到灵魂里],从你的牌堆里探寻至多1张宝石卡,公开后加入手牌,然后牌堆洗切。
-- 【自】:这个单位被RIDE时,通过【费用】[将手牌中的1张卡放置到灵魂里],从你的牌堆里探寻至多1张宝石卡,公开后加入手牌,然后牌堆洗切。
vgd
.
BeRidedByCard
(
c
,
m
,
nil
,
cm
.
op1
,
cm
.
cost1
)
vgd
.
BeRidedByCard
(
c
,
m
,
nil
,
vgf
.
SearchCard
(
LOCATION_HAND
,
LOCATION_DECK
,
cm
.
filter
,
1
,
0
)
,
cm
.
cost1
)
-- 【自】【R】:你施放指令卡时,通过【费用】[灵魂爆发1],这个回合中,这个单位的力量+5000。
-- 【自】【R】:你施放指令卡时,通过【费用】[灵魂爆发1],这个回合中,这个单位的力量+5000。
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_FIELD
,
EVENT_CHAINING
,
VgF
.
AtkUp
(
c
,
c
,
5000
)
,
VgF
.
OverlayCost
(
1
),
cm
.
con
)
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_FIELD
,
EVENT_CHAINING
,
cm
.
op
,
VgF
.
OverlayCost
(
1
),
cm
.
con
)
end
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
op1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATOHAND
)
VgF
.
AtkUp
(
c
,
c
,
5000
)
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
cm
.
filter
,
tp
,
LOCATION_DECK
,
0
,
0
,
1
,
nil
)
if
#
g
>
0
then
local
tc
=
g
:
GetFirst
()
Duel
.
Sendto
(
tc
,
tp
,
LOCATION_HAND
,
nil
,
REASON_EFFECT
)
end
Duel
.
ShuffleDeck
(
tp
)
end
end
function
cm
.
filter
(
c
)
function
cm
.
filter
(
c
)
return
c
:
IsCode
(
0xc040
)
and
c
:
IsAbleToHand
()
return
c
:
IsCode
(
0xc040
)
and
c
:
IsAbleToHand
()
end
end
function
cm
.
cost1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
function
cm
.
cost1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
Duel
.
GetMatchingGroupCount
(
nil
,
tp
,
0
,
LOCATION_HAND
,
nil
)
>=
1
end
if
chk
==
0
then
return
Duel
.
GetMatchingGroupCount
(
nil
,
tp
,
LOCATION_HAND
,
0
,
nil
)
>
0
end
local
rc
=
Duel
.
GetMatchingGroup
(
VgF
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
):
GetFirst
()
local
rc
=
vgf
.
GetVMonster
(
tp
)
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
nil
,
tp
,
LOCATION_HAND
,
0
,
1
,
1
,
nil
,
e
,
tp
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_XMATERIAL
,
tp
,
nil
,
tp
,
LOCATION_HAND
,
0
,
1
,
1
,
nil
,
e
,
tp
)
Duel
.
HintSelection
(
g
)
vgf
.
Sendto
(
LOCATION_OVERLAY
,
g
,
rc
)
Duel
.
Overlay
(
rc
,
g
)
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
re
:
IsHasType
(
EFFECT_TYPE_ACTIVATE
)
and
rp
==
tp
and
vgf
.
RMonsterCondition
(
e
)
return
re
:
IsHasType
(
EFFECT_TYPE_ACTIVATE
)
and
rp
==
tp
and
vgf
.
RMonsterCondition
(
e
)
end
end
c10501086.lua
View file @
75e1e468
...
@@ -8,12 +8,13 @@ end
...
@@ -8,12 +8,13 @@ end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
local
c
=
e
:
GetHandler
()
-- 下面这段感觉有点问题
-- 下面这段感觉有点问题
return
VgF
.
RMonsterCondition
(
e
)
and
eg
:
IsExists
(
cm
.
filter
,
1
,
nil
,
tp
)
return
VgF
.
RMonsterCondition
(
e
)
and
eg
:
IsExists
(
cm
.
filter
,
1
,
nil
,
tp
,
c
)
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
()
vgf
.
AtkUp
(
c
,
c
,
2000
)
vgf
.
AtkUp
(
c
,
c
,
2000
)
end
end
function
cm
.
filter
(
c
)
function
cm
.
filter
(
c
,
tp
,
mc
)
return
c
:
IsExists
(
VgF
.
GetColumnGroup
)
local
g
=
VgF
.
GetColumnGroup
(
mc
)
return
g
:
GetCount
()
>
0
and
g
:
IsContains
(
c
)
end
end
\ No newline at end of file
c10501087.lua
View file @
75e1e468
...
@@ -5,12 +5,9 @@ function cm.initial_effect(c)
...
@@ -5,12 +5,9 @@ function cm.initial_effect(c)
-- 【起】【R】【1回合1次】:通过【费用】[计数爆发1],选择你的1张先导者,这个回合中,力量+5000。
-- 【起】【R】【1回合1次】:通过【费用】[计数爆发1],选择你的1张先导者,这个回合中,力量+5000。
vgd
.
EffectTypeIgnition
(
c
,
m
,
LOCATION_MZONE
,
cm
.
op
,
vgf
.
DamageCost
(
1
),
vgf
.
RMonsterCondition
,
nil
,
1
)
vgd
.
EffectTypeIgnition
(
c
,
m
,
LOCATION_MZONE
,
cm
.
op
,
vgf
.
DamageCost
(
1
),
vgf
.
RMonsterCondition
,
nil
,
1
)
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
()
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
-- 选择你的1张先导者
-- 选择你的1张先导者
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
VgF
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
c
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_VMONSTER
,
tp
,
VgF
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
)
Duel
.
HintSelection
(
g
)
vgf
.
AtkUp
(
c
,
g
,
5000
)
vgf
.
AtkUp
(
c
,
g
,
5000
)
end
end
\ No newline at end of file
c10501088.lua
View file @
75e1e468
...
@@ -6,12 +6,10 @@ function cm.initial_effect(c)
...
@@ -6,12 +6,10 @@ function cm.initial_effect(c)
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
)
local
c
=
e
:
GetHandler
()
local
c
=
e
:
GetHandler
()
return
vgf
.
RMonsterFilter
(
c
)
return
vgf
.
RMonsterFilter
(
c
)
and
eg
:
IsContains
(
c
)
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
()
vgf
.
AtkUp
(
c
,
c
,
2000
)
vgf
.
AtkUp
(
c
,
c
,
2000
)
...
...
c10501090.lua
View file @
75e1e468
...
@@ -25,13 +25,12 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
...
@@ -25,13 +25,12 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local
sg
=
g
:
FilterSelect
(
tp
,
cm
.
filter
,
0
,
1
,
nil
)
local
sg
=
g
:
FilterSelect
(
tp
,
cm
.
filter
,
0
,
1
,
nil
)
if
#
sg
>
0
then
if
#
sg
>
0
then
vgf
.
Sendto
(
LOCATION_HAND
,
sg
,
nil
,
REASON_EFFECT
)
vgf
.
Sendto
(
LOCATION_HAND
,
sg
,
nil
,
REASON_EFFECT
)
Duel
.
ConfirmCards
(
1
-
tp
,
sg
)
Duel
.
ShuffleHand
(
tp
)
g
:
RemoveCard
(
vgf
.
ReturnCard
(
sg
))
g
:
RemoveCard
(
vgf
.
ReturnCard
(
sg
))
end
end
for
i
=
1
,
#
g
do
while
g
:
GetCount
()
>
0
do
local
dg
=
Duel
.
GetDecktopGroup
(
tp
,
1
)
local
dg
=
g
:
RandomSelect
(
tp
,
1
)
Duel
.
MoveSequence
(
dg
:
GetFirst
(),
SEQ_DECKBOTTOM
)
Duel
.
MoveSequence
(
dg
:
GetFirst
(),
SEQ_DECKBOTTOM
)
g
:
Sub
(
dg
)
end
end
end
end
function
cm
.
filter
(
c
)
function
cm
.
filter
(
c
)
...
...
c10501091.lua
View file @
75e1e468
...
@@ -6,25 +6,18 @@ function cm.initial_effect(c)
...
@@ -6,25 +6,18 @@ function cm.initial_effect(c)
VgD
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
2000
,
cm
.
con1
)
VgD
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
2000
,
cm
.
con1
)
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
5000
,
cm
.
con2
,
tg
,
EFFECT_UPDATE_DEFENSE
,
reset
,
LOCATION_GZONE
)
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
5000
,
cm
.
con2
,
tg
,
EFFECT_UPDATE_DEFENSE
,
reset
,
LOCATION_GZONE
)
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
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_REMOVED
,
0
,
1
,
nil
)
return
cm
.
con2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
and
vgf
.
RMonsterCondition
(
e
)
local
b
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_REMOVED
,
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)
return
not
a
and
b
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
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_REMOVED
,
0
,
1
,
nil
)
local
a
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_REMOVED
,
0
,
1
,
nil
)
local
b
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_REMOVED
,
0
,
1
,
nil
)
local
b
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_REMOVED
,
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
function
cm
.
filter1
(
c
)
function
cm
.
filter1
(
c
)
return
c
:
getlevel
()
%
2
==
1
return
c
:
GetLevel
()
%
2
==
1
end
end
function
cm
.
filter2
(
c
)
function
cm
.
filter2
(
c
)
return
c
:
getlevel
()
%
2
==
0
return
c
:
GetLevel
()
%
2
==
0
end
end
\ No newline at end of file
c10501092.lua
View file @
75e1e468
...
@@ -5,24 +5,15 @@ function cm.initial_effect(c)
...
@@ -5,24 +5,15 @@ function cm.initial_effect(c)
-- 【自】:这个单位登场到R时,你的R上有其他的〈幽灵〉的话,选择你的1张后防者,这个回合中,力量+5000。
-- 【自】:这个单位登场到R时,你的R上有其他的〈幽灵〉的话,选择你的1张后防者,这个回合中,力量+5000。
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
nil
,
cm
.
con
)
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
nil
,
cm
.
con
)
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
()
-- 选择你的1张后防者
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_ATKUP
,
tp
,
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
)
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
)
Duel
.
HintSelection
(
g
)
-- 这个回合中,力量+5000。
vgf
.
AtkUp
(
c
,
g
,
5000
)
vgf
.
AtkUp
(
c
,
g
,
5000
)
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
c
=
e
:
GetHandler
()
local
c
=
e
:
GetHandler
()
-- 这个单位登场到R时,你的R上有其他的〈幽灵〉的话,
return
not
(
c
:
IsSummonType
(
SUMMON_TYPE_RIDE
)
or
c
:
IsSummonType
(
SUMMON_TYPE_SELFRIDE
))
and
Duel
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
c
)
local
a
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
c
)
return
vgf
.
RMonsterFilter
(
c
)
and
a
end
end
function
cm
.
filter
(
c
)
function
cm
.
filter
(
c
)
return
c
:
IsSetCard
(
0xa013
)
and
c
:
vgf
.
RMonsterFilter
(
)
return
c
:
IsSetCard
(
0xa013
)
and
vgf
.
RMonsterFilter
(
c
)
end
end
\ No newline at end of file
c10501093.lua
View file @
75e1e468
...
@@ -5,9 +5,8 @@ function cm.initial_effect(c)
...
@@ -5,9 +5,8 @@ function cm.initial_effect(c)
-- 【永】【G】:你的不存在单位的R有3个以上的话,这个单位的盾护+10000。
-- 【永】【G】:你的不存在单位的R有3个以上的话,这个单位的盾护+10000。
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
10000
,
cm
.
con
,
tg
,
EFFECT_UPDATE_DEFENSE
,
reset
,
LOCATION_GZONE
)
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
10000
,
cm
.
con
,
tg
,
EFFECT_UPDATE_DEFENSE
,
reset
,
LOCATION_GZONE
)
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
ct1
=
bit
.
ReturnCount
(
vgf
.
GetAvailableLocation
(
tp
))
local
ct1
=
bit
.
ReturnCount
(
vgf
.
GetAvailableLocation
(
tp
))
local
ct2
=
Duel
.
GetMatchingGroupCount
(
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
)
local
ct2
=
Duel
.
GetMatchingGroupCount
(
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
)
return
ct1
-
ct2
>=
3
return
ct1
-
ct2
>=
3
end
end
\ No newline at end of file
c10501094.lua
View file @
75e1e468
...
@@ -5,9 +5,8 @@ function cm.initial_effect(c)
...
@@ -5,9 +5,8 @@ function cm.initial_effect(c)
-- 【永】【R】:你其他的后防者有3张以上的话,这个单位的力量+5000。
-- 【永】【R】:你其他的后防者有3张以上的话,这个单位的力量+5000。
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
5000
,
cm
.
con1
)
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
5000
,
cm
.
con1
)
end
end
function
cm
.
con1
(
e
)
function
cm
.
con1
(
e
)
local
c
=
e
:
GetHandler
()
local
c
=
e
:
GetHandler
()
local
tp
=
e
:
GetHandlerPlayer
()
local
tp
=
e
:
GetHandlerPlayer
()
return
vgf
.
RMonsterCondition
(
e
)
and
Duel
.
IsExistingMatchingCard
(
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
3
,
c
)
and
Duel
.
GetTurnPlayer
()
==
tp
return
vgf
.
RMonsterCondition
(
e
)
and
Duel
.
IsExistingMatchingCard
(
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
3
,
c
)
end
end
\ No newline at end of file
c10501095.lua
View file @
75e1e468
...
@@ -2,33 +2,30 @@
...
@@ -2,33 +2,30 @@
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
)
-- 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)
-- 【自】【R】:这个单位支援时,通过【费用】[灵魂爆发2],选择你其他的1个单位,等级是奇数的这个单位以外的单位每有1个,这个回合中,那个单位的力量+5000。
-- 【自】【R】:这个单位支援时,通过【费用】[灵魂爆发2],选择你其他的1个单位,等级是奇数的这个单位以外的单位每有1个,这个回合中,那个单位的力量+5000。
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
op
,
VgF
.
OverlayCost
(
2
),
cm
.
con
)
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
op
,
VgF
.
OverlayCost
(
2
),
cm
.
con
)
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
()
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_ATKUP
,
tp
,
nil
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
c
)
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
cm
.
filter1
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
c
)
local
ct
=
Duel
.
GetMatchingGroupCount
(
cm
.
filter2
,
tp
,
LOCATION_MZONE
,
0
,
c
)
Duel
.
HintSelection
(
g
)
local
atk
=
5000
*
ct
local
a
=
GetMatchingGroupCount
(
cm
.
filter1
,
tp
,
LOCATION_MZONE
,
0
,
c
)
vgf
.
AtkUp
(
c
,
g
,
atk
)
local
b
=
5000
*
a
vgf
.
AtkUp
(
c
,
g
,
b
)
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
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_REMOVED
,
0
,
1
,
nil
)
local
c
=
e
:
GetHandler
()
local
b
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_REMOVED
,
0
,
1
,
nil
)
return
eg
:
IsContains
(
c
)
and
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
and
vgf
.
RMonsterCondition
(
e
)
end
function
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
a
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_REMOVED
,
0
,
1
,
nil
)
local
b
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_REMOVED
,
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
and
vgf
.
RMonsterCondition
(
e
)
return
not
a
and
b
end
end
function
cm
.
filter1
(
c
)
function
cm
.
filter1
(
c
)
return
c
:
getlevel
()
%
2
==
1
return
c
:
GetLevel
()
%
2
==
1
end
end
function
cm
.
filter2
(
c
)
function
cm
.
filter2
(
c
)
return
c
:
getlevel
()
%
2
==
0
return
c
:
GetLevel
()
%
2
==
0
end
end
\ No newline at end of file
c10501097.lua
View file @
75e1e468
...
@@ -7,16 +7,18 @@ function cm.initial_effect(c)
...
@@ -7,16 +7,18 @@ function cm.initial_effect(c)
VgD
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
10000
,
cm
.
con
)
VgD
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
10000
,
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
)
local
a
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_REMOVED
,
0
,
1
,
nil
)
return
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
and
Duel
.
GetTurnPlayer
()
==
tp
and
vgf
.
RMonsterCondition
(
e
)
local
b
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_REMOVED
,
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)
return
not
a
and
b
and
Duel
.
GetTurnPlayer
()
==
tp
and
vgf
.
RMonsterCondition
(
e
)
end
end
function
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
a
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter1
,
tp
,
LOCATION_REMOVED
,
0
,
1
,
nil
)
local
b
=
Duel
.
IsExistingMatchingCard
(
cm
.
filter2
,
tp
,
LOCATION_REMOVED
,
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)
return
not
a
and
b
end
function
cm
.
filter1
(
c
)
function
cm
.
filter1
(
c
)
return
c
:
getlevel
()
%
2
==
1
return
c
:
GetLevel
()
%
2
==
1
end
end
function
cm
.
filter2
(
c
)
function
cm
.
filter2
(
c
)
return
c
:
getlevel
()
%
2
==
0
return
c
:
GetLevel
()
%
2
==
0
end
end
\ No newline at end of file
c10501115.lua
View file @
75e1e468
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
,
vgf
.
DamageCost
(
1
))
end
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
local
c
=
e
:
GetHandler
()
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_ATKUP
,
tp
,
nil
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
)
vgf
.
AtkUp
(
c
,
g
,
5000
)
end
\ No newline at end of file
c10501116.lua
View file @
75e1e468
--无尽之苍蓝
--无尽之苍蓝
local
cm
,
m
,
o
=
GetID
()
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
--这个函数下面用于注册效果
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
-- 选择你的1个单位,这个回合中,力量+5000。将这张卡放置到灵魂里。
-- 选择你的1个单位,这个回合中,力量+5000。将这张卡放置到灵魂里。
vgd
.
SpellActivate
(
c
,
m
,
cm
.
operation
,
nil
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
operation
,
nil
)
...
@@ -8,11 +8,9 @@ end
...
@@ -8,11 +8,9 @@ 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
()
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_ATKUP
,
tp
,
nil
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
)
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
nil
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
)
Duel
.
HintSelection
(
g
)
VgF
.
AtkUp
(
c
,
g
,
5000
,
nil
)
VgF
.
AtkUp
(
c
,
g
,
5000
,
nil
)
local
rc
=
Duel
.
GetMatchingGroup
(
VgF
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
):
GetFirst
(
)
local
rc
=
vgf
.
GetVMonster
(
tp
)
Duel
.
Overlay
(
rc
,
c
)
c
:
CancelToGrave
(
)
-- 测试时发现会进魂后送墓
vgf
.
Sendto
(
LOCATION_OVERLAY
,
c
,
rc
)
end
end
c10501117.lua
View file @
75e1e468
...
@@ -3,22 +3,27 @@ local cm,m,o=GetID()
...
@@ -3,22 +3,27 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
--这个函数下面用于注册效果
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
)
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
)
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
()
-- 需要判断被击中过,这段未实现,辛苦群主大大了~/doge
local
g
=
Group
.
FromCards
(
Duel
.
GetAttackTarget
())
-- if then
if
g
:
GetCount
()
>
0
then
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
cm
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
)
g
=
g
:
FilterSelect
(
tp
,
Card
.
IsCanBeEffectTarget
,
1
,
1
,
nil
,
e
)
Duel
.
HintSelection
(
g
)
Duel
.
HintSelection
(
g
)
local
e1
=
vgf
.
AtkUp
(
c
,
g
,
30000
,
nil
)
local
e1
=
vgf
.
AtkUp
(
c
,
g
,
30000
)
vgf
.
EffectReset
(
c
,
e1
,
EVENT_BATTLED
)
vgf
.
EffectReset
(
c
,
e1
,
EVENT_BATTLED
)
end
end
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
filter
(
c
)
return
Duel
.
GetFlagEffect
(
tp
,
m
)
>
0
local
a
=
Duel
.
GetAttackTarget
()
return
c
==
a
end
end
function
cm
.
checkcon
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
rc
=
vgf
.
GetVMonster
(
tp
)
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
\ No newline at end of file
c10501118.lua
View file @
75e1e468
...
@@ -4,32 +4,31 @@ function cm.initial_effect(c)
...
@@ -4,32 +4,31 @@ function cm.initial_effect(c)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
-- 你的先导者是「双翼的大天使 阿蕾斯缇耶尔」的话能施放!
-- 你的先导者是「双翼的大天使 阿蕾斯缇耶尔」的话能施放!
-- 选择1个正在被攻击的单位,你的等级是奇数的后防者每有1张,这次战斗中,被选择的单位的力量+5000。这个回合中,你的等级是偶数的单位将要从R或G退场之际,你也可以不将那些卡放置到弃牌区,而是将那些卡放置到灵魂里。
-- 选择1个正在被攻击的单位,你的等级是奇数的后防者每有1张,这次战斗中,被选择的单位的力量+5000。这个回合中,你的等级是偶数的单位将要从R或G退场之际,你也可以不将那些卡放置到弃牌区,而是将那些卡放置到灵魂里。
vgd
.
QuickSpell
(
c
,
cm
.
op
,
cm
.
con
)
vgd
.
QuickSpell
(
c
,
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
)
local
v
=
VgF
.
GetVMonster
(
tp
)
return
VgF
.
GetVMonster
(
tp
):
IsCode
(
10501002
)
return
v
:
IsCode
(
10501002
)
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
()
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
local
g
=
Group
.
FromCards
(
Duel
.
GetAttackTarget
())
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
cm
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
)
if
g
:
GetCount
()
>
0
then
Duel
.
HintSelection
(
g
)
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
local
a
=
GetMatchingGroupCount
(
cm
.
filter1
,
tp
,
LOCATION_MZONE
,
0
)
g
=
g
:
FilterSelect
(
tp
,
Card
.
IsCanBeEffectTarget
,
1
,
1
,
nil
,
e
)
local
b
=
5000
*
a
Duel
.
HintSelection
(
g
)
local
e1
=
vgf
.
AtkUp
(
c
,
g
,
b
,
nil
)
local
ct
=
Duel
.
GetMatchingGroupCount
(
cm
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
c
)
vgf
.
EffectReset
(
c
,
e1
,
EVENT_BATTLED
)
local
atk
=
5000
*
ct
-- 这个回合中,你的等级是偶数的单位将要从R或G退场之际,你也可以不将那些卡放置到弃牌区,而是将那些卡放置到灵魂
local
e1
=
vgf
.
AtkUp
(
c
,
g
,
atk
)
-- 这段未实现,辛苦群主大大了~/doge
vgf
.
EffectReset
(
c
,
e1
,
EVENT_BATTLED
)
end
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
)
e1
:
SetProperty
(
EFFECT_FLAG_PLAYER_TARGET
)
e1
:
SetCode
(
m
)
e1
:
SetTargetRange
(
1
,
0
)
e1
:
SetReset
(
RESET_PHASE
+
PHASE_END
)
Duel
.
RegisterEffect
(
e1
,
tp
)
end
end
function
cm
.
filter
(
c
)
function
cm
.
filter
(
c
)
local
a
=
Duel
.
GetAttackTarget
()
return
c
:
GetLevel
()
%
2
==
0
return
c
==
a
end
end
\ No newline at end of file
function
cm
.
filter1
(
c
)
return
vgf
.
IsLevel
(
c
,
1
)
or
vgf
.
IsLevel
(
c
,
3
)
end
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