Commit 7b96fb93 authored by xiaoye's avatar xiaoye

fix

parent 44c716f2
...@@ -55,7 +55,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp) ...@@ -55,7 +55,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
vgf.AtkUp(c,tc,-atk) vgf.AtkUp(c,tc,-atk)
end end
if vgf.IsExistingMatchingCard(tp,cm.filter,tp,0,LOCATION_CIRCLE,1,1,nil) then if vgf.IsExistingMatchingCard(tp,cm.filter,tp,0,LOCATION_CIRCLE,1,1,nil) then
vgf.StarUp(c,c,1) VgF.CriticalUp(c,c,1)
end end
end end
function cm.filter(c) function cm.filter(c)
......
...@@ -20,7 +20,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp) ...@@ -20,7 +20,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
if c:IsRelateToEffect(e) and c:IsFaceup() then if c:IsRelateToEffect(e) and c:IsFaceup() then
vgf.AtkUp(c,c,15000) vgf.AtkUp(c,c,15000)
if Duel.GetFlagEffect(tp,m)>0 then vgf.StarUp(c,c,1) end if Duel.GetFlagEffect(tp,m)>0 then VgF.CriticalUp(c,c,1) end
end end
end end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
......
...@@ -8,7 +8,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp) ...@@ -8,7 +8,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
if ct>=5 then Duel.Draw(tp,1,REASON_EFFECT) end if ct>=5 then Duel.Draw(tp,1,REASON_EFFECT) end
if ct>=10 then if ct>=10 then
if c:IsRelateToEffect(e) and c:IsFaceup() then if c:IsRelateToEffect(e) and c:IsFaceup() then
local t={vgf.AtkUp(c,c,10000),vgf.StarUp(c,c,1)} local t={vgf.AtkUp(c,c,10000),VgF.CriticalUp(c,c,1)}
vgf.effect.Reset(c,t,EVENT_BATTLED) vgf.effect.Reset(c,t,EVENT_BATTLED)
end end
end end
......
...@@ -30,7 +30,7 @@ function cm.cost1(e,tp,eg,ep,ev,re,r,rp,chk) ...@@ -30,7 +30,7 @@ function cm.cost1(e,tp,eg,ep,ev,re,r,rp,chk)
end end
function cm.op1(e,tp,eg,ep,ev,re,r,rp) function cm.op1(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
local g=vgf.SelectMatchingCard(HINTMSG_TODECK,e,tp,Card.IsTrigger,tp,LOCATION_HAND,0,0,1,nil,TRIGGER_ADVANCE+TRIGGER_CRITICAL_STRIKE) local g=vgf.SelectMatchingCard(HINTMSG_TODECK,e,tp,Card.IsTrigger,tp,LOCATION_HAND,0,0,1,nil,TRIGGER_FRONT+TRIGGER_CRITICAL)
if g:GetCount()>0 then if g:GetCount()>0 then
Duel.ConfirmCards(1-tp,g) Duel.ConfirmCards(1-tp,g)
vgf.Sendto(LOCATION_DECK,g,tp,SEQ_DECKTOP,REASON_EFFECT) vgf.Sendto(LOCATION_DECK,g,tp,SEQ_DECKTOP,REASON_EFFECT)
......
...@@ -6,5 +6,5 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp) ...@@ -6,5 +6,5 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
local g=vgf.GetMatchingGroup(Card.IsFrontrow,tp,LOCATION_CIRCLE,0,nil) local g=vgf.GetMatchingGroup(Card.IsFrontrow,tp,LOCATION_CIRCLE,0,nil)
vgf.AtkUp(c,g,"DOUBLE") vgf.AtkUp(c,g,"DOUBLE")
vgf.StarUp(c,g,"DOUBLE") VgF.CriticalUp(c,g,"DOUBLE")
end end
\ No newline at end of file
...@@ -4,20 +4,5 @@ function cm.initial_effect(c) ...@@ -4,20 +4,5 @@ function cm.initial_effect(c)
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()
local e1=Effect.CreateEffect(c) vgd.action.Affect(c,tp,EFFECT_ALSO_CAN_TRIGGER, LOCATION_CIRCLE,function (_,tc) return tc:IsRearguard() end)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
e1:SetCode(EVENT_ADJUST)
e1:SetOperation(cm.op)
e1:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e1,tp)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local g=vgf.GetMatchingGroup(e,cm.filter,tp,LOCATION_CIRCLE,0,nil)
for tc in vgf.Next(g) do
tc:RegisterFlagEffect(FLAG_ALSO_CAN_TRIGGER,RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END,0,1)
end
end
function cm.filter(c)
return c:IsRearguard() and c:GetFlagEffect(FLAG_ALSO_CAN_TRIGGER)==0 and c:IsFaceup()
end end
\ No newline at end of file
...@@ -8,7 +8,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp) ...@@ -8,7 +8,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
Duel.Draw(tp,1,REASON_TRIGGER) Duel.Draw(tp,1,REASON_TRIGGER)
local g1=vgf.SelectMatchingCard(HINTMSG_CRITICAL_STRIKE,e,tp,nil,tp,LOCATION_CIRCLE,0,1,1,nil) local g1=vgf.SelectMatchingCard(HINTMSG_CRITICAL_STRIKE,e,tp,nil,tp,LOCATION_CIRCLE,0,1,1,nil)
vgf.StarUp(c,g1,1,nil) VgF.CriticalUp(c,g1,1,nil)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATKUP) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATKUP)
local g2=vgf.GetMatchingGroup(Card.IsSequence,tp,LOCATION_CIRCLE,0,nil,0,4,5) local g2=vgf.GetMatchingGroup(Card.IsSequence,tp,LOCATION_CIRCLE,0,nil,0,4,5)
vgf.AtkUp(c,g2,10000,nil) vgf.AtkUp(c,g2,10000,nil)
......
...@@ -18,7 +18,7 @@ function cm.operation2(e,tp,eg,ep,ev,re,r,rp) ...@@ -18,7 +18,7 @@ function cm.operation2(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
local g=vgf.SelectMatchingCard(HINTMSG_CRITICAL_STRIKE,e,tp,Card.IsVanguard,tp,LOCATION_CIRCLE,0,1,1,nil) local g=vgf.SelectMatchingCard(HINTMSG_CRITICAL_STRIKE,e,tp,Card.IsVanguard,tp,LOCATION_CIRCLE,0,1,1,nil)
if g:GetCount()>0 then if g:GetCount()>0 then
local e1=vgf.StarUp(c,g,1,nil) local e1=VgF.CriticalUp(c,g,1,nil)
vgf.effect.Reset(c,e1,EVENT_BATTLED) vgf.effect.Reset(c,e1,EVENT_BATTLED)
end end
end end
\ No newline at end of file
...@@ -8,6 +8,6 @@ end ...@@ -8,6 +8,6 @@ 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()
if c:IsRelateToEffect(e) and c:IsFaceup() then if c:IsRelateToEffect(e) and c:IsFaceup() then
vgf.StarUp(c,c,1) VgF.CriticalUp(c,c,1)
end end
end end
\ No newline at end of file
...@@ -8,6 +8,6 @@ end ...@@ -8,6 +8,6 @@ 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()
local g=vgf.SelectMatchingCard(HINTMSG_OPPO,e,tp,Card.IsVanguard,tp,0,LOCATION_CIRCLE,1,1,nil) local g=vgf.SelectMatchingCard(HINTMSG_OPPO,e,tp,Card.IsVanguard,tp,0,LOCATION_CIRCLE,1,1,nil)
local e1=vgf.StarUp(c,g,-1,EVENT_BATTLED) local e1=VgF.CriticalUp(c,g,-1,EVENT_BATTLED)
vgf.effect.Reset(c,e1,EVENT_BATTLED) vgf.effect.Reset(c,e1,EVENT_BATTLED)
end end
\ No newline at end of file
...@@ -8,5 +8,5 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp) ...@@ -8,5 +8,5 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
local g=vgf.SelectMatchingCard(HINTMSG_LEAVEFIELD,e,tp,Card.IsRearguard,tp,0,LOCATION_CIRCLE,2,2,nil) local g=vgf.SelectMatchingCard(HINTMSG_LEAVEFIELD,e,tp,Card.IsRearguard,tp,0,LOCATION_CIRCLE,2,2,nil)
vgf.Sendto(LOCATION_DROP,g,REASON_EFFECT) vgf.Sendto(LOCATION_DROP,g,REASON_EFFECT)
vgf.AtkUp(c,c,10000) vgf.AtkUp(c,c,10000)
vgf.StarUp(c,c,1) VgF.CriticalUp(c,c,1)
end end
\ No newline at end of file
...@@ -12,7 +12,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp) ...@@ -12,7 +12,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
if c:GetFlagEffect(m)>0 and c:IsRelateToEffect(e) and c:IsFaceup() then if c:GetFlagEffect(m)>0 and c:IsRelateToEffect(e) and c:IsFaceup() then
a=Duel.SelectOption(tp,vgf.Stringid(m,0),vgf.Stringid(m,1)) a=Duel.SelectOption(tp,vgf.Stringid(m,0),vgf.Stringid(m,1))
end end
if a==0 then Duel.Draw(tp,1,REASON_EFFECT) else vgf.AtkUp(c,c,5000) vgf.StarUp(c,c,1) end if a==0 then Duel.Draw(tp,1,REASON_EFFECT) else vgf.AtkUp(c,c,5000) VgF.CriticalUp(c,c,1) end
end end
function cm.filter(c) function cm.filter(c)
return c:IsRearguard() and c:IsLevel(3) return c:IsRearguard() and c:IsLevel(3)
......
...@@ -32,7 +32,7 @@ function cm.con2(e,tp,eg,ep,ev,re,r,rp) ...@@ -32,7 +32,7 @@ function cm.con2(e,tp,eg,ep,ev,re,r,rp)
end end
function cm.op2(e,tp,eg,ep,ev,re,r,rp) function cm.op2(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
vgf.StarUp(c,c,1) VgF.CriticalUp(c,c,1)
end end
function cm.con3(e) function cm.con3(e)
return vgf.con.IsV(e) and vgf.BlackWings(e) return vgf.con.IsV(e) and vgf.BlackWings(e)
......
...@@ -17,7 +17,7 @@ end ...@@ -17,7 +17,7 @@ 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()
local g=vgf.SelectMatchingCard(HINTMSG_VMONSTER,e,tp,nil,tp,LOCATION_V_CIRCLE,0,nil) local g=vgf.SelectMatchingCard(HINTMSG_VMONSTER,e,tp,nil,tp,LOCATION_V_CIRCLE,0,nil)
vgf.StarUp(c,g,1,nil) VgF.CriticalUp(c,g,1,nil)
end end
function cm.filter(c) function cm.filter(c)
......
...@@ -29,6 +29,6 @@ function cm.operation2(e,tp,eg,ep,ev,re,r,rp) ...@@ -29,6 +29,6 @@ function cm.operation2(e,tp,eg,ep,ev,re,r,rp)
vgf.Sendto(LOCATION_DROP,g,REASON_EFFECT) vgf.Sendto(LOCATION_DROP,g,REASON_EFFECT)
if c:IsRelateToEffect(e) and c:IsFaceup() then if c:IsRelateToEffect(e) and c:IsFaceup() then
vgf.AtkUp(c,c,5000) vgf.AtkUp(c,c,5000)
vgf.StarUp(c,c,1) VgF.CriticalUp(c,c,1)
end end
end end
\ No newline at end of file
...@@ -350,17 +350,17 @@ function VgD.Register.CardTriggerOperation(chkop) ...@@ -350,17 +350,17 @@ function VgD.Register.CardTriggerOperation(chkop)
local c = e:GetHandler() local c = e:GetHandler()
local _, m = c:GetOriginalCode() local _, m = c:GetOriginalCode()
Duel.Hint(HINT_CARD, 0, m) Duel.Hint(HINT_CARD, 0, m)
if c:IsTrigger(TRIGGER_CRITICAL_STRIKE) then if c:IsTrigger(TRIGGER_CRITICAL) then
local g1 = VgF.SelectMatchingCard(HINTMSG_CRITICAL_STRIKE, e, tp, nil, tp, LOCATION_CIRCLE, 0, 1, 1, nil) local g1 = VgF.SelectMatchingCard(HINTMSG_CRITICAL_STRIKE, e, tp, nil, tp, LOCATION_CIRCLE, 0, 1, 1, nil)
local star_up = c.trigger_star_up or 1 local star_up = c.trigger_star_up or 1
local atk_up = c.trigger_atk_up or 10000 local atk_up = c.trigger_atk_up or 10000
if c:IsHasEffect(EFFECT_CHANGE_TRIGGER_STAR) then if c:IsHasEffect(EFFECT_CHANGE_TRIGGER_CRITICAL) then
star_up = c:IsHasEffect(EFFECT_CHANGE_TRIGGER_STAR):GetValue() star_up = c:IsHasEffect(EFFECT_CHANGE_TRIGGER_CRITICAL):GetValue()
end end
if c:IsHasEffect(EFFECT_CHANGE_TRIGGER_ATK) then if c:IsHasEffect(EFFECT_CHANGE_TRIGGER_ATK) then
atk_up = c:IsHasEffect(EFFECT_CHANGE_TRIGGER_ATK):GetValue() atk_up = c:IsHasEffect(EFFECT_CHANGE_TRIGGER_ATK):GetValue()
end end
VgF.StarUp(c, g1, star_up, nil) VgF.CriticalUp(c, g1, star_up, nil)
local g2 = VgF.SelectMatchingCard(HINTMSG_ATKUP, e, tp, nil, tp, LOCATION_CIRCLE, 0, 1, 1, nil) local g2 = VgF.SelectMatchingCard(HINTMSG_ATKUP, e, tp, nil, tp, LOCATION_CIRCLE, 0, 1, 1, nil)
VgF.AtkUp(c, g2, atk_up, nil) VgF.AtkUp(c, g2, atk_up, nil)
elseif c:IsTrigger(TRIGGER_DRAW) then elseif c:IsTrigger(TRIGGER_DRAW) then
...@@ -394,7 +394,7 @@ function VgD.Register.CardTriggerOperation(chkop) ...@@ -394,7 +394,7 @@ function VgD.Register.CardTriggerOperation(chkop)
Duel.Recover(tp, sg:GetCount(), REASON_RULE) Duel.Recover(tp, sg:GetCount(), REASON_RULE)
end end
end end
elseif c:IsTrigger(TRIGGER_ADVANCE) then elseif c:IsTrigger(TRIGGER_FRONT) then
local g = Duel.GetMatchingGroup(Card.IsSequence, tp, LOCATION_CIRCLE, 0, nil, 0, 4, 5) local g = Duel.GetMatchingGroup(Card.IsSequence, tp, LOCATION_CIRCLE, 0, nil, 0, 4, 5)
local atk_up = c.trigger_atk_up or 10000 local atk_up = c.trigger_atk_up or 10000
if c:IsHasEffect(EFFECT_CHANGE_TRIGGER_ATK) then if c:IsHasEffect(EFFECT_CHANGE_TRIGGER_ATK) then
...@@ -403,7 +403,7 @@ function VgD.Register.CardTriggerOperation(chkop) ...@@ -403,7 +403,7 @@ function VgD.Register.CardTriggerOperation(chkop)
VgF.AtkUp(c, g, atk_up, nil) VgF.AtkUp(c, g, atk_up, nil)
end end
if chkop == 'Damage' then if chkop == 'Damage' then
if c:IsTrigger(TRIGGER_SUPER) then if c:IsTrigger(TRIGGER_OVER) then
local ops = {} local ops = {}
local sel = {} local sel = {}
if c:IsLocation(LOCATION_TRIGGER) then if c:IsLocation(LOCATION_TRIGGER) then
...@@ -465,7 +465,7 @@ function VgD.Register.CardTriggerOperation(chkop) ...@@ -465,7 +465,7 @@ function VgD.Register.CardTriggerOperation(chkop)
Duel.RaiseEvent(bc, EVENT_CUSTOM + EVENT_DAMAGE_TRIGGER, e, 0, tp, tp, 0) Duel.RaiseEvent(bc, EVENT_CUSTOM + EVENT_DAMAGE_TRIGGER, e, 0, tp, tp, 0)
end end
elseif chkop == 'Normal' then elseif chkop == 'Normal' then
if c:IsTrigger(TRIGGER_SUPER) then if c:IsTrigger(TRIGGER_OVER) then
local ops = {} local ops = {}
local sel = {} local sel = {}
if c:IsLocation(LOCATION_TRIGGER) then if c:IsLocation(LOCATION_TRIGGER) then
...@@ -523,7 +523,7 @@ function VgD.Register.CardTriggerOperation(chkop) ...@@ -523,7 +523,7 @@ function VgD.Register.CardTriggerOperation(chkop)
bc:ResetFlagEffect(FLAG_ATTACK_TRIGGER) bc:ResetFlagEffect(FLAG_ATTACK_TRIGGER)
end end
else else
if c:IsTrigger(TRIGGER_SUPER) then if c:IsTrigger(TRIGGER_OVER) then
local ops = {} local ops = {}
local sel = {} local sel = {}
if c:IsLocation(LOCATION_TRIGGER) then if c:IsLocation(LOCATION_TRIGGER) then
...@@ -798,7 +798,7 @@ function VgD.Register.MonsterBattle(c) ...@@ -798,7 +798,7 @@ function VgD.Register.MonsterBattle(c)
e:SetOperation(function () e:SetOperation(function ()
local tc = Duel.GetAttacker() local tc = Duel.GetAttacker()
local tp = tc:GetControler() local tp = tc:GetControler()
if not tc:GetFlagEffectLabel(FLAG_ATTACK_TRIGGER) or tc:GetFlagEffectLabel(FLAG_ATTACK_TRIGGER) == 0 or Card.IsR(tc:IsRearguard() and tc:GetFlagEffect(FLAG_ALSO_CAN_TRIGGER) == 0) then return end if not tc:GetFlagEffectLabel(FLAG_ATTACK_TRIGGER) or tc:GetFlagEffectLabel(FLAG_ATTACK_TRIGGER) == 0 or tc:IsRearguard() and tc:IsHasEffect(EFFECT_ALSO_CAN_TRIGGER) then return end
VgD.Register.Trigger(tp) VgD.Register.Trigger(tp)
end) end)
Duel.RegisterEffect(e, 0) Duel.RegisterEffect(e, 0)
...@@ -1943,4 +1943,25 @@ function VgD.Action.GlobalCheckEffect(c, m, code, con, op) ...@@ -1943,4 +1943,25 @@ function VgD.Action.GlobalCheckEffect(c, m, code, con, op)
if con then ge:SetCondition(con) end if con then ge:SetCondition(con) end
ge:SetOperation(op) ge:SetOperation(op)
Duel.RegisterEffect(ge, 0) Duel.RegisterEffect(ge, 0)
end
---注册一个不做用于卡的全局适用效果(非对玩家效果)
---@param c Card 效果的创建者
---@param tp number 效果的拥有方(玩家)
---@param code number 效果的内容
---@param range table|number 效果的适用范围
---@param tg function 效果的适用卡片过滤
function VgD.Action.Affect(c, tp, code, range, tg, reset)
range = type(range) == "table" and range or (type(range) == "number" and {range} or {})
reset = reset or RESET_PHASE + PHASE_END
tg = tg or VgF.True
-- set effect
local e=Effect.CreateEffect(c)
e:SetType(EFFECT_TYPE_FIELD)
e:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
e:SetCode(code)
e:SetTargetRange(range[0] or 0, range[1] or 0)
e:SetTarget(tg)
e:SetReset(reset)
Duel.RegisterEffect(e, tp)
end end
\ No newline at end of file
...@@ -75,11 +75,11 @@ SKILL_REGALIS_PIECE = 0x40 --结晶碎片 ...@@ -75,11 +75,11 @@ SKILL_REGALIS_PIECE = 0x40 --结晶碎片
--触发类型 --触发类型
TRIGGER_ALL = 0x3ffffff --All TRIGGER_ALL = 0x3ffffff --All
TRIGGER_NONE = 0x1 --无 TRIGGER_NONE = 0x1 --无
TRIGGER_CRITICAL_STRIKE = 0x2 --暴击触发 TRIGGER_CRITICAL = 0x2 --暴击触发
TRIGGER_DRAW = 0x4 --抽牌触发 TRIGGER_DRAW = 0x4 --抽牌触发
TRIGGER_HEAL = 0x8 --治愈触发 TRIGGER_HEAL = 0x8 --治愈触发
TRIGGER_ADVANCE = 0x10 --前列触发 TRIGGER_FRONT = 0x10 --前列触发
TRIGGER_SUPER = 0x20 --超限触发 TRIGGER_OVER = 0x20 --超限触发
--组合类型 --组合类型
TRIGGER_CARDS = 0x3e --触发单位卡 TRIGGER_CARDS = 0x3e --触发单位卡
--Category 效果分类 --Category 效果分类
...@@ -401,7 +401,7 @@ EFFECT_CHANGE_DAMAGE = 82 --改变伤害数值 ...@@ -401,7 +401,7 @@ EFFECT_CHANGE_DAMAGE = 82 --改变伤害数值
EFFECT_REFLECT_DAMAGE = 83 --反射伤害 EFFECT_REFLECT_DAMAGE = 83 --反射伤害
EFFECT_CANNOT_ATTACK = 85 --不能攻击 EFFECT_CANNOT_ATTACK = 85 --不能攻击
EFFECT_CANNOT_ATTACK_ANNOUNCE = 86 --不能攻击宣言 EFFECT_CANNOT_ATTACK_ANNOUNCE = 86 --不能攻击宣言
EFFECT_CANNOT_CHANGE_POS_E = 87 --不会被卡的效果变成守备表示(攻击性云魔物) EFFECT_CANNOT_CHANGE_POS_E = 87 --不会被卡的效果变成守备表示(攻击性云魔物)
EFFECT_ACTIVATE_COST = 90 --发动代价(魔力之枷) EFFECT_ACTIVATE_COST = 90 --发动代价(魔力之枷)
EFFECT_SUMMON_COST = 91 --召唤代价 EFFECT_SUMMON_COST = 91 --召唤代价
EFFECT_SPSUMMON_COST = 92 --特殊召唤代价(暴君龙) EFFECT_SPSUMMON_COST = 92 --特殊召唤代价(暴君龙)
...@@ -409,8 +409,8 @@ EFFECT_FLIPSUMMON_COST = 93 --翻转召唤代价 ...@@ -409,8 +409,8 @@ EFFECT_FLIPSUMMON_COST = 93 --翻转召唤代价
EFFECT_MSET_COST = 94 --怪兽放置代价 EFFECT_MSET_COST = 94 --怪兽放置代价
EFFECT_SSET_COST = 95 --魔陷放置代价 EFFECT_SSET_COST = 95 --魔陷放置代价
EFFECT_ATTACK_COST = 96 --攻击代价(霞之谷猎鹰) EFFECT_ATTACK_COST = 96 --攻击代价(霞之谷猎鹰)
EFFECT_CANMOVE_PARALLEL = 97 --横向移动 EFFECT_CANMOVE_PARALLEL = 97 --横向移动
EFFECT_UPDATE_CRITICAL = 98 --增减暴击值 EFFECT_UPDATE_CRITICAL = 98 --增减暴击值
EFFECT_UPDATE_ATTACK = 100 --增减攻击力 EFFECT_UPDATE_ATTACK = 100 --增减攻击力
EFFECT_SET_ATTACK = 101 --设置自身攻击力、攻击力变成X特殊召唤、持续改变攻击力 EFFECT_SET_ATTACK = 101 --设置自身攻击力、攻击力变成X特殊召唤、持续改变攻击力
...@@ -433,8 +433,8 @@ EFFECT_CHANGE_TYPE = 117 --改变卡片种类 ...@@ -433,8 +433,8 @@ EFFECT_CHANGE_TYPE = 117 --改变卡片种类
EFFECT_ADD_RACE = 120 --增加种族 EFFECT_ADD_RACE = 120 --增加种族
EFFECT_REMOVE_RACE = 121 --删除种族 EFFECT_REMOVE_RACE = 121 --删除种族
EFFECT_CHANGE_RACE = 122 --改变种族 EFFECT_CHANGE_RACE = 122 --改变种族
EFFECT_ADD_SKILL =125 --增加技能 EFFECT_ADD_SKILL = 125 --增加技能
EFFECT_REMOVE_SKILL =126 --删除技能 EFFECT_REMOVE_SKILL = 126 --删除技能
EFFECT_CHANGE_SKILL = 127 --改变技能 EFFECT_CHANGE_SKILL = 127 --改变技能
EFFECT_UPDATE_LEVEL = 130 --改变等级 EFFECT_UPDATE_LEVEL = 130 --改变等级
EFFECT_CHANGE_LEVEL = 131 --设置等级 EFFECT_CHANGE_LEVEL = 131 --设置等级
...@@ -574,7 +574,7 @@ EFFECT_EXTRA_PENDULUM_SUMMON = 360 --extra pendulum summon ...@@ -574,7 +574,7 @@ EFFECT_EXTRA_PENDULUM_SUMMON = 360 --extra pendulum summon
EFFECT_MATERIAL_LIMIT = 361 -- EFFECT_MATERIAL_LIMIT = 361 --
EFFECT_SET_BATTLE_ATTACK = 362 --战斗的伤害计算用设置的攻击力进行 EFFECT_SET_BATTLE_ATTACK = 362 --战斗的伤害计算用设置的攻击力进行
EFFECT_SET_BATTLE_DEFENSE = 363 --战斗的伤害计算用设置的守备力进行 EFFECT_SET_BATTLE_DEFENSE = 363 --战斗的伤害计算用设置的守备力进行
EFFECT_OVERLAY_RITUAL_MATERIAL =364 --此卡的超量素材也能用于仪式召唤 EFFECT_OVERLAY_RITUAL_MATERIAL = 364 --此卡的超量素材也能用于仪式召唤
EFFECT_CHANGE_GRAVE_ATTRIBUTE = 365 --墓地的卡将会改变属性(升级转变) EFFECT_CHANGE_GRAVE_ATTRIBUTE = 365 --墓地的卡将会改变属性(升级转变)
EFFECT_CHANGE_GRAVE_RACE = 366 --墓地的卡将会改变种族(升级转变) EFFECT_CHANGE_GRAVE_RACE = 366 --墓地的卡将会改变种族(升级转变)
EFFECT_ACTIVATION_COUNT_LIMIT = 367 --reserve EFFECT_ACTIVATION_COUNT_LIMIT = 367 --reserve
...@@ -584,12 +584,14 @@ EFFECT_KAISER_COLOSSEUM = 370 --皇帝斗技场 ...@@ -584,12 +584,14 @@ EFFECT_KAISER_COLOSSEUM = 370 --皇帝斗技场
EFFECT_REPLACE_DAMAGE = 371 --伤害由特定行动代替 EFFECT_REPLACE_DAMAGE = 371 --伤害由特定行动代替
EFFECT_EXTRA_LEAVEFIELD_COUNT = 372 --增加额外退场数量 EFFECT_EXTRA_LEAVEFIELD_COUNT = 372 --增加额外退场数量
EFFECT_FLAG_EFFECT = 0x20000000 --标记类效果,即RegisterFlagEffect()创建的效果 EFFECT_FLAG_EFFECT = 0x20000000 --标记类效果,即RegisterFlagEffect()创建的效果
EFFECT_CANNOT_TO_REMOVED = 0x688 ----不能除外 EFFECT_CANNOT_TO_REMOVED = 0x688 ----不能除外
EFFECT_CHANGE_TRIGGER_STAR = 373 EFFECT_CHANGE_TRIGGER_CRITICAL = 373 --更改判定时的暴击值
EFFECT_CHANGE_TRIGGER_ATK = 374 EFFECT_CHANGE_TRIGGER_ATK = 374 --更改判定时的攻击力
EFFECT_CHANGE_TRIGGER_RECOVER = 375 EFFECT_CHANGE_TRIGGER_RECOVER = 375 --更改判定时的回复量
EFFECT_CHANGE_TRIGGER_DRAW = 376 EFFECT_CHANGE_TRIGGER_DRAW = 376 --更改判定时的抽卡数
EFFECT_ALSO_CAN_TRIGGER = 377 --(不是作为先导者的卡)也能驱动判定
--下面是诱发效果的诱发事件、时点 (如果是TYPE_SINGLE则自己发生以下事件后触发,如果TYPE_FIELD则场上任何卡发生以下事件都触发) --下面是诱发效果的诱发事件、时点 (如果是TYPE_SINGLE则自己发生以下事件后触发,如果TYPE_FIELD则场上任何卡发生以下事件都触发)
EVENT_STARTUP = 1000 --N/A EVENT_STARTUP = 1000 --N/A
...@@ -672,14 +674,14 @@ EVENT_ADD_COUNTER = 0x10000 --增加指示物时 ...@@ -672,14 +674,14 @@ EVENT_ADD_COUNTER = 0x10000 --增加指示物时
EVENT_REMOVE_COUNTER = 0x20000 --去除指示物时(A指示物),Card.RemoveCounter()必須手動觸發此事件 EVENT_REMOVE_COUNTER = 0x20000 --去除指示物时(A指示物),Card.RemoveCounter()必須手動觸發此事件
EVENT_CUSTOM = 0x10000000 --自訂事件 EVENT_CUSTOM = 0x10000000 --自訂事件
--自定时点 --自定时点
EVENT_TRIGGER = VgID --判定时点 EVENT_TRIGGER = VgID --判定时点
EVENT_CRITICAL_STRIKE = VgID + 1 --暴击值结算时点 EVENT_CRITICAL_STRIKE = VgID + 1 --暴击值结算时点
EVENT_DAMAGE_TRIGGER = VgID + 2 --受伤判定完毕时点 EVENT_DAMAGE_TRIGGER = VgID + 2 --受伤判定完毕时点
EVENT_RIDE_START = VgID + 3 --骑升时点 EVENT_RIDE_START = VgID + 3 --骑升时点
EVENT_SUPPORT = VgID + 4 --支援时点 EVENT_SUPPORT = VgID + 4 --支援时点
EVENT_TRIGGER_COUNT_UP = VgID + 5 --驱动追加 EVENT_TRIGGER_COUNT_UP = VgID + 5 --驱动追加
EVENT_SING = VgID + 6 --演唱时 EVENT_SING = VgID + 6 --演唱时
EVENT_OVERLAY_FILL = VgID + 7 --灵魂填充时 EVENT_OVERLAY_FILL = VgID + 7 --灵魂填充时
--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)
......
...@@ -1313,7 +1313,7 @@ end ...@@ -1313,7 +1313,7 @@ end
---@param g Card|Group 要被上升☆的卡 ---@param g Card|Group 要被上升☆的卡
---@param val number|string 要上升的☆(可以为负) ---@param val number|string 要上升的☆(可以为负)
---@param reset number|nil 指示重置的时点,默认为“回合结束时”。无论如何,都会在离场时重置。 ---@param reset number|nil 指示重置的时点,默认为“回合结束时”。无论如何,都会在离场时重置。
function VgF.StarUp(c, g, val, reset, resetcount) function VgF.CriticalUp(c, g, val, reset, resetcount)
if not c or not g then return end if not c or not g then return end
if not reset then reset = RESET_PHASE + PHASE_END end if not reset then reset = RESET_PHASE + PHASE_END end
if not resetcount then resetcount = 1 end if not resetcount then resetcount = 1 end
......
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