Commit a689b60c authored by xiaoye's avatar xiaoye

fix

parent 91418192
......@@ -153,13 +153,13 @@ vgd.Order(c, m, op, con, cost)
local cm,m,o=GetID()
function cm.initial_effect(c)
vgf.VgCard(c)
vgd.Order(c,m,cm.operation,vgf.CounterBlast(1))
vgd.Order(c,m,cm.operation,vgf.cost.CounterBlast(1))
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local g=vgf.SelectMatchingCard(HINTMSG_ATKUP,e,tp,nil,tp,LOCATION_CIRCLE,0,1,1,nil)
vgf.AtkUp(c,g,5000,nil)
vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter)(e,tp,eg,ep,ev,re,r,rp)
end
function cm.filter(c)
return c:IsCode(10101006)
......@@ -184,7 +184,7 @@ vgd.BeRidedByCard(c, m[, code, op, cost, con, tg])
local cm,m,o=GetID()
function cm.initial_effect(c)
vgf.VgCard(c)
vgd.BeRidedByCard(c,m,10101002,vgf.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DECK,cm.filter))
vgd.BeRidedByCard(c,m,10101002,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DECK,cm.filter))
end
function cm.filter(c)
return c:IsCode(10101009)
......@@ -261,7 +261,7 @@ VgD.AbilityAct(c, m[, loc, op, cost, con, tg, count, property])
local cm,m,o=GetID()
function cm.initial_effect(c)
vgf.VgCard(c)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_CIRCLE,LOCATION_DROP,cm.filter),vgf.Discard(1),nil,nil,1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_CIRCLE,LOCATION_DROP,cm.filter),vgf.cost.Discard(1),nil,nil,1)
end
function cm.filter(c)
return c:IsLevel(0)
......@@ -375,7 +375,7 @@ vgf.VgCard(c)
## 2.用于行为的封装函数(仅用于operation函数):从X1处寻找卡送去X2处
```lua
vgf.CardsFromTo(reason ,loc_to, loc_from, f[, int_max, int_min, ...])
vgf.op.CardsFromTo(reason ,loc_to, loc_from, f[, int_max, int_min, ...])
```
返回值:int 【具体操作的数量】
......
......@@ -2,8 +2,8 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,vgf.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DROP,cm.filter),vgf.Discard(1),vgf.VMonsterCondition,nil,1)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.CounterBlast(1),vgf.VMonsterCondition)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DROP,cm.filter),vgf.cost.Discard(1),vgf.VMonsterCondition,nil,1)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.cost.CounterBlast(1),vgf.VMonsterCondition)
end
function cm.filter(c)
return c:IsLevel(0)
......
......@@ -2,7 +2,7 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.BeRidedByCard(c,m,10101001,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),vgf.SoulBlast(1))
vgd.BeRidedByCard(c,m,10101001,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),vgf.cost.SoulBlast(1))
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 2000, cm.con)
end
function cm.filter(c)
......
......@@ -2,7 +2,7 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.BeRidedByCard(c,m,10101002,vgf.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DECK,cm.filter))
vgd.BeRidedByCard(c,m,10101002,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DECK,cm.filter))
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 2000, cm.con)
end
function cm.filter(c)
......
......@@ -11,8 +11,8 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local e1=vgf.AtkUp(c,c,5000,nil)
vgf.EffectReset(c,e1,EVENT_BATTLED)
end
if vgf.SoulBlast(2)(e,tp,eg,ep,ev,re,r,rp,0) and Duel.SelectEffectYesNo(tp,vgf.stringid(VgID,10)) then
vgf.SoulBlast(2)(e,tp,eg,ep,ev,re,r,rp,1)
if vgf.cost.SoulBlast(2)(e,tp,eg,ep,ev,re,r,rp,0) and Duel.SelectEffectYesNo(tp,vgf.stringid(VgID,10)) then
vgf.cost.SoulBlast(2)(e,tp,eg,ep,ev,re,r,rp,1)
local g=vgf.SelectMatchingCard(HINTMSG_LEAVEFIELD,e,tp,vgf.RMonsterFilter,tp,0,LOCATION_CIRCLE,1,1,nil)
vgf.Sendto(LOCATION_DROP,g,REASON_EFFECT)
end
......
......@@ -2,5 +2,5 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.Discard(1))
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.cost.Discard(1))
end
\ No newline at end of file
......@@ -2,13 +2,13 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.Order(c,m,cm.operation,vgf.CounterBlast(1))
vgd.Order(c,m,cm.operation,vgf.cost.CounterBlast(1))
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local g=vgf.SelectMatchingCard(HINTMSG_ATKUP,e,tp,nil,tp,LOCATION_CIRCLE,0,1,1,nil)
vgf.AtkUp(c,g,5000,nil)
vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter)(e,tp,eg,ep,ev,re,r,rp)
end
function cm.filter(c)
return c:IsCode(10101006)
......
......@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_RIDE_START,cm.op,nil,cm.con)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op2,vgf.SoulBlast(5),cm.con2)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op2,vgf.cost.SoulBlast(5),cm.con2)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -13,5 +13,5 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_CALL)
local g=vgf.GetMatchingGroup(vgf.VMonsterFilter,tp,LOCATION_CIRCLE,0,nil):GetFirst():GetOverlayGroup():FilterSelect(tp,vgf.IsCanBeCalled,1,1,nil,e,tp,nil,nil,0x4)
vgf.Sendto(LOCATION_CIRCLE,g,0,tp,0x4)
vgf.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
end
......@@ -5,7 +5,7 @@ function cm.initial_effect(c)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
vgf.SoulCharge(1)
vgf.op.SoulCharge(1)
Duel.BreakEffect()
local ct=Duel.GetFlagEffectLabel(tp,FLAG_CONDITION)
if vgf.GetValueType(ct)=="number" and ct==10102001 and vgf.IsExistingMatchingCard(Card.IsFaceup,tp,LOCATION_DAMAGE,0,1,nil) and Duel.SelectEffectYesNo(tp,vgf.stringid(VgID,10)) then
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,cm.op,vgf.CounterBlast(1))
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,cm.op,vgf.cost.CounterBlast(1))
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -8,7 +8,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
local num=1
local ct=Duel.GetFlagEffectLabel(tp,FLAG_CONDITION)
if vgf.GetValueType(ct)=="number" and ct==10102001 then num=num+1 end
vgf.SoulCharge(num)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.SoulCharge(num)(e,tp,eg,ep,ev,re,r,rp)
end
function cm.con1(e,tp,eg,ep,ev,re,r,rp)
return vgf.RMonsterCondition(e) and vgf.GetVMonster(tp):IsCode(10102001)
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.Discard(1))
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.cost.Discard(1))
end
......@@ -2,5 +2,5 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.Order(c,m,vgf.SoulCharge(2))
vgd.Order(c,m,vgf.op.SoulCharge(2))
end
\ No newline at end of file
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】【V】【1回合1次】:你的攻击判定将等级3的卡判出的战斗结束时,通过【费用】[将手牌中的1张卡舍弃],选择你的1张后防者,重置,这个回合中,那个单位的力量+10000。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_BATTLED,cm.operation,vgf.Discard(1),cm.condition,nil,1)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_BATTLED,cm.operation,vgf.cost.Discard(1),cm.condition,nil,1)
vgd.GlobalCheckEffect(c,m,EVENT_MOVE,cm.checkcon,cm.checkop)
--【永】【V】:你的回合中,你所有的等级3的单位的力量+2000。
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_FIELD, EFFECT_UPDATE_ATTACK, 2000, cm.con, cm.target, LOCATION_CIRCLE+LOCATION_G_CIRCLE, 0)
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.BeRidedByCard(c,m,10103002,cm.operation,cm.cost)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation2,vgf.CounterBlast(1),vgf.RMonsterCondition,nil,1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation2,vgf.cost.CounterBlast(1),vgf.RMonsterCondition,nil,1)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.IsExistingMatchingCard(Card.IsLevel,tp,LOCATION_HAND,0,2,nil,3) end
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】【R】:这个单位攻击时,通过【费用】[计数爆发1],这次战斗中,这个单位的力量+5000。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.CounterBlast(1),vgf.RMonsterCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.cost.CounterBlast(1),vgf.RMonsterCondition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【起】【R】:通过【费用】[灵魂爆发2],这个回合中,这个单位的力量+5000。
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.SoulBlast(2),vgf.RMonsterCondition)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.cost.SoulBlast(2),vgf.RMonsterCondition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
......
......@@ -2,5 +2,5 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.Discard(1))
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.cost.Discard(1))
end
\ No newline at end of file
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】【V】:这个单位攻击的战斗结束时,通过【费用】[计数爆发1],选择你的1张后防者,这个回合中,那个单位可以从后列攻击,力量+5000。这个回合中你进行了人格RIDE的话,不选择1张,而是选择3张。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,vgf.CounterBlast(1),cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,vgf.cost.CounterBlast(1),cm.condition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -3,9 +3,9 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】:这个单位被「树角兽王 马格诺利亚」RIDE时,通过【费用】[灵魂爆发1],将你的牌堆顶的1张卡公开,那张卡是单位卡的话,CALL到R上,不是的话,加入手牌。
vgd.BeRidedByCard(c,m,10104001,cm.operation,vgf.SoulBlast(1))
vgd.BeRidedByCard(c,m,10104001,cm.operation,vgf.cost.SoulBlast(1))
--【自】【后列的R】:这个单位攻击先导者时,通过【费用】[灵魂爆发1],这次战斗中,这个单位的力量+10000。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation2,vgf.SoulBlast(1),cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation2,vgf.cost.SoulBlast(1),cm.condition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -19,8 +19,8 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
end
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.IsExistingMatchingCard(Card.IsFaceup,tp,LOCATION_DAMAGE,0,1,nil) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
if chk==0 then return vgf.IsExistingMatchingCard(Card.IsFaceup,tp,LOCATION_DAMAGE,0,1,nil) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
local g1=vgf.SelectMatchingCard(HINTMSG_DAMAGE,e,tp,Card.IsFaceup,tp,LOCATION_DAMAGE,0,1,1,nil)
Duel.ChangePosition(g1,POS_FACEDOWN)
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
\ No newline at end of file
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【起】【R】【1回合1次】:通过【费用】[灵魂爆发2],公开你的牌堆顶的1张卡,那张卡是单位卡的话,CALL到R上,不是的话,加入手牌
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.SoulBlast(2),vgf.RMonsterCondition,nil,1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.cost.SoulBlast(2),vgf.RMonsterCondition,nil,1)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -2,5 +2,5 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.Discard(1))
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.cost.Discard(1))
end
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op1,vgf.CounterBlast(1),nil,nil,1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op1,vgf.cost.CounterBlast(1),nil,nil,1)
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 10000, cm.con)
vgd.TriggerCountUp(c,m,1,cm.con2)
end
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),nil,vgf.VSummonCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),nil,vgf.VSummonCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation1,cm.cost,cm.condition)
end
function cm.filter(c)
......@@ -18,7 +18,7 @@ function cm.operation1(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,1,REASON_EFFECT)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
\ No newline at end of file
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.SoulBlast(1),cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.cost.SoulBlast(1),cm.condition)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.SetOrder(c)
vgd.AbilityAuto(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_MOVE,vgf.SoulCharge(3),nil,cm.con)
vgd.AbilityAuto(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_MOVE,vgf.op.SoulCharge(3),nil,cm.con)
vgd.CallInPrison(c,m)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
......
......@@ -10,9 +10,9 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
return e:GetHandler():GetFlagEffect(FLAG_SUPPORTED)>0 and Duel.GetAttacker()==e:GetHandler() and vgf.RMonsterCondition(e)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.Discard(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.Discard(1)(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.Discard(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.Discard(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】【V/R】:这个单位的攻击击中先导者时,灵魂填充1。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_HITTING,vgf.SoulCharge(1),nil,cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_HITTING,vgf.op.SoulCharge(1),nil,cm.condition)
--【自】:这个单位被含有「道拉珠艾尔德」的单位RIDE时,灵魂填充1,你的灵魂里有3张以上的相互不同等级的卡的话,抽1张卡。
vgd.BeRidedByCard(c,m,cm.filter,cm.operation)
end
......@@ -12,7 +12,7 @@ function cm.condition(e,tp,eg,ep,ev,re,r,rp)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
vgf.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
if vgf.GetVMonster(tp):GetOverlayGroup():GetClassCount(Card.GetLevel)>=3 then
Duel.Draw(tp,1,REASON_EFFECT)
end
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】【R】:这个单位攻击时,你有含有「道拉珠艾尔德」的先导者的话,通过【费用】[计数爆发1],这次战斗中,这个单位的力量+10000。这次战斗结束时,将这个单位放置到灵魂里。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.CounterBlast(1),cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.cost.CounterBlast(1),cm.condition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd.VgCard(c)
--【自】【R】:这个单位支援等级2以上的单位时,你可以灵魂填充1。
--时点需要改成支援时
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,vgf.SoulCharge(1),vgf.True,cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,vgf.op.SoulCharge(1),vgf.True,cm.condition)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetAttacker():IsLevelAbove(2) and eg:GetFirst()==e:GetHandler()
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【起】【R】【1回合1次】:你有等级3以上的先导者的话,通过【费用】[计数爆发2],抽1张卡。
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.CounterBlast(2),cm.condition,nil,1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.cost.CounterBlast(2),cm.condition,nil,1)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return vgf.RMonsterFilter(e:GetHandler()) and vgf.GetVMonster(tp):IsLevelAbove(3)
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】:这个单位登场到R时,你有含有「道拉珠艾尔德」的先导者的话,通过【费用】[灵魂爆发1],选择你的弃牌区中的1张卡,放置到灵魂里,这个回合中,这个单位的力量+2000。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.SoulBlast(1),cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.cost.SoulBlast(1),cm.condition)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return vgf.GetVMonster(tp):IsSetCard(0xe8) and vgf.RMonsterFilter(e:GetHandler())
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】:这个单位从手牌登场到R时,通过【费用】[计数爆发1],查看你的牌堆顶的3张卡,选择1张卡,放置到灵魂里,然后牌堆洗切,你的灵魂里有4张以上的相互不同等级的卡的话,抽1张卡。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.CounterBlast(1),vgf.RSummonCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.cost.CounterBlast(1),vgf.RSummonCondition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetDecktopGroup(tp,3)
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.BeRidedByCard(c,m,cm.filter,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter1),vgf.CounterBlast(1))
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.operation1,vgf.SoulBlast(1),cm.condition1)
vgd.BeRidedByCard(c,m,cm.filter,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter1),vgf.cost.CounterBlast(1))
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.operation1,vgf.cost.SoulBlast(1),cm.condition1)
end
function cm.filter(c)
return c:IsSetCard(0x202)
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.BeRidedByCard(c,m,10203002,cm.operation,vgf.SoulBlast(1))
vgd.BeRidedByCard(c,m,10203002,cm.operation,vgf.cost.SoulBlast(1))
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 2000, cm.con)
end
function cm.con(e)
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.CounterBlast(2),cm.condition,nil,1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.cost.CounterBlast(2),cm.condition,nil,1)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.CounterBlast(1),cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.cost.CounterBlast(1),cm.condition)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,vgf.CostAnd(vgf.SoulBlast(1),vgf.LeaveFieldCost()),cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,vgf.cost.And(vgf.cost.SoulBlast(1),vgf.cost.Retire()),cm.condition)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.Order(c,m,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),vgf.CounterBlast(1),cm.condition)
vgd.Order(c,m,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),vgf.cost.CounterBlast(1),cm.condition)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return vgf.GetVMonster(tp):IsSetCard(0x202)
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.SoulBlast(1),vgf.VMonsterCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.cost.SoulBlast(1),vgf.VMonsterCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation1,nil,cm.condition1)
vgd.GlobalCheckEffect(c,m,EVENT_SPSUMMON_SUCCESS,cm.checkcon)
end
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.CounterBlast(1),vgf.RSummonCondition)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.cost.CounterBlast(1),vgf.RSummonCondition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -2,5 +2,5 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.Discard(1))
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.cost.Discard(1))
end
\ No newline at end of file
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.SoulBlast(1),vgf.RMonsterCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.cost.SoulBlast(1),vgf.RMonsterCondition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.SetOrder(c)
vgd.AbilityAct(c,m,LOCATION_ORDER,cm.operation,vgf.CounterBlast(2),nil,nil,1)
vgd.AbilityAct(c,m,LOCATION_ORDER,cm.operation,vgf.cost.CounterBlast(2),nil,nil,1)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -23,7 +23,7 @@ function cm.initial_effect(c)
e3:SetType(EFFECT_TYPE_IGNITION)
e3:SetRange(LOCATION_CREST)
e3:SetCountLimit(1)
e3:SetCost(vgf.EnergyBlast(7))
e3:SetCost(vgf.cost.EnergyBlast(7))
e3:SetOperation(cm.op3)
c:RegisterEffect(e3)
end
......
......@@ -22,8 +22,8 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then
return vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.Discard(1)(e,tp,eg,ep,ev,re,r,rp,chk)
return vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.Discard(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.Discard(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.Discard(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
\ No newline at end of file
......@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op,cm.cost,vgf.VMonsterCondition)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op1,vgf.SoulBlast(5),cm.con,nil,nil,nil,2)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op1,vgf.cost.SoulBlast(5),cm.con,nil,nil,nil,2)
vgd.GlobalCheckEffect(c,m,EVENT_TO_GRAVE,cm.checkcon)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,vgf.CounterBlast(1),vgf.VMonsterCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,vgf.cost.CounterBlast(1),vgf.VMonsterCondition)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd.GlobalCheckEffect(c,m,EVENT_CHANGE_POS,cm.checkcon)
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 5000, cm.con)
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, 1, EFFECT_UPDATE_CRITICAL, cm.con1)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_HITTING,cm.op,vgf.CounterBlast(1))
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_HITTING,cm.op,vgf.cost.CounterBlast(1))
end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsContains(e:GetHandler())
......
......@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 5000, cm.con)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op,vgf.CounterBlast(2),cm.con1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op,vgf.cost.CounterBlast(2),cm.con1)
end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
return Duel.IsPlayerAffectedByEffect(tp,AFFECT_CODE_DARK_NIGHT) or Duel.IsPlayerAffectedByEffect(tp,AFFECT_CODE_ABYSSAL_DARK_NIGHT)
......
......@@ -3,7 +3,7 @@ function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 5000, function(e)
vgd.AbilityCont(c, m, LOCATION_G_CIRCLE, EFFECT_TYPE_SINGLE, 5000, EFFECT_UPDATE_DEFENSE, cm.con)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.SoulBlast(1),vgf.RSummonCondition)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.cost.SoulBlast(1),vgf.RSummonCondition)
end
function cm.con(e)
local tp=e:GetHandlerPlayer()
......
......@@ -6,10 +6,10 @@ function cm.initial_effect(c)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then
return vgf.CounterBlast(2)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
return vgf.cost.CounterBlast(2)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
vgf.CounterBlast(2)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.CounterBlast(2)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.SoulBlast(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)
......
......@@ -24,10 +24,10 @@ function cm.con1(e,tp,eg,ep,ev,re,r,rp)
end
function cm.cost1(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then
return vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
return vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.SoulBlast(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()
......
......@@ -13,5 +13,5 @@ function cm.initial_effect(c)
local e2=e1:Clone()
e2:SetCode(AFFECT_CODE_ALCHEMAGIC_DIFFERENT_NAME)
c:RegisterEffect(e2)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,vgf.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DROP),vgf.CounterBlast(1),vgf.VMonsterCondition,nil,1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DROP),vgf.cost.CounterBlast(1),vgf.VMonsterCondition,nil,1)
end
\ No newline at end of file
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,vgf.CounterBlast(1),cm.con)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,vgf.cost.CounterBlast(1),cm.con)
end
function cm.con(e)
local c=e:GetHandler()
......
......@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.OverDress(c,10101009)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.CounterBlast(1),cm.con)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.cost.CounterBlast(1),cm.con)
end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_HITTING,cm.op,vgf.CostAnd(vgf.CounterBlast(1),vgf.LeaveFieldCost()),cm.con)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_HITTING,cm.op,vgf.cost.And(vgf.cost.CounterBlast(1),vgf.cost.Retire()),cm.con)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local code=vgf.GetVMonster(tp):GetCode()
vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter,1,0,code)
vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter,1,0,code)
end
function cm.filter(c,code)
return c:IsCode(code)
......
......@@ -6,7 +6,7 @@ end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
Duel.Draw(tp,1,REASON_EFFECT)
vgf.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
if c:IsRelateToEffect(e) and c:IsFaceup() then
vgf.AtkUp(c,c,10000)
end
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.SoulCharge(1),nil,vgf.RSummonCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,cm.op,vgf.SoulBlast(3),vgf.RMonsterCondition,nil,1)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.op.SoulCharge(1),nil,vgf.RSummonCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,cm.op,vgf.cost.SoulBlast(3),vgf.RMonsterCondition,nil,1)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,1,REASON_EFFECT)
......
......@@ -5,10 +5,10 @@ function cm.initial_effect(c)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then
return vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
return vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
if not vgf.CheckPrison(tp) then return end
......
......@@ -6,5 +6,5 @@ function cm.initial_effect(c)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf.CounterCharge(1)(e,tp,eg,ep,ev,re,r,rp)
vgf.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
end
\ No newline at end of file
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_BATTLED,cm.op,vgf.CostAnd(vgf.SoulBlast(1),vgf.LeaveFieldCost()),cm.con)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_BATTLED,cm.op,vgf.cost.And(vgf.cost.SoulBlast(1),vgf.cost.Retire()),cm.con)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,1,REASON_EFFECT)
......
......@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,nil,vgf.RSummonCondition)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op1,vgf.LeaveFieldCost(),vgf.RMonsterCondition)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op1,vgf.cost.Retire(),vgf.RMonsterCondition)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetDecktopGroup(tp,3)
......
......@@ -12,7 +12,7 @@ end
--效果二处理
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
vgf.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DROP,cm.filter2)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DROP,cm.filter2)(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetOperatedGroup()
vgf.AtkUp(c,g,5000)
end
......@@ -22,7 +22,7 @@ function cm.filter2(c)
end
--计数爆发1,灵魂爆发1
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
......@@ -5,7 +5,7 @@ function cm.initial_effect(c)
--【自】:这个单位被「沙尘之重炮 尤金」RIDE时,抽1张卡,选择你的弃牌区中的至多1张卡,放置到灵魂里。
vgd.BeRidedByCard(c,m,10401002,cm.operation)
--【自】【V/R】:这个单位攻击时,对手的后防者在2张以下的话,通过【费用】[计数爆发1],灵魂填充1,这次战斗中,这个单位的力量+5000。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation1,vgf.CounterBlast(1),cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation1,vgf.cost.CounterBlast(1),cm.condition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
......@@ -17,7 +17,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
end
function cm.operation1(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
vgf.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.op.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp,chk)
if c:IsRelateToEffect(e) and c:IsFaceup() then
local e1=vgf.AtkUp(c,c,5000)
vgf.EffectReset(c,e1,EVENT_BATTLED)
......
......@@ -3,11 +3,11 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】:这个单位登场到R时,通过【费用】[计数爆发2],灵魂填充1,选择对手的1张后防者,退场。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.CounterBlast(2),vgf.RSummonCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.cost.CounterBlast(2),vgf.RSummonCondition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
vgf.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp)
local g=vgf.SelectMatchingCard(HINTMSG_LEAVEFIELD,e,tp,vgf.RMonsterFilter,tp,0,LOCATION_CIRCLE,1,1,nil)
if g:GetCount()>0 then
vgf.Sendto(LOCATION_DROP,g,REASON_EFFECT)
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】【R】:这个单位的攻击击中时,通过【费用】[将手牌中的1张卡舍弃],抽1张卡。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_HITTING,cm.operation, vgf.Discard(1))
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_HITTING,cm.operation, vgf.cost.Discard(1))
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,1,REASON_EFFECT)
......
......@@ -7,9 +7,9 @@ function cm.initial_effect(c)
end
--计数爆发1,灵魂爆发1
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
--选择对手的1张等级2以上的后防者
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
......
......@@ -3,9 +3,9 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】:这个单位登场到R时,你有「重力的支配者 磁力重压」的先导者的话,灵魂填充2。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.SoulCharge(2),nil,cm.condition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.op.SoulCharge(2),nil,cm.condition)
--【起】【R】:你的灵魂在10张以上的话,通过【费用】[计数爆发2],这个回合中,将当前存在于前列的你所有的单位的力量+5000。
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.CounterBlast(2),cm.condition1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.operation,vgf.cost.CounterBlast(2),cm.condition1)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -5,13 +5,13 @@ function cm.initial_effect(c)
--【自】:这个单位被「重力的支配者 磁力重压」RIDE时,通过【费用】[将手牌中的1张卡放置到灵魂里],抽1张卡,灵魂填充1。
vgd.BeRidedByCard(c,m,10401003,cm.operation,cm.cost)
--【自】:这个单位登场到R时,通过【费用】[计数爆发1],灵魂填充2。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation1,vgf.CounterBlast(1),vgf.RSummonCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation1,vgf.cost.CounterBlast(1),vgf.RSummonCondition)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
Duel.Draw(tp,1,REASON_EFFECT)
vgf.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.op.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.GetMatchingGroupCount(nil,tp,0,LOCATION_HAND,nil)>=1 end
......@@ -20,5 +20,5 @@ function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.Sendto(LOCATION_SOUL,g,rc)
end
function cm.operation1(e,tp,eg,ep,ev,re,r,rp)
vgf.SoulCharge(2)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.op.SoulCharge(2)(e,tp,eg,ep,ev,re,r,rp,chk)
end
\ No newline at end of file
......@@ -13,8 +13,8 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
if chk==0 then return vgf.IsExistingMatchingCard(nil,vgf.RMonsterFilter,tp,LOCATION_CIRCLE,0,1,c) and vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.IsExistingMatchingCard(nil,vgf.RMonsterFilter,tp,LOCATION_CIRCLE,0,1,c) and vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
local g=vgf.SelectMatchingCard(HINTMSG_OVERLAY,nil,tp,vgf.RMonsterFilter,tp,LOCATION_CIRCLE,0,1,c)
vgf.Sendto(LOCATION_SOUL,g)
end
......
......@@ -3,11 +3,11 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--通过【费用】[计数爆发1]施放!灵魂填充1。这之后,选择你的1个单位,你的灵魂里的卡每有5张,这个回合中,力量+10000。你的灵魂在10张以上的话,抽1张卡。
vgd.Order(c,m,cm.operation,vgf.CounterBlast(1))
vgd.Order(c,m,cm.operation,vgf.cost.CounterBlast(1))
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
vgf.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.op.SoulCharge(1)(e,tp,eg,ep,ev,re,r,rp,chk)
Duel.BreakEffect()
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATKUP)
local e1=vgf.GetMatchingGroupCount(nil,tp,LOCATION_SOUL,0,nil)/5
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op,vgf.SoulBlast(1),vgf.RMonsterCondition,nil,1)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op,vgf.cost.SoulBlast(1),vgf.RMonsterCondition,nil,1)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -8,9 +8,9 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
return Duel.IsPlayerAffectedByEffect(tp,AFFECT_CODE_ABYSSAL_DARK_NIGHT) and vgf.RSummonCondition(e)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,1,REASON_EFFECT)
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_DISCARD,cm.op,vgf.CounterBlast(1),cm.con)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_DISCARD,cm.op,vgf.cost.CounterBlast(1),cm.con)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.SetOrder(c,vgf.SoulBlast(1))
vgd.SetOrder(c,vgf.cost.SoulBlast(1))
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.operation,nil,cm.condition)
vgd.DarkNight(c,m)--黑夜
end
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op,vgf.SoulBlast(2),cm.con)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op,vgf.cost.SoulBlast(2),cm.con)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -7,9 +7,9 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,1,REASON_EFFECT)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.cost.CounterBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetTurnPlayer()==tp
......
......@@ -4,9 +4,9 @@ function cm.initial_effect(c)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,cm.cost,vgf.RSummonCondition)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.Rest(e:GetHandler())(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.Rest(e:GetHandler())(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return vgf.op.Rest(e:GetHandler())(e,tp,eg,ep,ev,re,r,rp,chk) and vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk) end
vgf.cost.SoulBlast(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.op.Rest(e:GetHandler())(e,tp,eg,ep,ev,re,r,rp,chk)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetDecktopGroup(tp,2)
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_MOVE,vgf.CounterCharge(1),vgf.SoulBlast(2),cm.con,nil,1)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_MOVE,vgf.CounterCharge(1),vgf.cost.SoulBlast(2),cm.con,nil,1)
end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
return vgf.RMonsterCondition(e) and eg:IsExists(cm.filter,1,nil,tp) and Duel.GetTurnPlayer()==tp and Duel.GetAttackTarget()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter,1,0),nil,vgf.VSummonCondition)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter,1,0),nil,vgf.VSummonCondition)
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 5000, cm.con2)
vgd.GlobalCheckEffect(c,m,EVENT_CHAINING,cm.checkcon)
end
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op,vgf.LeaveFieldCost(),vgf.RMonsterCondition)
vgd.AbilityAct(c,m,LOCATION_CIRCLE,cm.op,vgf.cost.Retire(),vgf.RMonsterCondition)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.Order(c,m,cm.op,vgf.SoulBlast(2))
vgd.Order(c,m,cm.op,vgf.cost.SoulBlast(2))
end
function cm.op(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.Order(c,m,cm.op,vgf.CounterBlast(1),cm.con)
vgd.Order(c,m,cm.op,vgf.cost.CounterBlast(1),cm.con)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.Order(c,m,cm.op,vgf.SoulBlast(1))
vgd.Order(c,m,cm.op,vgf.cost.SoulBlast(1))
end
function cm.op(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
vgf.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DROP,cm.filter,1,1)(e,tp,eg,ep,ev,re,r,rp)
vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_CIRCLE,LOCATION_DROP,cm.filter,1,1)(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetOperatedGroup()
vgf.AtkUp(c,g,10000)
end
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.CounterBlast(1),cm.con)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.cost.CounterBlast(1),cm.con)
end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.op,vgf.SoulBlast(1),cm.con)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.op,vgf.cost.SoulBlast(1),cm.con)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.BeRidedByCard(c,m,10401027,vgf.SoulCharge(1))
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_TO_GRAVE,cm.op,vgf.CostAnd(vgf.CounterBlast(1),vgf.LeaveFieldCost()),cm.con)
vgd.BeRidedByCard(c,m,10401027,vgf.op.SoulCharge(1))
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_TO_GRAVE,cm.op,vgf.cost.And(vgf.cost.CounterBlast(1),vgf.cost.Retire()),cm.con)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local g=vgf.SelectMatchingCard(HINTMSG_LEAVEFIELD,e,tp,vgf.RMonsterFilter,tp,0,LOCATION_CIRCLE,1,1,nil)
......
......@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd.VgCard(c)
--【自】【R】:你的主要阶段中对手的后防者退场时,通过【费用】[将这个单位退场],查看你的牌堆顶的1张卡,你可以将查看的单位卡CALL到R上。没有这么做的话,将其余的查看的卡放置到灵魂里。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,
EFFECT_TYPE_FIELD,EVENT_TO_GRAVE,cm.op,vgf.LeaveFieldCost(),cm.con)
EFFECT_TYPE_FIELD,EVENT_TO_GRAVE,cm.op,vgf.cost.Retire(),cm.con)
end
--你的主要阶段中对手的后防者退场时
function cm.con(e,tp,eg,ep,re,r,rp)
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
-- 【自】【R】:这个单位的攻击击中时,灵魂填充1。
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_HITTING,vgf.SoulCharge(1),nil,vgf.RMonsterCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_HITTING,vgf.op.SoulCharge(1),nil,vgf.RMonsterCondition)
-- 【自】【R】:这个单位攻击的战斗结束时,你的灵魂在10张以上的话,通过【费用】[将这个单位放置到灵魂里],计数回充1
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,vgf.CounterCharge(1),cm.cost,cm.con)
end
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.op,vgf.CounterBlast(1),cm.con)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.op,vgf.cost.CounterBlast(1),cm.con)
end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
--【自】:这个单位登场到V时,灵魂填充1
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.SoulCharge(1),nil,vgf.VSummonCondition)
vgd.AbilityAuto(c,m,LOCATION_CIRCLE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.op.SoulCharge(1),nil,vgf.VSummonCondition)
--【永】【R】:你的回合中,你的灵魂在10张以上的话,这个单位的力量+10000。
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 10000, cm.con2)
end
......
......@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd.BlitzOrder(c,cm.op,nil,cm.con)
end
function cm.con(e,tp,eg,ep,ev,re,r,rp)
return vgf.SoulBlast(5)(e,tp,eg,ep,ev,re,r,rp,0)
return vgf.cost.SoulBlast(5)(e,tp,eg,ep,ev,re,r,rp,0)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,Card.IsSetCard,1,0,0x5040),nil,vgf.VSummonCondition)
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.op.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,Card.IsSetCard,1,0,0x5040),nil,vgf.VSummonCondition)
vgd.AbilityCont(c, m, LOCATION_CIRCLE, EFFECT_TYPE_SINGLE, EFFECT_UPDATE_ATTACK, 2000, cm.con)
end
function cm.filter(c)
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,cm.op,vgf.CounterBlast(1))
vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,cm.op,vgf.cost.CounterBlast(1))
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.Order(c,m,cm.operation,vgf.SoulBlast(1))
vgd.Order(c,m,cm.operation,vgf.cost.SoulBlast(1))
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -4,7 +4,7 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.Order(c,m,cm.operation,vgf.CounterBlast(2))
vgd.Order(c,m,cm.operation,vgf.cost.CounterBlast(2))
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
......
......@@ -2,7 +2,7 @@
local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.VgCard(c)
vgd.SetOrder(c,vgf.SoulBlast(1))
vgd.SetOrder(c,vgf.cost.SoulBlast(1))
vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.operation,nil,cm.condition)
vgd.DarkNight(c,m)
end
......
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