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xiaoye
Vgdpro Scripts
Commits
abfb4de5
Commit
abfb4de5
authored
Aug 23, 2024
by
xiaoye
Browse files
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Browse Files
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Plain Diff
魔合成+被ride当作+从魂中ride
parent
317c1acb
Changes
10
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Showing
10 changed files
with
208 additions
and
168 deletions
+208
-168
VgD.Lua
VgD.Lua
+57
-63
VgDefinition.Lua
VgDefinition.Lua
+9
-5
VgFuncLib.lua
VgFuncLib.lua
+88
-77
c10201001.lua
c10201001.lua
+25
-0
c10202001.lua
c10202001.lua
+2
-1
c10203001.lua
c10203001.lua
+2
-0
c10401067.lua
c10401067.lua
+5
-5
c10401106.lua
c10401106.lua
+5
-5
c10401118.lua
c10401118.lua
+7
-6
c10402031.lua
c10402031.lua
+8
-6
No files found.
VgD.Lua
View file @
abfb4de5
This diff is collapsed.
Click to expand it.
VgDefinition.Lua
View file @
abfb4de5
...
@@ -25,6 +25,9 @@ LOCATION_RIDE =LOCATION_EXTRA
...
@@ -25,6 +25,9 @@ LOCATION_RIDE =LOCATION_EXTRA
LOCATION_DROP
=
LOCATION_GRAVE
LOCATION_DROP
=
LOCATION_GRAVE
LOCATION_LOCK
=
LOCATION_REMOVED
LOCATION_LOCK
=
LOCATION_REMOVED
LOCATION_ALL
=
0xffff
LOCATION_ALL
=
0xffff
LOCATION_LIST
=
{
0x1
,
0x2
,
0x4
,
0x10
,
0x20
,
0x40
,
0x80
,
0x400
,
0x800
,
0x1000
,
0x2000
,
0x4000
,
0x8000
}
--LOCATION_LIST={LOCATION_HAND,LOCATION_MZONE,LOCATION_DROP,LOCATION_LOCK,LOCATION_RIDE,LOCATION_OVERLAY,LOCATION_EXILE,LOCATION_DAMAGE,LOCATION_ORDER,LOCATION_SPARE,LOCATION_GZONE,LOCATION_EMBLEM}
LOCATION_LIST_STRING
=
{
"LOCATION_DECK"
,
"LOCATION_HAND"
,
"LOCATION_MZONE"
,
"LOCATION_DROP"
,
"LOCATION_LOCK"
,
"LOCATION_RIDE"
,
"LOCATION_OVERLAY"
,
"LOCATION_EXILE"
,
"LOCATION_DAMAGE"
,
"LOCATION_ORDER"
,
"LOCATION_SPARE"
,
"LOCATION_GZONE"
,
"LOCATION_EMBLEM"
}
--Locations (for redirect) 若在重定向类效果中仅指定LOCATION_DECK则为弹回卡组顶部
--Locations (for redirect) 若在重定向类效果中仅指定LOCATION_DECK则为弹回卡组顶部
LOCATION_DECKBOT
=
0x10001
--弹回卡组底部
LOCATION_DECKBOT
=
0x10001
--弹回卡组底部
LOCATION_DECKSHF
=
0x20001
--弹回卡组并洗牌
LOCATION_DECKSHF
=
0x20001
--弹回卡组并洗牌
...
@@ -860,11 +863,12 @@ FLAG_DAMAGE_TRIGGER =VgID+2 --多次伤害判定标识
...
@@ -860,11 +863,12 @@ FLAG_DAMAGE_TRIGGER =VgID+2 --多次伤害判定标识
FLAG_DEFENSE_ENTIRELY
=
VgID
+
3
--完全防御标识
FLAG_DEFENSE_ENTIRELY
=
VgID
+
3
--完全防御标识
FLAG_CONDITION
=
VgID
+
4
--处于XX状态标识
FLAG_CONDITION
=
VgID
+
4
--处于XX状态标识
FLAG_SUPPORT
=
VgID
+
5
--支援状态标识
FLAG_SUPPORT
=
VgID
+
5
--支援状态标识
FLAG_ATTACK_AT_REAR
=
VgID
+
6
--后列攻击
FLAG_SUPPORTED
=
VgID
+
6
--被支援
FLAG_IMPRISON
=
VgID
+
7
--被收容
FLAG_ATTACK_AT_REAR
=
VgID
+
7
--后列攻击
FLAG_SPELL_COUNT_LIMIT
=
VgID
+
8
--指令卡次数
FLAG_IMPRISON
=
VgID
+
8
--被收容
FLAG_SPELL_USED_COUNT
=
VgID
+
9
--指令卡已使用次数
FLAG_SPELL_COUNT_LIMIT
=
VgID
+
9
--指令卡次数
FLAG_ALSO_CAN_TRIGGER
=
VgID
+
10
--后防着也能驱动判定
FLAG_SPELL_USED_COUNT
=
VgID
+
10
--指令卡已使用次数
FLAG_ALSO_CAN_TRIGGER
=
VgID
+
11
--后防着也能驱动判定
--AffectedByEffect
--AffectedByEffect
AFFECT_CODE_MIX
=
VgID
--魔合成
AFFECT_CODE_MIX
=
VgID
--魔合成
AFFECT_CODE_MIX_DIFFERENT_NAME
=
VgID
+
1
--魔合成(卡名不同)
AFFECT_CODE_MIX_DIFFERENT_NAME
=
VgID
+
1
--魔合成(卡名不同)
...
...
VgFuncLib.lua
View file @
abfb4de5
This diff is collapsed.
Click to expand it.
c10201001.lua
View file @
abfb4de5
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
)
vgf
.
AddRideMaterialCode
(
c
,
m
,
10406013
)
vgf
.
AddRideMaterialSetCard
(
c
,
m
,
0xc014
,
0x74
)
vgd
.
EffectTypeContinuousChangeAttack
(
c
,
EFFECT_TYPE_SINGLE
,
5000
,
cm
.
con
)
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
cm
.
cost
,
vgf
.
VMonsterCondition
)
end
end
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
.
OverlayCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
DisCardCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
OverlayCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
DisCardCost
(
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
()
local
g
=
vgf
.
GetMatchingGroup
(
cm
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
nil
)
Duel
.
ChangePosition
(
g
,
POS_FACEUP_DEFENSE
)
for
tc
in
vgf
.
Next
(
g
)
do
tc
:
RegisterFlagEffect
(
FLAG_SUPPORT
,
RESET_EVENT
+
RESETS_STANDARD
,
0
,
1
)
end
c
:
RegisterFlagEffect
(
FLAG_SUPPORTED
,
RESET_EVENT
+
RESETS_STANDARD
,
0
,
1
)
Duel
.
RaiseEvent
(
g
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
e
,
0
,
tp
,
tp
,
0
)
end
function
cm
.
filter
(
c
)
return
c
:
IsPosition
(
POS_FACEUP_ATTACK
)
and
c
:
IsAttribute
(
SKILL_SUPPORT
)
and
vgf
.
RMonsterFilter
(
c
)
end
\ No newline at end of file
c10202001.lua
View file @
abfb4de5
...
@@ -3,7 +3,8 @@ local cm,m,o=GetID()
...
@@ -3,7 +3,8 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
--【永】:这张卡将要被RIDE之际,这张卡也当做「魔宝龙 道拉珠艾尔德」使用。
--【永】:这张卡将要被RIDE之际,这张卡也当做「魔宝龙 道拉珠艾尔德」使用。
vgf
.
AddRideMaterialCode
(
c
,
m
,
10407005
)
vgf
.
AddRideMaterialSetCard
(
c
,
m
,
0xc00d
,
0x75
,
0xe8
)
--【自】【V】:这个单位攻击先导者时,通过【费用】[使用等级均不同的卡进行灵魂爆发4],选择对手的1张先导者,这个回合中,力量增减至1,对手有等级3以上的先导者的话,这个单位的☆+1。(仅将那个时点的力量增减至1,这之后那个单位的力量仍然能通过其他方式增减。)
--【自】【V】:这个单位攻击先导者时,通过【费用】[使用等级均不同的卡进行灵魂爆发4],选择对手的1张先导者,这个回合中,力量增减至1,对手有等级3以上的先导者的话,这个单位的☆+1。(仅将那个时点的力量增减至1,这之后那个单位的力量仍然能通过其他方式增减。)
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
cm
.
cost
,
cm
.
condition
)
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
cm
.
cost
,
cm
.
condition
)
--【永】【R】:这个回合中由于你的卡片的能力的费用同时使用4张以上的卡进行了灵魂爆发的话,这个单位的力量+5000。
--【永】【R】:这个回合中由于你的卡片的能力的费用同时使用4张以上的卡进行了灵魂爆发的话,这个单位的力量+5000。
...
...
c10203001.lua
View file @
abfb4de5
...
@@ -2,6 +2,8 @@ local cm,m,o=GetID()
...
@@ -2,6 +2,8 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
--【永】:这张卡将要被RIDE之际,这张卡也当做「朱斯贝克 “破天黎骑”」使用。
--【永】:这张卡将要被RIDE之际,这张卡也当做「朱斯贝克 “破天黎骑”」使用。
vgf
.
AddRideMaterialCode
(
c
,
m
,
10406010
)
vgf
.
AddRideMaterialSetCard
(
c
,
m
,
0x300d
,
0x77
,
0x8a
,
0x202
)
--【反抗舞装】
--【反抗舞装】
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_BATTLED
,
cm
.
operation
,
nil
,
cm
.
condition
)
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_BATTLED
,
cm
.
operation
,
nil
,
cm
.
condition
)
--【永】【R】:这个回合中曾有你的等级3以上的先导者登场过的话,这个单位的力量+5000。
--【永】【R】:这个回合中曾有你的等级3以上的先导者登场过的话,这个单位的力量+5000。
...
...
c10401067.lua
View file @
abfb4de5
...
@@ -5,11 +5,11 @@ function cm.initial_effect(c)
...
@@ -5,11 +5,11 @@ function cm.initial_effect(c)
--通过【费用】[使用1张以上的你希望的张数的卡进行计数爆发]施放!
--通过【费用】[使用1张以上的你希望的张数的卡进行计数爆发]施放!
--由于这个费用支付的计数爆发1每有1张,选择对手的1张后防者,退场。
--由于这个费用支付的计数爆发1每有1张,选择对手的1张后防者,退场。
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
cm
.
cos_from
=
{
LOCATION_DAMAGE
}
VgF
.
AddMixCostGroupFrom
(
c
,
m
,
"LOCATION_DAMAGE"
)
cm
.
cos_to
=
{
"POSCHANGE"
}
VgF
.
AddMixCostGroupTo
(
c
,
m
,
"POSCHANGE"
)
cm
.
cos_val
=
{
1
}
VgF
.
AddMixCostGroupFilter
(
c
,
m
,
Card
.
IsFaceup
)
cm
.
cos_val_max
=
{
100
}
VgF
.
AddMixCostGroupCountMin
(
c
,
m
,
1
)
cm
.
cos_filter
=
{
Card
.
IsFaceup
}
VgF
.
AddMixCostGroupCountMax
(
c
,
m
,
100
)
end
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
ct
=
vgf
.
GetMatchingGroupCount
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
nil
)
local
ct
=
vgf
.
GetMatchingGroupCount
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
nil
)
...
...
c10401106.lua
View file @
abfb4de5
...
@@ -2,11 +2,11 @@ local cm,m,o=GetID()
...
@@ -2,11 +2,11 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
cm
.
cos_from
=
{
LOCATION_OVERLAY
}
VgF
.
AddMixCostGroupFrom
(
c
,
m
,
"LOCATION_OVERLAY"
)
cm
.
cos_to
=
{
LOCATION_DROP
}
VgF
.
AddMixCostGroupTo
(
c
,
m
,
"LOCATION_DROP"
)
cm
.
cos_val
=
{
1
}
VgF
.
AddMixCostGroupFilter
(
c
,
m
,
function
(
tc
)
return
tc
:
IsLevel
(
3
)
end
)
cm
.
cos_val_max
=
{
1
}
VgF
.
AddMixCostGroupCountMin
(
c
,
m
,
1
)
cm
.
cos_filter
=
{
function
(
tc
)
return
tc
:
IsLevel
(
3
)
end
}
VgF
.
AddMixCostGroupCountMax
(
c
,
m
,
1
)
end
end
function
cm
.
filter
(
c
,
p
)
function
cm
.
filter
(
c
,
p
)
return
c
:
IsControler
(
p
)
and
vgf
.
RMonsterFilter
(
c
)
return
c
:
IsControler
(
p
)
and
vgf
.
RMonsterFilter
(
c
)
...
...
c10401118.lua
View file @
abfb4de5
...
@@ -4,12 +4,13 @@ local cm,m,o=GetID()
...
@@ -4,12 +4,13 @@ local cm,m,o=GetID()
--抽1张卡,将这张卡放置到灵魂里,计数回充1。
--抽1张卡,将这张卡放置到灵魂里,计数回充1。
function
cm
.
initial_effect
(
c
)
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
operation
,
cm
.
cost
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
cm
.
cos_from
=
{
LOCATION_MZONE
}
VgF
.
AddMixCostGroupFrom
(
c
,
m
,
"LOCATION_MZONE"
)
cm
.
cos_to
=
{
LOCATION_DROP
}
VgF
.
AddMixCostGroupTo
(
c
,
m
,
"LOCATION_DROP"
)
cm
.
cos_val
=
{
2
}
VgF
.
AddMixCostGroupFilter
(
c
,
m
,
vgf
.
RMonsterFilter
)
cm
.
cos_val_max
=
{
2
}
VgF
.
AddMixCostGroupCountMin
(
c
,
m
,
2
)
cm
.
cos_filter
=
{
vgf
.
RMonsterFilter
}
VgF
.
AddMixCostGroupCountMax
(
c
,
m
,
2
)
end
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
2
,
nil
)
end
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
vgf
.
RMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
2
,
nil
)
end
...
...
c10402031.lua
View file @
abfb4de5
...
@@ -2,20 +2,22 @@ local cm,m,o=GetID()
...
@@ -2,20 +2,22 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgf
.
VgCard
(
c
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
op
,
cm
.
cost
)
cm
.
cos_from
=
{
LOCATION_HAND
}
VgF
.
AddMixCostGroupFilter
(
c
,
m
,
cm
.
filter
)
cm
.
cos_to
=
{
LOCATION_DROP
}
VgF
.
AddMixCostGroupCountMin
(
c
,
m
,
1
)
cm
.
cos_val
=
{
1
}
VgF
.
AddMixCostGroupCountMax
(
c
,
m
,
1
)
cm
.
cos_val_max
=
{
1
}
VgF
.
AddMixCostGroupFrom
(
c
,
m
,
"LOCATION_HAND"
)
cm
.
cos_filter
=
{
cm
.
filter
}
VgF
.
AddMixCostGroupTo
(
c
,
m
,
"LOCATION_DROP"
)
end
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Draw
(
tp
,
2
,
REASON_EFFECT
)
Duel
.
Draw
(
tp
,
2
,
REASON_EFFECT
)
end
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
c
=
e
:
GetHandler
()
if
chk
==
0
then
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_HAND
,
0
,
1
,
nil
)
return
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_HAND
,
0
,
1
,
nil
)
end
end
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_TODROP
,
tp
,
cm
.
filter
,
tp
,
LOCATION_HAND
,
0
,
1
,
1
,
nil
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_TODROP
,
e
,
tp
,
cm
.
filter
,
tp
,
LOCATION_HAND
,
0
,
1
,
1
,
nil
)
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_COST
)
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_COST
)
end
end
function
cm
.
filter
(
c
)
function
cm
.
filter
(
c
)
...
...
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