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xiaoye
Vgdpro Scripts
Commits
b750bd1e
Commit
b750bd1e
authored
Apr 17, 2024
by
jwyxym
Committed by
GitHub
Apr 17, 2024
Browse files
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Merge pull request #9 from whenmo/main
anyway updata
parents
56e031b5
478ea7cc
Changes
2
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2 changed files
with
49 additions
and
73 deletions
+49
-73
README.md
README.md
+47
-72
VgD.Lua
VgD.Lua
+2
-1
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README.md
View file @
b750bd1e
...
...
@@ -21,9 +21,9 @@
6.
[
VgFuncLib函数库详解
](
#vgfunclib函数库详解
)
1.
[
每个卡的必备
](
#1每个卡的必备
)
2.
[
提示文字
](
#2提示文字
)
3.
[
卡名记述
](
#3卡名记述
)
4.
[
先导者/后防者的判断
](
#4先导者后防者
的判断
)
5.
[
等级的判断
](
#5等级的判断
)
3.
[
先导者/后防者的判断
](
#3先导者后防者的判断
)
4.
[
等级的判断
](
#4等级
的判断
)
5.
[
等级的判断
其二
](
#5等级的判断-其二
)
</details>
...
...
@@ -142,23 +142,9 @@ end
因为魔合成的不向下兼容而生的函数, 用于通常指令的注册
```
lua
vgd
.
SpellActivate
(
c
,
m
,
op
,
con
[,
chk
,
dis
,
eb
,
sb
,
sc
,
cb
]
)
vgd
.
SpellActivate
(
c
,
m
,
op
,
con
,
cost
)
```
参数注释
> **chk : 特殊的费用标识(填写卡号否则为0, 适用于存在以下参数不适用的费用) `不填默认为 nil`**
>
> **dis : 将手牌中的x张卡舍弃 `不填默认为 0`**
>
> **eb : 能量爆发x (Energy Blast) `不填默认为 0`**
>
> **sb : 灵魂爆发x (Soul Blast) `不填默认为 0`**
>
> **sc : 灵魂填充x (Soul Charge) `不填默认为 0`**
>
> **cb : 计数爆发x (Counter Blast) `不填默认为 0`**
范例 :
[
骤阳之进化
](
c10101015.lua
)
> **通过【费用】[计数爆发1]施放!**
...
...
@@ -168,11 +154,19 @@ vgd.SpellActivate(c, m, op, con[, chk, dis, eb, sb, sc, cb])
```
lua
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgd
.
SpellActivate
(
c
,
m
,
vgf
.
SearchCard
(
LOCATION_DROP
,
cm
.
filter
))
vgf
.
VgCard
(
c
)
vgd
.
SpellActivate
(
c
,
m
,
cm
.
operation
,
vgf
.
DamageCost
(
1
))
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
nil
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
)
Duel
.
HintSelection
(
g
)
VgF
.
AtkUp
(
c
,
g
,
5000
,
nil
)
vgf
.
SearchCard
(
LOCATION_DROP
,
cm
.
filter
)
end
function
cm
.
filter
(
c
)
return
c
:
IsCode
(
10101006
)
return
c
:
IsCode
(
10101006
)
end
```
...
...
@@ -231,31 +225,28 @@ vgd.EffectTypeTrigger(c, m, loc, typ, code[, op, cost, con, tg, count, property]
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
-- 处于【超限舞装】状态的这个单位攻击先导者时,这次战斗中,这个单位的力量+10000
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
nil
,
cm
.
condition2
)
-- 接着通过【费用】[灵魂爆发2],选择对手的1张后防者,退场。
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
m
,
cm
.
operation3
,
vgf
.
OverlayCost
(
2
),
cm
.
condition3
)
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
nil
,
cm
.
condition2
)
end
function
cm
.
operation2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
VgF
.
AtkUp
(
c
,
c
,
10000
,
nil
)
Duel
.
RaiseEvent
(
c
,
EVENT_CUSTOM
+
m
,
e
,
0
,
tp
,
tp
,
0
)
if
Duel
.
GetMatchingGroup
(
VgF
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
,
nil
):
GetFirst
():
GetOverlayGroup
():
FilterCount
(
Card
.
IsAbleToGraveAsCost
,
nil
)
>=
2
and
Duel
.
SelectYesNo
(
tp
,
vgf
.
Stringid
(
m
,
3
))
then
local
cg
=
Duel
.
GetMatchingGroup
(
VgF
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
):
GetFirst
():
GetOverlayGroup
():
FilterSelect
(
tp
,
Card
.
IsAbleToGraveAsCost
,
2
,
2
,
nil
)
if
Duel
.
SendtoGrave
(
cg
,
REASON_COST
)
==
2
then
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_LEAVEONFIELD
)
local
g
=
Duel
.
SelectTarget
(
tp
,
vgf
.
RMonsterFilter
,
tp
,
0
,
LOCATION_MZONE
,
1
,
1
,
nil
)
if
g
then
Duel
.
HintSelection
(
g
)
Duel
.
SendtoGrave
(
g
,
REASON_EFFECT
)
end
end
end
end
function
cm
.
condition2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
return
vgf
.
RMonsterCondition
(
e
)
and
c
:
GetFlagEffectLabel
(
ConditionFlag
)
==
201
and
vgf
.
VMonsterFilter
(
Duel
.
GetAttackTarget
())
end
function
cm
.
condition3
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
eg
:
GetFirst
()
==
e
:
GetHandler
()
end
function
cm
.
operation3
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_LEAVEONFIELD
)
local
g
=
Duel
.
SelectTarget
(
tp
,
vgf
.
RMonsterFilter
,
tp
,
0
,
LOCATION_MZONE
,
1
,
1
,
nil
)
if
g
then
Duel
.
HintSelection
(
g
)
Duel
.
SendtoGrave
(
g
,
REASON_EFFECT
)
end
end
```
## 4.启动类效果
...
...
@@ -313,32 +304,7 @@ vgf.VgCard(c)
vgf
.
Stringid
(
m
,
id
)
```
## 3.卡名记述
用于某些指定卡名的效果(比如【超限舞装】的指定卡名)
```
lua
vgf
.
AddCodeList
(
c
,
...
)
```
参数注释
> **... : 记述的卡名, 可填入多个参数, 如: vgf.AddCodeList(c, code1, code2)**
范例 :
[
瓦尔里纳
](
c10101006.lua
)
> **【超限舞装】-「托里科斯塔」(作为通常CALL到R上的代替,也可以将这张卡重叠在指定的单位上登场。)**
```
lua
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
-- 托里科斯塔 的卡号为 10101009
vgf
.
AddCodeList
(
c
,
10101009
)
end
```
## 4.先导者/后防者的判断
## 3.先导者/后防者的判断
用于判断
`某张卡/某个效果的持有者`
是否为
`先导者/后防者`
, 返回
`boolean`
值
...
...
@@ -364,8 +330,22 @@ vgf.RMonsterCondition(e)
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
-- 处于【超限舞装】状态的这个单位攻击先导者时,这次战斗中,这个单位的力量+10000
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
nil
,
cm
.
condition2
)
vgd
.
EffectTypeTrigger
(
c
,
m
,
LOCATION_MZONE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
nil
,
cm
.
condition2
)
end
function
cm
.
operation2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
VgF
.
AtkUp
(
c
,
c
,
10000
,
nil
)
if
Duel
.
GetMatchingGroup
(
VgF
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
,
nil
):
GetFirst
():
GetOverlayGroup
():
FilterCount
(
Card
.
IsAbleToGraveAsCost
,
nil
)
>=
2
and
Duel
.
SelectYesNo
(
tp
,
vgf
.
Stringid
(
m
,
3
))
then
local
cg
=
Duel
.
GetMatchingGroup
(
VgF
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
):
GetFirst
():
GetOverlayGroup
():
FilterSelect
(
tp
,
Card
.
IsAbleToGraveAsCost
,
2
,
2
,
nil
)
if
Duel
.
SendtoGrave
(
cg
,
REASON_COST
)
==
2
then
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_LEAVEONFIELD
)
local
g
=
Duel
.
SelectTarget
(
tp
,
vgf
.
RMonsterFilter
,
tp
,
0
,
LOCATION_MZONE
,
1
,
1
,
nil
)
if
g
then
Duel
.
HintSelection
(
g
)
Duel
.
SendtoGrave
(
g
,
REASON_EFFECT
)
end
end
end
end
function
cm
.
condition2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
@@ -373,14 +353,9 @@ function cm.condition2(e,tp,eg,ep,ev,re,r,rp)
-- vgf.VMonsterFilter(Duel.GetAttackTarget()) 判断 被攻击的卡 是否为先导者
return
vgf
.
RMonsterCondition
(
e
)
and
c
:
GetFlagEffectLabel
(
ConditionFlag
)
==
201
and
vgf
.
VMonsterFilter
(
Duel
.
GetAttackTarget
())
end
function
cm
.
operation2
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
VgF
.
AtkUp
(
c
,
c
,
10000
,
nil
)
Duel
.
RaiseEvent
(
c
,
EVENT_CUSTOM
+
m
,
e
,
0
,
tp
,
tp
,
0
)
end
```
##
5
.等级的判断
##
4
.等级的判断
用于判断
`自己场上的先导者等级`
是否大于等于
`这张卡/这个效果的持有者等级`
, 返回
`boolean`
值
...
...
@@ -392,7 +367,7 @@ vgf.LvCondition(e_or_c)
> **e_or_c : 要判断的效果或者卡**
##
6.等级的判断
##
5.等级的判断 其二
用于判断
`这张卡的等级`
是否在
`...`
之中, 返回
`boolean`
值
...
...
VgD.Lua
View file @
b750bd1e
...
...
@@ -732,6 +732,7 @@ end
--指令卡
function
VgD
.
SpellActivate
(
c
,
m
,
op
,
con
,
cost
)
local
e1
=
Effect
.
CreateEffect
(
c
)
if
m
then
e1
:
SetDescription
(
aux
.
Stringid
(
m
,
0
))
end
e1
:
SetType
(
EFFECT_TYPE_ACTIVATE
)
e1
:
SetCode
(
EVENT_FREE_CHAIN
)
e1
:
SetCountLimit
(
1
,
VgID
+
EFFECT_COUNT_CODE_OATH
)
...
...
@@ -898,4 +899,4 @@ function VgD.EffectTypeContinuousChangeAttack(c,typ,val,con)
e1
:
SetCondition
(
con
)
e1
:
SetValue
(
val
)
c
:
RegisterEffect
(
e1
)
end
\ No newline at end of file
end
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