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xiaoye
Vgdpro Scripts
Commits
c5bff7c1
Commit
c5bff7c1
authored
May 26, 2024
by
jwyxym
Committed by
GitHub
May 26, 2024
Browse files
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parent
d9fa953c
Changes
2
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Side-by-side
Showing
2 changed files
with
104 additions
and
48 deletions
+104
-48
VgD.Lua
VgD.Lua
+3
-5
VgFuncLib.lua
VgFuncLib.lua
+101
-43
No files found.
VgD.Lua
View file @
c5bff7c1
...
...
@@ -586,6 +586,7 @@ function VgD.CardTriggerOperation(chkop,f)
local
tc
=
Duel
.
SelectMatchingCard
(
tp
,
nil
,
tp
,
LOCATION_DAMAGE
,
0
,
1
,
1
,
nil
):
GetFirst
()
if
tc
then
Duel
.
SendtoGrave
(
tc
,
REASON_TRIGGER
)
Duel
.
Recover
(
tp
,
1
,
REASON_RULE
)
end
end
elseif
c
:
IsRace
(
TRRIGGER_ADVANCE
)
then
...
...
@@ -602,6 +603,7 @@ function VgD.CardTriggerOperation(chkop,f)
Duel
.
Exile
(
c
,
REASON_TRIGGER
)
else
Duel
.
Sendto
(
c
,
tp
,
LOCATION_DAMAGE
,
POS_FACEUP_ATTACK
,
REASON_EFFECT
)
Duel
.
Damage
(
tp
,
1
,
REASON_TRIGGER
)
end
local
rc
=
Duel
.
GetMatchingGroup
(
VgF
.
VMonsterFilter
,
tp
,
LOCATION_MZONE
,
0
,
nil
):
GetFirst
()
local
bc
=
rc
:
GetBattleTarget
()
...
...
@@ -721,11 +723,7 @@ function VgD.EventRideStart(e,tp,eg,ep,ev,re,r,rp)
end
function
VgD
.
RuleWin
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
if
Duel
.
GetCurrentChain
()
>
0
then
return
end
for
WinReason
=
0x1
,
0x2
,
1
do
if
WinReason
==
0x1
then
local
lp
=
Duel
.
GetLP
(
tp
)
-
Duel
.
GetFieldGroupCount
(
tp
,
LOCATION_ORDER
,
0
)
Duel
.
SetLP
(
tp
,
lp
)
end
for
WinReason
=
0x1
,
0xff
,
1
do
if
WinReason
==
0x2
then
local
g1
=
Duel
.
GetFieldGroupCount
(
tp
,
LOCATION_DECK
,
0
)
local
g2
=
Duel
.
GetFieldGroupCount
(
tp
,
0
,
LOCATION_DECK
)
...
...
VgFuncLib.lua
View file @
c5bff7c1
...
...
@@ -380,24 +380,34 @@ end
---@param g Card|Group 要被上升攻击力的卡
---@param val integer 要上升的攻击力(可以为负)
---@param reset integer|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
.
AtkUp
(
c
,
g
,
val
,
reset
,
resetcount
)
function
VgF
.
AtkUp
(
c
,
g
,
val
,
reset
,
resetcount
,
resettype
,
resetcode
)
if
not
c
then
return
end
if
not
resetcount
then
resetcount
=
1
end
if
not
reset
then
reset
=
RESET_PHASE
+
PHASE_END
end
if
not
resetcount
then
resetcount
=
1
end
if
not
resettype
then
resettype
=
EFFECT_TYPE_FIELD
end
if
not
resetcode
then
resetcode
=
0
end
if
not
val
or
val
==
0
then
return
end
if
VgF
.
GetValueType
(
g
)
==
"Group"
and
g
:
GetCount
()
>
0
then
local
e
=
{}
for
tc
in
VgF
.
Next
(
g
)
do
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_SINGLE
)
e1
:
SetCode
(
EFFECT_UPDATE_ATTACK
)
e1
:
SetValue
(
val
)
e1
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
+
reset
)
e1
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
+
reset
,
resetcount
)
tc
:
RegisterEffect
(
e1
)
table.insert
(
e
,
e1
)
if
resetcode
>
0
then
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
resettype
+
EFFECT_TYPE_CONTINUOUS
)
e2
:
SetCode
(
resetcode
)
e2
:
SetRange
(
LOCATION_MZONE
)
e2
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
)
e2
:
SetOperation
(
function
(
te
)
e1
:
Reset
()
te
:
Reset
()
end
)
tc
:
RegisterEffect
(
e2
)
end
end
return
e
elseif
VgF
.
GetValueType
(
g
)
==
"Card"
then
local
tc
=
VgF
.
ReturnCard
(
g
)
local
e1
=
Effect
.
CreateEffect
(
c
)
...
...
@@ -406,7 +416,18 @@ function VgF.AtkUp(c,g,val,reset,resetcount)
e1
:
SetValue
(
val
)
e1
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
+
reset
,
resetcount
)
tc
:
RegisterEffect
(
e1
)
return
e1
if
resetcode
>
0
then
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
resettype
+
EFFECT_TYPE_CONTINUOUS
)
e2
:
SetCode
(
resetcode
)
e2
:
SetRange
(
LOCATION_MZONE
)
e2
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
)
e2
:
SetOperation
(
function
(
te
)
e1
:
Reset
()
te
:
Reset
()
end
)
tc
:
RegisterEffect
(
e2
)
end
end
end
---以c的名义,使g(中的每一张卡)的盾值上升val,并在reset时重置。
...
...
@@ -414,13 +435,13 @@ end
---@param g Card|Group 要被上升盾值的卡
---@param val integer 要上升的盾值(可以为负)
---@param reset integer|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
.
DefUp
(
c
,
g
,
val
,
reset
,
resetcount
)
function
VgF
.
DefUp
(
c
,
g
,
val
,
reset
,
resetcount
,
resettype
,
resetcode
)
if
not
c
then
return
end
if
not
reset
then
reset
=
RESET_PHASE
+
PHASE_END
end
if
not
resetcount
then
resetcount
=
1
end
if
not
resettype
then
resettype
=
EFFECT_TYPE_FIELD
end
if
not
val
or
val
==
0
then
return
end
if
VgF
.
GetValueType
(
g
)
==
"Group"
and
g
:
GetCount
()
>
0
then
local
e
=
{}
for
tc
in
VgF
.
Next
(
g
)
do
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_SINGLE
)
...
...
@@ -428,9 +449,19 @@ function VgF.DefUp(c,g,val,reset,resetcount)
e1
:
SetValue
(
val
)
e1
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
+
reset
,
resetcount
)
tc
:
RegisterEffect
(
e1
)
table.insert
(
e
,
e1
)
if
resetcode
>
0
then
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
resettype
+
EFFECT_TYPE_CONTINUOUS
)
e2
:
SetCode
(
resetcode
)
e2
:
SetRange
(
LOCATION_MZONE
)
e2
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
)
e2
:
SetOperation
(
function
(
te
)
e1
:
Reset
()
te
:
Reset
()
end
)
tc
:
RegisterEffect
(
e2
)
end
end
return
e
elseif
VgF
.
GetValueType
(
g
)
==
"Card"
then
local
tc
=
VgF
.
ReturnCard
(
g
)
local
e1
=
Effect
.
CreateEffect
(
c
)
...
...
@@ -439,7 +470,18 @@ function VgF.DefUp(c,g,val,reset,resetcount)
e1
:
SetValue
(
val
)
e1
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
+
reset
,
resetcount
)
tc
:
RegisterEffect
(
e1
)
return
e1
if
resetcode
>
0
then
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
resettype
+
EFFECT_TYPE_CONTINUOUS
)
e2
:
SetCode
(
resetcode
)
e2
:
SetRange
(
LOCATION_MZONE
)
e2
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
)
e2
:
SetOperation
(
function
(
te
)
e1
:
Reset
()
te
:
Reset
()
end
)
tc
:
RegisterEffect
(
e2
)
end
end
end
---以c的名义,使g(中的每一张卡)的☆上升val,并在reset时重置。
...
...
@@ -447,14 +489,13 @@ end
---@param g Card|Group 要被上升☆的卡
---@param val integer 要上升的☆(可以为负)
---@param reset integer|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
.
StarUp
(
c
,
g
,
val
,
reset
,
resetcount
,
resettype
,
resetcode
)
if
not
c
or
not
g
then
return
end
if
not
reset
then
reset
=
RESET_PHASE
+
PHASE_END
end
if
not
resetcount
then
resetcount
=
1
end
if
not
resettype
then
resettype
=
EFFECT_TYPE_FIELD
end
if
not
val
or
val
==
0
then
return
end
if
VgF
.
GetValueType
(
g
)
==
"Group"
and
g
:
GetCount
()
>
0
then
local
t1
=
{}
local
t2
=
{}
for
tc
in
VgF
.
Next
(
g
)
do
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_SINGLE
)
...
...
@@ -467,10 +508,25 @@ function VgF.StarUp(c,g,val,reset,resetcount)
local
e2
=
e1
:
Clone
()
e2
:
SetCode
(
EFFECT_UPDATE_RSCALE
)
tc
:
RegisterEffect
(
e2
)
table.insert
(
t1
,
e1
)
table.insert
(
t2
,
e2
)
if
resetcode
>
0
then
local
e3
=
Effect
.
CreateEffect
(
c
)
e3
:
SetType
(
resettype
+
EFFECT_TYPE_CONTINUOUS
)
e3
:
SetCode
(
resetcode
)
e3
:
SetRange
(
LOCATION_MZONE
)
e3
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
)
e3
:
SetOperation
(
function
(
te
)
e1
:
Reset
()
te
:
Reset
()
end
)
tc
:
RegisterEffect
(
e3
)
local
e4
=
e3
:
Clone
()
e4
:
SetOperation
(
function
(
te
)
e2
:
Reset
()
te
:
Reset
()
end
)
tc
:
RegisterEffect
(
e4
)
end
end
return
t1
,
t2
elseif
VgF
.
GetValueType
(
g
)
==
"Card"
then
local
tc
=
VgF
.
ReturnCard
(
g
)
local
e1
=
Effect
.
CreateEffect
(
c
)
...
...
@@ -484,7 +540,24 @@ function VgF.StarUp(c,g,val,reset,resetcount)
local
e2
=
e1
:
Clone
()
e2
:
SetCode
(
EFFECT_UPDATE_RSCALE
)
tc
:
RegisterEffect
(
e2
)
return
e1
,
e2
if
resetcode
>
0
then
local
e3
=
Effect
.
CreateEffect
(
c
)
e3
:
SetType
(
resettype
+
EFFECT_TYPE_CONTINUOUS
)
e3
:
SetCode
(
resetcode
)
e3
:
SetRange
(
LOCATION_MZONE
)
e3
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
)
e3
:
SetOperation
(
function
(
te
)
e1
:
Reset
()
te
:
Reset
()
end
)
tc
:
RegisterEffect
(
e3
)
local
e4
=
e3
:
Clone
()
e4
:
SetOperation
(
function
(
te
)
e2
:
Reset
()
te
:
Reset
()
end
)
tc
:
RegisterEffect
(
e4
)
end
end
end
---判断c是否可以以规则的手段到G区域。
...
...
@@ -744,32 +817,17 @@ function VgF.CheckPrison(p)
end
--重置Effect
function
VgF
.
EffectReset
(
c
,
e
,
code
,
con
)
if
VgF
.
GetValueType
(
e
)
==
"Effect"
then
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetCode
(
code
)
e1
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e1
:
SetRange
(
LOCATION_ALL
)
e1
:
SetLabelObject
(
e
)
if
VgF
.
GetValueType
(
con
)
==
"function"
then
e1
:
SetCondition
(
con
)
end
e1
:
SetOperation
(
VgF
.
EffectResetOperation
)
c
:
RegisterEffect
(
e1
)
elseif
VgF
.
GetValueType
(
e
)
==
"table"
then
for
i
,
v
in
ipairs
(
e
)
do
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetCode
(
code
)
e1
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e1
:
SetRange
(
LOCATION_ALL
)
e1
:
SetLabelObject
(
v
)
if
VgF
.
GetValueType
(
con
)
==
"function"
then
e1
:
SetCondition
(
con
)
end
e1
:
SetOperation
(
VgF
.
EffectResetOperation
)
c
:
RegisterEffect
(
e1
)
end
end
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetCode
(
code
)
e1
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e1
:
SetRange
(
LOCATION_ALL
)
e1
:
SetLabelObject
(
e
)
if
VgF
.
GetValueType
(
con
)
==
"function"
then
e1
:
SetCondition
(
con
)
end
e1
:
SetOperation
(
VgF
.
EffectResetOperation
)
c
:
RegisterEffect
(
e1
)
end
function
VgF
.
EffectResetOperation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
e1
=
e
:
GetLabelObject
()
if
VgF
.
GetValueType
(
e1
)
==
"Effect"
then
e1
:
Reset
()
end
e
:
Reset
()
end
\ No newline at end of file
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