Commit e51622a5 authored by xiaoye's avatar xiaoye

修改vgd库

parent a9790ce7
...@@ -140,7 +140,7 @@ end ...@@ -140,7 +140,7 @@ end
## 1.指令卡的注册范例 ## 1.指令卡的注册范例
```lua ```lua
vgd.SpellActivate(c, m, op, con, cost) vgd.Order(c, m, op, con, cost)
``` ```
范例 : [骤阳之进化](c10101015.lua) 范例 : [骤阳之进化](c10101015.lua)
...@@ -153,7 +153,7 @@ vgd.SpellActivate(c, m, op, con, cost) ...@@ -153,7 +153,7 @@ vgd.SpellActivate(c, m, op, con, cost)
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)
vgd.SpellActivate(c,m,cm.operation,vgf.DamageCost(1)) vgd.Order(c,m,cm.operation,vgf.DamageCost(1))
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()
...@@ -194,7 +194,7 @@ end ...@@ -194,7 +194,7 @@ end
## 3.【自】能力范例的注册范例 ## 3.【自】能力范例的注册范例
```lua ```lua
vgd.EffectTypeTrigger(c, m, loc, typ, code[, op, cost, con, tg, count, property]) vgd.AbilityAuto(c, m, loc, typ, code[, op, cost, con, tg, count, property])
``` ```
参数注释 参数注释
...@@ -217,7 +217,7 @@ vgd.EffectTypeTrigger(c, m, loc, typ, code[, op, cost, con, tg, count, property] ...@@ -217,7 +217,7 @@ vgd.EffectTypeTrigger(c, m, loc, typ, code[, op, cost, con, tg, count, property]
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)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,nil,cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,nil,cm.condition)
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()
...@@ -239,55 +239,10 @@ function cm.condition(e,tp,eg,ep,ev,re,r,rp) ...@@ -239,55 +239,10 @@ function cm.condition(e,tp,eg,ep,ev,re,r,rp)
end end
``` ```
## 4.特别用于“攻击击中时”的【自】能力范例 ## 4.【起】能力注册范例
```lua ```lua
vgd.EffectTypeTriggerWhenHitting(c, m, loc, typ[, op, cost, con, tg, count, p, property, stringid]) VgD.AbilityAct(c, m[, loc, op, cost, con, tg, count, property])
```
参数注释
> **loc : 发动的区域(vg的描述中会在效果类型后描述这个效果在哪些区域适用) `填 nil 则默认为 LOCATION_MZONE`**
>
> **typ : 自身状态变化触发/场上的卡状态变化触发 `填 nil 则填默认为 EFFECT_TYPE_SINGLE`**
>
> **count : 效果的次数限制**
>
> **p : 击中的卡的持有者 `填 nil 则填默认为 击中的卡的当前持有者`**
>
> **property : 效果的性质**
范例 : [瓦尔里纳·勇气](c10401001.lua)
> **【自】【R】【1回合1次】:处于【超限舞装】状态的这个单位的攻击击中时,通过【费用】[计数爆发1,将手牌中的1张卡舍弃],将这个单位重置。**
```lua
local cm,m,o=GetID()
function cm.initial_effect(c)
vgf.VgCard(c)
vgd.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.op,cm.cost,cm.con)
end
function cm.con(e)
local c=e:GetHandler()
return c:GetFlagEffectLabel(FLAG_CONDITION)==201 and vgf.RMonsterCondition(e)
end
function cm.op(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
Duel.ChangePosition(c,POS_FACEUP_ATTACK)
end
function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then
return vgf.DamageCost(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.DamageCost(1)(e,tp,eg,ep,ev,re,r,rp,chk)
vgf.DisCardCost(1)(e,tp,eg,ep,ev,re,r,rp,chk)
end
```
## 5.【起】能力注册范例
```lua
VgD.EffectTypeIgnition(c, m[, loc, op, cost, con, tg, count, property])
``` ```
参数注释 参数注释
...@@ -306,17 +261,17 @@ VgD.EffectTypeIgnition(c, m[, loc, op, cost, con, tg, count, property]) ...@@ -306,17 +261,17 @@ VgD.EffectTypeIgnition(c, m[, loc, op, cost, con, tg, count, property])
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)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_MZONE,LOCATION_DROP,cm.filter),vgf.DisCardCost(1),nil,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_MZONE,LOCATION_DROP,cm.filter),vgf.DisCardCost(1),nil,nil,1)
end end
function cm.filter(c) function cm.filter(c)
return c:IsLevel(0) return c:IsLevel(0)
end end
``` ```
## 6.特别用于“力量上升”的【永】能力注册范例 ## 5.特别用于“力量上升”的【永】能力注册范例
```lua ```lua
vgd.EffectTypeContinuousChangeAttack(c,m, loc, typ, val[, con, tg, loc_self, loc_op, reset, mc]) vgd.AbilityContChangeAttack(c,m, loc, typ, val[, con, tg, loc_self, loc_op, reset, mc])
``` ```
参数注释 参数注释
...@@ -339,8 +294,8 @@ vgd.EffectTypeContinuousChangeAttack(c,m, loc, typ, val[, con, tg, loc_self, loc ...@@ -339,8 +294,8 @@ vgd.EffectTypeContinuousChangeAttack(c,m, loc, typ, val[, con, tg, loc_self, loc
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)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,function(e) return vgf.RMonsterCondition(e) and cm.con(e) end) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,function(e) return vgf.RMonsterCondition(e) and cm.con(e) end)
vgd.EffectTypeContinuousChangeDefense(c,m,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeDefense(c,m,EFFECT_TYPE_SINGLE,5000,cm.con)
end end
function cm.con(e) function cm.con(e)
local tp=e:GetHandlerPlayer() local tp=e:GetHandlerPlayer()
...@@ -351,7 +306,7 @@ function cm.filter(c) ...@@ -351,7 +306,7 @@ function cm.filter(c)
end end
``` ```
## 7.全局检测(用于检测本回合(或者更加时间)做过什么行为) ## 6.全局检测(用于检测本回合(或者更加时间)做过什么行为)
```lua ```lua
VgD..GlobalCheckEffect(c, m, typ, code, con[, op]) VgD..GlobalCheckEffect(c, m, typ, code, con[, op])
...@@ -380,7 +335,7 @@ function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) ...@@ -380,7 +335,7 @@ function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
end end
``` ```
## 8.其他效果注册 ## 7.其他效果注册
说明: 说明:
> 前面的卡片能力注册均是基于函数库"VgD.lua"的封装函数,但vg卡片能力种类繁多,并非所有能力都能为其封装,故有以下的基于原版ygopro写法的能力注册 > 前面的卡片能力注册均是基于函数库"VgD.lua"的封装函数,但vg卡片能力种类繁多,并非所有能力都能为其封装,故有以下的基于原版ygopro写法的能力注册
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CardToG(c,m,cm.op) vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,cm.op)
end 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()
......
...@@ -2,8 +2,8 @@ ...@@ -2,8 +2,8 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,vgf.CardsFromTo(REASON_EFFECT,LOCATION_MZONE,LOCATION_DROP,cm.filter),vgf.DisCardCost(1),vgf.VMonsterCondition,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,vgf.CardsFromTo(REASON_EFFECT,LOCATION_MZONE,LOCATION_DROP,cm.filter),vgf.DisCardCost(1),vgf.VMonsterCondition,nil,1)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.DamageCost(1),vgf.VMonsterCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.DamageCost(1),vgf.VMonsterCondition)
end end
function cm.filter(c) function cm.filter(c)
return c:IsLevel(0) return c:IsLevel(0)
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.BeRidedByCard(c,m,10101001,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),vgf.OverlayCost(1)) vgd.BeRidedByCard(c,m,10101001,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),vgf.OverlayCost(1))
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con)
end end
function cm.filter(c) function cm.filter(c)
return c:IsCode(10101006) return c:IsCode(10101006)
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.BeRidedByCard(c,m,10101002,vgf.CardsFromTo(REASON_EFFECT,LOCATION_MZONE,LOCATION_DECK,cm.filter)) vgd.BeRidedByCard(c,m,10101002,vgf.CardsFromTo(REASON_EFFECT,LOCATION_MZONE,LOCATION_DECK,cm.filter))
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con)
end end
function cm.filter(c) function cm.filter(c)
return c:IsCode(10101009) return c:IsCode(10101009)
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con)
end end
function cm.con(e) function cm.con(e)
return Duel.GetAttacker()==e:GetHandler() return Duel.GetAttacker()==e:GetHandler()
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.OverDress(c,10101009) vgd.OverDress(c,10101009)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,nil,cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,nil,cm.condition)
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()
......
...@@ -2,5 +2,5 @@ ...@@ -2,5 +2,5 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CardToG(c,m,nil,vgf.DisCardCost(1)) vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.DisCardCost(1))
end end
\ No newline at end of file
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.SpellActivate(c,m,cm.operation,vgf.DamageCost(1)) vgd.Order(c,m,cm.operation,vgf.DamageCost(1))
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_RIDE_START,cm.op,nil,cm.con) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_RIDE_START,cm.op,nil,cm.con)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op2,vgf.OverlayCost(5),cm.con2) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op2,vgf.OverlayCost(5),cm.con2)
end 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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,cm.cost,vgf.VSummonCondition) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,cm.cost,vgf.VSummonCondition)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
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,1,REASON_EFFECT) Duel.Draw(tp,1,REASON_EFFECT)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,nil,vgf.VSummonCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,nil,vgf.VSummonCondition)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
local ct=Duel.GetFlagEffectLabel(tp,FLAG_CONDITION) local ct=Duel.GetFlagEffectLabel(tp,FLAG_CONDITION)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,nil,vgf.RSummonCondition) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,nil,vgf.RSummonCondition)
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CardToG(c,m,cm.op,vgf.DamageCost(1)) vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,cm.op,vgf.DamageCost(1))
end 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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,cost,cm.con1) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,cost,cm.con1)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.op,cost,cm.con2) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.op,cost,cm.con2)
end end
function cm.op(e,tp,eg,ep,ev,re,r,rp) function cm.op(e,tp,eg,ep,ev,re,r,rp)
local num=1 local num=1
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CardToG(c,m,nil,vgf.DisCardCost(1)) vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.DisCardCost(1))
end end
...@@ -2,5 +2,5 @@ ...@@ -2,5 +2,5 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.SpellActivate(c,m,vgf.OverlayFill(2)) vgd.Order(c,m,vgf.OverlayFill(2))
end end
\ No newline at end of file
...@@ -3,10 +3,10 @@ local cm,m,o=GetID() ...@@ -3,10 +3,10 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_BATTLED,cm.operation,vgf.DisCardCost(1),cm.condition,nil,1) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_BATTLED,cm.operation,vgf.DisCardCost(1),cm.condition,nil,1)
vgd.GlobalCheckEffect(c,m,EVENT_MOVE,cm.checkcon,cm.checkop) 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。 --【永】【V】:你的回合中,你所有的等级3的单位的力量+2000。
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,2000,cm.con,cm.target,LOCATION_MZONE+LOCATION_GZONE,0) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,2000,cm.con,cm.target,LOCATION_MZONE+LOCATION_GCIRCLE,0)
end end
function cm.checkfilter(c,tp) function cm.checkfilter(c,tp)
return c:IsLocation(LOCATION_TRIGGER) and c:IsLevel(3) and c:IsControler(tp) return c:IsLocation(LOCATION_TRIGGER) and c:IsLevel(3) and c:IsControler(tp)
......
...@@ -4,7 +4,7 @@ function cm.initial_effect(c) ...@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
cm.is_has_continuous=true cm.is_has_continuous=true
vgd.BeRidedByCard(c,m,10103001,cm.operation,cm.cost) vgd.BeRidedByCard(c,m,10103001,cm.operation,cm.cost)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.condition) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.condition)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE) e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
...@@ -25,5 +25,5 @@ function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk) ...@@ -25,5 +25,5 @@ function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
end end
function cm.condition(e,c) function cm.condition(e,c)
local tp=e:GetHandlerPlayer() local tp=e:GetHandlerPlayer()
return vgf.RMonsterCondition(e) and vgf.IsExistingMatchingCard(Card.IsLevel,tp,LOCATION_MZONE+LOCATION_GZONE,0,3,nil,3) and Duel.GetTurnPlayer()==tp return vgf.RMonsterCondition(e) and vgf.IsExistingMatchingCard(Card.IsLevel,tp,LOCATION_MZONE+LOCATION_GCIRCLE,0,3,nil,3) and Duel.GetTurnPlayer()==tp
end end
\ No newline at end of file
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.BeRidedByCard(c,m,10103002,cm.operation,cm.cost) vgd.BeRidedByCard(c,m,10103002,cm.operation,cm.cost)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation2,vgf.DamageCost(1),vgf.RMonsterCondition,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.operation2,vgf.DamageCost(1),vgf.RMonsterCondition,nil,1)
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(Card.IsLevel,tp,LOCATION_HAND,0,2,nil,3) end 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() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.DamageCost(1),vgf.RMonsterCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.DamageCost(1),vgf.RMonsterCondition)
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()
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation,cm.cost,vgf.RMonsterCondition) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.operation,cm.cost,vgf.RMonsterCondition)
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()
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation,vgf.OverlayCost(2),vgf.RMonsterCondition) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.operation,vgf.OverlayCost(2),vgf.RMonsterCondition)
end end
function cm.operation(e,tp,eg,ep,ev,re,r,rp) function cm.operation(e,tp,eg,ep,ev,re,r,rp)
......
...@@ -2,5 +2,5 @@ ...@@ -2,5 +2,5 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CardToG(c,m,nil,vgf.DisCardCost(1)) vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.DisCardCost(1))
end end
\ No newline at end of file
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.SpellActivate(c,m,cm.operation) vgd.Order(c,m,cm.operation)
end end
function cm.operation(e,tp,eg,ep,ev,re,r,rp) function cm.operation(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,2,REASON_EFFECT) Duel.Draw(tp,2,REASON_EFFECT)
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,vgf.DamageCost(1),cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,vgf.DamageCost(1),cm.condition)
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()
......
...@@ -5,7 +5,7 @@ function cm.initial_effect(c) ...@@ -5,7 +5,7 @@ function cm.initial_effect(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。 --【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.OverlayCost(1)) vgd.BeRidedByCard(c,m,10104001,cm.operation,vgf.OverlayCost(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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation2,vgf.OverlayCost(1),cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation2,vgf.OverlayCost(1),cm.condition)
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()
......
...@@ -5,7 +5,7 @@ function cm.initial_effect(c) ...@@ -5,7 +5,7 @@ function cm.initial_effect(c)
--【自】:这个单位被「树角兽 拉提斯」RIDE时,将你的牌堆顶的1张卡公开,那张卡是等级2以下的单位卡的话,CALL到R上,不是的话,放置到你的灵魂里。 --【自】:这个单位被「树角兽 拉提斯」RIDE时,将你的牌堆顶的1张卡公开,那张卡是等级2以下的单位卡的话,CALL到R上,不是的话,放置到你的灵魂里。
vgd.BeRidedByCard(c,m,10104002,cm.operation) vgd.BeRidedByCard(c,m,10104002,cm.operation)
--【永】【后列的R】:这个单位攻击的战斗中,这个单位的力量+5000。 --【永】【后列的R】:这个单位攻击的战斗中,这个单位的力量+5000。
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
end end
function cm.con(e) function cm.con(e)
local c=e:GetHandler() local c=e:GetHandler()
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation,cm.cost,vgf.RMonsterCondition,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.operation,cm.cost,vgf.RMonsterCondition,nil,1)
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()
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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 --【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.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation,vgf.OverlayCost(2),vgf.RMonsterCondition,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.operation,vgf.OverlayCost(2),vgf.RMonsterCondition,nil,1)
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()
......
...@@ -2,5 +2,5 @@ ...@@ -2,5 +2,5 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CardToG(c,m,nil,vgf.DisCardCost(1)) vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.DisCardCost(1))
end end
...@@ -3,7 +3,7 @@ function cm.initial_effect(c) ...@@ -3,7 +3,7 @@ function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
--(闪现指令只能在你能将防卫者CALL出场的时段施放。) --(闪现指令只能在你能将防卫者CALL出场的时段施放。)
--选择你的1个单位,这次战斗中,力量+5000。后列的你的后防者有3张以上的话,不+5000,而是+15000。 --选择你的1个单位,这次战斗中,力量+5000。后列的你的后防者有3张以上的话,不+5000,而是+15000。
vgd.QuickSpell(c,cm.op) vgd.BlitzOrder(c,cm.op)
end 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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op1,vgf.DamageCost(1),nil,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.op1,vgf.DamageCost(1),nil,nil,1)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,10000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,10000,cm.con)
vgd.TriggerCountUp(c,m,1,cm.con2) vgd.TriggerCountUp(c,m,1,cm.con2)
end end
function cm.con(e,c) function cm.con(e,c)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,nil,vgf.VSummonCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,nil,vgf.VSummonCondition)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con)
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),nil,vgf.VSummonCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),nil,vgf.VSummonCondition)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation1,cm.cost,cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation1,cm.cost,cm.condition)
end end
function cm.filter(c) function cm.filter(c)
return c:IsSetCard(0x3040) return c:IsSetCard(0x3040)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.operation,nil,cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_HITTING,cm.operation,nil,cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.OverlayCost(1),cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.OverlayCost(1),cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,con)
vgd.EffectTypeContinuousChangeDefense(c,m,EFFECT_TYPE_SINGLE,5000,con) vgd.AbilityContChangeDefense(c,m,EFFECT_TYPE_SINGLE,5000,con)
end end
function cm.con(e,c) function cm.con(e,c)
local tp=e:GetHandlerPlayer() local tp=e:GetHandlerPlayer()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.ContinuousSpell(c) vgd.SetOrder(c)
vgd.EffectTypeTrigger(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_MOVE,vgf.OverlayFill(3),nil,cm.con) vgd.AbilityAuto(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_MOVE,vgf.OverlayFill(3),nil,cm.con)
vgd.CallInPrison(c,m) vgd.CallInPrison(c,m)
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)
......
...@@ -3,8 +3,8 @@ function cm.initial_effect(c) ...@@ -3,8 +3,8 @@ function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgf.AddRideMaterialCode(c,m,10406013) vgf.AddRideMaterialCode(c,m,10406013)
vgf.AddRideMaterialSetCard(c,m,0xc014,0x74) vgf.AddRideMaterialSetCard(c,m,0xc014,0x74)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,cm.cost,vgf.VMonsterCondition) vgd.AbilityAuto(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) 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) return e:GetHandler():GetFlagEffect(FLAG_SUPPORTED)>0 and Duel.GetAttacker()==e:GetHandler() and vgf.RMonsterCondition(e)
......
...@@ -6,9 +6,9 @@ function cm.initial_effect(c) ...@@ -6,9 +6,9 @@ function cm.initial_effect(c)
vgf.AddRideMaterialCode(c,m,10407005) vgf.AddRideMaterialCode(c,m,10407005)
vgf.AddRideMaterialSetCard(c,m,0xc00d,0x75,0xe8) 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.AbilityAuto(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。
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
if not cm.global_check then if not cm.global_check then
cm.global_check=true cm.global_check=true
local ge1=Effect.CreateEffect(c) local ge1=Effect.CreateEffect(c)
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【自】【V/R】:这个单位的攻击击中先导者时,灵魂填充1。
vgd.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,vgf.OverlayFill(1),nil,cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_HITTING,vgf.OverlayFill(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。 --【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) vgd.BeRidedByCard(c,m,cm.filter,cm.operation)
end end
......
...@@ -5,8 +5,8 @@ function cm.initial_effect(c) ...@@ -5,8 +5,8 @@ function cm.initial_effect(c)
--【自】:这个单位被「魔石龙 珠艾尼尔」骑升时,将这张卡召唤到R上。 --【自】:这个单位被「魔石龙 珠艾尼尔」骑升时,将这张卡召唤到R上。
vgd.BeRidedByCard(c,m,10202002,cm.operation) vgd.BeRidedByCard(c,m,10202002,cm.operation)
--【自】【R】:这个单位攻击或支援时,这次战斗中,这个单位的力量+5000。这次战斗结束时,将这个单位放置到灵魂里。(这个效果为强制执行。) --【自】【R】:这个单位攻击或支援时,这次战斗中,这个单位的力量+5000。这次战斗结束时,将这个单位放置到灵魂里。(这个效果为强制执行。)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation2,nil,cm.condition2) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation2,nil,cm.condition2)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.operation2,nil,cm.condition3) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.operation2,nil,cm.condition3)
end end
function cm.operation(e,tp,eg,ep,ev,re,r,rp) function cm.operation(e,tp,eg,ep,ev,re,r,rp)
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.DamageCost(1),cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.DamageCost(1),cm.condition)
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()
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
--【自】:你的RIDE阶段中这张卡被从手牌舍弃时,你可以将这张卡放置到灵魂里。 --【自】:你的RIDE阶段中这张卡被从手牌舍弃时,你可以将这张卡放置到灵魂里。
vgd.EffectTypeTrigger(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_TO_GRAVE,cm.operation,vgf.True,cm.condition) vgd.AbilityAuto(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_TO_GRAVE,cm.operation,vgf.True,cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetCurrentPhase()==PHASE_STANDBY and e:GetHandler():IsPreviousLocation(LOCATION_HAND) return Duel.GetCurrentPhase()==PHASE_STANDBY and e:GetHandler():IsPreviousLocation(LOCATION_HAND)
......
...@@ -4,7 +4,7 @@ function cm.initial_effect(c) ...@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd.VgCard(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。 --【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 --时点需要改成支援时
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,vgf.OverlayFill(1),vgf.True,cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,vgf.OverlayFill(1),vgf.True,cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetAttacker():IsLevelAbove(2) and eg:GetFirst()==e:GetHandler() return Duel.GetAttacker():IsLevelAbove(2) and eg:GetFirst()==e:GetHandler()
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation,vgf.DamageCost(2),cm.condition,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.operation,vgf.DamageCost(2),cm.condition,nil,1)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return vgf.RMonsterFilter(e:GetHandler()) and vgf.GetVMonster(tp):IsLevelAbove(3) return vgf.RMonsterFilter(e:GetHandler()) and vgf.GetVMonster(tp):IsLevelAbove(3)
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.OverlayCost(1),cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.OverlayCost(1),cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return vgf.GetVMonster(tp):IsSetCard(0xe8) and vgf.RMonsterFilter(e:GetHandler()) return vgf.GetVMonster(tp):IsSetCard(0xe8) and vgf.RMonsterFilter(e:GetHandler())
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.DamageCost(1),vgf.RSummonCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.DamageCost(1),vgf.RSummonCondition)
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 g=Duel.GetDecktopGroup(tp,3) local g=Duel.GetDecktopGroup(tp,3)
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
--【自】:这个单位登场到R时,查看你的牌堆顶的2张卡,选择1张卡,放置到灵魂里,其余的卡放置到牌堆底。 --【自】:这个单位登场到R时,查看你的牌堆顶的2张卡,选择1张卡,放置到灵魂里,其余的卡放置到牌堆底。
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,nil,cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,nil,cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return vgf.RMonsterFilter(e:GetHandler()) return vgf.RMonsterFilter(e:GetHandler())
......
...@@ -5,9 +5,9 @@ function cm.initial_effect(c) ...@@ -5,9 +5,9 @@ function cm.initial_effect(c)
vgf.AddRideMaterialCode(c,m,10406010) vgf.AddRideMaterialCode(c,m,10406010)
vgf.AddRideMaterialSetCard(c,m,0x300d,0x77,0x8a,0x202) 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.AbilityAuto(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。
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
vgd.GlobalCheckEffect(c,m,EVENT_SPSUMMON_SUCCESS,cm.checkcon) vgd.GlobalCheckEffect(c,m,EVENT_SPSUMMON_SUCCESS,cm.checkcon)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
......
...@@ -2,7 +2,7 @@ local cm,m,o=GetID() ...@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.BeRidedByCard(c,m,cm.filter,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter1),vgf.DamageCost(1)) vgd.BeRidedByCard(c,m,cm.filter,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DROP,cm.filter1),vgf.DamageCost(1))
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.operation1,vgf.OverlayCost(1),cm.condition1) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.operation1,vgf.OverlayCost(1),cm.condition1)
end end
function cm.filter(c) function cm.filter(c)
return c:IsSetCard(0x202) return c:IsSetCard(0x202)
......
...@@ -2,7 +2,7 @@ local cm,m,o=GetID() ...@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.BeRidedByCard(c,m,10203002,cm.operation,vgf.OverlayCost(1)) vgd.BeRidedByCard(c,m,10203002,cm.operation,vgf.OverlayCost(1))
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,2000,cm.con)
end end
function cm.con(e) function cm.con(e)
return Duel.GetAttacker()==e:GetHandler() return Duel.GetAttacker()==e:GetHandler()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,nil,cm.con) vgd.AbilityAuto(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,nil,cm.con)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_PHASE+PHASE_END,cm.op1,nil,cm.con1) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_PHASE+PHASE_END,cm.op1,nil,cm.con1)
if not cm.global_check then if not cm.global_check then
cm.global_check=true cm.global_check=true
local ge1=Effect.CreateEffect(c) local ge1=Effect.CreateEffect(c)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation,vgf.DamageCost(2),cm.condition,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.operation,vgf.DamageCost(2),cm.condition,nil,1)
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.DamageCost(1),cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.DamageCost(1),cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.op,nil,cm.con) vgd.AbilityAuto(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.op,nil,cm.con)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
return c:IsLocation(LOCATION_GZONE) and c:IsPreviousLocation(LOCATION_MZONE) and re:IsHasCategory(CATEGORY_DEFENDER) and vgf.GetVMonster(tp):GetOverlayGroup():FilterCount(Card.IsSetCard,nil,0x76)>=1 return c:IsLocation(LOCATION_GCIRCLE) and c:IsPreviousLocation(LOCATION_MZONE) and re:IsHasCategory(CATEGORY_DEFENDER) and vgf.GetVMonster(tp):GetOverlayGroup():FilterCount(Card.IsSetCard,nil,0x76)>=1
end end
function cm.filter(e,tp,eg,ep,ev,re,r,rp) function cm.filter(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_DISCARD,cm.operation,vgf.True,cm.condition) vgd.AbilityAuto(c,m,loc,EFFECT_TYPE_SINGLE,EVENT_DISCARD,cm.operation,vgf.True,cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetCurrentPhase()==PHASE_RIDE return Duel.GetCurrentPhase()==PHASE_RIDE
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,vgf.CostAnd(vgf.OverlayCost(1),vgf.LeaveFieldCost()),cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation,vgf.CostAnd(vgf.OverlayCost(1),vgf.LeaveFieldCost()),cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.SpellActivate(c,m,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),vgf.DamageCost(1),cm.condition) vgd.Order(c,m,vgf.CardsFromTo(REASON_EFFECT,LOCATION_HAND,LOCATION_DECK,cm.filter),vgf.DamageCost(1),cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return vgf.GetVMonster(tp):IsSetCard(0x202) return vgf.GetVMonster(tp):IsSetCard(0x202)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.OverlayCost(1),vgf.VMonsterCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.OverlayCost(1),vgf.VMonsterCondition)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation1,nil,cm.condition1) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_BATTLED,cm.operation1,nil,cm.condition1)
vgd.GlobalCheckEffect(c,m,EVENT_SPSUMMON_SUCCESS,cm.checkcon) vgd.GlobalCheckEffect(c,m,EVENT_SPSUMMON_SUCCESS,cm.checkcon)
end end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.True,vgf.VMonsterCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation,vgf.True,vgf.VMonsterCondition)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
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()
......
...@@ -2,8 +2,8 @@ ...@@ -2,8 +2,8 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.True,vgf.VSummonCondition) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.True,vgf.VSummonCondition)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation1,nil,cm.con2) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation1,nil,cm.con2)
end end
function cm.con2(e,tp,eg,ep,ev,re,r,rp) function cm.con2(e,tp,eg,ep,ev,re,r,rp)
return not cm.con(e,tp,eg,ep,ev,re,r,rp) return not cm.con(e,tp,eg,ep,ev,re,r,rp)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,nil,vgf.RSummonCondition) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,nil,vgf.RSummonCondition)
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.DamageCost(1),vgf.RSummonCondition) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.DamageCost(1),vgf.RSummonCondition)
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()
......
...@@ -2,5 +2,5 @@ ...@@ -2,5 +2,5 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CardToG(c,m,nil,vgf.DisCardCost(1)) vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,nil,vgf.DisCardCost(1))
end end
\ No newline at end of file
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.OverlayCost(1),vgf.RMonsterCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.OverlayCost(1),vgf.RMonsterCondition)
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.ContinuousSpell(c) vgd.SetOrder(c)
vgd.EffectTypeIgnition(c,m,LOCATION_ORDER,cm.operation,vgf.DamageCost(2),nil,nil,1) vgd.AbilityAct(c,m,LOCATION_ORDER,cm.operation,vgf.DamageCost(2),nil,nil,1)
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 g=vgf.SelectMatchingCard(HINTMSG_VMONSTER,e,tp,vgf.VMonsterFilter,tp,LOCATION_MZONE,0,1,1,nil) local g=vgf.SelectMatchingCard(HINTMSG_VMONSTER,e,tp,vgf.VMonsterFilter,tp,LOCATION_MZONE,0,1,1,nil)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,5000,nil,cm.tg,LOCATION_MZONE,0,RESET_PHASE+PHASE_END,g:GetFirst()) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,5000,nil,cm.tg,LOCATION_MZONE,0,RESET_PHASE+PHASE_END,g:GetFirst())
end end
function cm.tg(e,c) function cm.tg(e,c)
return vgf.RMonsterFilter(c) return vgf.RMonsterFilter(c)
......
...@@ -2,8 +2,8 @@ local cm,m,o=GetID() ...@@ -2,8 +2,8 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.OverDress(c,cm.filter) vgd.OverDress(c,cm.filter)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.val,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.val,cm.con)
vgd.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.op,cm.cost,cm.con) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_HITTING,cm.op,cm.cost,cm.con)
end end
function cm.filter(c) function cm.filter(c)
return c:IsCode(10101009) or (c:IsLevelBelow(3) and c:GetFlagEffectLabel(FLAG_CONDITION)==201) return c:IsCode(10101009) or (c:IsLevelBelow(3) and c:GetFlagEffectLabel(FLAG_CONDITION)==201)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op,cm.cost,vgf.VMonsterCondition) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.op,cm.cost,vgf.VMonsterCondition)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op1,vgf.OverlayCost(5),cm.con,nil,nil,nil,2) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.op1,vgf.OverlayCost(5),cm.con,nil,nil,nil,2)
vgd.GlobalCheckEffect(c,m,EVENT_TO_GRAVE,cm.checkcon) vgd.GlobalCheckEffect(c,m,EVENT_TO_GRAVE,cm.checkcon)
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,vgf.DamageCost(1),vgf.VMonsterCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,vgf.DamageCost(1),vgf.VMonsterCondition)
end 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()
......
...@@ -2,9 +2,9 @@ local cm,m,o=GetID() ...@@ -2,9 +2,9 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.GlobalCheckEffect(c,m,EVENT_CHANGE_POS,cm.checkcon) vgd.GlobalCheckEffect(c,m,EVENT_CHANGE_POS,cm.checkcon)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
vgd.EffectTypeContinuousChangeStar(c,m,EFFECT_TYPE_SINGLE,1,cm.con1) vgd.AbilityContChangeStar(c,m,EFFECT_TYPE_SINGLE,1,cm.con1)
vgd.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.op,vgf.DamageCost(1)) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_HITTING,cm.op,vgf.DamageCost(1))
end end
function cm.checkcon(e,tp,eg,ep,ev,re,r,rp) function cm.checkcon(e,tp,eg,ep,ev,re,r,rp)
return eg:IsContains(e:GetHandler()) return eg:IsContains(e:GetHandler())
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,cm.con)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op,vgf.DamageCost(2),cm.con1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.op,vgf.DamageCost(2),cm.con1)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
return Duel.IsPlayerAffectedByEffect(tp,AFFECT_CODE_NIGHT) or Duel.IsPlayerAffectedByEffect(tp,AFFECT_CODE_DEEP_NIGHT) return Duel.IsPlayerAffectedByEffect(tp,AFFECT_CODE_NIGHT) or Duel.IsPlayerAffectedByEffect(tp,AFFECT_CODE_DEEP_NIGHT)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeContinuousChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,function(e) return vgf.RMonsterCondition(e) and cm.con(e) end) vgd.AbilityContChangeAttack(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,5000,function(e) return vgf.RMonsterCondition(e) and cm.con(e) end)
vgd.EffectTypeContinuousChangeDefense(c,m,EFFECT_TYPE_SINGLE,5000,cm.con) vgd.AbilityContChangeDefense(c,m,EFFECT_TYPE_SINGLE,5000,cm.con)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.OverlayCost(1),vgf.RSummonCondition) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.OverlayCost(1),vgf.RSummonCondition)
end end
function cm.con(e) function cm.con(e)
local tp=e:GetHandlerPlayer() local tp=e:GetHandlerPlayer()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,cm.cost,vgf.RSummonCondition) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,cm.cost,vgf.RSummonCondition)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op1,nil,cm.con) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op1,nil,cm.con)
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 if chk==0 then
...@@ -18,7 +18,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp) ...@@ -18,7 +18,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end end
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
return vgf.RMonsterCondition(e) and vgf.IsExistingMatchingCard(Card.IsLevel,tp,LOCATION_MZONE+LOCATION_GZONE,0,3,nil,3) return vgf.RMonsterCondition(e) and vgf.IsExistingMatchingCard(Card.IsLevel,tp,LOCATION_MZONE+LOCATION_GCIRCLE,0,3,nil,3)
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_MOVE,cm.op,nil,cm.con) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_MOVE,cm.op,nil,cm.con)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op1,cm.cost1,cm.con1,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.op1,cm.cost1,cm.con1,nil,1)
vgd.GlobalCheckEffect(c,m,EVENT_SPSUMMON_SUCCESS,cm.checkcon) vgd.GlobalCheckEffect(c,m,EVENT_SPSUMMON_SUCCESS,cm.checkcon)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
......
...@@ -5,13 +5,13 @@ function cm.initial_effect(c) ...@@ -5,13 +5,13 @@ function cm.initial_effect(c)
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD) e1:SetType(EFFECT_TYPE_FIELD)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
e1:SetCode(AFFECT_CODE_MIX) e1:SetCode(AFFECT_CODE_ALCHEMAGIC)
e1:SetRange(LOCATION_ORDER) e1:SetRange(LOCATION_ORDER)
e1:SetTargetRange(1,0) e1:SetTargetRange(1,0)
e1:SetCondition(vgf.VMonsterCondition) e1:SetCondition(vgf.VMonsterCondition)
c:RegisterEffect(e1) c:RegisterEffect(e1)
local e2=e1:Clone() local e2=e1:Clone()
e2:SetCode(AFFECT_CODE_MIX_DIFFERENT_NAME) e2:SetCode(AFFECT_CODE_ALCHEMAGIC_DIFFERENT_NAME)
c:RegisterEffect(e2) c:RegisterEffect(e2)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,vgf.CardsFromTo(REASON_EFFECT,LOCATION_MZONE,LOCATION_DROP),vgf.DamageCost(1),vgf.VMonsterCondition,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,vgf.CardsFromTo(REASON_EFFECT,LOCATION_MZONE,LOCATION_DROP),vgf.DamageCost(1),vgf.VMonsterCondition,nil,1)
end end
\ No newline at end of file
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,vgf.DamageCost(1),cm.con) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,vgf.DamageCost(1),cm.con)
end end
function cm.con(e) function cm.con(e)
local c=e:GetHandler() local c=e:GetHandler()
......
...@@ -2,7 +2,7 @@ local cm,m,o=GetID() ...@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.OverDress(c,10101009) vgd.OverDress(c,10101009)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.DamageCost(1),cm.con) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,vgf.DamageCost(1),cm.con)
end end
function cm.con(e,tp,eg,ep,ev,re,r,rp) function cm.con(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,cm.op,vgf.CostAnd(vgf.DamageCost(1),vgf.LeaveFieldCost()),cm.con) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_HITTING,cm.op,vgf.CostAnd(vgf.DamageCost(1),vgf.LeaveFieldCost()),cm.con)
end end
function cm.op(e,tp,eg,ep,ev,re,r,rp) function cm.op(e,tp,eg,ep,ev,re,r,rp)
local code=vgf.GetVMonster(tp):GetCode() local code=vgf.GetVMonster(tp):GetCode()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,cm.cost,cm.con,nil,1) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,cm.cost,cm.con,nil,1)
end 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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.OverlayFill(1),nil,vgf.RSummonCondition) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.OverlayFill(1),nil,vgf.RSummonCondition)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op,vgf.OverlayCost(3),vgf.RMonsterCondition,nil,1) vgd.AbilityAuto(c,m,LOCATION_MZONE,cm.op,vgf.OverlayCost(3),vgf.RMonsterCondition,nil,1)
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,1,REASON_EFFECT) Duel.Draw(tp,1,REASON_EFFECT)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op,cm.cost,vgf.RMonsterCondition,nil,1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.op,cm.cost,vgf.RMonsterCondition,nil,1)
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 if chk==0 then
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_BATTLED,vgf.DamageFill(1),cm.cost,cm.con) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_BATTLED,vgf.DamageFill(1),cm.cost,cm.con)
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() local c=e:GetHandler()
......
...@@ -2,7 +2,7 @@ local cm,m,o=GetID() ...@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CannotBeTarget(c,m,LOCATION_RZONE) vgd.CannotBeTarget(c,m,LOCATION_RZONE)
vgd.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.op,nil,vgf.RMonsterCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_HITTING,cm.op,nil,vgf.RMonsterCondition)
end end
function cm.op(e,tp,eg,ep,ev,re,r,rp) function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf.DamageFill(1)(e,tp,eg,ep,ev,re,r,rp) vgf.DamageFill(1)(e,tp,eg,ep,ev,re,r,rp)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_BATTLED,cm.op,vgf.CostAnd(vgf.OverlayCost(1),vgf.LeaveFieldCost()),cm.con) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_BATTLED,cm.op,vgf.CostAnd(vgf.OverlayCost(1),vgf.LeaveFieldCost()),cm.con)
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,1,REASON_EFFECT) Duel.Draw(tp,1,REASON_EFFECT)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,nil,vgf.RSummonCondition) vgd.AbilityAuto(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.op,nil,vgf.RSummonCondition)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op1,vgf.LeaveFieldCost(),vgf.RMonsterCondition) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.op1,vgf.LeaveFieldCost(),vgf.RMonsterCondition)
end end
function cm.op(e,tp,eg,ep,ev,re,r,rp) function cm.op(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetDecktopGroup(tp,3) local g=Duel.GetDecktopGroup(tp,3)
vgf.Sendto(LOCATION_DROP,g,REASON_EFFECT) vgf.Sendto(LOCATION_DROP,g,REASON_EFFECT)
end end
function cm.op1(e,tp,eg,ep,ev,re,r,rp) function cm.op1(e,tp,eg,ep,ev,re,r,rp)
Duel.RegisterFlagEffect(tp,AFFECT_CODE_OVERLAY_COST_FREE_WHEN_MIX,RESET_PHASE+PHASE_END,EFFECT_FLAG_CLIENT_HINT,1,0,vgf.Stringid(m,0)) Duel.RegisterFlagEffect(tp,AFFECT_CODE_OVERLAY_COST_FREE_WHEN_ALCHEMAGIC,RESET_PHASE+PHASE_END,EFFECT_FLAG_CLIENT_HINT,1,0,vgf.Stringid(m,0))
end end
\ No newline at end of file
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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,灵魂爆发1],选择你的弃牌区中的1张等级2以下的卡,CALL到R上,这个回合中,那个单位的力量+5000。 --【自】:这个单位从手牌登场到R时,通过【费用】[计数爆发1,灵魂爆发1],选择你的弃牌区中的1张等级2以下的卡,CALL到R上,这个回合中,那个单位的力量+5000。
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,cm.cost,cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,cm.cost,cm.condition)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
......
...@@ -4,7 +4,7 @@ function cm.initial_effect(c) ...@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
--【自】【R】:你的先导者攻击时,对手的后防者在2张以下的话,通过【费用】[将这个单位放置到灵魂里],选择你的1张先导者,这次战斗中,☆+1。 --【自】【R】:你的先导者攻击时,对手的后防者在2张以下的话,通过【费用】[将这个单位放置到灵魂里],选择你的1张先导者,这次战斗中,☆+1。
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_ATTACK_ANNOUNCE,cm.operation2,cm.cost,cm.condition2) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_ATTACK_ANNOUNCE,cm.operation2,cm.cost,cm.condition2)
end end
function cm.condition2(e,tp,eg,ep,ev,re,r,rp) function cm.condition2(e,tp,eg,ep,ev,re,r,rp)
local c=Duel.GetAttacker() local c=Duel.GetAttacker()
......
...@@ -5,7 +5,7 @@ function cm.initial_effect(c) ...@@ -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。 --【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) 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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation1,vgf.DamageCost(1),cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.operation1,vgf.DamageCost(1),cm.condition)
end end
function cm.operation(e,tp,eg,ep,ev,re,r,rp) function cm.operation(e,tp,eg,ep,ev,re,r,rp)
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.DamageCost(2),vgf.RSummonCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,vgf.DamageCost(2),vgf.RSummonCondition)
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()
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.operation, vgf.DisCardCost(1)) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_HITTING,cm.operation, vgf.DisCardCost(1))
end end
function cm.operation(e,tp,eg,ep,ev,re,r,rp) function cm.operation(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,1,REASON_EFFECT) Duel.Draw(tp,1,REASON_EFFECT)
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
--【自】:这个单位登场到R时,通过【费用】[计数爆发1,灵魂爆发1],选择对手的1张等级2以上的后防者,退场。 --【自】:这个单位登场到R时,通过【费用】[计数爆发1,灵魂爆发1],选择对手的1张等级2以上的后防者,退场。
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,cm.cost,vgf.RSummonCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation,cm.cost,vgf.RSummonCondition)
end end
--计数爆发1,灵魂爆发1 --计数爆发1,灵魂爆发1
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CardToG(c,m,cm.op) vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,cm.op)
end 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()
......
...@@ -3,9 +3,9 @@ local cm,m,o=GetID() ...@@ -3,9 +3,9 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.OverlayFill(2),nil,cm.condition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,vgf.OverlayFill(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。 --【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.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.operation,vgf.DamageCost(2),cm.condition1) vgd.AbilityAct(c,m,LOCATION_MZONE,cm.operation,vgf.DamageCost(2),cm.condition1)
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler() local c=e:GetHandler()
......
...@@ -5,7 +5,7 @@ function cm.initial_effect(c) ...@@ -5,7 +5,7 @@ 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。 --【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) 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。 --【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.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation1,vgf.DamageCost(1),vgf.RSummonCondition) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_SPSUMMON_SUCCESS,cm.operation1,vgf.DamageCost(1),vgf.RSummonCondition)
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 cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,cm.cost,cm.con) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,EVENT_ATTACK_ANNOUNCE,cm.op,cm.cost,cm.con)
vgd.EffectTypeTrigger(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.op,cm.cost,cm.con1) vgd.AbilityAuto(c,m,LOCATION_MZONE,EFFECT_TYPE_FIELD,EVENT_CUSTOM+EVENT_SUPPORT,cm.op,cm.cost,cm.con1)
end end
function cm.op(e,tp,eg,ep,ev,re,r,rp) function cm.op(e,tp,eg,ep,ev,re,r,rp)
local g=vgf.GetVMonster(tp):GetOverlayGroup() local g=vgf.GetVMonster(tp):GetOverlayGroup()
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(c) vgd.VgCard(c)
vgd.CardToG(c,m,cm.op) vgd.AbilityAuto(c, m,nil,nil,EVENT_TO_G_CIRCLE,cm.op)
end 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()
......
...@@ -3,7 +3,7 @@ local cm,m,o=GetID() ...@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgd.VgCard(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。 --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.SpellActivate(c,m,cm.operation,vgf.DamageCost(1)) vgd.Order(c,m,cm.operation,vgf.DamageCost(1))
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()
......
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