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xiaoye
Vgdpro Scripts
Commits
ebc93bab
Commit
ebc93bab
authored
Feb 25, 2025
by
xiaoye
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
更改变量名
parent
e8c5e12f
Changes
179
Hide whitespace changes
Inline
Side-by-side
Showing
179 changed files
with
317 additions
and
328 deletions
+317
-328
README.md
README.md
+3
-3
c10101001.lua
c10101001.lua
+2
-2
c10101002.lua
c10101002.lua
+1
-1
c10101006.lua
c10101006.lua
+2
-2
c10101008.lua
c10101008.lua
+1
-1
c10101015.lua
c10101015.lua
+1
-1
c10102001.lua
c10102001.lua
+1
-1
c10102003.lua
c10102003.lua
+1
-1
c10102005.lua
c10102005.lua
+1
-1
c10102007.lua
c10102007.lua
+1
-1
c10102008.lua
c10102008.lua
+1
-1
c10102009.lua
c10102009.lua
+1
-1
c10102015.lua
c10102015.lua
+1
-1
c10103001.lua
c10103001.lua
+1
-1
c10103003.lua
c10103003.lua
+1
-1
c10103005.lua
c10103005.lua
+1
-1
c10103008.lua
c10103008.lua
+1
-1
c10103009.lua
c10103009.lua
+1
-1
c10104001.lua
c10104001.lua
+1
-1
c10104002.lua
c10104002.lua
+2
-2
c10104007.lua
c10104007.lua
+2
-2
c10104008.lua
c10104008.lua
+1
-1
c10104009.lua
c10104009.lua
+1
-1
c10105001.lua
c10105001.lua
+1
-1
c10105003.lua
c10105003.lua
+3
-3
c10105006.lua
c10105006.lua
+1
-1
c10105015.lua
c10105015.lua
+1
-1
c10201001.lua
c10201001.lua
+3
-3
c10202001.lua
c10202001.lua
+1
-1
c10202002.lua
c10202002.lua
+2
-2
c10202003.lua
c10202003.lua
+1
-1
c10202005.lua
c10202005.lua
+2
-2
c10202008.lua
c10202008.lua
+1
-1
c10202009.lua
c10202009.lua
+1
-1
c10202010.lua
c10202010.lua
+1
-1
c10202016.lua
c10202016.lua
+1
-1
c10203002.lua
c10203002.lua
+2
-2
c10203003.lua
c10203003.lua
+1
-1
c10203005.lua
c10203005.lua
+1
-1
c10203006.lua
c10203006.lua
+1
-1
c10203007.lua
c10203007.lua
+1
-1
c10203016.lua
c10203016.lua
+1
-1
c10203018.lua
c10203018.lua
+1
-1
c10301001.lua
c10301001.lua
+1
-1
c10301007.lua
c10301007.lua
+1
-1
c10301008.lua
c10301008.lua
+1
-1
c10301009.lua
c10301009.lua
+1
-1
c10301015.lua
c10301015.lua
+1
-1
c10400855.lua
c10400855.lua
+3
-3
c10401001.lua
c10401001.lua
+3
-3
c10401002.lua
c10401002.lua
+1
-1
c10401003.lua
c10401003.lua
+1
-1
c10401004.lua
c10401004.lua
+1
-1
c10401005.lua
c10401005.lua
+1
-1
c10401006.lua
c10401006.lua
+1
-1
c10401007.lua
c10401007.lua
+3
-3
c10401008.lua
c10401008.lua
+3
-3
c10401009.lua
c10401009.lua
+1
-1
c10401010.lua
c10401010.lua
+1
-1
c10401011.lua
c10401011.lua
+1
-1
c10401012.lua
c10401012.lua
+1
-1
c10401014.lua
c10401014.lua
+1
-1
c10401015.lua
c10401015.lua
+2
-2
c10401017.lua
c10401017.lua
+3
-3
c10401018.lua
c10401018.lua
+2
-2
c10401020.lua
c10401020.lua
+2
-2
c10401021.lua
c10401021.lua
+1
-1
c10401022.lua
c10401022.lua
+1
-1
c10401023.lua
c10401023.lua
+1
-1
c10401024.lua
c10401024.lua
+3
-3
c10401027.lua
c10401027.lua
+2
-2
c10401028.lua
c10401028.lua
+2
-2
c10401029.lua
c10401029.lua
+1
-1
c10401030.lua
c10401030.lua
+3
-3
c10401032.lua
c10401032.lua
+2
-2
c10401033.lua
c10401033.lua
+3
-3
c10401035.lua
c10401035.lua
+2
-2
c10401037.lua
c10401037.lua
+2
-2
c10401038.lua
c10401038.lua
+1
-1
c10401040.lua
c10401040.lua
+3
-3
c10401041.lua
c10401041.lua
+2
-2
c10401043.lua
c10401043.lua
+1
-1
c10401044.lua
c10401044.lua
+1
-1
c10401045.lua
c10401045.lua
+3
-3
c10401047.lua
c10401047.lua
+2
-2
c10401048.lua
c10401048.lua
+1
-1
c10401050.lua
c10401050.lua
+1
-1
c10401053.lua
c10401053.lua
+1
-1
c10401054.lua
c10401054.lua
+1
-1
c10401055.lua
c10401055.lua
+1
-1
c10401056.lua
c10401056.lua
+1
-1
c10401058.lua
c10401058.lua
+1
-1
c10401060.lua
c10401060.lua
+2
-2
c10401069.lua
c10401069.lua
+2
-2
c10401074.lua
c10401074.lua
+2
-2
c10401075.lua
c10401075.lua
+1
-1
c10401081.lua
c10401081.lua
+1
-1
c10401086.lua
c10401086.lua
+1
-1
c10401092.lua
c10401092.lua
+1
-1
c10401093.lua
c10401093.lua
+1
-1
c10401094.lua
c10401094.lua
+1
-1
c10401096.lua
c10401096.lua
+1
-1
c10401097.lua
c10401097.lua
+1
-1
c10401098.lua
c10401098.lua
+1
-1
c10401099.lua
c10401099.lua
+2
-2
c10401108.lua
c10401108.lua
+1
-1
c10401109.lua
c10401109.lua
+2
-2
c10401111.lua
c10401111.lua
+2
-2
c10401118.lua
c10401118.lua
+1
-1
c10401120.lua
c10401120.lua
+1
-1
c10402001.lua
c10402001.lua
+3
-3
c10402002.lua
c10402002.lua
+2
-2
c10402003.lua
c10402003.lua
+3
-3
c10402008.lua
c10402008.lua
+1
-1
c10402009.lua
c10402009.lua
+1
-1
c10402011.lua
c10402011.lua
+3
-3
c10402013.lua
c10402013.lua
+1
-1
c10402014.lua
c10402014.lua
+2
-2
c10402015.lua
c10402015.lua
+1
-1
c10402016.lua
c10402016.lua
+1
-1
c10402017.lua
c10402017.lua
+1
-1
c10402018.lua
c10402018.lua
+1
-1
c10402019.lua
c10402019.lua
+2
-2
c10402020.lua
c10402020.lua
+3
-3
c10402022.lua
c10402022.lua
+1
-1
c10402024.lua
c10402024.lua
+1
-1
c10402025.lua
c10402025.lua
+1
-1
c10402026.lua
c10402026.lua
+2
-2
c10402027.lua
c10402027.lua
+1
-1
c10402028.lua
c10402028.lua
+2
-2
c10402029.lua
c10402029.lua
+2
-2
c10402033.lua
c10402033.lua
+1
-1
c10402034.lua
c10402034.lua
+3
-3
c10402036.lua
c10402036.lua
+2
-2
c10402037.lua
c10402037.lua
+1
-1
c10402040.lua
c10402040.lua
+2
-2
c10402041.lua
c10402041.lua
+1
-1
c10402043.lua
c10402043.lua
+1
-1
c10402044.lua
c10402044.lua
+2
-2
c10402045.lua
c10402045.lua
+3
-3
c10402046.lua
c10402046.lua
+1
-1
c10501001.lua
c10501001.lua
+1
-1
c10501003.lua
c10501003.lua
+2
-2
c10501020.lua
c10501020.lua
+1
-1
c10501034.lua
c10501034.lua
+2
-2
c10501035.lua
c10501035.lua
+1
-1
c10501036.lua
c10501036.lua
+1
-1
c10501041.lua
c10501041.lua
+1
-1
c10501042.lua
c10501042.lua
+1
-1
c10501043.lua
c10501043.lua
+1
-1
c10501044.lua
c10501044.lua
+1
-1
c10501045.lua
c10501045.lua
+3
-3
c10501046.lua
c10501046.lua
+1
-1
c10501052.lua
c10501052.lua
+1
-1
c10501055.lua
c10501055.lua
+1
-1
c10501058.lua
c10501058.lua
+1
-1
c10501059.lua
c10501059.lua
+1
-1
c10501061.lua
c10501061.lua
+1
-1
c10501064.lua
c10501064.lua
+1
-1
c10501066.lua
c10501066.lua
+2
-2
c10501068.lua
c10501068.lua
+1
-1
c10501071.lua
c10501071.lua
+1
-1
c10501072.lua
c10501072.lua
+1
-1
c10501073.lua
c10501073.lua
+1
-1
c10501079.lua
c10501079.lua
+1
-1
c10501085.lua
c10501085.lua
+1
-1
c10501087.lua
c10501087.lua
+1
-1
c10501095.lua
c10501095.lua
+1
-1
c10501096.lua
c10501096.lua
+1
-1
c10501115.lua
c10501115.lua
+1
-1
c10501118.lua
c10501118.lua
+2
-2
c10800855.lua
c10800855.lua
+3
-3
c20101001.lua
c20101001.lua
+2
-2
c20103001.lua
c20103001.lua
+2
-2
c20104001.lua
c20104001.lua
+2
-2
c20106001.lua
c20106001.lua
+2
-2
vgd.lua
vgd.lua
+34
-34
vgdefinition.lua
vgdefinition.lua
+14
-13
vgfuncLib.lua
vgfuncLib.lua
+11
-23
No files found.
README.md
View file @
ebc93bab
...
...
@@ -73,7 +73,7 @@ function cm.initial_effect(c)
vgf
.
VgCard
(
c
)
--在这之后加入需要注册的效果
local
e1
=
Effect
.
CreateEffect
(
c
)
--创建一个效果
e1
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
CONTINUOUS
)
--效果的类型
e1
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
SET
)
--效果的类型
e1
:
SetCode
(
EVENT_BE_MATERIAL
)
--什么情况下会发动这个效果
e1
:
SetProperty
(
EFFECT_FLAG_EVENT_PLAYER
)
e1
:
SetCondition
(
cm
.
condition
)
--效果的条件
...
...
@@ -153,7 +153,7 @@ vgd.Order(c, m, op, con, cost)
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
))
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
@@ -261,7 +261,7 @@ VgD.AbilityAct(c, m[, loc, op, cost, con, tg, count, property])
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgf
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_CIRCLE
,
LOCATION_DROP
,
cm
.
filter
),
vgf
.
Dis
CardCost
(
1
),
nil
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_CIRCLE
,
LOCATION_DROP
,
cm
.
filter
),
vgf
.
Dis
card
(
1
),
nil
,
nil
,
1
)
end
function
cm
.
filter
(
c
)
return
c
:
IsLevel
(
0
)
...
...
c10101001.lua
View file @
ebc93bab
...
...
@@ -2,8 +2,8 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_CIRCLE
,
LOCATION_DROP
,
cm
.
filter
),
vgf
.
Dis
CardCost
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
vgf
.
VMonsterCondition
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_CIRCLE
,
LOCATION_DROP
,
cm
.
filter
),
vgf
.
Dis
card
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
vgf
.
VMonsterCondition
)
end
function
cm
.
filter
(
c
)
return
c
:
IsLevel
(
0
)
...
...
c10101002.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
BeRidedByCard
(
c
,
m
,
10101001
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DECK
,
cm
.
filter
),
vgf
.
OverlayCo
st
(
1
))
vgd
.
BeRidedByCard
(
c
,
m
,
10101001
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DECK
,
cm
.
filter
),
vgf
.
SoulBla
st
(
1
))
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
2000
,
cm
.
con
)
end
function
cm
.
filter
(
c
)
...
...
c10101006.lua
View file @
ebc93bab
...
...
@@ -11,8 +11,8 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local
e1
=
vgf
.
AtkUp
(
c
,
c
,
5000
,
nil
)
vgf
.
EffectReset
(
c
,
e1
,
EVENT_BATTLED
)
end
if
vgf
.
OverlayCo
st
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
Duel
.
SelectEffectYesNo
(
tp
,
vgf
.
stringid
(
VgID
,
10
))
then
vgf
.
OverlayCo
st
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
if
vgf
.
SoulBla
st
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
Duel
.
SelectEffectYesNo
(
tp
,
vgf
.
stringid
(
VgID
,
10
))
then
vgf
.
SoulBla
st
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_LEAVEFIELD
,
e
,
tp
,
vgf
.
RMonsterFilter
,
tp
,
0
,
LOCATION_CIRCLE
,
1
,
1
,
nil
)
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_EFFECT
)
end
...
...
c10101008.lua
View file @
ebc93bab
...
...
@@ -2,5 +2,5 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
CardCost
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
card
(
1
))
end
\ No newline at end of file
c10101015.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
))
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10102001.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_RIDE_START
,
cm
.
op
,
nil
,
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op2
,
vgf
.
OverlayCo
st
(
5
),
cm
.
con2
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op2
,
vgf
.
SoulBla
st
(
5
),
cm
.
con2
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10102003.lua
View file @
ebc93bab
...
...
@@ -13,5 +13,5 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_CALL
)
local
g
=
vgf
.
GetMatchingGroup
(
vgf
.
VMonsterFilter
,
tp
,
LOCATION_CIRCLE
,
0
,
nil
):
GetFirst
():
GetOverlayGroup
():
FilterSelect
(
tp
,
vgf
.
IsCanBeCalled
,
1
,
1
,
nil
,
e
,
tp
,
nil
,
nil
,
0x4
)
vgf
.
Sendto
(
LOCATION_CIRCLE
,
g
,
0
,
tp
,
0x4
)
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
end
c10102005.lua
View file @
ebc93bab
...
...
@@ -5,7 +5,7 @@ function cm.initial_effect(c)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
vgf
.
OverlayFill
(
1
)
vgf
.
SoulCharge
(
1
)
Duel
.
BreakEffect
()
local
ct
=
Duel
.
GetFlagEffectLabel
(
tp
,
FLAG_CONDITION
)
if
vgf
.
GetValueType
(
ct
)
==
"number"
and
ct
==
10102001
and
vgf
.
IsExistingMatchingCard
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
1
,
nil
)
and
Duel
.
SelectEffectYesNo
(
tp
,
vgf
.
stringid
(
VgID
,
10
))
then
...
...
c10102007.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10102008.lua
View file @
ebc93bab
...
...
@@ -8,7 +8,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
local
num
=
1
local
ct
=
Duel
.
GetFlagEffectLabel
(
tp
,
FLAG_CONDITION
)
if
vgf
.
GetValueType
(
ct
)
==
"number"
and
ct
==
10102001
then
num
=
num
+
1
end
vgf
.
OverlayFill
(
num
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
num
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
end
function
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
RMonsterCondition
(
e
)
and
vgf
.
GetVMonster
(
tp
):
IsCode
(
10102001
)
...
...
c10102009.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
CardCost
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
card
(
1
))
end
c10102015.lua
View file @
ebc93bab
...
...
@@ -2,5 +2,5 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
vgf
.
OverlayFill
(
2
))
vgd
.
Order
(
c
,
m
,
vgf
.
SoulCharge
(
2
))
end
\ No newline at end of file
c10103001.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】【V】【1回合1次】:你的攻击判定将等级3的卡判出的战斗结束时,通过【费用】[将手牌中的1张卡舍弃],选择你的1张后防者,重置,这个回合中,那个单位的力量+10000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_BATTLED
,
cm
.
operation
,
vgf
.
Dis
CardCost
(
1
),
cm
.
condition
,
nil
,
1
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_BATTLED
,
cm
.
operation
,
vgf
.
Dis
card
(
1
),
cm
.
condition
,
nil
,
1
)
vgd
.
GlobalCheckEffect
(
c
,
m
,
EVENT_MOVE
,
cm
.
checkcon
,
cm
.
checkop
)
--【永】【V】:你的回合中,你所有的等级3的单位的力量+2000。
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EFFECT_UPDATE_ATTACK
,
2000
,
cm
.
con
,
cm
.
target
,
LOCATION_CIRCLE
+
LOCATION_G_CIRCLE
,
0
)
...
...
c10103003.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
BeRidedByCard
(
c
,
m
,
10103002
,
cm
.
operation
,
cm
.
cost
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation2
,
vgf
.
DamageCo
st
(
1
),
vgf
.
RMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation2
,
vgf
.
CounterBla
st
(
1
),
vgf
.
RMonsterCondition
,
nil
,
1
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
Card
.
IsLevel
,
tp
,
LOCATION_HAND
,
0
,
2
,
nil
,
3
)
end
...
...
c10103005.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】【R】:这个单位攻击时,通过【费用】[计数爆发1],这次战斗中,这个单位的力量+5000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
vgf
.
RMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
vgf
.
RMonsterCondition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10103008.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【起】【R】:通过【费用】[灵魂爆发2],这个回合中,这个单位的力量+5000。
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
2
),
vgf
.
RMonsterCondition
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
SoulBla
st
(
2
),
vgf
.
RMonsterCondition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10103009.lua
View file @
ebc93bab
...
...
@@ -2,5 +2,5 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
CardCost
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
card
(
1
))
end
\ No newline at end of file
c10104001.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】【V】:这个单位攻击的战斗结束时,通过【费用】[计数爆发1],选择你的1张后防者,这个回合中,那个单位可以从后列攻击,力量+5000。这个回合中你进行了人格RIDE的话,不选择1张,而是选择3张。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_BATTLED
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_BATTLED
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
cm
.
condition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10104002.lua
View file @
ebc93bab
...
...
@@ -3,9 +3,9 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】:这个单位被「树角兽王 马格诺利亚」RIDE时,通过【费用】[灵魂爆发1],将你的牌堆顶的1张卡公开,那张卡是单位卡的话,CALL到R上,不是的话,加入手牌。
vgd
.
BeRidedByCard
(
c
,
m
,
10104001
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
))
vgd
.
BeRidedByCard
(
c
,
m
,
10104001
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
))
--【自】【后列的R】:这个单位攻击先导者时,通过【费用】[灵魂爆发1],这次战斗中,这个单位的力量+10000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
vgf
.
OverlayCo
st
(
1
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
vgf
.
SoulBla
st
(
1
),
cm
.
condition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10104007.lua
View file @
ebc93bab
...
...
@@ -19,8 +19,8 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
end
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
1
,
nil
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
1
,
nil
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
local
g1
=
vgf
.
SelectMatchingCard
(
HINTMSG_DAMAGE
,
e
,
tp
,
Card
.
IsFaceup
,
tp
,
LOCATION_DAMAGE
,
0
,
1
,
1
,
nil
)
Duel
.
ChangePosition
(
g1
,
POS_FACEDOWN
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
\ No newline at end of file
c10104008.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【起】【R】【1回合1次】:通过【费用】[灵魂爆发2],公开你的牌堆顶的1张卡,那张卡是单位卡的话,CALL到R上,不是的话,加入手牌
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
2
),
vgf
.
RMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
SoulBla
st
(
2
),
vgf
.
RMonsterCondition
,
nil
,
1
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10104009.lua
View file @
ebc93bab
...
...
@@ -2,5 +2,5 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
CardCost
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
card
(
1
))
end
c10105001.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op1
,
vgf
.
DamageCo
st
(
1
),
nil
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op1
,
vgf
.
CounterBla
st
(
1
),
nil
,
nil
,
1
)
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
10000
,
cm
.
con
)
vgd
.
TriggerCountUp
(
c
,
m
,
1
,
cm
.
con2
)
end
...
...
c10105003.lua
View file @
ebc93bab
...
...
@@ -18,7 +18,7 @@ function cm.operation1(e,tp,eg,ep,ev,re,r,rp)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
\ No newline at end of file
c10105006.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
),
cm
.
condition
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10105015.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
SetOrder
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
loc
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
vgf
.
OverlayFill
(
3
),
nil
,
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
loc
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
vgf
.
SoulCharge
(
3
),
nil
,
cm
.
con
)
vgd
.
CallInPrison
(
c
,
m
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
...
...
c10201001.lua
View file @
ebc93bab
...
...
@@ -10,9 +10,9 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
return
e
:
GetHandler
():
GetFlagEffect
(
FLAG_SUPPORTED
)
>
0
and
Duel
.
GetAttacker
()
==
e
:
GetHandler
()
and
vgf
.
RMonsterCondition
(
e
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
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
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
Dis
CardCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
SoulBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
Discard
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
Dis
card
(
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
()
...
...
c10202001.lua
View file @
ebc93bab
...
...
@@ -12,7 +12,7 @@ function cm.initial_effect(c)
if
not
cm
.
global_check
then
cm
.
global_check
=
true
local
ge1
=
Effect
.
CreateEffect
(
c
)
ge1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
ge1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
ge1
:
SetCode
(
EVENT_MOVE
)
ge1
:
SetCondition
(
cm
.
checkcon
)
ge1
:
SetOperation
(
cm
.
checkop
)
...
...
c10202002.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】【V/R】:这个单位的攻击击中先导者时,灵魂填充1。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
vgf
.
OverlayFill
(
1
),
nil
,
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
vgf
.
SoulCharge
(
1
),
nil
,
cm
.
condition
)
--【自】:这个单位被含有「道拉珠艾尔德」的单位RIDE时,灵魂填充1,你的灵魂里有3张以上的相互不同等级的卡的话,抽1张卡。
vgd
.
BeRidedByCard
(
c
,
m
,
cm
.
filter
,
cm
.
operation
)
end
...
...
@@ -12,7 +12,7 @@ function cm.condition(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
if
vgf
.
GetVMonster
(
tp
):
GetOverlayGroup
():
GetClassCount
(
Card
.
GetLevel
)
>=
3
then
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
end
...
...
c10202003.lua
View file @
ebc93bab
...
...
@@ -21,7 +21,7 @@ function cm.operation2(e,tp,eg,ep,ev,re,r,rp)
local
e2
=
vgf
.
AtkUp
(
c
,
c
,
5000
)
vgf
.
EffectReset
(
c
,
e2
,
EVENT_BATTLED
)
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e1
:
SetCode
(
EVENT_BATTLED
)
e1
:
SetRange
(
LOCATION_CIRCLE
)
e1
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
)
...
...
c10202005.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】【R】:这个单位攻击时,你有含有「道拉珠艾尔德」的先导者的话,通过【费用】[计数爆发1],这次战斗中,这个单位的力量+10000。这次战斗结束时,将这个单位放置到灵魂里。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
cm
.
condition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
@@ -11,7 +11,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local
e2
=
vgf
.
AtkUp
(
c
,
c
,
10000
)
vgf
.
EffectReset
(
c
,
e2
,
EVENT_BATTLED
)
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e1
:
SetCode
(
EVENT_BATTLED
)
e1
:
SetRange
(
LOCATION_CIRCLE
)
e1
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
)
...
...
c10202008.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd
.
VgCard
(
c
)
--【自】【R】:这个单位支援等级2以上的单位时,你可以灵魂填充1。
--时点需要改成支援时
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
vgf
.
OverlayFill
(
1
),
vgf
.
True
,
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
vgf
.
SoulCharge
(
1
),
vgf
.
True
,
cm
.
condition
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
Duel
.
GetAttacker
():
IsLevelAbove
(
2
)
and
eg
:
GetFirst
()
==
e
:
GetHandler
()
...
...
c10202009.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【起】【R】【1回合1次】:你有等级3以上的先导者的话,通过【费用】[计数爆发2],抽1张卡。
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
2
),
cm
.
condition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
2
),
cm
.
condition
,
nil
,
1
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
RMonsterFilter
(
e
:
GetHandler
())
and
vgf
.
GetVMonster
(
tp
):
IsLevelAbove
(
3
)
...
...
c10202010.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】:这个单位登场到R时,你有含有「道拉珠艾尔德」的先导者的话,通过【费用】[灵魂爆发1],选择你的弃牌区中的1张卡,放置到灵魂里,这个回合中,这个单位的力量+2000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
),
cm
.
condition
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
GetVMonster
(
tp
):
IsSetCard
(
0xe8
)
and
vgf
.
RMonsterFilter
(
e
:
GetHandler
())
...
...
c10202016.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】:这个单位从手牌登场到R时,通过【费用】[计数爆发1],查看你的牌堆顶的3张卡,选择1张卡,放置到灵魂里,然后牌堆洗切,你的灵魂里有4张以上的相互不同等级的卡的话,抽1张卡。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
vgf
.
RSummonCondition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
g
=
Duel
.
GetDecktopGroup
(
tp
,
3
)
...
...
c10203002.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
BeRidedByCard
(
c
,
m
,
cm
.
filter
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DROP
,
cm
.
filter1
),
vgf
.
DamageCo
st
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
operation1
,
vgf
.
OverlayCo
st
(
1
),
cm
.
condition1
)
vgd
.
BeRidedByCard
(
c
,
m
,
cm
.
filter
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DROP
,
cm
.
filter1
),
vgf
.
CounterBla
st
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
operation1
,
vgf
.
SoulBla
st
(
1
),
cm
.
condition1
)
end
function
cm
.
filter
(
c
)
return
c
:
IsSetCard
(
0x202
)
...
...
c10203003.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
BeRidedByCard
(
c
,
m
,
10203002
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
))
vgd
.
BeRidedByCard
(
c
,
m
,
10203002
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
))
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
2000
,
cm
.
con
)
end
function
cm
.
con
(
e
)
...
...
c10203005.lua
View file @
ebc93bab
...
...
@@ -6,7 +6,7 @@ function cm.initial_effect(c)
if
not
cm
.
global_check
then
cm
.
global_check
=
true
local
ge1
=
Effect
.
CreateEffect
(
c
)
ge1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
ge1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
ge1
:
SetCode
(
EVENT_SPSUMMON_SUCCESS
)
ge1
:
SetCondition
(
cm
.
checkcon
)
ge1
:
SetOperation
(
cm
.
checkop
)
...
...
c10203006.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
2
),
cm
.
condition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
2
),
cm
.
condition
,
nil
,
1
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10203007.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
cm
.
condition
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10203016.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_BATTLED
,
cm
.
operation
,
vgf
.
CostAnd
(
vgf
.
OverlayCo
st
(
1
),
vgf
.
LeaveFieldCost
()),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_BATTLED
,
cm
.
operation
,
vgf
.
CostAnd
(
vgf
.
SoulBla
st
(
1
),
vgf
.
LeaveFieldCost
()),
cm
.
condition
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10203018.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DECK
,
cm
.
filter
),
vgf
.
DamageCo
st
(
1
),
cm
.
condition
)
vgd
.
Order
(
c
,
m
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DECK
,
cm
.
filter
),
vgf
.
CounterBla
st
(
1
),
cm
.
condition
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
GetVMonster
(
tp
):
IsSetCard
(
0x202
)
...
...
c10301001.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
),
vgf
.
VMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
),
vgf
.
VMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_BATTLED
,
cm
.
operation1
,
nil
,
cm
.
condition1
)
vgd
.
GlobalCheckEffect
(
c
,
m
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
checkcon
)
end
...
...
c10301007.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
vgf
.
RSummonCondition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10301008.lua
View file @
ebc93bab
...
...
@@ -2,5 +2,5 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
CardCost
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
nil
,
vgf
.
Dis
card
(
1
))
end
\ No newline at end of file
c10301009.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
),
vgf
.
RMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
),
vgf
.
RMonsterCondition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10301015.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
SetOrder
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_ORDER
,
cm
.
operation
,
vgf
.
DamageCo
st
(
2
),
nil
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_ORDER
,
cm
.
operation
,
vgf
.
CounterBla
st
(
2
),
nil
,
nil
,
1
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10400855.lua
View file @
ebc93bab
...
...
@@ -3,14 +3,14 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
Rule
(
c
)
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
CONTINUOUS
)
e1
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
SET
)
e1
:
SetProperty
(
EFFECT_FLAG_DELAY
)
e1
:
SetCode
(
EVENT_MOVE
)
e1
:
SetCondition
(
cm
.
con1
)
e1
:
SetOperation
(
cm
.
op
)
c
:
RegisterEffect
(
e1
)
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e2
:
SetCode
(
EVENT_PHASE
+
PHASE_STANDBY
)
e2
:
SetRange
(
LOCATION_CREST
)
e2
:
SetCountLimit
(
1
)
...
...
@@ -23,7 +23,7 @@ function cm.initial_effect(c)
e3
:
SetType
(
EFFECT_TYPE_IGNITION
)
e3
:
SetRange
(
LOCATION_CREST
)
e3
:
SetCountLimit
(
1
)
e3
:
SetCost
(
vgf
.
Energy
Co
st
(
7
))
e3
:
SetCost
(
vgf
.
Energy
Bla
st
(
7
))
e3
:
SetOperation
(
cm
.
op3
)
c
:
RegisterEffect
(
e3
)
end
...
...
c10401001.lua
View file @
ebc93bab
...
...
@@ -22,8 +22,8 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
DisCardCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
Discard
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
Dis
CardCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
Dis
card
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
\ No newline at end of file
c10401002.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
cm
.
cost
,
vgf
.
VMonsterCondition
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op1
,
vgf
.
OverlayCo
st
(
5
),
cm
.
con
,
nil
,
nil
,
nil
,
2
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op1
,
vgf
.
SoulBla
st
(
5
),
cm
.
con
,
nil
,
nil
,
nil
,
2
)
vgd
.
GlobalCheckEffect
(
c
,
m
,
EVENT_TO_GRAVE
,
cm
.
checkcon
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
...
...
c10401003.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
vgf
.
VMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
vgf
.
VMonsterCondition
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401004.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd
.
GlobalCheckEffect
(
c
,
m
,
EVENT_CHANGE_POS
,
cm
.
checkcon
)
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
5000
,
cm
.
con
)
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
1
,
EFFECT_UPDATE_CRITICAL
,
cm
.
con1
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
checkcon
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
eg
:
IsContains
(
e
:
GetHandler
())
...
...
c10401005.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
5000
,
cm
.
con
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
DamageCo
st
(
2
),
cm
.
con1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
CounterBla
st
(
2
),
cm
.
con1
)
end
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
)
...
...
c10401006.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ function cm.initial_effect(c)
vgd
.
VgCard
(
c
)
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
5000
,
function
(
e
)
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_G_CIRCLE
,
EFFECT_TYPE_SINGLE
,
5000
,
EFFECT_UPDATE_DEFENSE
,
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
vgf
.
RSummonCondition
)
end
function
cm
.
con
(
e
)
local
tp
=
e
:
GetHandlerPlayer
()
...
...
c10401007.lua
View file @
ebc93bab
...
...
@@ -6,10 +6,10 @@ function cm.initial_effect(c)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCost
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
return
vgf
.
CounterBlast
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
CounterBla
st
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_CALL
,
e
,
tp
,
vgf
.
IsCanBeCalled
,
tp
,
LOCATION_HAND
,
0
,
1
,
1
,
nil
,
e
,
tp
)
...
...
c10401008.lua
View file @
ebc93bab
...
...
@@ -24,10 +24,10 @@ function cm.con1(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
cost1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
function
cm
.
op1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401009.lua
View file @
ebc93bab
...
...
@@ -13,5 +13,5 @@ function cm.initial_effect(c)
local
e2
=
e1
:
Clone
()
e2
:
SetCode
(
AFFECT_CODE_ALCHEMAGIC_DIFFERENT_NAME
)
c
:
RegisterEffect
(
e2
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_CIRCLE
,
LOCATION_DROP
),
vgf
.
DamageCo
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_CIRCLE
,
LOCATION_DROP
),
vgf
.
CounterBla
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
end
\ No newline at end of file
c10401010.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
)
local
c
=
e
:
GetHandler
()
...
...
c10401011.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
OverDress
(
c
,
10101009
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401012.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_HITTING
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
DamageCo
st
(
1
),
vgf
.
LeaveFieldCost
()),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_HITTING
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
CounterBla
st
(
1
),
vgf
.
LeaveFieldCost
()),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
code
=
vgf
.
GetVMonster
(
tp
):
GetCode
()
...
...
c10401014.lua
View file @
ebc93bab
...
...
@@ -6,7 +6,7 @@ end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
if
c
:
IsRelateToEffect
(
e
)
and
c
:
IsFaceup
()
then
vgf
.
AtkUp
(
c
,
c
,
10000
)
end
...
...
c10401015.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
OverlayFill
(
1
),
nil
,
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
3
),
vgf
.
RMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
SoulCharge
(
1
),
nil
,
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
SoulBla
st
(
3
),
vgf
.
RMonsterCondition
,
nil
,
1
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
...
...
c10401017.lua
View file @
ebc93bab
...
...
@@ -5,10 +5,10 @@ function cm.initial_effect(c)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
if
not
vgf
.
CheckPrison
(
tp
)
then
return
end
...
...
c10401018.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_BATTLED
,
vgf
.
DamageFill
(
1
),
cm
.
cost
,
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_BATTLED
,
vgf
.
CounterCharge
(
1
),
cm
.
cost
,
cm
.
con
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
c
=
e
:
GetHandler
()
...
...
@@ -13,5 +13,5 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
return
c
:
GetFlagEffect
(
FLAG_SUPPORT
)
>
0
and
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_ORDER
,
0
,
1
,
nil
)
end
function
cm
.
filter
(
c
)
return
c
:
IsFaceup
()
and
c
:
IsType
(
TYPE_
CONTINUOUS
)
return
c
:
IsFaceup
()
and
c
:
IsType
(
TYPE_
SET
)
end
\ No newline at end of file
c10401020.lua
View file @
ebc93bab
...
...
@@ -5,6 +5,6 @@ function cm.initial_effect(c)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
cm
.
op
,
nil
,
vgf
.
RMonsterCondition
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
DamageFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
CounterCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
end
\ No newline at end of file
c10401021.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_BATTLED
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
OverlayCo
st
(
1
),
vgf
.
LeaveFieldCost
()),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_BATTLED
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
SoulBla
st
(
1
),
vgf
.
LeaveFieldCost
()),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
...
...
c10401022.lua
View file @
ebc93bab
...
...
@@ -6,7 +6,7 @@ end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e1
:
SetProperty
(
EFFECT_FLAG_IGNORE_IMMUNE
)
e1
:
SetCode
(
EVENT_ADJUST
)
e1
:
SetOperation
(
cm
.
op
)
...
...
c10401023.lua
View file @
ebc93bab
...
...
@@ -9,5 +9,5 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_EFFECT
)
end
function
cm
.
op1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
RegisterFlagEffect
(
tp
,
AFFECT_CODE_
OVERLAY_CO
ST_FREE_WHEN_ALCHEMAGIC
,
RESET_PHASE
+
PHASE_END
,
EFFECT_FLAG_CLIENT_HINT
,
1
,
0
,
vgf
.
Stringid
(
m
,
0
))
Duel
.
RegisterFlagEffect
(
tp
,
AFFECT_CODE_
SOUL_BLA
ST_FREE_WHEN_ALCHEMAGIC
,
RESET_PHASE
+
PHASE_END
,
EFFECT_FLAG_CLIENT_HINT
,
1
,
0
,
vgf
.
Stringid
(
m
,
0
))
end
\ No newline at end of file
c10401024.lua
View file @
ebc93bab
...
...
@@ -22,7 +22,7 @@ function cm.filter2(c)
end
--计数爆发1,灵魂爆发1
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
c10401027.lua
View file @
ebc93bab
...
...
@@ -5,7 +5,7 @@ function cm.initial_effect(c)
--【自】:这个单位被「沙尘之重炮 尤金」RIDE时,抽1张卡,选择你的弃牌区中的至多1张卡,放置到灵魂里。
vgd
.
BeRidedByCard
(
c
,
m
,
10401002
,
cm
.
operation
)
--【自】【V/R】:这个单位攻击时,对手的后防者在2张以下的话,通过【费用】[计数爆发1],灵魂填充1,这次战斗中,这个单位的力量+5000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation1
,
vgf
.
DamageCo
st
(
1
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation1
,
vgf
.
CounterBla
st
(
1
),
cm
.
condition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
@@ -17,7 +17,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
operation1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
c
:
IsRelateToEffect
(
e
)
and
c
:
IsFaceup
()
then
local
e1
=
vgf
.
AtkUp
(
c
,
c
,
5000
)
vgf
.
EffectReset
(
c
,
e1
,
EVENT_BATTLED
)
...
...
c10401028.lua
View file @
ebc93bab
...
...
@@ -3,11 +3,11 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】:这个单位登场到R时,通过【费用】[计数爆发2],灵魂填充1,选择对手的1张后防者,退场。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
DamageCo
st
(
2
),
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
CounterBla
st
(
2
),
vgf
.
RSummonCondition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_LEAVEFIELD
,
e
,
tp
,
vgf
.
RMonsterFilter
,
tp
,
0
,
LOCATION_CIRCLE
,
1
,
1
,
nil
)
if
g
:
GetCount
()
>
0
then
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_EFFECT
)
...
...
c10401029.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】【R】:这个单位的攻击击中时,通过【费用】[将手牌中的1张卡舍弃],抽1张卡。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
cm
.
operation
,
vgf
.
Dis
CardCost
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
cm
.
operation
,
vgf
.
Dis
card
(
1
))
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
...
...
c10401030.lua
View file @
ebc93bab
...
...
@@ -7,9 +7,9 @@ function cm.initial_effect(c)
end
--计数爆发1,灵魂爆发1
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
--选择对手的1张等级2以上的后防者
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10401032.lua
View file @
ebc93bab
...
...
@@ -3,9 +3,9 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】:这个单位登场到R时,你有「重力的支配者 磁力重压」的先导者的话,灵魂填充2。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
OverlayFill
(
2
),
nil
,
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
SoulCharge
(
2
),
nil
,
cm
.
condition
)
--【起】【R】:你的灵魂在10张以上的话,通过【费用】[计数爆发2],这个回合中,将当前存在于前列的你所有的单位的力量+5000。
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
2
),
cm
.
condition1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
2
),
cm
.
condition1
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401033.lua
View file @
ebc93bab
...
...
@@ -5,13 +5,13 @@ function cm.initial_effect(c)
--【自】:这个单位被「重力的支配者 磁力重压」RIDE时,通过【费用】[将手牌中的1张卡放置到灵魂里],抽1张卡,灵魂填充1。
vgd
.
BeRidedByCard
(
c
,
m
,
10401003
,
cm
.
operation
,
cm
.
cost
)
--【自】:这个单位登场到R时,通过【费用】[计数爆发1],灵魂填充2。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation1
,
vgf
.
DamageCo
st
(
1
),
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation1
,
vgf
.
CounterBla
st
(
1
),
vgf
.
RSummonCondition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
GetMatchingGroupCount
(
nil
,
tp
,
0
,
LOCATION_HAND
,
nil
)
>=
1
end
...
...
@@ -20,5 +20,5 @@ function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
vgf
.
Sendto
(
LOCATION_SOUL
,
g
,
rc
)
end
function
cm
.
operation1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
OverlayFill
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulCharge
(
2
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
\ No newline at end of file
c10401035.lua
View file @
ebc93bab
...
...
@@ -13,8 +13,8 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
c
=
e
:
GetHandler
()
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
nil
,
vgf
.
RMonsterFilter
,
tp
,
LOCATION_CIRCLE
,
0
,
1
,
c
)
and
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
nil
,
vgf
.
RMonsterFilter
,
tp
,
LOCATION_CIRCLE
,
0
,
1
,
c
)
and
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_OVERLAY
,
nil
,
tp
,
vgf
.
RMonsterFilter
,
tp
,
LOCATION_CIRCLE
,
0
,
1
,
c
)
vgf
.
Sendto
(
LOCATION_SOUL
,
g
)
end
...
...
c10401037.lua
View file @
ebc93bab
...
...
@@ -3,11 +3,11 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--通过【费用】[计数爆发1]施放!灵魂填充1。这之后,选择你的1个单位,你的灵魂里的卡每有5张,这个回合中,力量+10000。你的灵魂在10张以上的话,抽1张卡。
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
))
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
Duel
.
BreakEffect
()
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_ATKUP
)
local
e1
=
vgf
.
GetMatchingGroupCount
(
nil
,
tp
,
LOCATION_SOUL
,
0
,
nil
)
/
5
...
...
c10401038.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
vgf
.
RMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
vgf
.
RMonsterCondition
,
nil
,
1
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401040.lua
View file @
ebc93bab
...
...
@@ -8,9 +8,9 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
return
Duel
.
IsPlayerAffectedByEffect
(
tp
,
AFFECT_CODE_DEEP_NIGHT
)
and
vgf
.
RSummonCondition
(
e
)
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
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
...
...
c10401041.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_DISCARD
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_DISCARD
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
@@ -13,5 +13,5 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
return
Duel
.
GetTurnPlayer
()
==
tp
and
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_ORDER
,
0
,
1
,
nil
)
end
function
cm
.
filter
(
c
)
return
c
:
IsType
(
TYPE_
CONTINUOUS
)
and
c
:
IsFaceup
()
return
c
:
IsType
(
TYPE_
SET
)
and
c
:
IsFaceup
()
end
\ No newline at end of file
c10401043.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
SetOrder
(
c
,
vgf
.
OverlayCo
st
(
1
))
vgd
.
SetOrder
(
c
,
vgf
.
SoulBla
st
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
cm
.
operation
,
nil
,
cm
.
condition
)
vgd
.
NightEffect
(
c
,
m
)
--黑夜
end
...
...
c10401044.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
2
),
cm
.
con
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
SoulBla
st
(
2
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401045.lua
View file @
ebc93bab
...
...
@@ -7,9 +7,9 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
Duel
.
GetTurnPlayer
()
==
tp
...
...
c10401047.lua
View file @
ebc93bab
...
...
@@ -4,8 +4,8 @@ function cm.initial_effect(c)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
cm
.
cost
,
vgf
.
RSummonCondition
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
Rest
(
e
:
GetHandler
())(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
Rest
(
e
:
GetHandler
())(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
Rest
(
e
:
GetHandler
())(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10401048.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
vgf
.
DamageFill
(
1
),
vgf
.
OverlayCo
st
(
2
),
cm
.
con
,
nil
,
1
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
vgf
.
CounterCharge
(
1
),
vgf
.
SoulBla
st
(
2
),
cm
.
con
,
nil
,
1
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
RMonsterCondition
(
e
)
and
eg
:
IsExists
(
cm
.
filter
,
1
,
nil
,
tp
)
and
Duel
.
GetTurnPlayer
()
==
tp
and
Duel
.
GetAttackTarget
()
...
...
c10401050.lua
View file @
ebc93bab
...
...
@@ -6,7 +6,7 @@ function cm.initial_effect(c)
vgd
.
GlobalCheckEffect
(
c
,
m
,
EVENT_CHAINING
,
cm
.
checkcon
)
end
function
cm
.
filter
(
c
)
return
c
:
GetType
()
==
TYPE_
SPELL
return
c
:
GetType
()
==
TYPE_
ORDER
end
function
cm
.
checkcon
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
re
:
IsHasType
(
EFFECT_TYPE_ACTIVATE
)
and
rp
==
tp
...
...
c10401053.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
OverlayCo
st
(
2
))
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
SoulBla
st
(
2
))
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
c
=
e
:
GetHandler
()
...
...
c10401054.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
c
=
e
:
GetHandler
()
...
...
c10401055.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
))
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
))
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
c
=
e
:
GetHandler
()
...
...
c10401056.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401058.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401060.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
BeRidedByCard
(
c
,
m
,
10401027
,
vgf
.
OverlayFill
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_TO_GRAVE
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
DamageCo
st
(
1
),
vgf
.
LeaveFieldCost
()),
cm
.
con
)
vgd
.
BeRidedByCard
(
c
,
m
,
10401027
,
vgf
.
SoulCharge
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_TO_GRAVE
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
CounterBla
st
(
1
),
vgf
.
LeaveFieldCost
()),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_LEAVEFIELD
,
e
,
tp
,
vgf
.
RMonsterFilter
,
tp
,
0
,
LOCATION_CIRCLE
,
1
,
1
,
nil
)
...
...
c10401069.lua
View file @
ebc93bab
...
...
@@ -3,9 +3,9 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】【R】:这个单位的攻击击中时,灵魂填充1。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
vgf
.
OverlayFill
(
1
),
nil
,
vgf
.
RMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
vgf
.
SoulCharge
(
1
),
nil
,
vgf
.
RMonsterCondition
)
-- 【自】【R】:这个单位攻击的战斗结束时,你的灵魂在10张以上的话,通过【费用】[将这个单位放置到灵魂里],计数回充1
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_BATTLED
,
vgf
.
DamageFill
(
1
),
cm
.
cost
,
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_BATTLED
,
vgf
.
CounterCharge
(
1
),
cm
.
cost
,
cm
.
con
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
c
=
e
:
GetHandler
()
...
...
c10401074.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
@@ -25,7 +25,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
costtg
(
e
,
re
,
tp
)
e
:
SetLabelObject
(
re
:
GetHandler
())
return
re
:
IsHasCategory
(
CATEGORY_DEFENDER
)
and
re
:
GetHandler
():
IsLocation
(
LOCATION_HAND
)
and
re
:
GetHandlerPlayer
()
==
tp
and
not
vgf
.
IsExistingMatchingCard
(
nil
,
tp
,
LOCATION_G_CIRCLE
,
0
,
1
,
nil
)
and
Duel
.
GetAttacker
()
==
e
:
GetHandler
()
and
re
:
IsActiveType
(
TYPE_
MONSTER
)
return
re
:
IsHasCategory
(
CATEGORY_DEFENDER
)
and
re
:
GetHandler
():
IsLocation
(
LOCATION_HAND
)
and
re
:
GetHandlerPlayer
()
==
tp
and
not
vgf
.
IsExistingMatchingCard
(
nil
,
tp
,
LOCATION_G_CIRCLE
,
0
,
1
,
nil
)
and
Duel
.
GetAttacker
()
==
e
:
GetHandler
()
and
re
:
IsActiveType
(
TYPE_
UNIT
)
end
function
cm
.
costchk
(
e
,
re
,
tp
)
return
vgf
.
IsExistingMatchingCard
(
vgf
.
IsAbleToGCircle
,
tp
,
LOCATION_HAND
,
0
,
1
,
re
:
GetHandler
(),
LOCATION_HAND
)
...
...
c10401075.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】:这个单位登场到V时,灵魂填充1
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
OverlayFill
(
1
),
nil
,
vgf
.
VSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
SoulCharge
(
1
),
nil
,
vgf
.
VSummonCondition
)
--【永】【R】:你的回合中,你的灵魂在10张以上的话,这个单位的力量+10000。
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
10000
,
cm
.
con2
)
end
...
...
c10401081.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd
.
BlitzOrder
(
c
,
cm
.
op
,
nil
,
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
OverlayCo
st
(
5
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
return
vgf
.
SoulBla
st
(
5
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401086.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401092.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
))
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
))
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401093.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
DamageCo
st
(
2
))
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
CounterBla
st
(
2
))
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401094.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
SetOrder
(
c
,
vgf
.
OverlayCo
st
(
1
))
vgd
.
SetOrder
(
c
,
vgf
.
SoulBla
st
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
cm
.
operation
,
nil
,
cm
.
condition
)
vgd
.
NightEffect
(
c
,
m
)
end
...
...
c10401096.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
DamageCo
st
(
2
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
CounterBla
st
(
2
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
RMonsterCondition
(
e
)
and
eg
:
IsExists
(
cm
.
filter
,
1
,
nil
,
tp
)
and
Duel
.
GetTurnPlayer
()
==
tp
and
Duel
.
GetAttackTarget
()
...
...
c10401097.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
DamageCo
st
(
2
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
CounterBla
st
(
2
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
IsExistingMatchingCard
(
Card
.
IsLevel
,
tp
,
LOCATION_CIRCLE
+
LOCATION_DROP
,
0
,
3
,
nil
,
3
)
...
...
c10401098.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
,
nil
,
1
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
,
nil
,
1
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
RMonsterCondition
(
e
)
and
eg
:
IsExists
(
cm
.
filter
,
1
,
nil
,
tp
)
and
Duel
.
GetTurnPlayer
()
==
tp
and
Duel
.
GetAttackTarget
()
...
...
c10401099.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
BeRidedByCard
(
c
,
m
,
10401046
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
,
nil
,
1
)
vgd
.
BeRidedByCard
(
c
,
m
,
10401046
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
))
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
,
nil
,
1
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
...
...
c10401108.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【自】【R】:这个单位攻击时,通过【费用】[计数爆发1],这次战斗中,这个单位的力量+5000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
vgf
.
RMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
vgf
.
RMonsterCondition
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401109.lua
View file @
ebc93bab
...
...
@@ -4,11 +4,11 @@ function cm.initial_effect(c)
vgd
.
VgCard
(
c
)
--【自】【R】:这个单位攻击先导者时,你的封锁区中有指令卡的话,
--这次战斗中,这个单位的力量+5000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
cm
.
condition
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
return
vgf
.
RMonsterCondition
and
vgf
.
VMonsterFilter
(
Duel
.
GetAttackTarget
())
and
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_BIND
,
0
,
1
,
nil
,
TYPE_
SPELL
)
return
vgf
.
RMonsterCondition
and
vgf
.
VMonsterFilter
(
Duel
.
GetAttackTarget
())
and
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_BIND
,
0
,
1
,
nil
,
TYPE_
ORDER
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10401111.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd
.
VgCard
(
c
)
--【起】【V】【1回合1次】:通过【费用】[灵魂爆发1],抽2张卡,
--选择你的手牌中的至多1张指令卡,舍弃,没有舍弃的话,选择手牌中的的2张卡舍弃。
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
--【永】【R】:这个回合中你施放过指令卡的话,这个单位的力量+2000。
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
2000
,
cm
.
con
)
vgd
.
GlobalCheckEffect
(
c
,
m
,
EVENT_CHAINING
,
cm
.
checkcon
)
...
...
@@ -17,7 +17,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
end
end
function
cm
.
filter
(
c
)
return
c
:
IsType
(
TYPE_
SPELL
)
return
c
:
IsType
(
TYPE_
ORDER
)
end
function
cm
.
checkcon
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
re
:
IsHasType
(
EFFECT_TYPE_ACTIVATE
)
and
rp
==
tp
...
...
c10401118.lua
View file @
ebc93bab
...
...
@@ -16,5 +16,5 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
local
c
=
e
:
GetHandler
()
Duel
.
Draw
(
tp
,
1
,
REASON_TRIGGER
)
vgf
.
Sendto
(
LOCATION_SOUL
,
c
)
vgf
.
DamageFill
(
1
)
vgf
.
CounterCharge
(
1
)
end
\ No newline at end of file
c10401120.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@ function cm.initial_effect(c)
--通过【费用】[计数爆发2]施放!
--选择对手的1张先导者,这次战斗中,那个单位的☆-1。
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
DamageCo
st
(
2
))
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
CounterBla
st
(
2
))
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10402001.lua
View file @
ebc93bab
...
...
@@ -14,7 +14,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
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
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
Dis
CardCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
Discard
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
Dis
card
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
\ No newline at end of file
c10402002.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
OverDress
(
c
,
10101009
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_HAND
,
EFFECT_TYPE_FIELD
,
EVENT_BATTLED
,
cm
.
op
,
vgf
.
OverlayCo
st
(
2
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_HAND
,
EFFECT_TYPE_FIELD
,
EVENT_BATTLED
,
cm
.
op
,
vgf
.
SoulBla
st
(
2
),
cm
.
con
)
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
10000
,
cm
.
con2
)
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_G_CIRCLE
,
EFFECT_TYPE_SINGLE
,
10000
,
EFFECT_UPDATE_DEFENSE
,
cm
.
con2
)
end
...
...
@@ -17,7 +17,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf
.
Sendto
(
LOCATION_CIRCLE
,
c
,
SUMMON_VALUE_OVERDRESS
,
tp
,
vgf
.
SequenceToGlobal
(
tp
,
g
:
GetFirst
():
GetLocation
(),
g
:
GetFirst
():
GetSequence
()))
end
end
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
end
function
cm
.
filter
(
c
)
return
c
:
IsCode
(
10101009
)
and
vgf
.
RMonsterFilter
(
c
)
...
...
c10402003.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
vgf
.
OverlayFill
(
1
),
nil
,
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
vgf
.
SoulCharge
(
1
),
nil
,
cm
.
con
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_SOUL
,
cm
.
op
,
cm
.
cost
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
VMonsterFilter
(
Duel
.
GetAttackTarget
())
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
LeaveFieldCost
(
e
:
GetHandler
())(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
LeaveFieldCost
(
e
:
GetHandler
())(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
LeaveFieldCost
(
e
:
GetHandler
())(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10402008.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_CIRCLE
,
LOCATION_SOUL
,
Card
.
IsSetCard
,
1
,
1
,
0x78
),
nil
,
vgf
.
VSummonCondition
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
DamageCo
st
(
1
),
vgf
.
LeaveFieldCost
(
vgf
.
RMonsterFilter
,
3
,
3
)),
nil
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
CounterBla
st
(
1
),
vgf
.
LeaveFieldCost
(
vgf
.
RMonsterFilter
,
3
,
3
)),
nil
,
nil
,
1
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10402009.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_BECOME_TARGET
,
cm
.
op2
,
nil
,
cm
.
con2
,
nil
,
1
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10402011.lua
View file @
ebc93bab
...
...
@@ -15,7 +15,7 @@ function cm.filter(c)
return
vgf
.
FrontFilter
(
c
)
and
vgf
.
RMonsterFilter
(
c
)
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
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
\ No newline at end of file
c10402013.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
vgd
.
GlobalCheckEffect
(
c
,
m
,
EVENT_TO_GRAVE
,
cm
.
checkcon
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10402014.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
Dis
CardCost
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
Dis
card
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
GetVMonster
(
tp
):
IsCode
(
10401003
)
...
...
@@ -14,6 +14,6 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
if
vgf
.
GetVMonster
(
tp
):
GetOverlayCount
()
>=
10
then
Duel
.
BreakEffect
()
vgf
.
OverlayFill
(
1
)
vgf
.
SoulCharge
(
1
)
end
end
\ No newline at end of file
c10402015.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
GetVMonster
(
tp
):
IsLevel
(
3
)
...
...
c10402016.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10402017.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
nil
,
EVENT_TO_G_CIRCLE
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_ORDER
,
0
,
1
,
nil
)
...
...
c10402018.lua
View file @
ebc93bab
...
...
@@ -13,7 +13,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf
.
AtkUp
(
c
,
c
,
15000
)
end
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e1
:
SetCode
(
EVENT_BATTLED
)
e1
:
SetCountLimit
(
1
)
e1
:
SetOperation
(
cm
.
op2
)
...
...
c10402019.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
vgf
.
DamageFill
(
1
),
cm
.
cost
,
vgf
.
RMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
vgf
.
CounterCharge
(
1
),
cm
.
cost
,
vgf
.
RMonsterCondition
,
nil
,
1
)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
...
...
@@ -12,5 +12,5 @@ function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
return
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_COST
+
REASON_DISCARD
)
end
function
cm
.
filter
(
c
)
return
c
:
IsType
(
TYPE_
CONTINUOUS
)
and
c
:
IsType
(
TYPE_SPELL
)
return
c
:
IsType
(
TYPE_
SET
)
and
c
:
IsType
(
TYPE_ORDER
)
end
\ No newline at end of file
c10402020.lua
View file @
ebc93bab
...
...
@@ -23,8 +23,8 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
DamageCost
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
return
vgf
.
CounterBlast
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
\ No newline at end of file
c10402022.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
CostAnd
(
vgf
.
DamageCost
(
1
),
vgf
.
DisCardCost
(
1
)),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
CostAnd
(
vgf
.
CounterBlast
(
1
),
vgf
.
Discard
(
1
)),
cm
.
condition
)
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10402024.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
DamageCost
(
1
),
vgf
.
OverlayCo
st
(
1
)))
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
CounterBlast
(
1
),
vgf
.
SoulBla
st
(
1
)))
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_LEAVEFIELD
,
e
,
tp
,
vgf
.
RMonsterFilter
,
tp
,
LOCATION_CIRCLE
,
LOCATION_CIRCLE
,
1
,
1
,
nil
)
...
...
c10402025.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
))
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
g
=
Duel
.
GetDecktopGroup
(
tp
,
2
)
...
...
c10402026.lua
View file @
ebc93bab
...
...
@@ -6,8 +6,8 @@ function cm.initial_effect(c)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
c
=
e
:
GetHandler
()
if
chk
==
0
then
return
vgf
.
Rest
(
c
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
Rest
(
c
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
and
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
vgf
.
Rest
(
c
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10402027.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
BeRidedByCard
(
c
,
m
,
cm
.
filter
,
cm
.
op
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op1
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con1
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op1
,
vgf
.
SoulBla
st
(
1
),
cm
.
con1
,
nil
,
1
)
end
function
cm
.
filter
(
c
)
return
c
:
IsSetCard
(
0x79
)
...
...
c10402028.lua
View file @
ebc93bab
...
...
@@ -13,8 +13,8 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf
.
EffectReset
(
c
,
e1
,
EVENT_BATTLED
)
end
Duel
.
BreakEffect
()
if
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
Duel
.
SelectEffectYesNo
(
tp
,
vgf
.
stringid
(
VgID
,
10
))
then
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
if
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
Duel
.
SelectEffectYesNo
(
tp
,
vgf
.
stringid
(
VgID
,
10
))
then
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_LEAVEFIELD
,
e
,
tp
,
cm
.
filter
,
tp
,
0
,
LOCATION_CIRCLE
,
1
,
1
,
nil
)
vgf
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_EFFECT
)
end
...
...
c10402029.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_CIRCLE
,
LOCATION_DROP
,
cm
.
filter
),
vgf
.
DamageCo
st
(
1
),
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
vgf
.
RMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_CIRCLE
,
LOCATION_DROP
,
cm
.
filter
),
vgf
.
CounterBla
st
(
1
),
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
vgf
.
RMonsterCondition
)
end
function
cm
.
filter
(
c
)
return
c
:
IsLevel
(
0
)
...
...
c10402033.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
vgf
.
RMonsterCondition
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
vgf
.
RMonsterCondition
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10402034.lua
View file @
ebc93bab
...
...
@@ -8,10 +8,10 @@ function cm.con(e,tp,eg,ep,ev,re,r,rp)
return
c
:
GetFlagEffect
(
FLAG_SUPPORT
)
>
0
and
vgf
.
GetVMonster
(
tp
):
IsCode
(
10401003
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
if
vgf
.
GetVMonster
(
tp
):
GetOverlayCount
()
>=
10
and
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
Duel
.
SelectYesNo
(
tp
,
vgf
.
Stringid
(
VgID
,
10
))
then
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
if
vgf
.
GetVMonster
(
tp
):
GetOverlayCount
()
>=
10
and
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
Duel
.
SelectYesNo
(
tp
,
vgf
.
Stringid
(
VgID
,
10
))
then
Duel
.
BreakEffect
()
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
Duel
.
Draw
(
tp
,
2
,
REASON_EFFECT
)
end
end
\ No newline at end of file
c10402036.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
DamageCost
(
1
),
vgf
.
DisCardCost
(
1
)))
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
CounterBlast
(
1
),
vgf
.
Discard
(
1
)))
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
OverlayFill
(
3
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
3
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
if
vgf
.
GetVMonster
(
tp
):
GetOverlayCount
()
>=
10
then
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_SOUL
,
nil
,
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
end
...
...
c10402037.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
))
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10402040.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
vgf
.
DamageFill
(
1
),
vgf
.
LeaveFieldCost
(
10000001
),
cm
.
con1
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
vgf
.
DamageFill
(
1
),
vgf
.
LeaveFieldCost
(
10000001
),
cm
.
con2
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
vgf
.
CounterCharge
(
1
),
vgf
.
LeaveFieldCost
(
10000001
),
cm
.
con1
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
vgf
.
CounterCharge
(
1
),
vgf
.
LeaveFieldCost
(
10000001
),
cm
.
con2
)
end
function
cm
.
con1
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
Duel
.
IsPlayerAffectedByEffect
(
tp
,
AFFECT_CODE_DEEP_NIGHT
)
...
...
c10402041.lua
View file @
ebc93bab
...
...
@@ -11,6 +11,6 @@ function cm.filter(c)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
if
not
vgf
.
CheckPrison
(
tp
)
then
return
end
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_IMPRISON
,
e
,
tp
,
Card
.
IsType
,
tp
,
0
,
LOCATION_DROP
,
1
,
1
,
nil
,
TYPE_
MONSTER
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_IMPRISON
,
e
,
tp
,
Card
.
IsType
,
tp
,
0
,
LOCATION_DROP
,
1
,
1
,
nil
,
TYPE_
UNIT
)
vgf
.
SendtoPrison
(
g
,
tp
)
end
\ No newline at end of file
c10402043.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10402044.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
vgf
.
DamageFill
(
1
),
vgf
.
DamageCo
st
(
1
),
cm
.
con
,
nil
,
1
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_MOVE
,
vgf
.
CounterCharge
(
1
),
vgf
.
CounterBla
st
(
1
),
cm
.
con
,
nil
,
1
)
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10402045.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
RSummonCondition
(
e
)
and
vgf
.
GetVMonster
(
tp
):
IsSetCard
(
0x78
)
...
...
@@ -11,9 +11,9 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
if
c
:
IsRelateToEffect
(
e
)
and
c
:
IsFaceup
()
then
vgf
.
AtkUp
(
c
,
c
,
10000
,
nil
)
end
if
vgf
.
CostAnd
(
vgf
.
OverlayCo
st
(
1
),
vgf
.
LeaveFieldCost
(
vgf
.
RMonsterFilter
,
1
,
1
,
c
))(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
Duel
.
SelectEffectYesNo
(
tp
,
vgf
.
stringid
(
VgID
,
10
))
then
if
vgf
.
CostAnd
(
vgf
.
SoulBla
st
(
1
),
vgf
.
LeaveFieldCost
(
vgf
.
RMonsterFilter
,
1
,
1
,
c
))(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
Duel
.
SelectEffectYesNo
(
tp
,
vgf
.
stringid
(
VgID
,
10
))
then
Duel
.
BreakEffect
()
vgf
.
CostAnd
(
vgf
.
OverlayCo
st
(
1
),
vgf
.
LeaveFieldCost
(
vgf
.
RMonsterFilter
,
1
,
1
,
c
))(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
vgf
.
CostAnd
(
vgf
.
SoulBla
st
(
1
),
vgf
.
LeaveFieldCost
(
vgf
.
RMonsterFilter
,
1
,
1
,
c
))(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
local
g
=
Duel
.
GetDecktopGroup
(
tp
,
5
)
Duel
.
ConfirmCards
(
tp
,
g
)
Duel
.
DisableShuffleCheck
()
...
...
c10402046.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
DamageCo
st
(
1
),
vgf
.
LeaveFieldCost
(
vgf
.
RMonsterFilter
,
1
,
1
,
c
)))
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
CounterBla
st
(
1
),
vgf
.
LeaveFieldCost
(
vgf
.
RMonsterFilter
,
1
,
1
,
c
)))
vgd
.
GlobalCheckEffect
(
c
,
m
,
EVENT_TO_GRAVE
,
cm
.
chkcon
)
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_R_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
5000
,
cm
.
con
)
end
...
...
c10501001.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
--这个函数下面用于注册效果
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DECK
,
cm
.
filter
),
vgf
.
DamageCo
st
(
1
),
cm
.
con2
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DECK
,
cm
.
filter
),
vgf
.
CounterBla
st
(
1
),
cm
.
con2
)
-- 【自】【V】:这个单位的攻击击中时,抽1张卡,选择你的1张含有「诚意真心」的后防者,这个回合中,力量+5000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_HITTING
,
cm
.
operation1
,
nil
,
vgf
.
VMonsterCondition
)
end
...
...
c10501003.lua
View file @
ebc93bab
...
...
@@ -2,7 +2,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【起】【V】【1回合1次】:通过【费用】[计数爆发1],选择你的指令区中的1张正面表示的歌曲卡,将其歌唱。(发动歌曲卡的能力,那个能力结算完毕后将那张卡转为背面表示。)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
-- 补充一回合一次描述
-- 【自】【V】:这个单位攻击时,你的指令区中的背面表示的卡有2张以上的话,选择你的指令区中的1张卡正面表示的歌曲卡,将其歌唱,这次战斗中,对手不能将守护者从手牌CALL到G上。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op2
,
nil
,
cm
.
con2
)
...
...
@@ -40,5 +40,5 @@ function cm.op2(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
actlimit
(
e
,
te
,
tp
)
local
tc
=
te
:
GetHandler
()
return
te
:
IsHasCategory
(
CATEGORY_DEFENDER
)
and
tc
:
IsType
(
TYPE_
MONSTER
)
and
tc
:
GetBaseDefense
()
==
0
and
tc
:
IsLocation
(
LOCATION_HAND
)
return
te
:
IsHasCategory
(
CATEGORY_DEFENDER
)
and
tc
:
IsType
(
TYPE_
UNIT
)
and
tc
:
GetBaseDefense
()
==
0
and
tc
:
IsLocation
(
LOCATION_HAND
)
end
\ No newline at end of file
c10501020.lua
View file @
ebc93bab
...
...
@@ -15,7 +15,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf
.
EffectReset
(
c
,
e1
,
EVENT_BATTLED
)
end
if
vgf
.
IsSequence
(
c
,
2
)
then
vgf
.
DamageFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
CounterCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
end
end
function
cm
.
checkfilter
(
c
,
tp
,
re
)
...
...
c10501034.lua
View file @
ebc93bab
...
...
@@ -5,10 +5,10 @@ function cm.initial_effect(c)
-- 【自】:这个单位登场到V时,选择你的封锁区中的1张卡,放置到牌堆底,放置了的话,将你的牌堆顶的1张卡正面封锁。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op1
,
nil
,
cm
.
con1
)
-- 白翼-【起】【V】【1回合1次】:通过【费用】[计数爆发1],这个回合中,这个单位的☆+1。
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op2
,
vgf
.
DamageCo
st
(
1
),
cm
.
con2
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op2
,
vgf
.
CounterBla
st
(
1
),
cm
.
con2
,
nil
,
1
)
-- 黑翼-【永】【V】:这个单位攻击的战斗中,对手不能将触发单位卡从手牌CALL到G上。
VgD
.
CannotCallToGCircleWhenAttack
(
c
,
m
,
function
(
e
,
re
,
tp
)
return
re
:
GetHandler
():
IsType
(
TYPE_TRI
I
GER
)
and
re
:
GetHandler
():
IsLocation
(
LOCATION_HAND
)
return
re
:
GetHandler
():
IsType
(
TYPE_TRI
G
GER
)
and
re
:
GetHandler
():
IsLocation
(
LOCATION_HAND
)
end
,
cm
.
con3
)
end
...
...
c10501035.lua
View file @
ebc93bab
...
...
@@ -25,5 +25,5 @@ function cm.filter2(c)
end
function
cm
.
filter3
(
c
)
return
c
:
IsSetCard
(
0xa013
)
and
c
:
IsType
(
TYPE_NORMAL
+
TYPE_
MONSTER
)
return
c
:
IsSetCard
(
0xa013
)
and
c
:
IsType
(
TYPE_NORMAL
+
TYPE_
UNIT
)
end
\ No newline at end of file
c10501036.lua
View file @
ebc93bab
...
...
@@ -5,7 +5,7 @@ function cm.initial_effect(c)
-- 【永】【V】:你的回合中,你没有后防者的话,这个单位的力量+5000。
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
5000
,
cm
.
con1
)
--【自】:通过在「认真的挑战者 克拉莉萨」上RIDE的方式将这个单位登场到V时,通过【费用】[灵魂爆发1],查看你的牌堆顶的7张卡,选择至多1张等级2以下的含有「诚意真心」的卡,公开后加入手牌,将其余的卡洗切后放置到牌堆底。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con2
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
),
cm
.
con2
)
end
function
cm
.
con1
(
e
)
local
c
=
e
:
GetHandler
()
...
...
c10501041.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_R_CIRCLE
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
DamageCost
(
1
),
vgf
.
ToOverlayCost
))
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_R_CIRCLE
,
cm
.
op
,
vgf
.
CostAnd
(
vgf
.
CounterBlast
(
1
),
vgf
.
ToSoul
))
vgd
.
CannotBeTarget
(
c
,
m
,
LOCATION_V_CIRCLE
,
EFFECT_TYPE_SINGLE
,
nil
,
vgf
.
DarkWing
)
vgd
.
CannotBeAttackTarget
(
c
,
m
,
LOCATION_V_CIRCLE
,
EFFECT_TYPE_SINGLE
,
cm
.
val
,
vgf
.
DarkWing
)
end
...
...
c10501042.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】:你的战斗阶段中这个单位登场到R时,通过【费用】[灵魂爆发1],这个回合中,这个单位的力量+10000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10501043.lua
View file @
ebc93bab
...
...
@@ -12,7 +12,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
Duel
.
ConfirmCards
(
tp
,
g
)
Duel
.
ConfirmCards
(
1
-
tp
,
g
)
local
tc
=
g
:
GetFirst
()
if
tc
:
IsType
(
TYPE_
MONSTER
)
and
tc
:
GetLevel
()
~=
2
and
vgf
.
IsCanBeCalled
(
tc
,
e
,
tp
)
and
vgf
.
Sendto
(
LOCATION_CIRCLE
,
tc
,
0
,
tp
,
"NoMonster"
)
==
0
then
if
tc
:
IsType
(
TYPE_
UNIT
)
and
tc
:
GetLevel
()
~=
2
and
vgf
.
IsCanBeCalled
(
tc
,
e
,
tp
)
and
vgf
.
Sendto
(
LOCATION_CIRCLE
,
tc
,
0
,
tp
,
"NoMonster"
)
==
0
then
Duel
.
MoveSequence
(
tc
,
1
)
end
end
...
...
c10501044.lua
View file @
ebc93bab
...
...
@@ -3,5 +3,5 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】:这个单位登场到R时,通过【费用】[灵魂爆发1,将手牌中的1张卡舍弃],选择你的弃牌区中的1张宝石卡,加入手牌。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DROP
,
Card
.
IsSetCard
,
1
,
1
,
0xc040
),
vgf
.
CostAnd
(
vgf
.
OverlayCost
(
1
),
vgf
.
DisCardCost
(
1
)),
vgf
.
RSummonCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DROP
,
Card
.
IsSetCard
,
1
,
1
,
0xc040
),
vgf
.
CostAnd
(
vgf
.
SoulBlast
(
1
),
vgf
.
Discard
(
1
)),
vgf
.
RSummonCondition
)
end
\ No newline at end of file
c10501045.lua
View file @
ebc93bab
...
...
@@ -12,8 +12,8 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_HAND
,
0
,
2
,
nil
)
and
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
vgf
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
LOCATION_HAND
,
0
,
2
,
nil
)
and
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
end
vgf
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_CONFIRM
,
e
,
tp
,
cm
.
filter
,
tp
,
LOCATION_HAND
,
0
,
2
,
2
,
nil
)
Duel
.
ConfirmCards
(
1
-
tp
,
g
)
if
vgf
.
Sendto
(
LOCATION_DECK
,
g
,
nil
,
SEQ_DECKTOP
,
REASON_COST
)
==#
g
then
...
...
@@ -26,6 +26,6 @@ function cm.cost(e,tp,eg,ep,ev,re,r,rp,chk)
end
function
cm
.
filter
(
c
)
return
c
:
IsType
(
TYPE_NORMAL
+
TYPE_
MONSTER
)
return
c
:
IsType
(
TYPE_NORMAL
+
TYPE_
UNIT
)
end
c10501046.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd
.
VgCard
(
c
)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
-- 【自】:这个单位登场到R时,通过【费用】[计数爆发1,灵魂爆发1],选择你的弃牌区中的1张力量8000的卡,加入手牌。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DROP
,
cm
.
filter
),
vgf
.
CostAnd
(
vgf
.
DamageCost
(
1
),
vgf
.
OverlayCo
st
(
1
)),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DROP
,
cm
.
filter
),
vgf
.
CostAnd
(
vgf
.
CounterBlast
(
1
),
vgf
.
SoulBla
st
(
1
)),
cm
.
con
)
end
function
cm
.
filter
(
c
)
...
...
c10501052.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】【后列的R】【1回合1次】:你的战斗阶段中你其他的单位登场到R时,通过【费用】[灵魂爆发2],抽1张卡。
VgD
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
Draw
,
vgf
.
OverlayCo
st
(
2
),
cm
.
con
,
nil
,
1
)
VgD
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
Draw
,
vgf
.
SoulBla
st
(
2
),
cm
.
con
,
nil
,
1
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10501055.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd
.
VgCard
(
c
)
-- 通过【费用】[计数爆发1]施放!
-- 抽2张卡,选择你的手牌的1张卡,舍弃。将这张卡放置到灵魂里。
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
))
vgd
.
Order
(
c
,
m
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10501058.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】【R】:这个单位攻击时,通过【费用】[计数爆发1],这个回合中,这个单位的力量+5000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
vgf
.
RMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
vgf
.
RMonsterCondition
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10501059.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd
.
VgCard
(
c
)
-- 【自】【R】:这个单位攻击时,这个回合中你施放了指令卡的话,通过【费用】[灵魂爆发1],这个回合中,这个单位的力量+5000。
vgd
.
GlobalCheckEffect
(
c
,
m
,
EVENT_CHAIN_SOLVING
,
cm
.
checkcon
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10501061.lua
View file @
ebc93bab
...
...
@@ -24,7 +24,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
end
function
cm
.
costtg
(
e
,
re
,
tp
)
e
:
SetLabelObject
(
re
:
GetHandler
())
return
re
:
IsHasCategory
(
CATEGORY_DEFENDER
)
and
re
:
GetHandler
():
IsLocation
(
LOCATION_HAND
)
and
re
:
GetHandlerPlayer
()
==
tp
and
not
vgf
.
IsExistingMatchingCard
(
nil
,
tp
,
LOCATION_G_CIRCLE
,
0
,
1
,
nil
)
and
Duel
.
GetAttacker
()
==
e
:
GetHandler
()
and
re
:
IsActiveType
(
TYPE_
MONSTER
)
return
re
:
IsHasCategory
(
CATEGORY_DEFENDER
)
and
re
:
GetHandler
():
IsLocation
(
LOCATION_HAND
)
and
re
:
GetHandlerPlayer
()
==
tp
and
not
vgf
.
IsExistingMatchingCard
(
nil
,
tp
,
LOCATION_G_CIRCLE
,
0
,
1
,
nil
)
and
Duel
.
GetAttacker
()
==
e
:
GetHandler
()
and
re
:
IsActiveType
(
TYPE_
UNIT
)
end
function
cm
.
costchk
(
e
,
re
,
tp
)
return
vgf
.
IsExistingMatchingCard
(
vgf
.
IsAbleToGCircle
,
tp
,
LOCATION_HAND
,
0
,
1
,
re
:
GetHandler
(),
LOCATION_HAND
)
...
...
c10501064.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】:这个单位登场到R时,通过【费用】[计数爆发2],查看你的牌堆顶的5张卡,选择至多2张触发单位卡,CALL到不存在单位的R上,然后牌堆洗切。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
DamageCo
st
(
2
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
vgf
.
CounterBla
st
(
2
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10501066.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
vgf
.
RMonsterCondition
(
e
)
and
vgf
.
DarkWing
(
e
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
g
=
vgf
.
SelectMatchingCard
(
HINTMSG_RMONSTER
,
e
,
tp
,
vgf
.
RMonsterFilter
,
tp
,
0
,
LOCATION_CIRCLE
,
1
,
1
,
nil
)
local
tc
=
vgf
.
ReturnCard
(
g
)
if
tc
then
...
...
c10501068.lua
View file @
ebc93bab
...
...
@@ -6,7 +6,7 @@ function cm.initial_effect(c)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
cm
.
op
,
nil
,
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
OverlayFill
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
vgf
.
SoulCharge
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
if
c
:
IsRelateToEffect
(
e
)
and
c
:
IsFaceup
()
then
local
e2
=
Effect
.
CreateEffect
(
c
)
...
...
c10501071.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】:这个单位被放置到G时,通过【费用】[灵魂爆发1],选择你的1个含有「诚意真心」的单位,这次战斗中,力量+10000。
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10501072.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】:这个单位从手牌登场到R时,你其他的后防者有3张以上的话,通过【费用】[计数爆发1],抽1张卡。
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
Draw
,
vgf
.
DamageCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_SPSUMMON_SUCCESS
,
vgf
.
Draw
,
vgf
.
CounterBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10501073.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】:这个单位被放置到G时,通过【费用】[灵魂爆发1],你的指令区中的你的卡每有1张,这次战斗中,这个单位的盾护+5000。
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
nil
,
EFFECT_TYPE_SINGLE
,
EVENT_MOVE
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10501079.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】:这个单位被RIDE时,通过【费用】[灵魂爆发1],选择你的弃牌区中的至多1张〈幽灵〉,加入手牌。
vgd
.
BeRidedByCard
(
c
,
m
,
nil
,
cm
.
op
,
OverlayCo
st
(
1
))
vgd
.
BeRidedByCard
(
c
,
m
,
nil
,
cm
.
op
,
SoulBla
st
(
1
))
-- 【永】【V/R】:你的回合中,你的R上有〈幽灵〉的话,这个单位的力量+2000。
vgd
.
AbilityCont
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EFFECT_UPDATE_ATTACK
,
2000
,
cm
.
con
)
end
...
...
c10501085.lua
View file @
ebc93bab
...
...
@@ -5,7 +5,7 @@ function cm.initial_effect(c)
-- 【自】:这个单位被RIDE时,通过【费用】[将手牌中的1张卡放置到灵魂里],从你的牌堆里探寻至多1张宝石卡,公开后加入手牌,然后牌堆洗切。
vgd
.
BeRidedByCard
(
c
,
m
,
nil
,
vgf
.
CardsFromTo
(
REASON_EFFECT
,
LOCATION_HAND
,
LOCATION_DECK
,
cm
.
filter
,
1
,
0
),
cm
.
cost1
)
-- 【自】【R】:你施放指令卡时,通过【费用】[灵魂爆发1],这个回合中,这个单位的力量+5000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CHAINING
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CHAINING
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10501087.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【起】【R】【1回合1次】:通过【费用】[计数爆发1],选择你的1张先导者,这个回合中,力量+5000。
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
vgf
.
RMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
vgf
.
RMonsterCondition
,
nil
,
1
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10501095.lua
View file @
ebc93bab
...
...
@@ -4,7 +4,7 @@ function cm.initial_effect(c)
vgd
.
VgCard
(
c
)
-- 白翼(你的封锁区中的卡只有奇数的等级的场合才有效)
-- 【自】【R】:这个单位支援时,通过【费用】[灵魂爆发2],选择你其他的1个单位,等级是奇数的这个单位以外的单位每有1个,这个回合中,那个单位的力量+5000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
op
,
vgf
.
OverlayCo
st
(
2
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_FIELD
,
EVENT_CUSTOM
+
EVENT_SUPPORT
,
cm
.
op
,
vgf
.
SoulBla
st
(
2
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c10501096.lua
View file @
ebc93bab
...
...
@@ -3,7 +3,7 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
-- 【自】:你的回合中这张卡被从手牌舍弃时,通过【费用】[灵魂爆发1],将这张卡CALL到不存在单位的R上。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_DROP
,
EFFECT_TYPE_SINGLE
,
EVENT_DISCARD
,
cm
.
op
,
vgf
.
OverlayCo
st
(
1
),
cm
.
con
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_DROP
,
EFFECT_TYPE_SINGLE
,
EVENT_DISCARD
,
cm
.
op
,
vgf
.
SoulBla
st
(
1
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c10501115.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
))
vgd
.
Order
(
c
,
m
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
))
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
...
...
c10501118.lua
View file @
ebc93bab
...
...
@@ -24,7 +24,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf
.
EffectReset
(
c
,
e1
,
EVENT_BATTLED
)
end
local
e4
=
Effect
.
CreateEffect
(
c
)
e4
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e4
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e4
:
SetCode
(
EFFECT_SEND_REPLACE
)
e4
:
SetTarget
(
cm
.
reptg
)
e4
:
SetValue
(
cm
.
repval
)
...
...
@@ -32,7 +32,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
Duel
.
RegisterEffect
(
e4
,
tp
)
end
function
cm
.
repfilter
(
c
,
tp
)
return
c
:
IsControler
(
tp
)
and
(
c
:
IsLocation
(
LOCATION_G_CIRCLE
)
or
vgf
.
RMonsterFilter
(
c
))
and
c
:
GetDestination
()
==
LOCATION_DROP
and
c
:
IsType
(
TYPE_
MONSTER
)
and
c
:
IsFaceup
()
and
not
cm
.
filter
(
c
)
return
c
:
IsControler
(
tp
)
and
(
c
:
IsLocation
(
LOCATION_G_CIRCLE
)
or
vgf
.
RMonsterFilter
(
c
))
and
c
:
GetDestination
()
==
LOCATION_DROP
and
c
:
IsType
(
TYPE_
UNIT
)
and
c
:
IsFaceup
()
and
not
cm
.
filter
(
c
)
end
function
cm
.
reptg
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
eg
:
IsExists
(
cm
.
repfilter
,
1
,
nil
,
tp
)
end
...
...
c10800855.lua
View file @
ebc93bab
...
...
@@ -3,14 +3,14 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
Rule
(
c
)
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
CONTINUOUS
)
e1
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
SET
)
e1
:
SetProperty
(
EFFECT_FLAG_DELAY
)
e1
:
SetCode
(
EVENT_MOVE
)
e1
:
SetCondition
(
cm
.
con1
)
e1
:
SetOperation
(
cm
.
op1
)
c
:
RegisterEffect
(
e1
)
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e2
:
SetCode
(
EVENT_PHASE_START
+
PHASE_STANDBY
)
e2
:
SetRange
(
LOCATION_CREST
)
e2
:
SetCountLimit
(
1
)
...
...
@@ -21,7 +21,7 @@ function cm.initial_effect(c)
e3
:
SetType
(
EFFECT_TYPE_IGNITION
)
e3
:
SetRange
(
LOCATION_CREST
)
e3
:
SetCountLimit
(
1
)
e3
:
SetCost
(
vgf
.
Energy
Co
st
(
7
))
e3
:
SetCost
(
vgf
.
Energy
Bla
st
(
7
))
e3
:
SetOperation
(
cm
.
op3
)
c
:
RegisterEffect
(
e3
)
end
...
...
c20101001.lua
View file @
ebc93bab
...
...
@@ -3,9 +3,9 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【起】【V】【1回合1次】:通过【费用】[计数爆发1],从你的牌堆里探寻至多1张与这个单位同名的卡,公开后加入手牌,然后牌堆洗切,这个回合中,这个单位的力量+10000。
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
--【自】【V】:这个单位攻击先导者时,通过【费用】[能量爆发4],选择对手的一张后方者,退场,这次战斗中,这个单位的力量+5000,⭐+1。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
vgf
.
Energy
Co
st
(
4
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
vgf
.
Energy
Bla
st
(
4
),
cm
.
condition
)
end
--效果一处理
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c20103001.lua
View file @
ebc93bab
local
cm
,
m
,
o
=
GetID
()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
DamageCo
st
(
1
),
vgf
.
VMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op1
,
vgf
.
Energy
Co
st
(
4
),
cm
.
con
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
op
,
vgf
.
CounterBla
st
(
1
),
vgf
.
VMonsterCondition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
op1
,
vgf
.
Energy
Bla
st
(
4
),
cm
.
con
)
end
function
cm
.
op
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
...
...
c20104001.lua
View file @
ebc93bab
...
...
@@ -3,9 +3,9 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【起】【V】【1回合1次】:通过【费用】[计数爆发1],从你的牌堆里探寻至多1张与这个单位同名的卡,公开后加入手牌,然后牌堆洗切,这个回合中,这个单位的力量+10000。
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
--【自】【V】:这个单位攻击先导者时,通过【费用】[能量爆发4],选择你的弃牌区中的1张等级3以下的普通单位卡,CALL到R上,这个回合中,那个单位的力量+10000。
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
vgf
.
Energy
Co
st
(
4
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
vgf
.
Energy
Bla
st
(
4
),
cm
.
condition
)
end
--效果一处理
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
c20106001.lua
View file @
ebc93bab
...
...
@@ -3,9 +3,9 @@ local cm,m,o=GetID()
function
cm
.
initial_effect
(
c
)
vgd
.
VgCard
(
c
)
--【起】【V】【1回合1次】:通过【费用】[计数爆发1],从你的牌堆里探寻至多1张与这个单位同名的卡,公开后加入手牌,然后牌堆洗切,这个回合中,这个单位的力量+10000。
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
DamageCo
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
vgd
.
AbilityAct
(
c
,
m
,
LOCATION_CIRCLE
,
cm
.
operation
,
vgf
.
CounterBla
st
(
1
),
vgf
.
VMonsterCondition
,
nil
,
1
)
--自】【V】:这个单位攻击先导者时,通过【费用】[能量爆发4],选择你的1张后防者,返回手牌,选择你的手牌中的至多1张等级3以下的单位卡,CALL到不存在单位的R上,这个回合中,那个单位的力量+10000。(能量爆发4是通过消费4个能量来支付!)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
vgf
.
Energy
Co
st
(
4
),
cm
.
condition
)
vgd
.
AbilityAuto
(
c
,
m
,
LOCATION_CIRCLE
,
EFFECT_TYPE_SINGLE
,
EVENT_ATTACK_ANNOUNCE
,
cm
.
operation2
,
vgf
.
Energy
Bla
st
(
4
),
cm
.
condition
)
end
--效果一处理
function
cm
.
operation
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
vgd.lua
View file @
ebc93bab
...
...
@@ -9,7 +9,7 @@ function vgd.VgCard(c)
VgD
.
Rule
(
c
)
VgD
.
Ride
(
c
)
VgD
.
CardTrigger
(
c
)
if
c
:
IsType
(
TYPE_
MONSTER
)
then
if
c
:
IsType
(
TYPE_
UNIT
)
then
VgD
.
CallToR
(
c
)
VgD
.
MonsterBattle
(
c
)
end
...
...
@@ -19,7 +19,7 @@ end
---@param c Card 要注册规则的卡
function
VgD
.
Rule
(
c
)
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e1
:
SetCode
(
EVENT_PHASE
+
PHASE_DRAW
)
e1
:
SetRange
(
LOCATION_ALL
)
e1
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
...
...
@@ -42,7 +42,7 @@ function VgD.Rule(c)
end
)
c
:
RegisterEffect
(
e1
)
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e2
:
SetCode
(
EVENT_BATTLED
)
e2
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e2
:
SetRange
(
LOCATION_ALL
)
...
...
@@ -56,7 +56,7 @@ function VgD.Rule(c)
end
)
c
:
RegisterEffect
(
e2
)
local
e3
=
Effect
.
CreateEffect
(
c
)
e3
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e3
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e3
:
SetCode
(
EVENT_PHASE_START
+
PHASE_STANDBY
)
e3
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e3
:
SetRange
(
LOCATION_ALL
)
...
...
@@ -79,7 +79,7 @@ function VgD.Rule(c)
e10
:
SetCondition
(
VgF
.
RuleCardCondtion
)
c
:
RegisterEffect
(
e10
)
local
e11
=
Effect
.
CreateEffect
(
c
)
e11
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e11
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e11
:
SetCode
(
EVENT_ADJUST
)
e11
:
SetRange
(
LOCATION_ALL
)
e11
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
...
...
@@ -127,7 +127,7 @@ end
---@param c Card 要注册骑升功能的卡
function
VgD
.
Ride
(
c
)
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e1
:
SetCode
(
EVENT_PREDRAW
)
e1
:
SetCountLimit
(
1
,
VgID
)
e1
:
SetRange
(
LOCATION_ALL
)
...
...
@@ -136,7 +136,7 @@ function VgD.Ride(c)
e1
:
SetOperation
(
VgD
.
RideOperation_lv0
)
c
:
RegisterEffect
(
e1
)
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e2
:
SetCode
(
EVENT_PHASE
+
PHASE_STANDBY
)
e2
:
SetRange
(
LOCATION_ALL
)
e2
:
SetCountLimit
(
1
,
VgID
+
1
)
...
...
@@ -189,7 +189,7 @@ function VgD.RideMaterialCheck(c, rc)
end
function
VgD
.
RideFilter1
(
c
,
lv
,
code
,
rc
)
local
tp
=
c
:
GetControler
()
if
not
c
:
IsType
(
TYPE_
MONSTER
)
then
return
false
end
if
not
c
:
IsType
(
TYPE_
UNIT
)
then
return
false
end
if
rc
:
IsAttribute
(
SKILL_SELF_RIDE
)
and
c
:
IsCode
(
code
)
then
return
false
end
if
(
c
:
IsLevel
(
lv
,
lv
+
1
)
and
c
:
IsLocation
(
LOCATION_HAND
))
then
return
VgD
.
RideMaterialCheck
(
c
,
rc
)
end
if
(
c
:
IsLevel
(
lv
+
1
)
and
c
:
IsLocation
(
LOCATION_RIDE
)
and
(
VgF
.
IsExistingMatchingCard
(
nil
,
tp
,
LOCATION_HAND
,
0
,
1
,
nil
)
or
(
Duel
.
IsPlayerAffectedByEffect
(
tp
,
AFFECT_CODE_OVERLAY_INSTEAD_WHEN_RIDE
)
and
VgF
.
GetVMonster
(
tp
):
GetOverlayCount
()
>
0
)))
then
return
VgD
.
RideMaterialCheck
(
c
,
rc
)
end
...
...
@@ -200,7 +200,7 @@ function VgD.DisCardRideFilter(c, e, lv, code, rc)
return
c
:
IsDiscardable
()
and
VgF
.
IsExistingMatchingCard
(
VgD
.
RideFilter1
,
tp
,
LOCATION_HAND
+
LOCATION_RIDE
,
0
,
1
,
c
,
lv
,
code
,
rc
)
end
function
VgD
.
RideFilter2
(
c
,
lv
,
code
,
rc
)
return
c
:
IsLevel
(
lv
)
and
c
:
IsType
(
TYPE_
MONSTER
)
and
c
:
IsCode
(
code
)
and
rc
:
IsAttribute
(
SKILL_SELF_RIDE
)
return
c
:
IsLevel
(
lv
)
and
c
:
IsType
(
TYPE_
UNIT
)
and
c
:
IsCode
(
code
)
and
rc
:
IsAttribute
(
SKILL_SELF_RIDE
)
end
function
VgD
.
RideCondition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
rc
=
Duel
.
GetMatchingGroup
(
VgF
.
VMonsterFilter
,
tp
,
LOCATION_CIRCLE
,
0
,
nil
):
GetFirst
()
...
...
@@ -241,7 +241,7 @@ function VgD.RideOperation(e, tp, eg, ep, ev, re, r, rp)
local
sc
=
sg
:
GetFirst
()
if
sc
:
IsLocation
(
LOCATION_RIDE
)
then
if
Duel
.
IsPlayerAffectedByEffect
(
tp
,
AFFECT_CODE_OVERLAY_INSTEAD_WHEN_RIDE
)
and
Duel
.
SelectYesNo
(
tp
,
VgF
.
Stringid
(
VgID
,
14
))
then
VgF
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
VgF
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
else
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_DISCARD
)
local
g
=
Duel
.
SelectMatchingCard
(
tp
,
VgD
.
DisCardRideFilter
,
tp
,
LOCATION_HAND
,
0
,
1
,
1
,
nil
,
e
,
lv
,
code
,
rc
)
...
...
@@ -255,8 +255,8 @@ function VgD.RideOperation(e, tp, eg, ep, ev, re, r, rp)
sc
:
SetMaterial
(
Group
.
FromCards
(
rc
))
VgF
.
Sendto
(
LOCATION_SOUL
,
Group
.
FromCards
(
rc
),
sc
)
VgF
.
Sendto
(
LOCATION_CIRCLE
,
sc
,
SUMMON_TYPE_RIDE
,
tp
,
0x20
)
if
VgF
.
IsExistingMatchingCard
(
Card
.
IsType
,
tp
,
LOCATION_RIDE
,
0
,
1
,
nil
,
TYPE_RIDE_
EMBLEM
)
then
local
tc
=
Duel
.
GetMatchingGroup
(
Card
.
IsType
,
tp
,
LOCATION_RIDE
,
0
,
nil
,
TYPE_RIDE_
EMBLEM
):
GetFirst
()
if
VgF
.
IsExistingMatchingCard
(
Card
.
IsType
,
tp
,
LOCATION_RIDE
,
0
,
1
,
nil
,
TYPE_RIDE_
CREST
)
then
local
tc
=
Duel
.
GetMatchingGroup
(
Card
.
IsType
,
tp
,
LOCATION_RIDE
,
0
,
nil
,
TYPE_RIDE_
CREST
):
GetFirst
()
VgF
.
Sendto
(
LOCATION_CREST
,
tc
,
tp
,
POS_FACEUP_DEFENSE
,
REASON_EFFECT
)
end
elseif
sel
==
0
or
(
sel
==
1
and
a
and
b
)
then
...
...
@@ -644,7 +644,7 @@ end
function
VgD
.
MonsterBattle
(
c
)
--攻击转守备
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
CONTINUOUS
)
e1
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
SET
)
e1
:
SetCode
(
EVENT_ATTACK_ANNOUNCE
)
e1
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e1
:
SetOperation
(
function
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
@@ -662,7 +662,7 @@ function VgD.MonsterBattle(c)
c
:
RegisterEffect
(
e1
)
--回合开始转攻
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e2
:
SetCode
(
EVENT_PREDRAW
)
e2
:
SetRange
(
LOCATION_ALL
)
e2
:
SetCountLimit
(
1
,
VgID
+
4
)
...
...
@@ -799,7 +799,7 @@ function VgD.MonsterBattle(c)
end
)
c
:
RegisterEffect
(
e7
)
local
e8
=
Effect
.
CreateEffect
(
c
)
e8
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e8
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e8
:
SetCode
(
EVENT_DAMAGE_STEP_END
)
e8
:
SetProperty
(
EFFECT_FLAG_DAMAGE_STEP
+
EFFECT_FLAG_CANNOT_DISABLE
+
EFFECT_FLAG_DELAY
)
e8
:
SetRange
(
LOCATION_ALL
)
...
...
@@ -886,7 +886,7 @@ function VgD.OverDress(c, filter)
e1
:
SetOperation
(
VgD
.
OverDressOperation
(
filter
))
c
:
RegisterEffect
(
e1
)
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
CONTINUOUS
)
e2
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
SET
)
e2
:
SetCode
(
EVENT_SPSUMMON_SUCCESS
)
e2
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e2
:
SetOperation
(
function
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
@@ -1029,7 +1029,7 @@ function VgD.AlchemagicCostFilter(c, e, tp, eg, ep, ev, re, r, rp, mc)
if
VgF
.
GetValueType
(
c_cos_val
)
~=
"number"
then
c_cos_val
=
0
end
local
both_cos_val
=
mc_cos_val
+
c_cos_val
--判断其他减少费用的效果
if
mc_cost_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
OVERLAY_CO
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
mc_cos_val
,
c_cos_val
,
both_cos_val
=
0
,
0
,
0
end
if
mc_cost_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
SOUL_BLA
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
mc_cos_val
,
c_cos_val
,
both_cos_val
=
0
,
0
,
0
end
local
mcg
=
VgF
.
GetMatchingGroup
(
mcfilter
[
mcv
],
tp
,
mc_cost_from
,
0
,
c
,
e
,
tp
)
local
cg
=
VgF
.
GetMatchingGroup
(
cfilter
[
cv
],
tp
,
c_cost_from
,
0
,
mc
,
e
,
tp
)
local
a
=
mcg
:
GetCount
()
<
mc_cos_val
...
...
@@ -1069,7 +1069,7 @@ function VgD.AlchemagicCostFilter(c, e, tp, eg, ep, ev, re, r, rp, mc)
local
c_cos_val
=
cval
[
cv
]
if
VgF
.
GetValueType
(
c_cos_val
)
~=
"number"
then
c_cos_val
=
0
end
--判断其他减少费用的效果
if
c_cost_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
OVERLAY_CO
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
c_cos_val
=
0
end
if
c_cost_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
SOUL_BLA
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
c_cos_val
=
0
end
if
c_cost_from
==
LOCATION_DAMAGE
and
Duel
.
GetFlagEffect
(
tp
,
10402010
)
>
0
then
local
c_10402010
=
Duel
.
GetFlagEffectLabel
(
tp
,
10402010
)
if
c_cos_val
>
c_10402010
then
c_cos_val
=
c_cos_val
-
c_10402010
...
...
@@ -1087,7 +1087,7 @@ function VgD.AlchemagicCostFilter(c, e, tp, eg, ep, ev, re, r, rp, mc)
local
mc_cos_val
=
mcval
[
mcv
]
if
VgF
.
GetValueType
(
mc_cos_val
)
~=
"number"
then
mc_cos_val
=
0
end
--判断其他减少费用的效果
if
mc_cost_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
OVERLAY_CO
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
mc_cos_val
=
0
end
if
mc_cost_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
SOUL_BLA
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
mc_cos_val
=
0
end
local
mcg
=
VgF
.
GetMatchingGroup
(
mcfilter
[
mcv
],
tp
,
mc_cost_from
,
0
,
c
,
e
,
tp
)
if
mc_cost_from
==
LOCATION_DAMAGE
and
Duel
.
GetFlagEffect
(
tp
,
10402010
)
>
0
then
local
c_10402010
=
Duel
.
GetFlagEffectLabel
(
tp
,
10402010
)
...
...
@@ -1105,7 +1105,7 @@ function VgD.AlchemagicCostFilter(c, e, tp, eg, ep, ev, re, r, rp, mc)
local
c_cos_val
=
mcval
[
cv
]
if
VgF
.
GetValueType
(
c_cos_val
)
~=
"number"
then
c_cos_val
=
0
end
--判断其他减少费用的效果
if
c_cost_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
OVERLAY_CO
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
c_cos_val
=
0
end
if
c_cost_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
SOUL_BLA
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
c_cos_val
=
0
end
local
cg
=
VgF
.
GetMatchingGroup
(
cfilter
[
cv
],
tp
,
c_cost_from
,
0
,
c
,
e
,
tp
)
if
c_cost_from
==
LOCATION_DAMAGE
and
Duel
.
GetFlagEffect
(
tp
,
10402010
)
>
0
then
local
c_10402010
=
Duel
.
GetFlagEffectLabel
(
tp
,
10402010
)
...
...
@@ -1219,12 +1219,12 @@ function VgD.AlchemagicCostOperation(c, bc, tp)
if
tg_val_bc_max
<
tg_val_bc
then
tg_val_bc_max
=
tg_val_bc
end
--判断其他减少费用的效果
--继承的少女 亨德莉娜
if
tg_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
OVERLAY_CO
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
if
tg_from
==
LOCATION_SOUL
and
Duel
.
GetFlagEffect
(
tp
,
AFFECT_CODE_
SOUL_BLA
ST_FREE_WHEN_ALCHEMAGIC
)
>
0
then
if
tg
:
GetCount
()
<
tg_val_c
+
tg_val_bc
or
tg
:
FilterCount
(
tg_filter_c
,
nil
)
<
tg_val_c
or
tg
:
FilterCount
(
tg_filter_bc
,
nil
)
<
tg_val_bc
then
Duel
.
ResetFlagEffect
(
tp
,
AFFECT_CODE_
OVERLAY_CO
ST_FREE_WHEN_ALCHEMAGIC
)
Duel
.
ResetFlagEffect
(
tp
,
AFFECT_CODE_
SOUL_BLA
ST_FREE_WHEN_ALCHEMAGIC
)
goto
continue
elseif
Duel
.
SelectYesNo
(
tp
,
VgF
.
Stringid
(
10401023
,
1
))
then
Duel
.
ResetFlagEffect
(
tp
,
AFFECT_CODE_
OVERLAY_CO
ST_FREE_WHEN_ALCHEMAGIC
)
Duel
.
ResetFlagEffect
(
tp
,
AFFECT_CODE_
SOUL_BLA
ST_FREE_WHEN_ALCHEMAGIC
)
goto
continue
end
end
...
...
@@ -1461,7 +1461,7 @@ function VgD.BeRidedByCard(c, m, filter, op, cost, con, tg, id)
local
desc
=
VgF
.
Stringid
(
m
,
id
or
2
)
-- set effect
local
e
=
Effect
.
CreateEffect
(
c
)
e
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
CONTINUOUS
)
e
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_
SET
)
e
:
SetCode
(
EVENT_BE_MATERIAL
)
e
:
SetProperty
(
EFFECT_FLAG_EVENT_PLAYER
)
e
:
SetCondition
(
VgD
.
BeRidedByCardCondition
(
con
,
filter
))
...
...
@@ -1618,7 +1618,7 @@ function VgD.TriggerCountUp(c, m, num, con, reset, hc)
hc
=
hc
and
VgF
.
ReturnCard
(
hc
)
or
c
-- set effect
local
e
=
Effect
.
CreateEffect
(
c
)
e
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
e
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e
:
SetRange
(
LOCATION_CIRCLE
)
e
:
SetCode
(
EVENT_CUSTOM
+
EVENT_TRIGGERCOUNTUP
)
e
:
SetProperty
(
EFFECT_FLAG_DELAY
)
...
...
@@ -1787,7 +1787,7 @@ function VgD.NightEffect(c, m)
return
e1
,
e2
end
function
VgD
.
NightFilter
(
c
)
return
not
c
:
IsSetCard
(
0x5040
)
and
c
:
IsType
(
TYPE_
CONTINUOUS
)
return
not
c
:
IsSetCard
(
0x5040
)
and
c
:
IsType
(
TYPE_
SET
)
end
---【永】【指令区】:对手在可以将后防者通常CALL出场的时段,对手可以将以下的效果执行。
...
...
@@ -1823,26 +1823,26 @@ function VgD.CallInPrisonCondition(val)
local
eg
,
ep
,
ev
,
re
,
r
,
rp
if
Duel
.
GetTurnPlayer
()
==
e
:
GetHandlerPlayer
()
then
return
false
end
if
val
==
1
then
return
(
VgF
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
VgF
.
IsExistingMatchingCard
(
VgD
.
CallInPrisonFilter
,
tp
,
LOCATION_HAND
,
0
,
1
,
nil
,
e
,
tp
))
return
(
VgF
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
VgF
.
IsExistingMatchingCard
(
VgD
.
CallInPrisonFilter
,
tp
,
LOCATION_HAND
,
0
,
1
,
nil
,
e
,
tp
))
elseif
val
==
2
then
return
(
VgF
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
VgF
.
IsExistingMatchingCard
(
VgD
.
CallInPrisonFilter
,
tp
,
LOCATION_HAND
,
0
,
2
,
nil
,
e
,
tp
))
return
(
VgF
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
0
)
and
VgF
.
IsExistingMatchingCard
(
VgD
.
CallInPrisonFilter
,
tp
,
LOCATION_HAND
,
0
,
2
,
nil
,
e
,
tp
))
end
end
end
function
VgD
.
CallInPrisonOperation
(
val
)
return
function
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
c
,
sg
,
og
)
if
val
==
1
then
VgF
.
OverlayCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
VgF
.
SoulBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
local
g
=
VgF
.
SelectMatchingCard
(
HINTMSG_CALL
,
e
,
tp
,
VgD
.
CallInPrisonFilter
,
tp
,
LOCATION_ORDER
,
0
,
1
,
1
,
nil
,
e
,
tp
)
if
g
:
GetFirst
():
IsType
(
TYPE_
MONSTER
)
then
if
g
:
GetFirst
():
IsType
(
TYPE_
UNIT
)
then
VgF
.
Sendto
(
LOCATION_CIRCLE
,
g
,
0
,
tp
)
else
VgF
.
Sendto
(
LOCATION_DROP
,
g
,
REASON_EFFECT
)
end
elseif
val
==
2
then
VgF
.
DamageCo
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
VgF
.
CounterBla
st
(
1
)(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
1
)
local
tg
=
VgF
.
SelectMatchingCard
(
HINTMSG_CALL
,
e
,
tp
,
VgD
.
CallInPrisonFilter
,
tp
,
LOCATION_ORDER
,
0
,
2
,
2
,
nil
,
e
,
tp
)
local
g
=
tg
:
Filter
(
Card
.
IsType
,
nil
,
TYPE_
MONSTER
)
local
g
=
tg
:
Filter
(
Card
.
IsType
,
nil
,
TYPE_
UNIT
)
if
g
:
GetCount
()
>
0
then
VgF
.
Sendto
(
LOCATION_CIRCLE
,
g
,
0
,
tp
)
tg
:
Sub
(
g
)
...
...
@@ -1856,7 +1856,7 @@ function VgD.CallInPrisonOperation(val)
end
end
function
VgD
.
CallInPrisonFilter
(
c
,
e
,
tp
)
return
c
:
GetFlagEffect
(
FLAG_IMPRISON
)
>
0
and
(
vgf
.
IsCanBeCalled
(
c
,
e
,
tp
)
or
not
c
:
IsType
(
TYPE_
MONSTER
))
return
c
:
GetFlagEffect
(
FLAG_IMPRISON
)
>
0
and
(
vgf
.
IsCanBeCalled
(
c
,
e
,
tp
)
or
not
c
:
IsType
(
TYPE_
UNIT
))
end
--其他----------------------------------------------------------------------------------------
...
...
@@ -1890,7 +1890,7 @@ function VgD.GlobalCheckEffect(c, m, code, con, op)
end
-- set effect
local
ge
=
Effect
.
CreateEffect
(
c
)
ge
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
CONTINUOUS
)
ge
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
ge
:
SetCode
(
code
)
if
con
then
ge
:
SetCondition
(
con
)
end
ge
:
SetOperation
(
op
)
...
...
vgdefinition.lua
View file @
ebc93bab
...
...
@@ -52,17 +52,18 @@ POS_ATTACK = 0x3 --攻击表示
POS_DEFENSE
=
0xc
--守备表示
NO_FLIP_EFFECT
=
0x10000
--不发动反转效果
--Types 卡片类型
TYPE_
MONSTER
=
0x1
--单位卡
TYPE_
SPELL
=
0x2
--指令卡
TYPE_
UNIT
=
0x1
--单位卡
TYPE_
ORDER
=
0x2
--指令卡
TYPE_TRAP
=
0x4
--标记
TYPE_NORMAL
=
0x20
--普通
TYPE_TRI
I
GER
=
0x80
--触发
TYPE_TRI
G
GER
=
0x80
--触发
TYPE_G
=
0x200
--G
TYPE_TOKEN
=
0x4000
--衍生
TYPE_QUICKPLAY
=
0x10000
--闪现
TYPE_CONTINUOUS
=
0x20000
--设置
TYPE_EMBLEM
=
0x100000
--纹章
TYPE_RIDE_EMBLEM
=
0x100044
--RIDE卡组纹章
TYPE_BLITZ
=
0x10000
--闪现
TYPE_SET
=
0x20000
--设置
TYPE_CREST
=
0x100000
--纹章
TYPE_RIDE_CREST
=
0x100044
--RIDE卡组纹章
--技能 --属性
SKILL_ALL
=
0x7f
--All
...
...
@@ -279,7 +280,7 @@ EFFECT_TYPE_TRIGGER_O = 0x0080 --诱发选发效果
EFFECT_TYPE_QUICK_O
=
0x0100
--诱发即时效果
EFFECT_TYPE_TRIGGER_F
=
0x0200
--诱发必发效果
EFFECT_TYPE_QUICK_F
=
0x0400
--诱发即时必发效果(熊猫龙等)
EFFECT_TYPE_
CONTINUOUS
=
0x0800
--由事件觸發的輔助用效果/永續效果
EFFECT_TYPE_
SET
=
0x0800
--由事件觸發的輔助用效果/永續效果
EFFECT_TYPE_XMATERIAL
=
0x1000
--作为超量素材时超量怪兽获得的效果(十二兽)
EFFECT_TYPE_GRANT
=
0x2000
--使其他卡片获得效果(天气模样)
EFFECT_TYPE_TARGET
=
0x4000
--影响持续取的对象的效果(基本只用于魔陷)
...
...
@@ -300,7 +301,7 @@ EFFECT_FLAG_BOTH_SIDE = 0x1000 --双方都能使用(部分场地,弹压)
EFFECT_FLAG_COPY_INHERIT
=
0x2000
--若由复制的效果產生則继承其Reset属性
EFFECT_FLAG_DAMAGE_STEP
=
0x4000
--可以在伤害步骤发动
EFFECT_FLAG_DAMAGE_CAL
=
0x8000
--可以在伤害计算时发动
EFFECT_FLAG_DELAY
=
0x10000
--場合型誘發效果、用於永續效果的EFFECT_TYPE_
CONTINUOUS
EFFECT_FLAG_DELAY
=
0x10000
--場合型誘發效果、用於永續效果的EFFECT_TYPE_
SET
EFFECT_FLAG_SINGLE_RANGE
=
0x20000
--只对自己有效
EFFECT_FLAG_UNCOPYABLE
=
0x40000
--不能复制的原始效果(效果外文本)
EFFECT_FLAG_OATH
=
0x80000
--誓约效果
...
...
@@ -638,7 +639,7 @@ EVENT_PREDRAW = 1113 --抽卡阶段通常抽卡前
EVENT_SUMMON_NEGATED
=
1114
--召唤被无效时
EVENT_FLIP_SUMMON_NEGATED
=
1115
--反转召唤被无效时
EVENT_SPSUMMON_NEGATED
=
1116
--特殊召唤被无效时
EVENT_SPSUMMON_SUCCESS_G_P
=
1117
--EFFECT_SPSUMMON_PROC_G特殊召唤成功前(只能使用EFFECT_TYPE_
CONTINUOUS
)
EVENT_SPSUMMON_SUCCESS_G_P
=
1117
--EFFECT_SPSUMMON_PROC_G特殊召唤成功前(只能使用EFFECT_TYPE_
SET
)
EVENT_CONTROL_CHANGED
=
1120
--控制权变更
EVENT_EQUIP
=
1121
--装备卡装备时
EVENT_ATTACK_ANNOUNCE
=
1130
--攻击宣言时
...
...
@@ -647,7 +648,7 @@ EVENT_BATTLE_START = 1132 --伤害步骤开始时(反转前)
EVENT_BATTLE_CONFIRM
=
1133
--伤害计算前(反转後)
EVENT_PRE_DAMAGE_CALCULATE
=
1134
--伤害计算时(羽斬)
EVENT_DAMAGE_CALCULATING
=
1135
--N/A
EVENT_PRE_BATTLE_DAMAGE
=
1136
--即将产生战斗伤害(只能使用EFFECT_TYPE_
CONTINUOUS
)
EVENT_PRE_BATTLE_DAMAGE
=
1136
--即将产生战斗伤害(只能使用EFFECT_TYPE_
SET
)
EVENT_BATTLE_END
=
1137
--N/A
EVENT_BATTLED
=
1138
--伤害计算后(异女、同反转效果时点)
EVENT_BATTLE_DESTROYING
=
1139
--以战斗破坏怪兽送去墓地时(BF- 苍炎之修罗)
...
...
@@ -726,7 +727,7 @@ OPCODE_ISATTRIBUTE = 0x40000104
DOUBLE_DAMAGE
=
-
2147483648
HALF_DAMAGE
=
-
2147483647
--Hint Message --提示消息,显示在窗口的上面
HINTMSG_LEAVEFIELD
=
500
--请选择要退场的卡
HINTMSG_LEAVEFIELD
=
500
--请选择要退场的卡
HINTMSG_DISCARD
=
501
--请选择要丢弃的手牌
HINTMSG_IMPRISON
=
502
--请选择要收容的卡
HINTMSG_REMOVE
=
503
--请选择要除外的卡
...
...
@@ -875,7 +876,7 @@ AFFECT_CODE_ALCHEMAGIC_DIFFERENT_NAME = VgID + 1 --魔合成(卡名不同
AFFECT_CODE_BOTH_WING
=
VgID
+
2
--你的卡片的白翼能力和黑翼能力两方均有效
AFFECT_CODE_NIGHT
=
VgID
+
3
--黑夜
AFFECT_CODE_DEEP_NIGHT
=
VgID
+
4
--深渊黑夜
AFFECT_CODE_
OVERLAY_CO
ST_FREE_WHEN_ALCHEMAGIC
=
VgID
+
5
--魔合成可以不支付灵魂爆发
AFFECT_CODE_
SOUL_BLA
ST_FREE_WHEN_ALCHEMAGIC
=
VgID
+
5
--魔合成可以不支付灵魂爆发
AFFECT_CODE_DEFENDER_CANNOT_TO_G_CIRCLE
=
VgID
+
6
--不能将守护者从手牌CALL到G上
...
...
vgfuncLib.lua
View file @
ebc93bab
...
...
@@ -561,7 +561,7 @@ end
function
VgF
.
IsAbleToGCircle
(
c
)
if
c
:
IsLocation
(
LOCATION_HAND
)
then
if
Duel
.
IsPlayerAffectedByEffect
(
c
:
GetControler
(),
AFFECT_CODE_DEFENDER_CANNOT_TO_G_CIRCLE
)
and
c
:
GetBaseDefense
()
==
0
then
return
false
end
return
c
:
IsType
(
TYPE_
MONSTER
)
return
c
:
IsType
(
TYPE_
UNIT
)
elseif
c
:
IsLocation
(
LOCATION_CIRCLE
)
then
return
c
:
IsAttribute
(
SKILL_BLOCK
)
and
VgF
.
IsSequence
(
c
,
0
,
4
)
and
c
:
IsLocation
(
LOCATION_CIRCLE
)
and
c
:
IsFaceup
()
end
...
...
@@ -570,7 +570,7 @@ end
---用于效果的Operation。它返回一个执行“[计数回充val]”的函数。
---@param val number 计数回充的数量
---@return function 效果的Operation函数
function
VgF
.
DamageFill
(
val
)
function
VgF
.
CounterCharge
(
val
)
return
function
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_POSCHANGE
)
...
...
@@ -581,7 +581,7 @@ function VgF.DamageFill(val)
end
---用于效果的Cost。它返回一个执行“【费用】[将这个单位放置到灵魂里]”的函数。
function
VgF
.
To
OverlayCost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
function
VgF
.
To
Soul
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
return
function
()
local
c
=
e
:
GetHandler
()
if
chk
==
0
then
return
c
:
IsRelateToEffect
(
e
)
end
...
...
@@ -623,7 +623,7 @@ end
---用于效果的Cost。它返回一个执行“【费用】[将手牌中的val张卡舍弃]”的函数。
---@param val number 要舍弃的卡的数量
---@return function 效果的Cost函数
function
VgF
.
Dis
CardCost
(
val
)
function
VgF
.
Dis
card
(
val
)
return
function
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
VgF
.
GetValueType
(
val
)
~=
"number"
then
return
0
end
local
c
=
e
:
GetHandler
()
...
...
@@ -646,7 +646,7 @@ end
---用于效果的Cost。它返回一个执行“【费用】[能量爆发val]”的函数。
---@param val number 能量爆发的数量
---@return function 效果的Cost函数
function
VgF
.
Energy
Co
st
(
val
)
function
VgF
.
Energy
Bla
st
(
val
)
return
function
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
VgF
.
GetValueType
(
val
)
~=
"number"
then
return
0
end
local
c
=
e
:
GetHandler
()
...
...
@@ -669,7 +669,7 @@ end
---用于效果的Cost。它返回一个执行“【费用】[灵魂爆发val]”的函数。
---@param val number 灵魂爆发的数量
---@return function 效果的Cost函数
function
VgF
.
OverlayCo
st
(
val
)
function
VgF
.
SoulBla
st
(
val
)
return
function
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
VgF
.
GetValueType
(
val
)
~=
"number"
then
return
0
end
local
c
=
e
:
GetHandler
()
...
...
@@ -692,7 +692,7 @@ end
---用于效果的Cost或Operation。它返回一个执行“【费用】[灵魂填充val]”的函数。
---@param val number 灵魂填充的数量
---@return function 效果的Cost或Operation函数
function
VgF
.
OverlayFill
(
val
)
function
VgF
.
SoulCharge
(
val
)
return
function
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
VgF
.
GetValueType
(
val
)
~=
"number"
then
return
0
end
local
c
=
e
:
GetHandler
()
...
...
@@ -717,7 +717,7 @@ end
---用于效果的Cost。它返回一个执行“【费用】[计数爆发val]”的函数。
---@param val number 计数爆发的数量
---@return function 效果的Cost函数
function
VgF
.
DamageCo
st
(
val
)
function
VgF
.
CounterBla
st
(
val
)
return
function
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
VgF
.
GetValueType
(
val
)
~=
"number"
then
return
0
end
local
c
=
e
:
GetHandler
()
...
...
@@ -808,7 +808,7 @@ function VgF.IsCanBeCalled(c, e, tp, sumtype, pos, zone)
if
VgF
.
GetValueType
(
pos
)
~=
"number"
then
pos
=
POS_FACEUP_ATTACK
end
if
VgF
.
GetValueType
(
zone
)
==
"string"
and
zone
==
"FromOverlayToV"
then
local
_
,
code
=
c
:
GetOriginalCode
()
return
Duel
.
IsPlayerCanSpecialSummonMonster
(
tp
,
code
,
nil
,
TYPE_
MONSTER
+
TYPE_NORMAL
,
c
:
GetBaseAttack
(),
c
:
GetBaseDefense
(),
c
:
GetOriginalLevel
(),
c
:
GetOriginalRace
(),
c
:
GetOriginalAttribute
())
return
Duel
.
IsPlayerCanSpecialSummonMonster
(
tp
,
code
,
nil
,
TYPE_
UNIT
+
TYPE_NORMAL
,
c
:
GetBaseAttack
(),
c
:
GetBaseDefense
(),
c
:
GetOriginalLevel
(),
c
:
GetOriginalRace
(),
c
:
GetOriginalAttribute
())
end
return
z
>
0
and
c
:
IsCanBeSpecialSummoned
(
e
,
sumtype
,
tp
,
false
,
false
,
pos
,
tp
,
zone
)
end
...
...
@@ -1091,7 +1091,7 @@ end
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
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e1
:
SetCode
(
code
)
e1
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e1
:
SetRange
(
LOCATION_ALL
)
...
...
@@ -1102,7 +1102,7 @@ function VgF.EffectReset(c, e, code, con)
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
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_
SET
)
e1
:
SetCode
(
code
)
e1
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e1
:
SetRange
(
LOCATION_ALL
)
...
...
@@ -1470,18 +1470,6 @@ function VgF.AddEffectWhenTrigger(c, m, op, cost, con, tg, chk)
cm
.
effect_when_trigger
=
{
op
,
cost
,
con
,
tg
,
chk
}
end
function
VgF
.
ShiftLocationFromString
(
str
)
local
loc
=
0
if
str
==
"POSCHANGE"
then
return
str
end
for
i
=
1
,
13
do
if
str
==
LOCATION_LIST_STRING
[
i
]
then
loc
=
LOCATION_LIST
[
i
]
break
end
end
return
loc
end
function
VgF
.
PlayerEffect
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
true
end
...
...
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