Commit ff9425c4 authored by xiaoye's avatar xiaoye

增加拥有效果(【自】【起】【永】)检测

parent 7e1a9ec5
...@@ -543,6 +543,8 @@ end ...@@ -543,6 +543,8 @@ end
--送去g区 --送去g区
function VgD.CardToG(c,cost,op) function VgD.CardToG(c,cost,op)
local cm=_G["c"..m]
if not cm.is_has_trigger then cm.is_has_trigger=true end
local type=EFFECT_TYPE_TRIGGER_F local type=EFFECT_TYPE_TRIGGER_F
if VgF.GetValueType(cost)=="function" then type=EFFECT_TYPE_TRIGGER_O end if VgF.GetValueType(cost)=="function" then type=EFFECT_TYPE_TRIGGER_O end
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
...@@ -1085,6 +1087,8 @@ end ...@@ -1085,6 +1087,8 @@ end
---@param con function|nil 效果的条件 ---@param con function|nil 效果的条件
---@param tg function|nil ---@param tg function|nil
function VgD.BeRidedByCard(c,m,code,op,cost,con,tg) function VgD.BeRidedByCard(c,m,code,op,cost,con,tg)
local cm=_G["c"..m]
if not cm.is_has_trigger then cm.is_has_trigger=true end
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_BE_MATERIAL) e1:SetCode(EVENT_BE_MATERIAL)
...@@ -1141,6 +1145,8 @@ end ...@@ -1141,6 +1145,8 @@ end
---@param count integer|nil 指示效果在同一回合内最多发动的次数 ---@param count integer|nil 指示效果在同一回合内最多发动的次数
---@param property integer|nil 指示效果的特殊属性。如确有必要填,请咨询群主。 ---@param property integer|nil 指示效果的特殊属性。如确有必要填,请咨询群主。
function VgD.EffectTypeTrigger(c,m,loc,typ,code,op,cost,con,tg,count,property,stringid) function VgD.EffectTypeTrigger(c,m,loc,typ,code,op,cost,con,tg,count,property,stringid)
local cm=_G["c"..m]
if not cm.is_has_trigger then cm.is_has_trigger=true end
local type2=EFFECT_TYPE_TRIGGER_F local type2=EFFECT_TYPE_TRIGGER_F
if VgF.GetValueType(cost)=="function" then type2=EFFECT_TYPE_TRIGGER_O end if VgF.GetValueType(cost)=="function" then type2=EFFECT_TYPE_TRIGGER_O end
if not typ then typ=EFFECT_TYPE_SINGLE end if not typ then typ=EFFECT_TYPE_SINGLE end
...@@ -1171,6 +1177,8 @@ end ...@@ -1171,6 +1177,8 @@ end
---@param count integer|nil 指示效果在同一回合内最多发动的次数 ---@param count integer|nil 指示效果在同一回合内最多发动的次数
---@param property integer|nil 指示效果的特殊属性。如确有必要填,请咨询群主。 ---@param property integer|nil 指示效果的特殊属性。如确有必要填,请咨询群主。
function VgD.EffectTypeIgnition(c,m,loc,op,cost,con,tg,count,property,stringid) function VgD.EffectTypeIgnition(c,m,loc,op,cost,con,tg,count,property,stringid)
local cm=_G["c"..m]
if not cm.is_has_ignition then cm.is_has_ignition=true end
if not loc then loc=LOCATION_MZONE end if not loc then loc=LOCATION_MZONE end
if not stringid then stringid=1 end if not stringid then stringid=1 end
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
...@@ -1243,6 +1251,8 @@ function VgD.ContinuousSpellOperation(e,tp,eg,ep,ev,re,r,rp) ...@@ -1243,6 +1251,8 @@ function VgD.ContinuousSpellOperation(e,tp,eg,ep,ev,re,r,rp)
VgF.Sendto(LOCATION_ORDER,c,tp,POS_FACEUP_ATTACK,REASON_RULE) VgF.Sendto(LOCATION_ORDER,c,tp,POS_FACEUP_ATTACK,REASON_RULE)
end end
function VgD.EffectTypeContinuousChangeAttack(c,m,typ,val,con,tg,loc_self,loc_op,reset,mc) function VgD.EffectTypeContinuousChangeAttack(c,m,typ,val,con,tg,loc_self,loc_op,reset,mc)
local cm=_G["c"..m]
if not cm.is_has_continuous and not reset then cm.is_has_continuous=true end
if VgF.GetValueType(mc)~="Card" then mc=c end if VgF.GetValueType(mc)~="Card" then mc=c end
if not typ then typ=EFFECT_TYPE_SINGLE end if not typ then typ=EFFECT_TYPE_SINGLE end
if not loc_self then loc_self=0 end if not loc_self then loc_self=0 end
...@@ -1259,6 +1269,8 @@ function VgD.EffectTypeContinuousChangeAttack(c,m,typ,val,con,tg,loc_self,loc_op ...@@ -1259,6 +1269,8 @@ function VgD.EffectTypeContinuousChangeAttack(c,m,typ,val,con,tg,loc_self,loc_op
mc:RegisterEffect(e1) mc:RegisterEffect(e1)
end end
function VgD.EffectTypeContinuousChangeDefense(c,m,typ,val,con,tg,loc_self,loc_op,reset,mc) function VgD.EffectTypeContinuousChangeDefense(c,m,typ,val,con,tg,loc_self,loc_op,reset,mc)
local cm=_G["c"..m]
if not cm.is_has_continuous and not reset then cm.is_has_continuous=true end
if VgF.GetValueType(mc)~="Card" then mc=c end if VgF.GetValueType(mc)~="Card" then mc=c end
if not typ then typ=EFFECT_TYPE_SINGLE end if not typ then typ=EFFECT_TYPE_SINGLE end
if not loc_self then loc_self=0 end if not loc_self then loc_self=0 end
...@@ -1275,6 +1287,8 @@ function VgD.EffectTypeContinuousChangeDefense(c,m,typ,val,con,tg,loc_self,loc_o ...@@ -1275,6 +1287,8 @@ function VgD.EffectTypeContinuousChangeDefense(c,m,typ,val,con,tg,loc_self,loc_o
mc:RegisterEffect(e1) mc:RegisterEffect(e1)
end end
function VgD.EffectTypeContinuousChangeStar(c,m,typ,val,con,tg,loc_self,loc_op,reset,mc) function VgD.EffectTypeContinuousChangeStar(c,m,typ,val,con,tg,loc_self,loc_op,reset,mc)
local cm=_G["c"..m]
if not cm.is_has_continuous and not reset then cm.is_has_continuous=true end
if VgF.GetValueType(mc)~="Card" then mc=c end if VgF.GetValueType(mc)~="Card" then mc=c end
if not typ then typ=EFFECT_TYPE_SINGLE end if not typ then typ=EFFECT_TYPE_SINGLE end
if not loc_self then loc_self=0 end if not loc_self then loc_self=0 end
...@@ -1293,7 +1307,9 @@ function VgD.EffectTypeContinuousChangeStar(c,m,typ,val,con,tg,loc_self,loc_op,r ...@@ -1293,7 +1307,9 @@ function VgD.EffectTypeContinuousChangeStar(c,m,typ,val,con,tg,loc_self,loc_op,r
e2:SetCode(EFFECT_UPDATE_RSCALE) e2:SetCode(EFFECT_UPDATE_RSCALE)
mc:RegisterEffect(e2) mc:RegisterEffect(e2)
end end
function VgD.TriggerCountUp(c,num,reset,tc) function VgD.TriggerCountUp(c,m,num,reset,tc)
local cm=_G["c"..m]
if not cm.is_has_continuous and not reset then cm.is_has_continuous=true end
if not reset then reset=0 end if not reset then reset=0 end
if tc then tc=VgF.ReturnCard(tc) else tc=c end if tc then tc=VgF.ReturnCard(tc) else tc=c end
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
...@@ -1337,7 +1353,9 @@ function VgD.GlobalCheckEffect(c,m,code,con,op) ...@@ -1337,7 +1353,9 @@ function VgD.GlobalCheckEffect(c,m,code,con,op)
end end
end end
function VgD.CannotBeTarget(c,con,val,loc) function VgD.CannotBeTarget(c,m,con,val,loc)
local cm=_G["c"..m]
if not cm.is_has_continuous then cm.is_has_continuous=true end
if not loc then loc=LOCATION_MZONE end if not loc then loc=LOCATION_MZONE end
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE) e1:SetType(EFFECT_TYPE_SINGLE)
...@@ -1352,7 +1370,9 @@ function VgD.CannotBeTarget(c,con,val,loc) ...@@ -1352,7 +1370,9 @@ function VgD.CannotBeTarget(c,con,val,loc)
end end
c:RegisterEffect(e1) c:RegisterEffect(e1)
end end
function VgD.NightEffect(c) function VgD.NightEffect(c,m)
local cm=_G["c"..m]
if not cm.is_has_continuous and not reset then cm.is_has_continuous=true end
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD) e1:SetType(EFFECT_TYPE_FIELD)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
...@@ -1365,7 +1385,9 @@ function VgD.NightEffect(c) ...@@ -1365,7 +1385,9 @@ function VgD.NightEffect(c)
end) end)
c:RegisterEffect(e1) c:RegisterEffect(e1)
end end
function VgD.DeepNightEffect(c) function VgD.DeepNightEffect(c,m)
local cm=_G["c"..m]
if not cm.is_has_continuous and not reset then cm.is_has_continuous=true end
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD) e1:SetType(EFFECT_TYPE_FIELD)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
......
...@@ -2,5 +2,5 @@ ...@@ -2,5 +2,5 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
vgd.CannotBeTarget(c,vgf.RMonsterCondition) vgd.CannotBeTarget(c,m,vgf.RMonsterCondition)
end end
\ No newline at end of file
...@@ -2,6 +2,7 @@ ...@@ -2,6 +2,7 @@
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
cm.is_has_continuous=true
vgd.BeRidedByCard(c,m,10103001,cm.operation,cm.cost) vgd.BeRidedByCard(c,m,10103001,cm.operation,cm.cost)
vgd.EffectTypeContinuousChangeAttack(c,m,EFFECT_TYPE_SINGLE,5000,cm.condition) vgd.EffectTypeContinuousChangeAttack(c,m,EFFECT_TYPE_SINGLE,5000,cm.condition)
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
local e1=Effect.CreateEffect(c) vgd.EffectTypeContinuousChangeAttack(c,m,EFFECT_TYPE_SINGLE,5000,cm.con)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e1:SetCode(EFFECT_UPDATE_ATTACK)
e1:SetRange(LOCATION_MZONE)
e1:SetCondition(cm.con)
e1:SetValue(5000)
c:RegisterEffect(e1)
end end
function cm.con(e) function cm.con(e)
local c=e:GetHandler() local c=e:GetHandler()
......
...@@ -3,7 +3,7 @@ function cm.initial_effect(c) ...@@ -3,7 +3,7 @@ function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op1,vgf.DamageCost(1),nil,nil,1) vgd.EffectTypeIgnition(c,m,LOCATION_MZONE,cm.op1,vgf.DamageCost(1),nil,nil,1)
vgd.EffectTypeContinuousChangeAttack(c,m,EFFECT_TYPE_SINGLE,10000,cm.con) vgd.EffectTypeContinuousChangeAttack(c,m,EFFECT_TYPE_SINGLE,10000,cm.con)
vgd.TriggerCountUp(c,1) vgd.TriggerCountUp(c,m,1)
end end
function cm.con(e,c) function cm.con(e,c)
local tp=e:GetHandler() local tp=e:GetHandler()
......
...@@ -18,7 +18,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp) ...@@ -18,7 +18,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local g=vgf.SelectMatchingCard(HINTMSG_CALL,e,tp,cm.filter,tp,LOCATION_HAND,0,1,1,nil,e,tp) local g=vgf.SelectMatchingCard(HINTMSG_CALL,e,tp,cm.filter,tp,LOCATION_HAND,0,1,1,nil,e,tp)
if vgf.Sendto(LOCATION_MZONE,g,SUMMON_VALUE_REVOLT,tp,0x20)>0 then if vgf.Sendto(LOCATION_MZONE,g,SUMMON_VALUE_REVOLT,tp,0x20)>0 then
local mg=Duel.GetOperatedGroup() local mg=Duel.GetOperatedGroup()
vgd.TriggerCountUp(c,-2,RESET_PHASE+PHASE_END,mg) vgd.TriggerCountUp(c,m,-2,RESET_PHASE+PHASE_END,mg)
end end
end end
function cm.condition(e,tp,eg,ep,ev,re,r,rp) function cm.condition(e,tp,eg,ep,ev,re,r,rp)
......
...@@ -36,5 +36,5 @@ function cm.op1(e,tp,eg,ep,ev,re,r,rp) ...@@ -36,5 +36,5 @@ function cm.op1(e,tp,eg,ep,ev,re,r,rp)
Duel.ConfirmCards(1-tp,g) Duel.ConfirmCards(1-tp,g)
vgf.Sendto(LOCATION_DECK,g,tp,SEQ_DECKTOP,REASON_EFFECT) vgf.Sendto(LOCATION_DECK,g,tp,SEQ_DECKTOP,REASON_EFFECT)
end end
vgd.TriggerCountUp(c,1,RESET_PHASE+PHASE_END) vgd.TriggerCountUp(c,m,1,RESET_PHASE+PHASE_END)
end end
\ No newline at end of file
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
cm.is_has_continuous=true
local e1=Effect.CreateEffect(c) local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD) e1:SetType(EFFECT_TYPE_FIELD)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
vgd.CannotBeTarget(c,vgf.RMonsterCondition) vgd.CannotBeTarget(c,m,vgf.RMonsterCondition)
vgd.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.op,nil,vgf.RMonsterCondition) vgd.EffectTypeTriggerWhenHitting(c,m,LOCATION_MZONE,EFFECT_TYPE_SINGLE,cm.op,nil,vgf.RMonsterCondition)
end end
function cm.op(e,tp,eg,ep,ev,re,r,rp) function cm.op(e,tp,eg,ep,ev,re,r,rp)
......
local cm,m,o=GetID() local cm,m,o=GetID()
function cm.initial_effect(c) function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
vgd.CannotBeTarget(c,vgf.RMonsterCondition) vgd.CannotBeTarget(c,m,vgf.RMonsterCondition)
end end
\ No newline at end of file
...@@ -3,8 +3,8 @@ function cm.initial_effect(c) ...@@ -3,8 +3,8 @@ function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
vgd.ContinuousSpell(c,vgf.OverlayCost(1)) vgd.ContinuousSpell(c,vgf.OverlayCost(1))
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.operation,nil,cm.condition) vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.operation,nil,cm.condition)
vgd.NightEffect(c)--黑夜 vgd.NightEffect(c,m)--黑夜
vgd.DeepNightEffect(c)--深渊黑夜 vgd.DeepNightEffect(c,m)--深渊黑夜
end end
function cm.operation(e,tp,eg,ep,ev,re,r,rp) function cm.operation(e,tp,eg,ep,ev,re,r,rp)
Duel.Draw(tp,1,REASON_EFFECT) Duel.Draw(tp,1,REASON_EFFECT)
......
...@@ -4,8 +4,8 @@ function cm.initial_effect(c) ...@@ -4,8 +4,8 @@ function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
vgd.ContinuousSpell(c,vgf.OverlayCost(1)) vgd.ContinuousSpell(c,vgf.OverlayCost(1))
vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.operation,nil,cm.condition) vgd.EffectTypeTrigger(c,m,nil,EFFECT_TYPE_SINGLE,EVENT_MOVE,cm.operation,nil,cm.condition)
vgd.NightEffect(c) vgd.NightEffect(c,m)
vgd.DeepNightEffect(c) vgd.DeepNightEffect(c,m)
end end
function cm.operation(e,tp,eg,ep,ev,re,r,rp) function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local g=vgf.SelectMatchingCard(HINTMSG_OPPO,e,tp,cm.filter,tp,0,LOCATION_MZONE,1,1,nil) local g=vgf.SelectMatchingCard(HINTMSG_OPPO,e,tp,cm.filter,tp,0,LOCATION_MZONE,1,1,nil)
......
...@@ -4,6 +4,7 @@ function cm.initial_effect(c) ...@@ -4,6 +4,7 @@ function cm.initial_effect(c)
vgf.VgCard(c) vgf.VgCard(c)
-- 【永】【后列的R】:这个单位的获得『支援』的技能,力量-2000。 -- 【永】【后列的R】:这个单位的获得『支援』的技能,力量-2000。
-- 支援 -- 支援
cm.is_has_continuous=true
local e2=Effect.CreateEffect(c) local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE) e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
......
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