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ygopro-rush-duel
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MyCard
ygopro-rush-duel
Commits
088d20ec
Commit
088d20ec
authored
Oct 08, 2025
by
未闻皂名
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Plain Diff
2025/10/8 新增:超战士的闪光,THE☆战斗撞击剑
parent
41add2b1
Pipeline
#40939
passed with stages
in 13 minutes and 12 seconds
Changes
4
Pipelines
1
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Showing
4 changed files
with
118 additions
and
2 deletions
+118
-2
RD Patch.cdb
RD Patch.cdb
+0
-0
script/RDCost.lua
script/RDCost.lua
+2
-2
script/c120293042.lua
script/c120293042.lua
+61
-0
script/c120293075.lua
script/c120293075.lua
+55
-0
No files found.
RD Patch.cdb
View file @
088d20ec
No preview for this file type
script/RDCost.lua
View file @
088d20ec
...
@@ -438,9 +438,9 @@ function RushDuel.CostChooseAction(hit1, hit2, hit3, filter1, check1, zone1, cou
...
@@ -438,9 +438,9 @@ function RushDuel.CostChooseAction(hit1, hit2, hit3, filter1, check1, zone1, cou
return
(
RushDuel
.
GroupAllCount
(
g
,
Card
.
IsLocation
,
count1
,
zone1
)
and
(
not
check1
or
check1
(
g
)))
or
return
(
RushDuel
.
GroupAllCount
(
g
,
Card
.
IsLocation
,
count1
,
zone1
)
and
(
not
check1
or
check1
(
g
)))
or
(
RushDuel
.
GroupAllCount
(
g
,
Card
.
IsLocation
,
count2
,
zone2
)
and
(
not
check2
or
check2
(
g
)))
(
RushDuel
.
GroupAllCount
(
g
,
Card
.
IsLocation
,
count2
,
zone2
)
and
(
not
check2
or
check2
(
g
)))
end
,
false
,
min
,
max
)
end
,
false
,
min
,
max
)
if
sg
:
GetCount
(
)
==
count1
and
(
not
check1
or
check1
(
sg
))
then
if
sg
:
FilterCount
(
filter1
,
nil
)
==
count1
and
(
not
check1
or
check1
(
sg
))
then
action1
(
sg
,
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
action1
(
sg
,
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
elseif
sg
:
GetCount
(
)
==
count2
and
(
not
check2
or
check2
(
sg
))
then
elseif
sg
:
FilterCount
(
filter2
,
nil
)
==
count2
and
(
not
check2
or
check2
(
sg
))
then
action2
(
sg
,
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
action2
(
sg
,
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
end
end
end
end
...
...
script/c120293042.lua
0 → 100644
View file @
088d20ec
local
cm
,
m
=
GetID
()
local
list
=
{
120293001
}
cm
.
name
=
"超战士的闪光"
function
cm
.
initial_effect
(
c
)
RD
.
AddCodeList
(
c
,
list
)
--Activate
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetCategory
(
CATEGORY_POSITION
)
e1
:
SetType
(
EFFECT_TYPE_ACTIVATE
)
e1
:
SetCode
(
EVENT_SUMMON_SUCCESS
)
e1
:
SetProperty
(
EFFECT_FLAG_DAMAGE_STEP
)
e1
:
SetCondition
(
cm
.
condition
)
e1
:
SetCost
(
cm
.
cost
)
e1
:
SetTarget
(
cm
.
target
)
e1
:
SetOperation
(
cm
.
activate
)
c
:
RegisterEffect
(
e1
)
local
e2
=
e1
:
Clone
()
e2
:
SetCode
(
EVENT_SPSUMMON_SUCCESS
)
c
:
RegisterEffect
(
e2
)
end
--Activate
function
cm
.
confilter
(
c
,
tp
)
return
c
:
GetSummonPlayer
()
==
tp
end
function
cm
.
costfilter1
(
c
)
return
c
:
IsAbleToDeckAsCost
()
end
function
cm
.
costfilter2
(
c
,
e
,
tp
)
return
c
:
IsFaceup
()
and
c
:
IsCode
(
list
[
1
])
and
RD
.
IsCanChangePosition
(
c
,
e
,
tp
,
REASON_COST
)
end
function
cm
.
filter
(
c
,
e
,
tp
)
return
c
:
IsFaceup
()
and
RD
.
IsCanChangePosition
(
c
,
e
,
tp
,
REASON_EFFECT
)
and
c
:
IsCanTurnSet
()
end
function
cm
.
exfilter
(
c
)
return
c
:
IsFaceup
()
and
c
:
IsCode
(
list
[
1
])
end
function
cm
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
eg
:
IsExists
(
cm
.
confilter
,
1
,
nil
,
1
-
tp
)
end
cm
.
cost
=
RD
.
CostChooseAction
(
HINTMSG_TODECK
,
HINTMSG_POSCHANGE
,
aux
.
Stringid
(
m
,
1
),
cm
.
costfilter1
,
nil
,
LOCATION_HAND
,
1
,
function
(
g
,
e
,
tp
)
RD
.
SendToDeckSort
(
g
,
SEQ_DECKBOTTOM
,
REASON_COST
,
tp
)
end
,
cm
.
costfilter2
,
nil
,
LOCATION_MZONE
,
1
,
function
(
g
,
e
,
tp
)
RD
.
ChangePosition
(
g
,
e
,
tp
,
REASON_COST
)
end
)
function
cm
.
target
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
Duel
.
IsExistingMatchingCard
(
cm
.
filter
,
tp
,
0
,
LOCATION_MZONE
,
1
,
nil
,
e
,
tp
)
end
local
g
=
Duel
.
GetMatchingGroup
(
cm
.
filter
,
tp
,
0
,
LOCATION_MZONE
,
nil
,
e
,
tp
)
Duel
.
SetOperationInfo
(
0
,
CATEGORY_POSITION
,
g
,
1
,
0
,
0
)
end
function
cm
.
activate
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
filter
=
RD
.
Filter
(
cm
.
filter
,
e
,
tp
)
local
max
=
1
if
Duel
.
IsExistingMatchingCard
(
cm
.
exfilter
,
tp
,
LOCATION_ONFIELD
,
0
,
1
,
nil
)
then
max
=
2
end
RD
.
SelectAndDoAction
(
HINTMSG_SET
,
filter
,
tp
,
0
,
LOCATION_MZONE
,
1
,
max
,
nil
,
function
(
g
)
RD
.
ChangePosition
(
g
,
e
,
tp
,
REASON_EFFECT
,
POS_FACEDOWN_DEFENSE
)
end
)
end
\ No newline at end of file
script/c120293075.lua
0 → 100644
View file @
088d20ec
local
cm
,
m
=
GetID
()
cm
.
name
=
"THE☆战斗撞击剑"
function
cm
.
initial_effect
(
c
)
--Activate
RD
.
RegisterEquipEffect
(
c
,
nil
,
nil
,
cm
.
target
)
--Atk Up
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetType
(
EFFECT_TYPE_EQUIP
)
e1
:
SetCode
(
EFFECT_UPDATE_ATTACK
)
e1
:
SetValue
(
200
)
c
:
RegisterEffect
(
e1
)
--Cannot Activate
local
e2
=
Effect
.
CreateEffect
(
c
)
e2
:
SetType
(
EFFECT_TYPE_FIELD
)
e2
:
SetCode
(
EFFECT_CANNOT_ACTIVATE
)
e2
:
SetProperty
(
EFFECT_FLAG_PLAYER_TARGET
)
e2
:
SetRange
(
LOCATION_SZONE
)
e2
:
SetTargetRange
(
0
,
1
)
e2
:
SetCondition
(
cm
.
eqcon
)
e2
:
SetValue
(
cm
.
limit
)
c
:
RegisterEffect
(
e2
)
--Position
local
e3
=
Effect
.
CreateEffect
(
c
)
e3
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e3
:
SetCode
(
EVENT_DAMAGE_STEP_END
)
e3
:
SetRange
(
LOCATION_SZONE
)
e3
:
SetCondition
(
cm
.
poscon
)
e3
:
SetOperation
(
cm
.
posop
)
c
:
RegisterEffect
(
e3
)
end
--Activate
function
cm
.
target
(
c
,
e
,
tp
)
return
c
:
IsControler
(
tp
)
and
c
:
IsFaceup
()
end
--Cannot Activate
function
cm
.
eqcon
(
e
)
return
e
:
GetHandler
():
GetEquipTarget
()
~=
nil
end
function
cm
.
limit
(
e
,
re
,
tp
)
local
tc
=
re
:
GetHandler
()
return
tc
:
IsType
(
TYPE_EQUIP
)
and
re
:
IsHasType
(
EFFECT_TYPE_ACTIVATE
)
and
re
:
IsActiveType
(
TYPE_SPELL
)
end
--Position
function
cm
.
poscon
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
tc
=
Duel
.
GetAttackTarget
()
return
e
:
GetHandler
():
GetEquipTarget
()
==
Duel
.
GetAttacker
()
and
tc
and
tc
:
IsDefensePos
()
and
not
tc
:
IsStatus
(
STATUS_BATTLE_DESTROYED
)
end
function
cm
.
posop
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
tc
=
Duel
.
GetAttackTarget
()
if
tc
:
IsRelateToBattle
()
and
tc
:
IsDefensePos
()
then
Duel
.
Hint
(
HINT_CARD
,
0
,
m
)
Duel
.
ChangePosition
(
tc
,
POS_FACEUP_ATTACK
)
end
end
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