Commit 25e78e16 authored by 未闻皂名's avatar 未闻皂名

2022/10/14 新增:电子龙新卡,更新翻译,模块化融合

parent 775fbc3c
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......@@ -2,58 +2,58 @@
RushDuel = RushDuel or {}
-- 赋予: 攻守升降
function RushDuel.AttachAtkDef(e, card, atk, def, reset)
function RushDuel.AttachAtkDef(e, card, atk, def, reset, forced)
if atk ~= nil and atk ~= 0 then
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_UPDATE_ATTACK, atk, reset)
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_UPDATE_ATTACK, atk, reset, forced)
end
if def ~= nil and def ~= 0 and RushDuel.IsCanChangeDef(card) then
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_UPDATE_DEFENSE, def, reset)
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_UPDATE_DEFENSE, def, reset, forced)
end
end
-- 赋予: 等级升降
function RushDuel.AttachLevel(e, card, level, reset)
return RushDuel.CreateSingleEffect(e, nil, card, EFFECT_UPDATE_LEVEL, level, reset)
function RushDuel.AttachLevel(e, card, level, reset, forced)
return RushDuel.CreateSingleEffect(e, nil, card, EFFECT_UPDATE_LEVEL, level, reset, forced)
end
-- 赋予: 直接攻击
function RushDuel.AttachDirectAttack(e, card, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_DIRECT_ATTACK, nil, reset)
function RushDuel.AttachDirectAttack(e, card, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_DIRECT_ATTACK, nil, reset, forced)
end
-- 赋予: 贯通
function RushDuel.AttachPierce(e, card, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_PIERCE, nil, reset)
function RushDuel.AttachPierce(e, card, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_PIERCE, nil, reset, forced)
end
-- 赋予: 多次攻击
function RushDuel.AttachExtraAttack(e, card, value, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_EXTRA_ATTACK, value, reset)
function RushDuel.AttachExtraAttack(e, card, value, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_EXTRA_ATTACK, value, reset, forced)
end
-- 赋予: 多次攻击 (怪兽限定)
function RushDuel.AttachExtraAttackMonster(e, card, value, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_EXTRA_ATTACK_MONSTER, value, reset)
function RushDuel.AttachExtraAttackMonster(e, card, value, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_EXTRA_ATTACK_MONSTER, value, reset, forced)
end
-- 赋予: 全体攻击
function RushDuel.AttachAttackAll(e, card, value, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_ATTACK_ALL, value, reset)
function RushDuel.AttachAttackAll(e, card, value, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_ATTACK_ALL, value, reset, forced)
end
-- 赋予: 双重解放
function RushDuel.AttachDoubleTribute(e, card, value, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_DOUBLE_TRIBUTE, value, reset)
function RushDuel.AttachDoubleTribute(e, card, value, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_DOUBLE_TRIBUTE, value, reset, forced)
end
-- 赋予: 效果战斗抗性
function RushDuel.AttachBattleIndes(e, card, value, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_INDESTRUCTABLE_BATTLE, value, reset)
function RushDuel.AttachBattleIndes(e, card, value, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_INDESTRUCTABLE_BATTLE, value, reset, forced)
end
-- 赋予: 效果破坏抗性
function RushDuel.AttachEffectIndes(e, card, value, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_INDESTRUCTABLE_EFFECT, value, reset)
function RushDuel.AttachEffectIndes(e, card, value, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_INDESTRUCTABLE_EFFECT, value, reset, forced)
end
-- 赋予: 战斗, 效果破坏抗性 (有次数限制)
function RushDuel.AttachIndesCount(e, card, count, value, desc, reset)
local e1 = RushDuel.CreateSingleEffect(e, desc, card, EFFECT_INDESTRUCTABLE_COUNT, value, reset)
function RushDuel.AttachIndesCount(e, card, count, value, desc, reset, forced)
local e1 = RushDuel.CreateSingleEffect(e, desc, card, EFFECT_INDESTRUCTABLE_COUNT, value, reset, forced)
e1:SetCountLimit(count)
return e1
end
-- 赋予: 攻击宣言时特效
function RushDuel.AttachAttackAnnounce(e, card, operation, desc, reset)
function RushDuel.AttachAttackAnnounce(e, card, operation, desc, reset, forced)
local e1 = Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_ATTACK_ANNOUNCE)
......@@ -63,7 +63,7 @@ function RushDuel.AttachAttackAnnounce(e, card, operation, desc, reset)
e1:SetProperty(EFFECT_FLAG_CLIENT_HINT)
end
e1:SetReset(reset)
card:RegisterEffect(e1)
card:RegisterEffect(e1, forced)
return e1
end
-- 赋予: 回合结束时特效
......@@ -91,50 +91,50 @@ function RushDuel.AttachEndPhase(e, card, player, code, operation, desc)
return e1
end
-- 赋予: 不能攻击
function RushDuel.AttachCannotAttack(e, card, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_CANNOT_ATTACK, nil, reset)
function RushDuel.AttachCannotAttack(e, card, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_CANNOT_ATTACK, nil, reset, forced)
end
-- 赋予: 不能直接攻击
function RushDuel.AttachCannotDirectAttack(e, card, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_CANNOT_DIRECT_ATTACK, nil, reset)
function RushDuel.AttachCannotDirectAttack(e, card, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_CANNOT_DIRECT_ATTACK, nil, reset, forced)
end
-- 赋予: 不能选择攻击目标
function RushDuel.AttachCannotSelectBattleTarget(e, card, value, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_CANNOT_SELECT_BATTLE_TARGET, value, reset)
function RushDuel.AttachCannotSelectBattleTarget(e, card, value, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_CANNOT_SELECT_BATTLE_TARGET, value, reset, forced)
end
-- 赋予: 不能用于上级召唤而解放
function RushDuel.AttachCannotTribute(e, card, value, desc, reset)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_UNRELEASABLE_SUM, value, reset)
function RushDuel.AttachCannotTribute(e, card, value, desc, reset, forced)
return RushDuel.CreateSingleEffect(e, desc, card, EFFECT_UNRELEASABLE_SUM, value, reset, forced)
end
-- 赋予: 变更原本攻守
function RushDuel.SetBaseAtkDef(e, card, atk, def, reset)
function RushDuel.SetBaseAtkDef(e, card, atk, def, reset, forced)
if atk ~= nil then
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SET_BASE_ATTACK, atk, reset)
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SET_BASE_ATTACK, atk, reset, forced)
end
if def ~= nil and RushDuel.IsCanChangeDef(card) then
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SET_BASE_DEFENSE, def, nil, reset)
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SET_BASE_DEFENSE, def, reset, forced)
end
end
-- 赋予: 交换原本攻守
function RushDuel.SwapBaseAtkDef(e, card, reset)
function RushDuel.SwapBaseAtkDef(e, card, reset, forced)
if RushDuel.IsCanChangeDef(card) then
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SWAP_BASE_AD, nil, reset)
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SWAP_BASE_AD, nil, reset, forced)
end
end
-- 赋予: 交换当前攻守
function RushDuel.SwapAtkDef(e, card, reset)
function RushDuel.SwapAtkDef(e, card, reset, forced)
if RushDuel.IsCanChangeDef(card) then
local atk = card:GetAttack()
local def = card:GetDefense()
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SET_ATTACK_FINAL, def, reset)
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SET_DEFENSE_FINAL, atk, reset)
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SET_ATTACK_FINAL, def, reset, forced)
RushDuel.CreateSingleEffect(e, nil, card, EFFECT_SET_DEFENSE_FINAL, atk, reset, forced)
end
end
-- 赋予: 改变属性
function RushDuel.ChangeAttribute(e, card, attribute, reset)
return RushDuel.CreateSingleEffect(e, nil, card, EFFECT_CHANGE_ATTRIBUTE, attribute, reset)
function RushDuel.ChangeAttribute(e, card, attribute, reset, forced)
return RushDuel.CreateSingleEffect(e, nil, card, EFFECT_CHANGE_ATTRIBUTE, attribute, reset, forced)
end
-- 赋予: 改变种族
function RushDuel.ChangeRace(e, card, race, reset)
return RushDuel.CreateSingleEffect(e, nil, card, EFFECT_CHANGE_RACE, race, reset)
function RushDuel.ChangeRace(e, card, race, reset, forced)
return RushDuel.CreateSingleEffect(e, nil, card, EFFECT_CHANGE_RACE, race, reset, forced)
end
......@@ -168,7 +168,7 @@ function RushDuel.CreateOnlySoleAttackEffect(e, code, player, s_range, o_range,
Duel.RegisterEffect(e2, player)
end
-- 创建效果: Buff类效果
function RushDuel.CreateSingleEffect(e, desc, card, code, value, reset)
function RushDuel.CreateSingleEffect(e, desc, card, code, value, reset, forced)
local e1 = Effect.CreateEffect(e:GetHandler())
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(code)
......@@ -182,7 +182,7 @@ function RushDuel.CreateSingleEffect(e, desc, card, code, value, reset)
if reset ~= nil then
e1:SetReset(reset)
end
card:RegisterEffect(e1)
card:RegisterEffect(e1, forced)
return e1
end
-- 创建效果: 选择效果 (自动生成Target和Operation)
......
-- Rush Duel 融合术/结合
RushDuel = RushDuel or {}
-- 添加 融合术/结合 素材
function RushDuel.AddFusionProcedure(card, ...)
Auxiliary.AddFusionProcMix(card, true, true, table.unpack({...}))
end
-- 创建效果: 融合术/结合 召唤
function RushDuel.CreateFusionEffect(card, matfilter, spfilter, exfilter, s_range, o_range, target_action, operation_action)
local e = Effect.CreateEffect(card)
e:SetCategory(CATEGORY_SPECIAL_SUMMON + CATEGORY_FUSION_SUMMON)
e:SetTarget(RushDuel.FusionTarget(matfilter, spfilter, exfilter, s_range, o_range, target_action))
e:SetOperation(RushDuel.FusionOperation(matfilter, spfilter, exfilter, s_range, o_range, operation_action))
return e
end
function RushDuel.FusionMaterialFilter(c, filter, e)
return (not filter or filter(c)) and (not e or not c:IsImmuneToEffect(e))
end
function RushDuel.FusionSpecialSummonFilter(c, e, tp, m, f, chkf, filter)
return c:IsType(TYPE_FUSION) and (not filter or filter(c)) and (not f or f(c)) and c:IsCanBeSpecialSummoned(e, SUMMON_TYPE_FUSION, tp, false, false) and c:CheckFusionMaterial(m, nil, chkf)
end
function RushDuel.FusionTarget(matfilter, spfilter, exfilter, s_range, o_range, action)
return function(e, tp, eg, ep, ev, re, r, rp, chk)
if chk == 0 then
local chkf = tp
local mg1 = Duel.GetFusionMaterial(tp):Filter(RushDuel.FusionMaterialFilter, nil, matfilter)
if s_range ~= 0 or o_range ~= 0 then
local mg2 = Duel.GetMatchingGroup(exfilter, tp, s_range, o_range, nil)
mg1:Merge(mg2)
end
local res = Duel.IsExistingMatchingCard(RushDuel.FusionSpecialSummonFilter, tp, LOCATION_EXTRA, 0, 1, nil, e, tp, mg1, nil, chkf, spfilter)
if not res then
local ce = Duel.GetChainMaterial(tp)
if ce ~= nil then
local fgroup = ce:GetTarget()
local mg3 = fgroup(ce, e, tp)
local mf = ce:GetValue()
res = Duel.IsExistingMatchingCard(RushDuel.FusionSpecialSummonFilter, tp, LOCATION_EXTRA, 0, 1, nil, e, tp, mg3, mf, chkf, spfilter)
end
end
return res
end
if action ~= nil then
action(e, tp, eg, ep, ev, re, r, rp)
end
Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, nil, 1, tp, LOCATION_EXTRA)
end
end
function RushDuel.FusionOperation(matfilter, spfilter, exfilter, s_range, o_range, action)
return function(e, tp, eg, ep, ev, re, r, rp)
local chkf = tp
local mg1 = Duel.GetFusionMaterial(tp):Filter(RushDuel.FusionMaterialFilter, nil, matfilter, e)
if s_range ~= 0 or o_range ~= 0 then
local mg2 = Duel.GetMatchingGroup(exfilter, tp, s_range, o_range, nil, e)
mg1:Merge(mg2)
end
local sg1 = Duel.GetMatchingGroup(RushDuel.FusionSpecialSummonFilter, tp, LOCATION_EXTRA, 0, nil, e, tp, mg1, nil, chkf, spfilter)
local mg3 = nil
local sg2 = nil
local ce = Duel.GetChainMaterial(tp)
if ce ~= nil then
local fgroup = ce:GetTarget()
mg3 = fgroup(ce, e, tp)
local mf = ce:GetValue()
sg2 = Duel.GetMatchingGroup(RushDuel.FusionSpecialSummonFilter, tp, LOCATION_EXTRA, 0, nil, e, tp, mg3, mf, chkf, spfilter)
end
local mat = nil
local fc = nil
if sg1:GetCount() > 0 or (sg2 ~= nil and sg2:GetCount() > 0) then
local sg = sg1:Clone()
if sg2 then
sg:Merge(sg2)
end
Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON)
local tg = sg:Select(tp, 1, 1, nil)
fc = tg:GetFirst()
if sg1:IsContains(fc) and (sg2 == nil or not sg2:IsContains(fc) or not Duel.SelectYesNo(tp, ce:GetDescription())) then
mat = Duel.SelectFusionMaterial(tp, fc, mg1, nil, chkf)
fc:SetMaterial(mat)
Duel.SendtoGrave(mat, REASON_EFFECT + REASON_MATERIAL + REASON_FUSION)
Duel.BreakEffect()
Duel.SpecialSummon(fc, SUMMON_TYPE_FUSION, tp, tp, false, false, POS_FACEUP)
else
mat = Duel.SelectFusionMaterial(tp, fc, mg3, nil, chkf)
local fop = ce:GetOperation()
fop(ce, e, tp, fc, mat)
end
fc:CompleteProcedure()
end
if action ~= nil then
action(e, tp, eg, ep, ev, re, r, rp, mat, fc)
end
end
end
......@@ -5,7 +5,7 @@ cm.name="马赫机械猎鹰"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[1],true,true)
RD.AddFusionProcedure(c,list[1],list[1])
--Recover
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="阴阳极士 道摩"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="钢铁徽章之阿修罗明星"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="钢铁徽章之弗栗多明星"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="钢铁徽章之赫拉克勒斯明星"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="钢铁徽章之拉冬明星"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="魔导骑士-七魔导骑士"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="耳语火星妖精少女"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--To Deck
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="落单集魔"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[1],true,true)
RD.AddFusionProcedure(c,list[1],list[1])
--Special Summon
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="斗牛机器栗子"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--To Hand
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="超击龙 星齿车戒龙F"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),nil,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="月轮龙 本影枪骑兵F"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="龙队足垒球大师"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Destroy
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="音痴啸叫表演者"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Damage
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="化学药剂师·紫"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Draw
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="三日月之剑豪将军"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Indes
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="恐敏之猫头鹰随从"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Special Summon
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="千分率毫米鳞虫高等回旋粒子机"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Draw
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="祸福之翔天龙"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Discard Deck
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="极超成金恐龙王"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="漆黑社员王 巨恶德话术大王"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,5 +5,5 @@ cm.name="迷宫的魔战车"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
end
\ No newline at end of file
......@@ -3,40 +3,12 @@ local cm=_G["c"..m]
cm.name="融合术"
function cm.initial_effect(c)
--Activate
local e1=Effect.CreateEffect(c)
e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_FUSION_SUMMON)
local e1=RD.CreateFusionEffect(c,cm.matfilter,nil,nil,0,0)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetTarget(cm.target)
e1:SetOperation(cm.activate)
c:RegisterEffect(e1)
end
--Activate
function cm.matfilter(c,e)
return c:IsFaceup() and c:IsOnField() and (not e or not c:IsImmuneToEffect(e))
end
function cm.spfilter(c,e,tp,m,f,chkf)
return c:IsType(TYPE_FUSION) and (not f or f(c))
and c:IsCanBeSpecialSummoned(e,SUMMON_TYPE_FUSION,tp,false,false) and c:CheckFusionMaterial(m,nil,chkf)
end
function cm.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then
local mg=Duel.GetFusionMaterial(tp):Filter(cm.matfilter,nil)
return Duel.IsExistingMatchingCard(cm.spfilter,tp,LOCATION_EXTRA,0,1,nil,e,tp,mg,nil,tp)
end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_EXTRA)
end
function cm.activate(e,tp,eg,ep,ev,re,r,rp)
local mg=Duel.GetFusionMaterial(tp):Filter(cm.matfilter,nil,e)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local sg=Duel.SelectMatchingCard(tp,cm.spfilter,tp,LOCATION_EXTRA,0,1,1,nil,e,tp,mg,nil,tp)
if sg:GetCount()>0 then
local tc=sg:GetFirst()
local mat=Duel.SelectFusionMaterial(tp,tc,mg,nil,tp)
tc:SetMaterial(mat)
Duel.SendtoGrave(mat,REASON_EFFECT+REASON_MATERIAL+REASON_FUSION)
Duel.BreakEffect()
Duel.SpecialSummon(tc,SUMMON_TYPE_FUSION,tp,tp,false,false,POS_FACEUP)
tc:CompleteProcedure()
end
function cm.matfilter(c)
return c:IsFaceup() and c:IsOnField()
end
\ No newline at end of file
......@@ -5,7 +5,7 @@ cm.name="混沌之勇者 莱达克罗斯·灰浊"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="可能甜心:D 驱动现场演奏"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),nil,cm.eff1op,aux.Stringid(m,2),nil,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="天翔流丽 雅灭铁拉丝"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),nil,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="报道舰轰铠号 疾风迅雷"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Down
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="火面特忍 肉增量音爆极粗面"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Damage & Draw
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="火面特忍 味噌快熟方便面"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Pierce
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="提坦狩人"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Destroy
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="芬里尔领导·苏尔"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Draw
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,5 +5,5 @@ cm.name="炎之剑士"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
end
\ No newline at end of file
......@@ -5,7 +5,7 @@ cm.name="天翔流那 岂灭铁拉丝"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="梦幻刃龙 建造梦幻亚龙"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Destroy
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="七星道最上级魔术师"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
......
......@@ -5,7 +5,7 @@ cm.name="胧击龙 星齿车戒幻龙F"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="无限之浪漫式闪电吉他"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),nil,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="同胞英雄"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[1],true,true)
RD.AddFusionProcedure(c,list[1],list[1])
--To Hand
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="天翔流丽 谢灭铁拉斯"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="花牙绚烂名花·绘都兰世"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[1],true,true)
RD.AddFusionProcedure(c,list[1],list[1])
--Special Summon
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="花牙潜攻 佐武真凛·突伽"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Destroy
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="钢铁徽章之眼镜王蛇明星"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="波塞鱼历险者"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="火浇摩天鱼"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--To Hand
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="上等草肚牛头里脊人马兽"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--To Hand
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="荒野的七轮 荷尔蒙·冈麦奎因"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Destroy
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="以太疾速攻击者"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="乘龙的翼龙战士"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Direct Attack
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="魔导龙骑士-七魔导齿车戒骑士"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="幻刃栋龙 手工具龙"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="花牙乱心 名花·绘都兰世爱津"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[1],true,true)
RD.AddFusionProcedure(c,list[1],list[1])
--Atk & Def Down
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="帚之英雄"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="木刀之侍"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Destroy
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="浪涌流电龙骑士"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--To Hand
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="虚击龙 齿车戒铠零龙"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="刚击龙 星齿车戒钢龙F"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="暗七星之魔术师"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
......
......@@ -5,7 +5,7 @@ cm.name="彩光超 欧米伽女吉他手"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="彩光超公主奥米茄"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),cm.eff1con,cm.eff1op,aux.Stringid(m,2),cm.eff2con,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="可能甜心:D 万能玩偶"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Special Summon
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="可能甜心:D 驱动现场演奏"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Multi-Choose Effect
local e1=RD.CreateMultiChooseEffect(c,aux.Stringid(m,1),nil,cm.eff1op,aux.Stringid(m,2),nil,cm.eff2op)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="A魔熊花莉莉丝"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--To Hand
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="华丽巡场大师"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[1],true,true)
RD.AddFusionProcedure(c,list[1],list[1])
--Draw
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -2,7 +2,7 @@ local m=120228000
local cm=_G["c"..m]
cm.name="堕天使 杰拉特"
function cm.initial_effect(c)
--Summon
--Summon Procedure
local e0=Effect.CreateEffect(c)
e0:SetDescription(aux.Stringid(m,0))
e0:SetType(EFFECT_TYPE_SINGLE)
......@@ -23,9 +23,9 @@ function cm.initial_effect(c)
e1:SetOperation(cm.operation)
c:RegisterEffect(e1)
end
--Summon
--Summon Procedure
function cm.matfilter(c,tp)
return c:IsAttribute(ATTRIBUTE_DARK)
return c:IsAttribute(ATTRIBUTE_DARK) and (c:IsFaceup() or c:IsControler(tp))
end
function cm.sumcon(e,c,minc)
if c==nil then return true end
......
......@@ -5,7 +5,7 @@ cm.name="花牙一轮 同心·开花"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Direct Attack
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="花牙一突 邪部凛·道久须"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Destroy
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,7 +5,7 @@ cm.name="阴阳极士 葛叶"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
--Atk Up
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
......
......@@ -5,5 +5,5 @@ cm.name="龙骑士 盖亚"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
aux.AddFusionProcCode2(c,list[1],list[2],true,true)
RD.AddFusionProcedure(c,list[1],list[2])
end
local m=120231019
local list={120231024}
local cm=_G["c"..m]
cm.name="电子终结龙"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
RD.AddFusionProcedure(c,list[1],list[1],list[1])
--Pierce
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_PIERCE)
c:RegisterEffect(e1)
end
\ No newline at end of file
local m=120231020
local list={120231024}
local cm=_G["c"..m]
cm.name="电子双生龙"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
RD.AddFusionProcedure(c,list[1],list[1])
--Attack Twice
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_EXTRA_ATTACK)
e1:SetValue(1)
c:RegisterEffect(e1)
end
\ No newline at end of file
local m=120231021
local list={120231024}
local cm=_G["c"..m]
cm.name="电子超速龙"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Fusion Material
RD.AddFusionProcedure(c,list[1],list[1])
--Draw
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
e1:SetCategory(CATEGORY_DRAW+CATEGORY_TOGRAVE+CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetRange(LOCATION_MZONE)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
e1:SetCondition(cm.condition)
e1:SetTarget(cm.target)
e1:SetOperation(cm.operation)
c:RegisterEffect(e1)
end
--Draw
function cm.spfilter(c,e,tp)
return c:IsRace(RACE_MACHINE) and RD.IsCanBeSpecialSummoned(c,e,tp,POS_FACEUP)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetFieldGroupCount(tp,0,LOCATION_MZONE)>0
end
function cm.target(e,tp,eg,ep,ev,re,r,rp,chk)
local ct=5-Duel.GetFieldGroupCount(tp,LOCATION_HAND,0)
if chk==0 then return ct>0 and Duel.IsPlayerCanDraw(tp,ct) end
RD.TargetDraw(tp,ct)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local ct=5-Duel.GetFieldGroupCount(tp,LOCATION_HAND,0)
if ct>0 and RD.Draw(nil,ct)~=0 then
RD.SelectAndDoAction(HINTMSG_TOGRAVE,Card.IsAbleToGrave,tp,LOCATION_HAND,0,4,4,nil,function(g)
Duel.BreakEffect()
if RD.SendToGraveAndExists(g) then
RD.CanSelectAndSpecialSummon(aux.Stringid(m,1),cm.spfilter,tp,LOCATION_HAND,0,1,1,nil,e,POS_FACEUP)
end
end)
end
end
\ No newline at end of file
local m=120231022
local list={120231024}
local cm=_G["c"..m]
cm.name="电子强袭龙"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Summon Procedure
local e0=Effect.CreateEffect(c)
e0:SetDescription(aux.Stringid(m,0))
e0:SetType(EFFECT_TYPE_SINGLE)
e0:SetCode(EFFECT_SUMMON_PROC)
e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
e0:SetCondition(cm.sumcon)
e0:SetOperation(cm.sumop)
e0:SetValue(SUMMON_TYPE_ADVANCE)
c:RegisterEffect(e0)
--Destroy
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,1))
e1:SetCategory(CATEGORY_DESTROY)
e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetRange(LOCATION_MZONE)
e1:SetCost(cm.cost)
e1:SetTarget(cm.target)
e1:SetOperation(cm.operation)
c:RegisterEffect(e1)
end
--Summon Procedure
function cm.matfilter(c,tp)
return c:IsFaceup() and c:IsCode(list[1])
end
function cm.sumcon(e,c,minc)
if c==nil then return true end
local tp=c:GetControler()
local mg=Duel.GetMatchingGroup(cm.matfilter,tp,LOCATION_MZONE,LOCATION_MZONE,nil,tp)
return c:IsLevelAbove(7) and minc<=1 and Duel.CheckTribute(c,1,1,mg)
end
function cm.sumop(e,tp,eg,ep,ev,re,r,rp,c)
local mg=Duel.GetMatchingGroup(cm.matfilter,tp,LOCATION_MZONE,LOCATION_MZONE,nil,tp)
local sg=Duel.SelectTribute(tp,c,1,1,mg)
c:SetMaterial(sg)
Duel.Release(sg,REASON_SUMMON+REASON_MATERIAL)
end
--Destroy
function cm.costfilter(c)
return c:IsCode(list[1]) and c:IsAbleToDeckOrExtraAsCost()
end
function cm.desfilter(c)
return c:IsFaceup() and c:IsLevelBelow(8) and c:IsAttackAbove(2400)
end
cm.cost=RD.CostSendGraveToDeckTop(cm.costfilter,1,1)
function cm.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(cm.desfilter,tp,0,LOCATION_MZONE,1,nil) end
local g=Duel.GetMatchingGroup(cm.desfilter,tp,0,LOCATION_MZONE,nil)
Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,0)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
RD.SelectAndDoAction(HINTMSG_DESTROY,cm.desfilter,tp,0,LOCATION_MZONE,1,1,nil,function(g)
Duel.Destroy(g,REASON_EFFECT)
end)
end
\ No newline at end of file
local m=120231024
local cm=_G["c"..m]
cm.name="电子龙"
function cm.initial_effect(c)
--Special Summon Procedure
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD)
e1:SetCode(EFFECT_SPSUMMON_PROC)
e1:SetProperty(EFFECT_FLAG_UNCOPYABLE)
e1:SetRange(LOCATION_HAND)
e1:SetCondition(cm.spcon)
c:RegisterEffect(e1)
end
--Special Summon Procedure
function cm.spcon(e,c)
if c==nil then return true end
local tp=c:GetControler()
return Duel.GetFieldGroupCount(tp,LOCATION_MZONE,0)==0
and Duel.GetFieldGroupCount(tp,0,LOCATION_MZONE)>0
and Duel.GetLocationCount(tp,LOCATION_MZONE)>0
end
\ No newline at end of file
local m=120231025
local cm=_G["c"..m]
cm.name="电子狮鹫"
function cm.initial_effect(c)
--Indes
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(m,0))
e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetRange(LOCATION_MZONE)
e1:SetCost(cm.cost)
e1:SetTarget(cm.target)
e1:SetOperation(cm.operation)
c:RegisterEffect(e1)
end
--Indes
cm.indval=RD.ValueEffectIndesType(0,TYPE_TRAP)
function cm.filter(c)
return c:IsFaceup() and c:IsLevelAbove(5) and c:IsRace(RACE_MACHINE) and RD.IsCanAttachEffectIndes(c,cm.indval)
end
cm.cost=RD.CostSendHandToGrave(Card.IsAbleToGraveAsCost,1,1)
function cm.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(cm.filter,tp,LOCATION_MZONE,0,1,nil) end
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
RD.SelectAndDoAction(aux.Stringid(m,1),cm.filter,tp,LOCATION_MZONE,0,1,1,nil,function(g)
local tc=g:GetFirst()
RD.AttachEffectIndes(e,tc,cm.indval,aux.Stringid(m,2),RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END)
if tc:IsAttribute(ATTRIBUTE_LIGHT) then
RD.CanDraw(aux.Stringid(m,3),tp,1)
end
end)
end
\ No newline at end of file
local m=120231026
local list={120231024}
local cm=_G["c"..m]
cm.name="原始电子龙"
function cm.initial_effect(c)
--Change Code
aux.EnableChangeCode(c,list[1])
end
local m=120231029
local list={120231024,120231026}
local cm=_G["c"..m]
cm.name="电子进入"
function cm.initial_effect(c)
RD.AddCodeList(c,list)
--Activate
local e1=Effect.CreateEffect(c)
e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_GRAVE_SPSUMMON+CATEGORY_ATKCHANGE)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
e1:SetCondition(cm.condition)
e1:SetTarget(cm.target)
e1:SetOperation(cm.activate)
c:RegisterEffect(e1)
end
--Activate
function cm.confilter(c)
return c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE)
end
function cm.spfilter(c,e,tp)
return c:IsCode(list[1],list[2]) and RD.IsCanBeSpecialSummoned(c,e,tp,POS_FACEUP)
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
return Duel.IsExistingMatchingCard(cm.confilter,tp,LOCATION_GRAVE,0,3,nil)
end
function cm.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.GetMZoneCount(tp)>0
and Duel.IsExistingMatchingCard(cm.spfilter,tp,LOCATION_HAND+LOCATION_GRAVE,0,1,nil,e,tp) end
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND+LOCATION_GRAVE)
end
function cm.activate(e,tp,eg,ep,ev,re,r,rp)
RD.SelectAndSpecialSummon(aux.NecroValleyFilter(cm.spfilter),tp,LOCATION_HAND+LOCATION_GRAVE,0,1,1,nil,e,POS_FACEUP)
if Duel.GetFlagEffect(tp,m)~=0 then return end
RD.CreateHintEffect(e,aux.Stringid(m,1),tp,1,0,RESET_PHASE+PHASE_END)
RD.CreateAttackLimitEffect(e,cm.atktg,tp,LOCATION_MZONE,0,RESET_PHASE+PHASE_END)
Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end
function cm.atktg(e,c)
return not (c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE))
end
\ No newline at end of file
local m=120231060
local cm=_G["c"..m]
cm.name="钴蓝狗头人"
cm.name="钴精寇伯"
function cm.initial_effect(c)
--Draw
local e1=Effect.CreateEffect(c)
......
local m=120231070
local cm=_G["c"..m]
cm.name="力量焊接"
function cm.initial_effect(c)
--Activate
local e1=RD.CreateFusionEffect(c,nil,cm.spfilter,nil,0,0,nil,cm.operation)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
c:RegisterEffect(e1)
end
--Activate
function cm.spfilter(c)
return c:IsRace(RACE_MACHINE)
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp,mat,fc)
local atk=fc:GetAttack()
RD.AttachAtkDef(e,fc,fc:GetBaseAttack(),0,RESET_EVENT+RESETS_STANDARD,true)
local dam=math.max(0,fc:GetAttack()-atk)
--Damage
local e1=Effect.CreateEffect(e:GetHandler())
e1:SetDescription(aux.Stringid(m,1))
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_PHASE+PHASE_END)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_CLIENT_HINT)
e1:SetTargetRange(1,0)
e1:SetCountLimit(1)
e1:SetLabel(dam)
e1:SetOperation(cm.damop)
e1:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e1,tp)
end
function cm.damop(e,tp,eg,ep,ev,re,r,rp)
Duel.Damage(tp,e:GetLabel(),REASON_EFFECT)
end
\ No newline at end of file
local m=120232001
local cm=_G["c"..m]
cm.name="穿越侍·线性海牛侍 - 沃·图·征!"
cm.name="穿越侍·线性海牛侍-沃·图·征!"
function cm.initial_effect(c)
--Destroy
local e1=Effect.CreateEffect(c)
......
local m=120232002
local cm=_G["c"..m]
cm.name="接合科技狮"
cm.name="接合科技狮"
function cm.initial_effect(c)
--Set
local e1=Effect.CreateEffect(c)
......
local m=120232003
local cm=_G["c"..m]
cm.name="轻量级网页龙"
cm.name="光波龙"
function cm.initial_effect(c)
--Atk Down
local e1=Effect.CreateEffect(c)
......
......@@ -10,6 +10,7 @@ Duel.LoadScript("RDTarget.lua")
Duel.LoadScript("RDValue.lua")
Duel.LoadScript("RDAttach.lua")
Duel.LoadScript("RDAction.lua")
Duel.LoadScript("RDFusion.lua")
Duel.LoadScript("RDEquip.lua")
RD = RushDuel
......
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