攻略
Combo
考据
好物分享
卡图故事
支缓
盘点整理
Duel Links
--ヴァイロン・プリズム function c74064212.initial_effect(c) --equip local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(74064212,0)) e1:SetCategory(CATEGORY_EQUIP) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e1:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY) e1:SetCode(EVENT_TO_GRAVE) e1:SetCondition(c74064212.eqcon) e1:SetCost(c74064212.eqcost) e1:SetTarget(c74064212.eqtg) e1:SetOperation(c74064212.eqop) c:RegisterEffect(e1) --atkup local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_EQUIP) e2:SetCode(EFFECT_UPDATE_ATTACK) e2:SetCondition(c74064212.atkcon) e2:SetValue(1000) c:RegisterEffect(e2) end function c74064212.eqcon(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() return c:GetPreviousLocation()==LOCATION_MZONE end function c74064212.eqcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.CheckLPCost(tp,500) end Duel.PayLPCost(tp,500) end function c74064212.eqtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and chkc:IsFaceup() end if chk==0 then return Duel.GetLocationCount(tp,LOCATION_SZONE)>0 and Duel.IsExistingTarget(Card.IsFaceup,tp,LOCATION_MZONE,0,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_EQUIP) Duel.SelectTarget(tp,Card.IsFaceup,tp,LOCATION_MZONE,0,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_LEAVE_GRAVE,e:GetHandler(),1,0,0) end function c74064212.eqop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local tc=Duel.GetFirstTarget() if c:IsRelateToEffect(e) and tc:IsFaceup() and tc:IsRelateToEffect(e) then Duel.Equip(tp,c,tc) --equip limit local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_EQUIP_LIMIT) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e1:SetValue(c74064212.eqlimit) e1:SetReset(RESET_EVENT+RESETS_STANDARD) c:RegisterEffect(e1) end end function c74064212.eqlimit(e,c) local tp=e:GetHandlerPlayer() return c:IsControler(tp) end function c74064212.atkcon(e) local ph=Duel.GetCurrentPhase() local ec=e:GetHandler():GetEquipTarget() return ec and (ph==PHASE_DAMAGE or ph==PHASE_DAMAGE_CAL) and ec:IsRelateToBattle() end