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関数/Duel

Last-modified: 2017-08-16 (水) 16:42:50
関数名構文
Duel.AddCustomActivityCounter( counter_id, activity_type, function ) -> nil
Duel.AdjustInstantly( card = nil ) -> nil
Duel.AnnounceAttribute( playerid, count, available ) -> number
Duel.AnnounceCard( playerid, ttype = TYPE_MONSTER | TYPE_SPELL | TYPE_TRAP ) -> number
Duel.AnnounceCoin( playerid ) -> number
Duel.AnnounceLevel( playerid ) -> [number, number]
Duel.AnnounceNumber( playerid, numbers... ) -> [number, number]
Duel.AnnounceRace( playerid, count, available ) -> number
Duel.AnnounceType( playerid ) -> number
Duel.BreakEffect( ) -> nil
Duel.CalculateDamage( attacker, attack_target ) -> nil
Duel.ChainAttack( chain_attack_target = nil ) -> nil
Duel.ChangeAttackTarget( target ) -> nil
Duel.ChangeAttacker( target ) -> nil
Duel.ChangeBattleDamage( playerid, dam, check = true ) -> nil
Duel.ChangeChainOperation( count, function ) -> nil
Duel.ChangePosition( card|group, au, ad = au, du = au, dd = au, = false, = false ) -> number
Duel.ChangeTargetCard( count, group ) -> nil
Duel.ChangeTargetParam( count, param ) -> nil
Duel.ChangeTargetPlayer( count, playerid ) -> nil
Duel.CheckChainTarget( chaincount, card ) -> boolean
Duel.CheckChainUniqueness( ) -> boolean
Duel.CheckEvent( ev, get_info = false ) -> boolean | [boolean, Group, number, number, Effect, number, number]
Duel.CheckLPCost( playerid, cost ) -> boolean
Duel.CheckLocation( playerid, location, sequence ) -> boolean
Duel.CheckPhaseActivity( ) -> boolean
Duel.CheckReleaseGroup( playerid, function, fcount, exception, args... ) -> boolean
Duel.CheckReleaseGroupEx( playerid, function, fcount, exception, args... ) -> boolean
Duel.CheckRemoveOverlayCard( playerid, s, o, count, reason ) -> boolean
Duel.CheckSummonedCount( card = 0 ) -> boolean
Duel.CheckSynchroMaterial( card, function, function, min, max, smat = 0, mg = 0 ) -> boolean
Duel.CheckTiming( tm ) -> boolean
Duel.CheckTunerMaterial( card, tuner, function, function, min, max, mg = 0 ) -> boolean
Duel.CheckXyzMaterial( scard, function, lv, minc, maxc, mg ) -> boolean
Duel.ClearTargetCard( ) -> nil
Duel.ConfirmCards( playerid, card|group ) -> nil
Duel.ConfirmDecktop( playerid, count ) -> nil
Duel.CreateToken( playerid, code ) -> boolean | Card
Duel.Damage( playerid, amount, reason ) -> number
Duel.Destroy( card|group, reason, dest = LOCATION_GRAVE ) -> number
Duel.DisableShuffleCheck( disable = true ) -> nil
Duel.DiscardDeck( playerid, count, reason ) -> number
Duel.DiscardHand( playerid, function, min, max, reason, exception = 0, args... ) -> number
Duel.Draw( playerid, count, reason ) -> number
Duel.EnableGlobalFlag( flag ) -> nil
Duel.Equip( playerid, equip_card, target, up = true, step = false ) -> boolean
Duel.EquipComplete( ) -> nil
Duel.GetActivityCount( playerid, args... ) -> ...
Duel.GetAttackTarget( ) -> Card
Duel.GetAttacker( ) -> Card
Duel.GetBattleDamage( playerid ) -> number
Duel.GetChainInfo( c, args... ) -> ...
Duel.GetChainMaterial( playerid ) -> Effect
Duel.GetCoinResult( ) -> [number, number, number, number, number]
Duel.GetControl( target, playerid, reset_phase = 0, reset_count = 0 ) -> boolean
Duel.GetCounter( playerid, s, o, countertype ) -> number
Duel.GetCurrentChain( ) -> number
Duel.GetCurrentPhase( ) -> number
Duel.GetCustomActivityCount( counter_id, playerid, activity_type ) -> number
Duel.GetDecktopGroup( playerid, count ) -> Group
Duel.GetDiceResult( ) -> [number, number, number, number, number]
Duel.GetDrawCount( playerid ) -> number
Duel.GetEnvironment( ) -> [number, number]
Duel.GetFieldCard( playerid, location, sequence ) -> Card
Duel.GetFieldGroup( playerid, location1, location2 ) -> Group
Duel.GetFieldGroupCount( playerid, location1, location2 ) -> number
Duel.GetFirstMatchingCard( function, self, location1, location2, exception, args... ) -> Card
Duel.GetFirstTarget( ) -> ...
Duel.GetFlagEffect( playerid, code ) -> number
Duel.GetLP( p ) -> number
Duel.GetLocationCount( playerid, location, uplayer = reason_player, reason = LOCATION_REASON_TOFIELD ) -> number
Duel.GetMatchingGroup( function, self, location1, location2, exception, args... ) -> Group
Duel.GetMatchingGroupCount( function, self, location1, location2, exception, args... ) -> number
Duel.GetOperatedGroup( ) -> Group
Duel.GetOperationCount( ct ) -> number
Duel.GetOperationInfo( ct, cate ) -> boolean | [boolean, Group, number, number, number]
Duel.GetOverlayCount( rplayer, s, o ) -> number
Duel.GetOverlayGroup( rplayer, s, o ) -> Group
Duel.GetReleaseGroup( playerid, hand = false ) -> Group
Duel.GetReleaseGroupCount( playerid, hand = false ) -> number
Duel.GetRitualMaterial( playerid ) -> Group
Duel.GetTargetCount( function, self, location1, location2, exception, args... ) -> number
Duel.GetTributeCount( target, mg = 0, ex = false ) -> number
Duel.GetTributeGroup( target ) -> Group
Duel.GetTurnCount( ) -> number
Duel.GetTurnPlayer( ) -> number
Duel.Hint( htype, playerid, desc ) -> nil
Duel.HintSelection( group ) -> nil
Duel.IncreaseSummonedCount( card = 0 ) -> nil
Duel.IsAbleToEnterBP( ) -> boolean
Duel.IsCanRemoveCounter( rplayer, s, o, countertype, count, reason ) -> boolean
Duel.IsChainDisablable( chaincount ) -> boolean
Duel.IsChainNegatable( chaincount ) -> boolean
Duel.IsDamageCalculated( ) -> boolean
Duel.IsEnvironment( code, playerid = PLAYER_ALL ) -> boolean
Duel.IsExistingMatchingCard( function, self, location1, location2, fcount, exception, args... ) -> boolean
Duel.IsExistingTarget( function, self, location1, location2, count, exception, args... ) -> boolean
Duel.IsPlayerAffectedByEffect( playerid, code ) -> Effect
Duel.IsPlayerCanDiscardDeck( playerid, count ) -> boolean
Duel.IsPlayerCanDiscardDeckAsCost( playerid, count ) -> boolean
Duel.IsPlayerCanDraw( playerid, count = 0 ) -> boolean
Duel.IsPlayerCanFlipSummon( playerid, card ) -> boolean
Duel.IsPlayerCanRelease( playerid, card ) -> boolean
Duel.IsPlayerCanRemove( playerid, card ) -> boolean
Duel.IsPlayerCanSendtoDeck( playerid, card ) -> boolean
Duel.IsPlayerCanSendtoGrave( playerid, card ) -> boolean
Duel.IsPlayerCanSendtoHand( playerid, card ) -> boolean
Duel.IsPlayerCanSpecialSummon( playerid, sumtype, sumpos, toplayer, card ) -> boolean
Duel.IsPlayerCanSpecialSummonCount( playerid, count ) -> boolean
Duel.IsPlayerCanSpecialSummonMonster( playerid, code, setcode, type, attack, defence, level, race, attribute, pos = POS_FACEUP, toplayer = playerid ) -> boolean
Duel.IsPlayerCanSummon( playerid, sumtype, card ) -> boolean
Duel.MSet( playerid, card, ignore_count, effect, min_tribute = 0 ) -> nil
Duel.MajesticCopy( card, ccard ) -> nil
Duel.MoveSequence( card, seq ) -> nil
Duel.MoveToField( card, move_player, playerid, destination, positions, enable ) -> boolean
Duel.NegateActivation( c ) -> boolean
Duel.NegateAttack( ) -> boolean
Duel.NegateEffect( c ) -> boolean
Duel.NegateRelatedChain( card, reset_flag ) -> nil
Duel.NegateSummon( card|group ) -> nil
Duel.Overlay( target, card|group ) -> nil
Duel.PayLPCost( playerid, cost ) -> nil
Duel.RaiseEvent( card|group, code, effect, r, rp, ep, ev ) -> nil
Duel.RaiseSingleEvent( card, code, effect, r, rp, ep, ev ) -> nil
Duel.Readjust( ) -> nil
Duel.Recover( playerid, amount, reason ) -> number
Duel.RegisterEffect( effect, playerid ) -> nil
Duel.RegisterFlagEffect( playerid, code, reset, flag, count ) -> Effect
Duel.Release( card|group, reason ) -> number
Duel.ReleaseRitualMaterial( group ) -> nil
Duel.Remove( card|group, pos, reason ) -> number
Duel.RemoveCounter( rplayer, s, o, countertype, count, reason ) -> boolean
Duel.RemoveOverlayCard( playerid, s, o, min, max, reason ) -> boolean
Duel.ReplaceAttackTarget( ) -> nil
Duel.ReplaceAttacker( target ) -> nil
Duel.ResetFlagEffect( playerid, code ) -> nil
Duel.ReturnToField( card, pos = position ) -> nil
Duel.SSet( playerid, card|group, toplayer = playerid ) -> nil
Duel.SelectDisableField( playerid, count, location1, location2, filter ) -> number
Duel.SelectEffectYesNo( playerid, card ) -> boolean
Duel.SelectFusionMaterial( playerid, card, group, cg = 0, chkf = PLAYER_NONE ) -> Group
Duel.SelectMatchingCard( playerid, function, self, location1, location2, min, max, exception, args... ) -> Group
Duel.SelectOption( playerid, args... ) -> number
Duel.SelectPosition( playerid, card, positions ) -> number
Duel.SelectReleaseGroup( playerid, function, min, max, exception, args... ) -> Group
Duel.SelectReleaseGroupEx( playerid, function, min, max, exception, args... ) -> Group
Duel.SelectSequence( ) -> nil
Duel.SelectSynchroMaterial( playerid, card, function, function, min, max, smat = 0, mg = 0 ) -> Group
Duel.SelectTarget( playerid, function, self, location1, location2, min, max, exception, args... ) -> Group
Duel.SelectTribute( playerid, target, min, max, mg = 0, ex = false ) -> Group
Duel.SelectTunerMaterial( playerid, card, tuner, function, function, min, max, mg = 0 ) -> Group
Duel.SelectXyzMaterial( playerid, scard, function, lv, minc, maxc, mg = 0 ) -> Group
Duel.SelectYesNo( playerid, desc ) -> boolean
Duel.SendtoDeck( card|group, playerid, sequence, reason ) -> number
Duel.SendtoExtraP( card|group, playerid, reason ) -> YIELD
Duel.SendtoGrave( card|group, reason ) -> number
Duel.SendtoHand( card|group, playerid, reason ) -> number
Duel.SetChainLimit( function ) -> nil
Duel.SetChainLimitTillChainEnd( function ) -> nil
Duel.SetCoinResult( result1, result2, result3, result4, result5 ) -> nil
Duel.SetDiceResult( result1, result2, result3, result4, result5 ) -> nil
Duel.SetFusionMaterial( group ) -> nil
Duel.SetLP( p, lp ) -> nil
Duel.SetOperationInfo( ct, cate, card|group, count, playerid, param ) -> nil
Duel.SetSelectedCard( card|group ) -> nil
Duel.SetSynchroMaterial( group ) -> nil
Duel.SetTargetCard( card|group ) -> nil
Duel.SetTargetParam( param ) -> nil
Duel.SetTargetPlayer( playerid ) -> nil
Duel.ShuffleDeck( playerid ) -> nil
Duel.ShuffleHand( playerid ) -> nil
Duel.ShuffleSetCard( group ) -> nil
Duel.SkipPhase( playerid, phase, reset, count, value = nil ) -> nil
Duel.SortDecktop( sort_player, target_player, count ) -> nil
Duel.SpecialSummon( card|group, sumtype, sumplayer, playerid, nocheck, nolimit, positions ) -> number
Duel.SpecialSummonComplete( ) -> number
Duel.SpecialSummonRule( playerid, card ) -> nil
Duel.SpecialSummonStep( card, sumtype, sumplayer, playerid, nocheck, nolimit, positions ) -> boolean
Duel.Summon( playerid, card, ignore_count, effect, min_tribute = 0 ) -> nil
Duel.SwapControl( pcard1, pcard2, reset_phase = 0, reset_count = 0 ) -> boolean
Duel.SwapDeckAndGrave( playerid ) -> nil
Duel.SynchroSummon( playerid, card, tuner, mg = 0 ) -> nil
Duel.TossCoin( playerid, count ) -> ...
Duel.TossDice( playerid, count1, count2 = 0 ) -> ...
Duel.VenomSwampCheck( param1, card ) -> boolean
Duel.Win( playerid, reason ) -> nil
Duel.XyzSummon( playerid, card, materials, minc = 0, maxc = 0 ) -> nil