local str = {}
local cache_1
local cache_2
local cache_3
local cache_4
local cache_5
local cache_6
local cache_7
local cache_8
local cache_9
local i
_G.fun = {}
---------------------------------
str["二解弹窗"] = "QB:「你居然二解了,请加群告诉我怎么二解。」"
str["原解弹窗"] = "残局群181175613"
str["规则"] = ""
str["规则表"] = {}
str["规则表"][3] = "大师3 "
str["规则表"][4] = "新大师 "
str["规则表"][5] = "大师2020 "
str["印卡过多的弹窗"] = "印卡过多!"
str["印卡弹窗1"] = "点击对方额外卡组可以进行印卡。\n手卡只能印 "
str["印卡弹窗2"] = " 张。\n最多可以印 "
str["印卡弹窗3"] = " 张"
str["不洗牌的说明"] = "伪洗牌 "
str["无BP的说明"] = "无BP "
str["效果卡数量的后缀"] = "卡 "
str["选卡的前缀"] = "选"
str["选卡的后缀"] = "卡 "
str["禁格的前缀"] = "禁"
str["禁格的后缀"] = "格 "
str["效果卡的种类表"] = {}
str["效果卡的种类表"][1] = TYPE_SPELL
str["效果卡的种类表"][2] = TYPE_TRAP
str["效果卡的种类表"][3] = TYPE_EFFECT
str["无效果灵摆怪兽表"] = {}
str["无效果灵摆怪兽表"][1] = 28363749
str["无效果灵摆怪兽表"][2] = 19474136
str["无效果灵摆怪兽表"][3] = 17390179
str["无效果灵摆怪兽表"][4] = 83980492
cache_1 = 0
cache_1 = cache_1 + LOCATION_HAND
cache_1 = cache_1 + LOCATION_MZONE
cache_1 = cache_1 + LOCATION_SZONE
cache_1 = cache_1 + LOCATION_GRAVE
cache_1 = cache_1 + LOCATION_REMOVED
str["除卡组与额外卡组以外的区域"] = cache_1
cache_1 = cache_1 + LOCATION_DECK
cache_1 = cache_1 + LOCATION_EXTRA
str["所有区域"] = cache_1
str["随机抽卡的前缀"] = "抽"
str["随机抽卡的后缀"] = "卡 "
---------------------------------
fun["Debug.ReloadFieldBegin"] = Debug.ReloadFieldBegin
Debug.ReloadFieldBegin = function(str_1, str_2) --{
str["不洗牌"] = str_1 & DUEL_PSEUDO_SHUFFLE
str["无BP"] = str_1 & DUEL_ATTACK_FIRST_TURN
if str_2 then --{
str["规则"] = str["规则表"][str_2]
--}
else --{
str["规则"] = str["规则表"][5]
end --}
fun["Debug.ReloadFieldBegin"](str_1, str_2)
end --}
fun["aux.BeginPuzzle"] = aux.BeginPuzzle
aux.BeginPuzzle = function(str_1, str_2) --{
fun["aux.BeginPuzzle"]()
if str_1 then --{
fun["开局添加手卡"](str_1)
end --}
if str_2 then --{
fun["禁格"](str_2)
end --}
fun["开局说明"]()
fun["通关邀请"]()
end --}
fun["通关邀请"] = function() --{
effect_1 = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_DAMAGE)
function cache_1() --{
cache_1 = Duel.GetLP(1)
if cache_1 <= 0 then --{
if cache_1 == 0 then --{
--}
else --{
Debug.ShowHint(str["二解弹窗"])
end --}
Debug.ShowHint(str["原解弹窗"])
--}
else --{
return false
end --}
end --}
effect_1:SetCondition(cache_1)
effect_1:SetOperation(aux.NULL)
Duel.RegisterEffect(effect_1
, 0)
end --}
fun["是否效果卡"] = function(card) --{
cache_1 = #str["效果卡的种类表"]
for i = 1, cache_1 do --{
cache_1 = Card.IsType(card, str["效果卡的种类表"][i])
if cache_1 then --{
return true
end --}
end --}
cache_1 = Card.IsType(card, TYPE_PENDULUM)
if cache_1 then --{
cache_1 = #str["无效果灵摆怪兽表"]
for i = 1, cache_1 do --{
cache_1 = Card.IsCode(card, str["无效果灵摆怪兽表"][i])
if cache_1 then --{
--}
else --{
return true
end --}
end --}
end --}
return false
end --}
fun["开局说明"] = function() --{
str["这个残局的效果卡数量"] = Duel.GetMatchingGroupCount(fun["是否效果卡"],0,str["所有区域"],str["所有区域"],nil)
cache_1 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
for k in aux.Next(cache_1) do --{
cache_1 = fun["是否效果卡"](k)
if cache_1 then --{
str["这个残局的效果卡数量"] = str["这个残局的效果卡数量"] + 1
end --}
end --}
str["开局说明"] = ""
str["开局说明"] = str["开局说明"] .. str["这个残局的效果卡数量"]
str["开局说明"] = str["开局说明"] .. str["效果卡数量的后缀"]
str["开局说明"] = str["开局说明"] .. str["规则"]
if str["不洗牌"] == 0 then --{
--}
else --{
str["开局说明"] = str["开局说明"] .. str["不洗牌的说明"]
end --}
if str["无BP"] == 0 then --{
str["开局说明"] = str["开局说明"] .. str["无BP的说明"]
end --}
if str["开局添加手卡"] then --{
str["开局说明"] = str["开局说明"] .. str["选卡的前缀"]
str["开局说明"] = str["开局说明"] .. str["开局添加手卡"]
str["开局说明"] = str["开局说明"] .. str["选卡的后缀"]
end --}
if str["禁格"] then --{
str["开局说明"] = str["开局说明"] .. str["禁格的前缀"]
str["开局说明"] = str["开局说明"] .. str["禁格"]
str["开局说明"] = str["开局说明"] .. str["禁格的后缀"]
end --}
if str["随机抽卡的数量"] then --{
str["开局说明"] = str["开局说明"] .. str["随机抽卡的前缀"]
str["开局说明"] = str["开局说明"] .. str["随机抽卡的数量"]
str["开局说明"] = str["开局说明"] .. str["随机抽卡的后缀"]
end --}
Debug.ShowHint(str["开局说明"])
end --}
fun["开局添加手卡"] = function(str_1) --{
str["开局添加手卡"] = str_1
effect_1 = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_ADJUST)
effect_1:SetCondition(aux.TRUE)
function cache_1(effect_event
, player_who_activate_the_effect) --{
str["玩家选定的卡"] = Duel.SelectMatchingCard(player_who_activate_the_effect
, Card.IsAbleToHand
, player_who_activate_the_effect
, LOCATION_DECK
, 0
, str_1
, str_1
, nil)
Duel.SendtoHand(str["玩家选定的卡"]
, nil
, REASON_RULE)
effect_event:Reset()
end --}
effect_1:SetOperation(cache_1)
Duel.RegisterEffect(effect_1
, 0)
end --}
fun["禁格"] = function(str_1) --{
str["禁格"] = str_1
effect_1 = Effect.GlobalEffect()
effect_1:SetCode(EFFECT_USE_EXTRA_MZONE)
effect_1:SetValue(str_1)
Duel.RegisterEffect(effect_1,0)
end --}
fun["印卡"] = function(str_1, str_2, str_3) --{
if str_3 then --{
--}
else --{
str_3 = str_2
end --}
str["印卡弹窗1"] = str["印卡弹窗1"] .. str_2
str["印卡弹窗1"] = str["印卡弹窗1"] .. str["印卡弹窗2"]
str["印卡弹窗1"] = str["印卡弹窗1"] .. str_3
str["印卡弹窗1"] = str["印卡弹窗1"] .. str["印卡弹窗3"]
Debug.ShowHint(str["印卡弹窗1"])
effect_1 = Effect.CreateEffect(str_1)
str["当前印卡数"] = 1
effect_1:SetType(EFFECT_TYPE_IGNITION)
effect_1:SetProperty(EFFECT_FLAG_BOTH_SIDE
+ EFFECT_FLAG_UNCOPYABLE
+ EFFECT_FLAG_CANNOT_NEGATE
+ EFFECT_FLAG_CANNOT_DISABLE)
cache_1 = function() --{
Duel.SetChainLimit(aux.FALSE)
return true
end --}
effect_1:SetTarget(cache_1)
effect_1:SetRange(LOCATION_EXTRA)
function print_hand(effect_event
, player_who_activate_the_effect) --{
announce_card = Duel.AnnounceCard(player_who_activate_the_effect)
card = Duel.CreateToken(player_who_activate_the_effect
, announce_card)
if str["当前印卡数"] <= str_2 then --{
str["当前印卡数"] = str["当前印卡数"] + 1
Duel.SendtoHand(card,nil,REASON_RULE)
--}
else --{
if str["当前印卡数"] <= str_3 then --{
str["当前印卡数"] = str["当前印卡数"] + 1
Duel.Remove(card,POS_FACEUP,REASON_RULE)
Duel.SendtoDeck(card,player_who_activate_the_effect,0,REASON_RULE)
--}
else --{
Debug.ShowHint(str["印卡过多的弹窗"])
effect_event:Reset()
end --}
end --}
end --}
effect_1:SetOperation(print_hand)
str_1:RegisterEffect(effect_1)
end --}
fun["随机抽卡"] = function(str_1) --{
str["随机抽卡的数量"] = str_1
end --}