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 math = math
_G.fun = {}
---------------------------------
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
---------------------------------
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
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 "
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["Debug.ReloadFieldEnd"] = Debug.ReloadFieldEnd
Debug.ReloadFieldEnd = function(str_1) --{
fun["Debug.ReloadFieldEnd"]()
if str_1 then --{
fun["随机抽卡"](str_1)
end --}
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"]()
fun["失败得分"]()
end --}
fun["通关邀请"] = function() --{
str["效果"] = Effect.GlobalEffect()
str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_DAMAGE)
function cache_1() --{
cache_1 = Duel.GetLP(1)
if cache_1 <= 0 then --{
if cache_1 == 0 then --{
--}
else --{
Debug.ShowHint("QB:「你居然二解了,请加群告诉我怎么二解。」")
end --}
Debug.ShowHint("残局群181175613")
--}
else --{
return false
end --}
end --}
str["效果"]:SetCondition(cache_1)
str["效果"]:SetOperation(aux.NULL)
Duel.RegisterEffect(str["效果"]
, 0)
end --}
fun["是否效果卡"] = function(card) --{
for i = 1, #str["效果卡的种类表"] do --{
if Card.IsType(card, str["效果卡的种类表"][i]) then --{
Card.SetEntityCode(card, 89631139)
return true
end --}
end --}
if Card.IsType(card, TYPE_PENDULUM) then --{
for i = 1, #str["无效果灵摆怪兽表"] do --{
if Card.IsCode(card, str["无效果灵摆怪兽表"][i]) 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)
str["超量素材组"] = Duel.GetOverlayGroup(0
, LOCATION_MZONE
, LOCATION_MZONE)
for k in aux.Next(str["超量素材组"]) do --{
if fun["是否效果卡"](k) 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["这个残局的效果卡数量"]
.. "卡 "
.. str["规则"]
if str["不洗牌"] == 0 then --{
--}
else --{
str["开局说明"] = str["开局说明"] .. "伪洗牌 "
end --}
if str["无BP"] == 0 then --{
str["开局说明"] = str["开局说明"] .. "无BP "
end --}
if str["开局添加手卡"] then --{
str["开局说明"] = str["开局说明"]
.. "选"
.. str["开局添加手卡的数量"]
.. "卡 "
end --}
if str["禁格"] then --{
str["开局说明"] = str["开局说明"]
.. "禁"
.. str["禁格的数量"]
.. "格 "
end --}
if str["随机抽卡的数量"] then --{
str["开局说明"] = str["开局说明"]
.. "抽"
.. str["随机抽卡的数量"]
.. "卡 "
end --}
Debug.ShowHint(str["开局说明"])
end --}
fun["开局添加手卡"] = function(str_1) --{
str["开局添加手卡的数量"] = str_1
str["效果"] = Effect.GlobalEffect()
str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_ADJUST)
str["效果"]: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 --}
str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(str["效果"]
, 0)
end --}
fun["禁格"] = function(str_1) --{
str["禁格的数量"] = str_1
str["效果"] = Effect.GlobalEffect()
str["效果"]:SetCode(EFFECT_USE_EXTRA_MZONE)
str["效果"]:SetValue(str_1)
Duel.RegisterEffect(str["效果"],0)
end --}
fun["该效果不能被连锁"] = function() --{
Duel.SetChainLimit(aux.FALSE)
return true
end --}
fun["印卡"] = function(str_1, str_2, str_3) --{
if str_3 then --{
--}
else --{
str_3 = str_2
end --}
Debug.ShowHint("点击对方额外卡组可以进行印卡。\n手卡只能印 "
.. str_2
.. " 张。\n最多可以印 "
.. str_3
.. " 张")
str["效果"] = Effect.CreateEffect(str_1)
str["当前印卡数"] = 1
str["效果"]:SetType(EFFECT_TYPE_IGNITION)
str["效果"]:SetProperty(EFFECT_FLAG_BOTH_SIDE
+ EFFECT_FLAG_UNCOPYABLE
+ EFFECT_FLAG_CANNOT_NEGATE
+ EFFECT_FLAG_CANNOT_DISABLE)
str["效果"]:SetTarget(fun["该效果不能被连锁"])
str["效果"]: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("印卡过多!")
effect_event:Reset()
end --}
end --}
end --}
str["效果"]:SetOperation(print_hand)
str_1:RegisterEffect(str["效果"])
end --}
fun["随机抽卡"] = function(str_1) --{
str["随机抽卡的数量"] = str_1
str["效果"] = Effect.GlobalEffect()
str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_ADJUST)
str["效果"]:SetCondition(aux.TRUE)
function cache_1(effect_event
, player_who_activate_the_effect) --{
Duel.ShuffleDeck(0)
Duel.Draw(0,str_1,REASON_RULE)
effect_event:Reset()
end --}
str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(str["效果"]
, 0)
end --}
fun["失败得分"] = function() --{
str["失败得分表"] = {}
str["失败得分表"][0] = "神龙之圣刻印"
str["失败得分表"][100] = "调和支援士"
str["失败得分表"][200] = "深渊的暗杀者"
str["失败得分表"][300] = "救援猫"
str["失败得分表"][400] = "注射天使 莉莉"
str["失败得分表"][500] = "不知火的隐者"
str["失败得分表"][600] = "影依猎鹰"
str["失败得分表"][700] = "铁兽战线 姬特"
str["失败得分表"][800] = "召唤僧"
str["失败得分表"][900] = "恩底弥翁的仆从"
str["失败得分表"][1000] = "机壳工具 丑恶"
str["失败得分表"][1100] = "欧尼斯特"
str["失败得分表"][1200] = "次元吸引者"
str["失败得分表"][1300] = "黑羽-疾风之盖尔"
str["失败得分表"][1400] = "加农炮兵"
str["失败得分表"][1500] = "教导的大神祗官"
str["失败得分表"][1600] = "地中族导师"
str["失败得分表"][1700] = "相剑师-莫邪"
str["失败得分表"][1800] = "宝玉兽-青玉飞马"
str["失败得分表"][1900] = "命运英雄 血魔-D"
str["失败得分表"][2000] = "流离的狮鹫骑手"
str["失败得分表"][2100] = "电子龙"
str["失败得分表"][2200] = "古遗物-死镰"
str["失败得分表"][2300] = "能朋克 调狐"
str["失败得分表"][2400] = "俱舍怒威族·芬里尔狼"
str["失败得分表"][2500] = "黑魔术师"
str["失败得分表"][2600] = "雅典娜"
str["失败得分表"][2700] = "暗黑界的龙神 格拉法"
str["失败得分表"][2800] = "魔导兽 刻耳柏洛斯尊主"
str["失败得分表"][2900] = "元素英雄 永生侠"
str["失败得分表"][3000] = "青眼白龙"
str["对方玩家的初始生命值"] = Duel.GetLP(1)
str["效果"] = Effect.GlobalEffect()
str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_PHASE_START+PHASE_END)
function cache_1(effect_event
, player_who_activate_the_effect) --{
cache_1 = Duel.GetLP(1) - str["对方玩家的初始生命值"]
if cache_1 > 0 then --{
return
--}
else --{
cache_1 = math.abs(cache_1) / (str["对方玩家的初始生命值"] - 100)
cache_1 = math.tointeger(cache_1 * 3000 // 100 * 100)
end --}
if cache_1 > 3000 then --{
--}
else --{
Debug.ShowHint("这局,您的得分是 "
.. cache_1
.. " 分!\n处于「"
.. str["失败得分表"][cache_1]
.. "」级别!")
end --}
effect_event:Reset()
end --}
str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(str["效果"]
, 0)
end --}