游戏王残局简化版

Artifact [e31f06ac81]
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Artifact [e31f06ac81]

Artifact e31f06ac815eed3a6fcf20aa0bc3c190637f21660869bc218cd32ee77f47ddcb:


local str = {}
local string = string
local table = table
local s = {}
_G.fun = {}
s["效牌之类排"] = {
TYPE_SPELL
, TYPE_TRAP
, TYPE_EFFECT
}
s["无效灵摆怪兽之卡编排"] = {
28363749
, 19474136
, 17390179
, 83980492
}
s["全区"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
--第一层-------------------------------
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 _
do
  local h1
  --~ 则对
  h1 = {
  [3] = "大师3 "
  , [4] = "新大师 "
  , [5] = "大师2020 "
  }
  s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
  --~ 模
  --~ 则数
  function _G.Debug.ReloadFieldBegin(u1, u2)
    s["伪洗牌"] = u1 & DUEL_PSEUDO_SHUFFLE
    s["战段"] = u1 & DUEL_ATTACK_FIRST_TURN
    s["机智"] = u1 & DUEL_SIMPLE_AI
    if u2 then
      s["则"] = h1[u2]
    else
      s["则"] = h1[5]
      end
    s["Debug.ReloadFieldBegin"](u1, u2)
    end
  end
function s["开局洗牌抽牌"](u1)
  local h1, h2
  s["开局洗牌抽牌之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()
  h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  h1:SetCode(EVENT_ADJUST)
  h1:SetCondition(aux.TRUE)
  -- 随机抽牌
  --~ 调该效果的效果
  function h2(u2)
    Duel.ShuffleDeck(0)
    Duel.Draw(0, u1, REASON_RULE)
    u2:Reset()
    end
  h1:SetOperation(h2)
  Duel.RegisterEffect(h1, 0)
  end
fun["一_该效果不能被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)
  return true
  end
do
  local h1, h2
  --~ 原解邀请
  h1 = "残局群181175613"
  --~ 二解邀请,备用:圣魔术师
  h2 = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」"
  function s["通关之邀"]()
    local h3, h4
    --~ 效果
    h3 = Effect.GlobalEffect()
    h3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h3:SetCode(EVENT_DAMAGE)
    --~ 通关之邀
    function h4()
      local h5
      --~ 对方之血
      h5 = Duel.GetLP(1)
      if h5 <= 0 then
        if h5 == 0 then
          Debug.ShowHint(h1)
        else
          Debug.ShowHint(h2)
          end
      else
        return false
        end
      end
    h3:SetCondition(h4)
    h3:SetOperation(aux.NULL)
    Duel.RegisterEffect(h3, 0)
    end
  end
function s.["是否效牌"](card)
  for i = 1, #s["效牌之类排"] do
    if Card.IsType(card, s["效牌之类排"][i]) then
      return true
      end
    end
  if Card.IsType(card, TYPE_PENDULUM) then
    for i = 1, #s["无效灵摆怪兽之卡编排"] do
      if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
      else
        return true
        end
      end
    end
  end
function s["开局选牌入手"](u1)
  local h1, h2
  str["开局选牌入手之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()
  h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  h1:SetCode(EVENT_ADJUST)
  h1:SetCondition(aux.TRUE)
  --~ 调该效果的效果
  --~ 调该效果的玩家
  function h2(u2, u3)
    local h3
    --~ 玩家选定的牌
    h3 = Duel.SelectMatchingCard(u3, Card.IsAbleToHand, u3, LOCATION_DECK, 0, u1, u1, nil)
    Duel.SendtoHand(h3, nil, REASON_RULE)
    u2:Reset()
    end
  h1:SetOperation(h2)
  Duel.RegisterEffect(h1, 0)
  end
function s["禁格"](u1)
  local h1
  s["禁格之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()
  h1:SetCode(EFFECT_USE_EXTRA_MZONE)
  h1:SetValue(u1)
  Duel.RegisterEffect(h1, 0)
  end
--第二层-------------------------------
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 _
do
  s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
  --~ 开局洗牌抽牌之数
  function _G.Debug.ReloadFieldEnd(u1)
    s["Debug.ReloadFieldEnd"]()
    if u1 then
      s["开局洗牌抽牌"](u1)
      end
    end
  end
fun["二_印牌"] = function(u1, u2, u3)
  u3 = u3 or u2
  Debug.ShowHint(
    "点击对方额外牌组可以进行印牌。\n手牌只能印 "
      .. u2
      .. " 张。\n最多可以印 "
      .. u3
      .. " 张"
  )
  str["效果"] = Effect.CreateEffect(u1)
  str["当前印牌数"] = 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["一_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["当前印牌数"] <= u2 then
      str["当前印牌数"] = str["当前印牌数"] + 1
      Duel.SendtoHand(card, nil, REASON_RULE)
    else
      if str["当前印牌数"] <= u3 then
        str["当前印牌数"] = str["当前印牌数"] + 1
        Duel.Remove(card, POS_FACEUP, REASON_RULE)
        Duel.SendtoDeck(card, player_who_activate_the_effect, 0, REASON_RULE)
      else
        Debug.ShowHint("印牌过多!")
        effect_event:Reset()
      end
    end
  end
  str["效果"]:SetOperation(print_hand)
  u1:RegisterEffect(str["效果"])
end
fun["二_开局说明"] = function()
  local h1, h2, h3
  --~ 此局的效牌数
  h2 = Duel.GetMatchingGroupCount(fun["是否效果牌"], 0, s["全区"], s["全区"], nil)
  --~ 超量材组
  h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  for u1 in aux.Next(h3) do
    if fun["一_是否效果牌"](u1) then
      h2 = h2 + 1
      end
    end
  --~ 开局说明
  h1 = str["这个残局的效果牌数量"] .. "牌 " .. str["规则"]
  if s["伪洗牌"] == 0 then
  else
    h1 = h1 .. "伪洗牌 "
    end
  if s["战段"] == 0 then
    h1 = h1 .. "无战段 "
    end
  if s["机智"] == 0 then
    h1 = h1 .. "无机智 "
    end
  if s["开局选牌入手之数"] then
    h1 = h1 .. "选" .. s["开局选牌入手之数"] .. "牌 "
    end
  if s["禁格之数"] then
    h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
    end
  if s["开局洗牌抽牌之数"] then
    h1 = h1 .. "抽" .. s["开局洗牌抽牌之数"] .. "牌 "
    end
  Debug.ShowHint(h1)
  end
do
  s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
  --~ 开局选牌入手之数
  --~ 禁格之数
  function _G.aux.BeginPuzzle(u1, u2)
    s["aux.BeginPuzzle"]()
    if u1 then
      s["开局选牌入手"](u1)
      end
    if u2 then
      s["禁格"](u2)
      end
    fun["二_开局说明"]()
    s["通关之邀"]()
    end
  end
--兼容层-------------------------------
fun["印牌"] = fun["二_印牌"]
fun["开局添加手牌"] = s["开局选牌入手"]
fun["是否效果牌"] = fun["一_是否效果牌"]
fun["禁格"] = s["禁格"]
fun["随机抽牌"] = s["开局洗牌抽牌"]