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Annotation For script/c0.lua
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Annotation For script/c0.lua

Origin for each line in script/c0.lua from check-in a2e76b01c2:

e59d27b43b 2023-07-17  顽雨沉风: local str = {}
6f9888787e 2023-08-02  顽雨沉风: local math = math
6f9888787e 2023-08-02  顽雨沉风: local string = string
6f9888787e 2023-08-02  顽雨沉风: local table = table
6f9888787e 2023-08-02  顽雨沉风: _G.fun = {}
6f9888787e 2023-08-02  顽雨沉风: ---------------------------------
155b00bc3f 2024-01-23  顽雨沉风: local cache_1
155b00bc3f 2024-01-23  顽雨沉风: local cache_2
155b00bc3f 2024-01-23  顽雨沉风: local cache_3
155b00bc3f 2024-01-23  顽雨沉风: local cache_4
155b00bc3f 2024-01-23  顽雨沉风: local cache_5
155b00bc3f 2024-01-23  顽雨沉风: local cache_6
155b00bc3f 2024-01-23  顽雨沉风: local cache_7
155b00bc3f 2024-01-23  顽雨沉风: local cache_8
155b00bc3f 2024-01-23  顽雨沉风: local cache_9
155b00bc3f 2024-01-23  顽雨沉风: local _
155b00bc3f 2024-01-23  顽雨沉风: str["效果卡的种类表"] = {
a2e76b01c2 2024-01-26  顽雨沉风: 	TYPE_SPELL,
a2e76b01c2 2024-01-26  顽雨沉风: 	TYPE_TRAP,
a2e76b01c2 2024-01-26  顽雨沉风: 	TYPE_EFFECT,
a2e76b01c2 2024-01-26  顽雨沉风: }
155b00bc3f 2024-01-23  顽雨沉风: str["无效果灵摆怪兽表"] = {
a2e76b01c2 2024-01-26  顽雨沉风: 	28363749,
a2e76b01c2 2024-01-26  顽雨沉风: 	19474136,
a2e76b01c2 2024-01-26  顽雨沉风: 	17390179,
a2e76b01c2 2024-01-26  顽雨沉风: 	83980492,
a2e76b01c2 2024-01-26  顽雨沉风: }
155b00bc3f 2024-01-23  顽雨沉风: cache_1 = 0
a2e76b01c2 2024-01-26  顽雨沉风: cache_1 = cache_1 + LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED
155b00bc3f 2024-01-23  顽雨沉风: str["除卡组与额外卡组以外的区域"] = cache_1
a2e76b01c2 2024-01-26  顽雨沉风: cache_1 = cache_1 + LOCATION_DECK + LOCATION_EXTRA
155b00bc3f 2024-01-23  顽雨沉风: str["所有区域"] = cache_1
155b00bc3f 2024-01-23  顽雨沉风: --第一层-------------------------------
bc52fc3ea8 2023-08-02  顽雨沉风: local cache_1
bc52fc3ea8 2023-08-02  顽雨沉风: local cache_2
bc52fc3ea8 2023-08-02  顽雨沉风: local cache_3
bc52fc3ea8 2023-08-02  顽雨沉风: local cache_4
bc52fc3ea8 2023-08-02  顽雨沉风: local cache_5
bc52fc3ea8 2023-08-02  顽雨沉风: local cache_6
bc52fc3ea8 2023-08-02  顽雨沉风: local cache_7
bc52fc3ea8 2023-08-02  顽雨沉风: local cache_8
bc52fc3ea8 2023-08-02  顽雨沉风: local cache_9
bc52fc3ea8 2023-08-02  顽雨沉风: local _
155b00bc3f 2024-01-23  顽雨沉风: fun["Debug.ReloadFieldBegin"] = Debug.ReloadFieldBegin
155b00bc3f 2024-01-23  顽雨沉风: Debug.ReloadFieldBegin = function(str_1, str_2) --{
a2e76b01c2 2024-01-26  顽雨沉风: 	str["不洗牌"] = str_1 & DUEL_PSEUDO_SHUFFLE
a2e76b01c2 2024-01-26  顽雨沉风: 	str["无BP"] = str_1 & DUEL_ATTACK_FIRST_TURN
a2e76b01c2 2024-01-26  顽雨沉风: 	str["无AI"] = str_1 & DUEL_SIMPLE_AI
a2e76b01c2 2024-01-26  顽雨沉风: 	str["规则表"] = {
a2e76b01c2 2024-01-26  顽雨沉风: 		[3] = "大师3 ",
a2e76b01c2 2024-01-26  顽雨沉风: 		[4] = "新大师 ",
a2e76b01c2 2024-01-26  顽雨沉风: 		[5] = "大师2020 ",
a2e76b01c2 2024-01-26  顽雨沉风: 	}
a2e76b01c2 2024-01-26  顽雨沉风: 	if str_2 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str["规则"] = str["规则表"][str_2]
a2e76b01c2 2024-01-26  顽雨沉风: 	--}
a2e76b01c2 2024-01-26  顽雨沉风: 	else --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str["规则"] = str["规则表"][5]
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	fun["Debug.ReloadFieldBegin"](str_1, str_2)
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: fun["一_随机抽卡"] = function(str_1) --{
a2e76b01c2 2024-01-26  顽雨沉风: 	str["随机抽卡的数量"] = str_1
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"] = Effect.GlobalEffect()
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetCode(EVENT_ADJUST)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetCondition(aux.TRUE)
a2e76b01c2 2024-01-26  顽雨沉风: 	function cache_1(effect_event, player_who_activate_the_effect) --{
a2e76b01c2 2024-01-26  顽雨沉风: 		Duel.ShuffleDeck(0)
a2e76b01c2 2024-01-26  顽雨沉风: 		Duel.Draw(0, str_1, REASON_RULE)
a2e76b01c2 2024-01-26  顽雨沉风: 		effect_event:Reset()
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetOperation(cache_1)
a2e76b01c2 2024-01-26  顽雨沉风: 	Duel.RegisterEffect(str["效果"], 0)
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: fun["一_失败得分"] = function() --{
a2e76b01c2 2024-01-26  顽雨沉风: 	str["失败得分表"] = {
a2e76b01c2 2024-01-26  顽雨沉风: 		[0] = "神龙之圣刻印",
a2e76b01c2 2024-01-26  顽雨沉风: 		[100] = "调和支援士",
a2e76b01c2 2024-01-26  顽雨沉风: 		[200] = "深渊的暗杀者",
a2e76b01c2 2024-01-26  顽雨沉风: 		[300] = "救援猫",
a2e76b01c2 2024-01-26  顽雨沉风: 		[400] = "注射天使 莉莉",
a2e76b01c2 2024-01-26  顽雨沉风: 		[500] = "不知火的隐者",
a2e76b01c2 2024-01-26  顽雨沉风: 		[600] = "影依猎鹰",
a2e76b01c2 2024-01-26  顽雨沉风: 		[700] = "铁兽战线 姬特",
a2e76b01c2 2024-01-26  顽雨沉风: 		[800] = "召唤僧",
a2e76b01c2 2024-01-26  顽雨沉风: 		[900] = "恩底弥翁的仆从",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1000] = "机壳工具 丑恶",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1100] = "欧尼斯特",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1200] = "次元吸引者",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1300] = "黑羽-疾风之盖尔",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1400] = "加农炮兵",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1500] = "教导的大神祗官",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1600] = "地中族导师",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1700] = "相剑师-莫邪",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1800] = "宝玉兽-青玉飞马",
a2e76b01c2 2024-01-26  顽雨沉风: 		[1900] = "命运英雄 血魔-D",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2000] = "流离的狮鹫骑手",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2100] = "电子龙",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2200] = "古遗物-死镰",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2300] = "能朋克 调狐",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2400] = "俱舍怒威族·芬里尔狼",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2500] = "黑魔术师",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2600] = "雅典娜",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2700] = "暗黑界的龙神 格拉法",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2800] = "魔导兽 刻耳柏洛斯尊主",
a2e76b01c2 2024-01-26  顽雨沉风: 		[2900] = "元素英雄 永生侠",
a2e76b01c2 2024-01-26  顽雨沉风: 		[3000] = "青眼白龙",
a2e76b01c2 2024-01-26  顽雨沉风: 	}
a2e76b01c2 2024-01-26  顽雨沉风: 	str["对方玩家的初始生命值"] = Duel.GetLP(1)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"] = Effect.GlobalEffect()
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetCode(EVENT_PHASE_START + PHASE_END)
a2e76b01c2 2024-01-26  顽雨沉风: 	function cache_1(effect_event, player_who_activate_the_effect) --{
a2e76b01c2 2024-01-26  顽雨沉风: 		cache_1 = Duel.GetLP(1) - str["对方玩家的初始生命值"]
a2e76b01c2 2024-01-26  顽雨沉风: 		if cache_1 > 0 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 			return
a2e76b01c2 2024-01-26  顽雨沉风: 		--}
a2e76b01c2 2024-01-26  顽雨沉风: 		else --{
a2e76b01c2 2024-01-26  顽雨沉风: 			cache_1 = math.abs(cache_1) / (str["对方玩家的初始生命值"] - 100)
a2e76b01c2 2024-01-26  顽雨沉风: 			cache_1 = math.tointeger(cache_1 * 3000 // 100 * 100)
a2e76b01c2 2024-01-26  顽雨沉风: 		end --}
a2e76b01c2 2024-01-26  顽雨沉风: 		if cache_1 > 3000 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		--}
a2e76b01c2 2024-01-26  顽雨沉风: 		else --{
a2e76b01c2 2024-01-26  顽雨沉风: 			Debug.ShowHint(
a2e76b01c2 2024-01-26  顽雨沉风: 				"这局,您的得分是 "
a2e76b01c2 2024-01-26  顽雨沉风: 					.. cache_1
a2e76b01c2 2024-01-26  顽雨沉风: 					.. " 分!\n处于「"
a2e76b01c2 2024-01-26  顽雨沉风: 					.. str["失败得分表"][cache_1]
a2e76b01c2 2024-01-26  顽雨沉风: 					.. "」级别!"
a2e76b01c2 2024-01-26  顽雨沉风: 			)
a2e76b01c2 2024-01-26  顽雨沉风: 		end --}
a2e76b01c2 2024-01-26  顽雨沉风: 		effect_event:Reset()
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetOperation(cache_1)
a2e76b01c2 2024-01-26  顽雨沉风: 	Duel.RegisterEffect(str["效果"], 0)
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: fun["一_该效果不能被连锁"] = function() --{
a2e76b01c2 2024-01-26  顽雨沉风: 	Duel.SetChainLimit(aux.FALSE)
a2e76b01c2 2024-01-26  顽雨沉风: 	return true
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: fun["一_通关邀请"] = function() --{
a2e76b01c2 2024-01-26  顽雨沉风: 	--备用:圣魔术师
a2e76b01c2 2024-01-26  顽雨沉风: 	str["原解邀请"] = "残局群181175613"
a2e76b01c2 2024-01-26  顽雨沉风: 	str["二解邀请"] = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」"
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"] = Effect.GlobalEffect()
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetCode(EVENT_DAMAGE)
a2e76b01c2 2024-01-26  顽雨沉风: 	function cache_1() --{
a2e76b01c2 2024-01-26  顽雨沉风: 		cache_1 = Duel.GetLP(1)
a2e76b01c2 2024-01-26  顽雨沉风: 		if cache_1 <= 0 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 			if cache_1 == 0 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 			--}
a2e76b01c2 2024-01-26  顽雨沉风: 			else --{
a2e76b01c2 2024-01-26  顽雨沉风: 				Debug.ShowHint(str["二解邀请"])
a2e76b01c2 2024-01-26  顽雨沉风: 			end --}
a2e76b01c2 2024-01-26  顽雨沉风: 			Debug.ShowHint(str["原解邀请"])
a2e76b01c2 2024-01-26  顽雨沉风: 		--}
a2e76b01c2 2024-01-26  顽雨沉风: 		else --{
a2e76b01c2 2024-01-26  顽雨沉风: 			return false
a2e76b01c2 2024-01-26  顽雨沉风: 		end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetCondition(cache_1)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetOperation(aux.NULL)
a2e76b01c2 2024-01-26  顽雨沉风: 	Duel.RegisterEffect(str["效果"], 0)
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: fun["一_是否效果卡"] = function(card) --{
a2e76b01c2 2024-01-26  顽雨沉风: 	for i = 1, #str["效果卡的种类表"] do --{
a2e76b01c2 2024-01-26  顽雨沉风: 		if Card.IsType(card, str["效果卡的种类表"][i]) then --{
a2e76b01c2 2024-01-26  顽雨沉风: 			return true
a2e76b01c2 2024-01-26  顽雨沉风: 		end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	if Card.IsType(card, TYPE_PENDULUM) then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		for i = 1, #str["无效果灵摆怪兽表"] do --{
a2e76b01c2 2024-01-26  顽雨沉风: 			if Card.IsCode(card, str["无效果灵摆怪兽表"][i]) then --{
a2e76b01c2 2024-01-26  顽雨沉风: 			--}
a2e76b01c2 2024-01-26  顽雨沉风: 			else --{
a2e76b01c2 2024-01-26  顽雨沉风: 				return true
a2e76b01c2 2024-01-26  顽雨沉风: 			end --}
a2e76b01c2 2024-01-26  顽雨沉风: 		end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	return false
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: fun["一_开局添加手卡"] = function(str_1) --{
a2e76b01c2 2024-01-26  顽雨沉风: 	str["开局添加手卡"] = true
a2e76b01c2 2024-01-26  顽雨沉风: 	str["开局添加手卡的数量"] = str_1
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"] = Effect.GlobalEffect()
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetCode(EVENT_ADJUST)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetCondition(aux.TRUE)
a2e76b01c2 2024-01-26  顽雨沉风: 	function cache_1(effect_event, player_who_activate_the_effect) --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str["玩家选定的卡"] = Duel.SelectMatchingCard(
a2e76b01c2 2024-01-26  顽雨沉风: 			player_who_activate_the_effect,
a2e76b01c2 2024-01-26  顽雨沉风: 			Card.IsAbleToHand,
a2e76b01c2 2024-01-26  顽雨沉风: 			player_who_activate_the_effect,
a2e76b01c2 2024-01-26  顽雨沉风: 			LOCATION_DECK,
a2e76b01c2 2024-01-26  顽雨沉风: 			0,
a2e76b01c2 2024-01-26  顽雨沉风: 			str_1,
a2e76b01c2 2024-01-26  顽雨沉风: 			str_1,
a2e76b01c2 2024-01-26  顽雨沉风: 			nil
a2e76b01c2 2024-01-26  顽雨沉风: 		)
a2e76b01c2 2024-01-26  顽雨沉风: 		Duel.SendtoHand(str["玩家选定的卡"], nil, REASON_RULE)
a2e76b01c2 2024-01-26  顽雨沉风: 		effect_event:Reset()
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetOperation(cache_1)
a2e76b01c2 2024-01-26  顽雨沉风: 	Duel.RegisterEffect(str["效果"], 0)
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: fun["一_禁格"] = function(str_1) --{
a2e76b01c2 2024-01-26  顽雨沉风: 	str["禁格"] = true
a2e76b01c2 2024-01-26  顽雨沉风: 	str["禁格的数量"] = str_1
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"] = Effect.GlobalEffect()
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetCode(EFFECT_USE_EXTRA_MZONE)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetValue(str_1)
a2e76b01c2 2024-01-26  顽雨沉风: 	Duel.RegisterEffect(str["效果"], 0)
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: --第二层-------------------------------
dd1a253607 2023-08-02  顽雨沉风: local cache_1
dd1a253607 2023-08-02  顽雨沉风: local cache_2
dd1a253607 2023-08-02  顽雨沉风: local cache_3
dd1a253607 2023-08-02  顽雨沉风: local cache_4
dd1a253607 2023-08-02  顽雨沉风: local cache_5
dd1a253607 2023-08-02  顽雨沉风: local cache_6
dd1a253607 2023-08-02  顽雨沉风: local cache_7
dd1a253607 2023-08-02  顽雨沉风: local cache_8
dd1a253607 2023-08-02  顽雨沉风: local cache_9
dd1a253607 2023-08-02  顽雨沉风: local _
155b00bc3f 2024-01-23  顽雨沉风: fun["Debug.ReloadFieldEnd"] = Debug.ReloadFieldEnd
155b00bc3f 2024-01-23  顽雨沉风: Debug.ReloadFieldEnd = function(str_1) --{
a2e76b01c2 2024-01-26  顽雨沉风: 	fun["Debug.ReloadFieldEnd"]()
a2e76b01c2 2024-01-26  顽雨沉风: 	if str_1 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		fun["一_随机抽卡"](str_1)
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: fun["二_印卡"] = function(str_1, str_2, str_3) --{
a2e76b01c2 2024-01-26  顽雨沉风: 	if str_3 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 	--}
a2e76b01c2 2024-01-26  顽雨沉风: 	else --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str_3 = str_2
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	Debug.ShowHint(
a2e76b01c2 2024-01-26  顽雨沉风: 		"点击对方额外卡组可以进行印卡。\n手卡只能印 "
a2e76b01c2 2024-01-26  顽雨沉风: 			.. str_2
a2e76b01c2 2024-01-26  顽雨沉风: 			.. " 张。\n最多可以印 "
a2e76b01c2 2024-01-26  顽雨沉风: 			.. str_3
a2e76b01c2 2024-01-26  顽雨沉风: 			.. " 张"
a2e76b01c2 2024-01-26  顽雨沉风: 	)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"] = Effect.CreateEffect(str_1)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["当前印卡数"] = 1
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetType(EFFECT_TYPE_IGNITION)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetProperty(
a2e76b01c2 2024-01-26  顽雨沉风: 		EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE
a2e76b01c2 2024-01-26  顽雨沉风: 	)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetTarget(fun["一_该效果不能被连锁"])
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetRange(LOCATION_EXTRA)
a2e76b01c2 2024-01-26  顽雨沉风: 	function print_hand(effect_event, player_who_activate_the_effect) --{
a2e76b01c2 2024-01-26  顽雨沉风: 		announce_card = Duel.AnnounceCard(player_who_activate_the_effect)
a2e76b01c2 2024-01-26  顽雨沉风: 		card = Duel.CreateToken(player_who_activate_the_effect, announce_card)
a2e76b01c2 2024-01-26  顽雨沉风: 		if str["当前印卡数"] <= str_2 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 			str["当前印卡数"] = str["当前印卡数"] + 1
a2e76b01c2 2024-01-26  顽雨沉风: 			Duel.SendtoHand(card, nil, REASON_RULE)
a2e76b01c2 2024-01-26  顽雨沉风: 		--}
a2e76b01c2 2024-01-26  顽雨沉风: 		else --{
a2e76b01c2 2024-01-26  顽雨沉风: 			if str["当前印卡数"] <= str_3 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 				str["当前印卡数"] = str["当前印卡数"] + 1
a2e76b01c2 2024-01-26  顽雨沉风: 				Duel.Remove(card, POS_FACEUP, REASON_RULE)
a2e76b01c2 2024-01-26  顽雨沉风: 				Duel.SendtoDeck(card, player_who_activate_the_effect, 0, REASON_RULE)
a2e76b01c2 2024-01-26  顽雨沉风: 			--}
a2e76b01c2 2024-01-26  顽雨沉风: 			else --{
a2e76b01c2 2024-01-26  顽雨沉风: 				Debug.ShowHint("印卡过多!")
a2e76b01c2 2024-01-26  顽雨沉风: 				effect_event:Reset()
a2e76b01c2 2024-01-26  顽雨沉风: 			end --}
a2e76b01c2 2024-01-26  顽雨沉风: 		end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	str["效果"]:SetOperation(print_hand)
a2e76b01c2 2024-01-26  顽雨沉风: 	str_1:RegisterEffect(str["效果"])
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: fun["二_开局说明"] = function() --{
a2e76b01c2 2024-01-26  顽雨沉风: 	str["这个残局的效果卡数量"] =
a2e76b01c2 2024-01-26  顽雨沉风: 		Duel.GetMatchingGroupCount(fun["是否效果卡"], 0, str["所有区域"], str["所有区域"], nil)
a2e76b01c2 2024-01-26  顽雨沉风: 	str["超量素材组"] = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
a2e76b01c2 2024-01-26  顽雨沉风: 	for k in aux.Next(str["超量素材组"]) do --{
a2e76b01c2 2024-01-26  顽雨沉风: 		if fun["一_是否效果卡"](k) then --{
a2e76b01c2 2024-01-26  顽雨沉风: 			str["这个残局的效果卡数量"] = str["这个残局的效果卡数量"] + 1
a2e76b01c2 2024-01-26  顽雨沉风: 		end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	str["开局说明"] = str["这个残局的效果卡数量"] .. "卡 " .. str["规则"]
a2e76b01c2 2024-01-26  顽雨沉风: 	if str["不洗牌"] == 0 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 	--}
a2e76b01c2 2024-01-26  顽雨沉风: 	else --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str["开局说明"] = str["开局说明"] .. "伪洗牌 "
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	if str["无BP"] == 0 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str["开局说明"] = str["开局说明"] .. "无BP "
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	if str["无AI"] == 0 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str["开局说明"] = str["开局说明"] .. "无AI "
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	if str["开局添加手卡"] then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str["开局说明"] = str["开局说明"] .. "选" .. str["开局添加手卡的数量"] .. "卡 "
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	if str["禁格"] then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str["开局说明"] = str["开局说明"] .. "禁" .. str["禁格的数量"] .. "格 "
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	if str["随机抽卡的数量"] then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		str["开局说明"] = str["开局说明"] .. "抽" .. str["随机抽卡的数量"] .. "卡 "
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	Debug.ShowHint(str["开局说明"])
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: --第三层-------------------------------
e59d27b43b 2023-07-17  顽雨沉风: local cache_1
e59d27b43b 2023-07-17  顽雨沉风: local cache_2
e59d27b43b 2023-07-17  顽雨沉风: local cache_3
e59d27b43b 2023-07-17  顽雨沉风: local cache_4
e59d27b43b 2023-07-17  顽雨沉风: local cache_5
27cb01cd8e 2023-07-17  顽雨沉风: local cache_6
27cb01cd8e 2023-07-17  顽雨沉风: local cache_7
27cb01cd8e 2023-07-17  顽雨沉风: local cache_8
27cb01cd8e 2023-07-17  顽雨沉风: local cache_9
155b00bc3f 2024-01-23  顽雨沉风: local _
155b00bc3f 2024-01-23  顽雨沉风: fun["aux.BeginPuzzle"] = aux.BeginPuzzle
155b00bc3f 2024-01-23  顽雨沉风: aux.BeginPuzzle = function(str_1, str_2) --{
a2e76b01c2 2024-01-26  顽雨沉风: 	fun["aux.BeginPuzzle"]()
a2e76b01c2 2024-01-26  顽雨沉风: 	if str_1 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		fun["一_开局添加手卡"](str_1)
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	if str_2 then --{
a2e76b01c2 2024-01-26  顽雨沉风: 		fun["一_禁格"](str_2)
a2e76b01c2 2024-01-26  顽雨沉风: 	end --}
a2e76b01c2 2024-01-26  顽雨沉风: 	fun["二_开局说明"]()
a2e76b01c2 2024-01-26  顽雨沉风: 	fun["一_通关邀请"]()
a2e76b01c2 2024-01-26  顽雨沉风: 	fun["一_失败得分"]()
a2e76b01c2 2024-01-26  顽雨沉风: end --}
155b00bc3f 2024-01-23  顽雨沉风: --兼容层-------------------------------
30619e5bbd 2023-08-02  顽雨沉风: fun["印卡"] = fun["二_印卡"]
30619e5bbd 2023-08-02  顽雨沉风: fun["开局添加手卡"] = fun["一_开局添加手卡"]
30619e5bbd 2023-08-02  顽雨沉风: fun["是否效果卡"] = fun["一_是否效果卡"]
30619e5bbd 2023-08-02  顽雨沉风: fun["禁格"] = fun["一_禁格"]
30619e5bbd 2023-08-02  顽雨沉风: fun["随机抽卡"] = fun["一_随机抽卡"]