60c256f91b 2024-06-27 顽雨沉风: fun["一_失败得分"] = function() --{
60c256f91b 2024-06-27 顽雨沉风: str["失败得分表"] = {
60c256f91b 2024-06-27 顽雨沉风: [0] = "神龙之圣刻印",
60c256f91b 2024-06-27 顽雨沉风: [100] = "调和支援士",
60c256f91b 2024-06-27 顽雨沉风: [200] = "深渊的暗杀者",
60c256f91b 2024-06-27 顽雨沉风: [300] = "救援猫",
60c256f91b 2024-06-27 顽雨沉风: [400] = "注射天使 莉莉",
60c256f91b 2024-06-27 顽雨沉风: [500] = "不知火的隐者",
60c256f91b 2024-06-27 顽雨沉风: [600] = "影依猎鹰",
60c256f91b 2024-06-27 顽雨沉风: [700] = "铁兽战线 姬特",
60c256f91b 2024-06-27 顽雨沉风: [800] = "召唤僧",
60c256f91b 2024-06-27 顽雨沉风: [900] = "恩底弥翁的仆从",
60c256f91b 2024-06-27 顽雨沉风: [1000] = "机壳工具 丑恶",
60c256f91b 2024-06-27 顽雨沉风: [1100] = "欧尼斯特",
60c256f91b 2024-06-27 顽雨沉风: [1200] = "次元吸引者",
60c256f91b 2024-06-27 顽雨沉风: [1300] = "黑羽-疾风之盖尔",
60c256f91b 2024-06-27 顽雨沉风: [1400] = "加农炮兵",
60c256f91b 2024-06-27 顽雨沉风: [1500] = "教导的大神祗官",
60c256f91b 2024-06-27 顽雨沉风: [1600] = "地中族导师",
60c256f91b 2024-06-27 顽雨沉风: [1700] = "相剑师-莫邪",
60c256f91b 2024-06-27 顽雨沉风: [1800] = "宝玉兽-青玉飞马",
60c256f91b 2024-06-27 顽雨沉风: [1900] = "命运英雄 血魔-D",
60c256f91b 2024-06-27 顽雨沉风: [2000] = "流离的狮鹫骑手",
60c256f91b 2024-06-27 顽雨沉风: [2100] = "电子龙",
60c256f91b 2024-06-27 顽雨沉风: [2200] = "古遗物-死镰",
60c256f91b 2024-06-27 顽雨沉风: [2300] = "能朋克 调狐",
60c256f91b 2024-06-27 顽雨沉风: [2400] = "俱舍怒威族·芬里尔狼",
60c256f91b 2024-06-27 顽雨沉风: [2500] = "黑魔术师",
60c256f91b 2024-06-27 顽雨沉风: [2600] = "雅典娜",
60c256f91b 2024-06-27 顽雨沉风: [2700] = "暗黑界的龙神 格拉法",
60c256f91b 2024-06-27 顽雨沉风: [2800] = "魔导兽 刻耳柏洛斯尊主",
60c256f91b 2024-06-27 顽雨沉风: [2900] = "元素英雄 永生侠",
60c256f91b 2024-06-27 顽雨沉风: [3000] = "青眼白龙",
60c256f91b 2024-06-27 顽雨沉风: }
60c256f91b 2024-06-27 顽雨沉风: str["对方玩家的初始生命值"] = Duel.GetLP(1)
60c256f91b 2024-06-27 顽雨沉风: str["效果"] = Effect.GlobalEffect()
60c256f91b 2024-06-27 顽雨沉风: str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
60c256f91b 2024-06-27 顽雨沉风: str["效果"]:SetCode(EVENT_PHASE_START + PHASE_END)
60c256f91b 2024-06-27 顽雨沉风: function cache_1(effect_event, player_who_activate_the_effect) --{
60c256f91b 2024-06-27 顽雨沉风: cache_1 = Duel.GetLP(1) - str["对方玩家的初始生命值"]
60c256f91b 2024-06-27 顽雨沉风: if cache_1 > 0 then --{
60c256f91b 2024-06-27 顽雨沉风: return
60c256f91b 2024-06-27 顽雨沉风: --}
60c256f91b 2024-06-27 顽雨沉风: else --{
60c256f91b 2024-06-27 顽雨沉风: cache_1 = math.abs(cache_1) / (str["对方玩家的初始生命值"] - 100)
60c256f91b 2024-06-27 顽雨沉风: cache_1 = math.tointeger(cache_1 * 3000 // 100 * 100)
60c256f91b 2024-06-27 顽雨沉风: end --}
60c256f91b 2024-06-27 顽雨沉风: if cache_1 > 3000 then --{
60c256f91b 2024-06-27 顽雨沉风: --}
60c256f91b 2024-06-27 顽雨沉风: else --{
60c256f91b 2024-06-27 顽雨沉风: Debug.ShowHint(
60c256f91b 2024-06-27 顽雨沉风: "这局,您的得分是 "
60c256f91b 2024-06-27 顽雨沉风: .. cache_1
60c256f91b 2024-06-27 顽雨沉风: .. " 分!\n处于「"
60c256f91b 2024-06-27 顽雨沉风: .. str["失败得分表"][cache_1]
60c256f91b 2024-06-27 顽雨沉风: .. "」级别!"
60c256f91b 2024-06-27 顽雨沉风: )
60c256f91b 2024-06-27 顽雨沉风: end --}
60c256f91b 2024-06-27 顽雨沉风: effect_event:Reset()
60c256f91b 2024-06-27 顽雨沉风: end --}
60c256f91b 2024-06-27 顽雨沉风: str["效果"]:SetOperation(cache_1)
60c256f91b 2024-06-27 顽雨沉风: Duel.RegisterEffect(str["效果"], 0)
60c256f91b 2024-06-27 顽雨沉风: end --}