游戏王残局简化版

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local cache_5
local cache_6
local cache_7
local cache_8
local cache_9

local _



























































































fun["该效果不能被连锁"] = function() --{
  
  Duel.SetChainLimit(aux.FALSE)
  
  return true
  end --}







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local cache_5
local cache_6
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local cache_9

local _

fun["一_失败得分"] = function() --{
  
  str["失败得分表"] = {
    
    [0] = "神龙之圣刻印"
    , [100] = "调和支援士"
    , [200] = "深渊的暗杀者"
    , [300] = "救援猫"
    , [400] = "注射天使 莉莉"
    , [500] = "不知火的隐者"
    , [600] = "影依猎鹰"
    , [700] = "铁兽战线 姬特"
    , [800] = "召唤僧"
    , [900] = "恩底弥翁的仆从"
    , [1000] = "机壳工具 丑恶"
    , [1100] = "欧尼斯特"
    , [1200] = "次元吸引者"
    , [1300] = "黑羽-疾风之盖尔"
    , [1400] = "加农炮兵"
    , [1500] = "教导的大神祗官"
    , [1600] = "地中族导师"
    , [1700] = "相剑师-莫邪"
    , [1800] = "宝玉兽-青玉飞马"
    , [1900] = "命运英雄 血魔-D"
    , [2000] = "流离的狮鹫骑手"
    , [2100] = "电子龙"
    , [2200] = "古遗物-死镰"
    , [2300] = "能朋克 调狐"
    , [2400] = "俱舍怒威族·芬里尔狼"
    , [2500] = "黑魔术师"
    , [2600] = "雅典娜"
    , [2700] = "暗黑界的龙神 格拉法"
    , [2800] = "魔导兽 刻耳柏洛斯尊主"
    , [2900] = "元素英雄 永生侠"
    , [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 --}

fun["该效果不能被连锁"] = function() --{
  
  Duel.SetChainLimit(aux.FALSE)
  
  return true
  end --}
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  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"] = {
    
    [0] = "神龙之圣刻印"
    , [100] = "调和支援士"
    , [200] = "深渊的暗杀者"
    , [300] = "救援猫"
    , [400] = "注射天使 莉莉"
    , [500] = "不知火的隐者"
    , [600] = "影依猎鹰"
    , [700] = "铁兽战线 姬特"
    , [800] = "召唤僧"
    , [900] = "恩底弥翁的仆从"
    , [1000] = "机壳工具 丑恶"
    , [1100] = "欧尼斯特"
    , [1200] = "次元吸引者"
    , [1300] = "黑羽-疾风之盖尔"
    , [1400] = "加农炮兵"
    , [1500] = "教导的大神祗官"
    , [1600] = "地中族导师"
    , [1700] = "相剑师-莫邪"
    , [1800] = "宝玉兽-青玉飞马"
    , [1900] = "命运英雄 血魔-D"
    , [2000] = "流离的狮鹫骑手"
    , [2100] = "电子龙"
    , [2200] = "古遗物-死镰"
    , [2300] = "能朋克 调狐"
    , [2400] = "俱舍怒威族·芬里尔狼"
    , [2500] = "黑魔术师"
    , [2600] = "雅典娜"
    , [2700] = "暗黑界的龙神 格拉法"
    , [2800] = "魔导兽 刻耳柏洛斯尊主"
    , [2900] = "元素英雄 永生侠"
    , [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 --}
  







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  str["效果"]:SetOperation(cache_1)
  
  Duel.RegisterEffect(str["效果"]
  , 0)
  
  end --}