游戏王残局简化版

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Differences From Artifact [33185c6ab4]:

To Artifact [18ce3f21ef]:


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local cache_5
local cache_6
local cache_7
local cache_8
local cache_9
local _
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["无AI"] = str_1 & DUEL_SIMPLE_AI
  str["规则表"] = {
    [3] = "大师3 ",
    [4] = "新大师 ",
    [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["一_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["一_该效果不能被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)







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local cache_5
local cache_6
local cache_7
local cache_8
local cache_9
local _
fun["Debug.ReloadFieldBegin"] = Debug.ReloadFieldBegin
Debug.ReloadFieldBegin = function(u1, u2)
  str["不洗牌"] = u1 & DUEL_PSEUDO_SHUFFLE
  str["无BP"] = u1 & DUEL_ATTACK_FIRST_TURN
  str["无AI"] = u1 & DUEL_SIMPLE_AI
  str["规则表"] = {
    [3] = "大师3 ",
    [4] = "新大师 ",
    [5] = "大师2020 ",
  }
  if u2 then
    str["规则"] = str["规则表"][u2]

  else
    str["规则"] = str["规则表"][5]
  end
  fun["Debug.ReloadFieldBegin"](u1, u2)
end
fun["一_随机抽卡"] = function(u1)
  str["随机抽卡的数量"] = u1
  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, u1, REASON_RULE)
    effect_event:Reset()
  end
  str["效果"]:SetOperation(cache_1)
  Duel.RegisterEffect(str["效果"], 0)
end
fun["一_该效果不能被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)
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    if Card.IsType(card, str["效果卡的种类表"][i]) then
      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["一_开局添加手卡"] = function(str_1)
  str["开局添加手卡"] = true
  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["一_禁格"] = function(str_1)
  str["禁格"] = true
  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
--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 _
fun["Debug.ReloadFieldEnd"] = Debug.ReloadFieldEnd
Debug.ReloadFieldEnd = function(str_1)
  fun["Debug.ReloadFieldEnd"]()
  if str_1 then
    fun["一_随机抽卡"](str_1)
  end
end
fun["二_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["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["二_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["一_是否效果卡"](k) then







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    if Card.IsType(card, str["效果卡的种类表"][i]) then
      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

end
fun["一_开局添加手卡"] = function(u1)
  str["开局添加手卡"] = true
  str["开局添加手卡的数量"] = u1
  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,
      u1,
      u1,
      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["一_禁格"] = function(u1)
  str["禁格"] = true
  str["禁格的数量"] = u1
  str["效果"] = Effect.GlobalEffect()
  str["效果"]:SetCode(EFFECT_USE_EXTRA_MZONE)
  str["效果"]:SetValue(u1)
  Duel.RegisterEffect(str["效果"], 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 _
fun["Debug.ReloadFieldEnd"] = Debug.ReloadFieldEnd
Debug.ReloadFieldEnd = function(u1)
  fun["Debug.ReloadFieldEnd"]()
  if u1 then
    fun["一_随机抽卡"](u1)
  end
end
fun["二_印卡"] = function(u1, u2, str_3)
  if str_3 then

  else
    str_3 = u2
  end
  Debug.ShowHint(
    "点击对方额外卡组可以进行印卡。\n手卡只能印 "
      .. u2
      .. " 张。\n最多可以印 "
      .. str_3
      .. " 张"
  )
  str["效果"] = Effect.CreateEffect(u1)
  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["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["当前印卡数"] <= u2 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)
  u1:RegisterEffect(str["效果"])
end
fun["二_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["一_是否效果卡"](k) then
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    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
--第三层-------------------------------
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 _
fun["aux.BeginPuzzle"] = aux.BeginPuzzle
aux.BeginPuzzle = function(str_1, str_2)
  fun["aux.BeginPuzzle"]()
  if str_1 then
    fun["一_开局添加手卡"](str_1)
  end
  if str_2 then
    fun["一_禁格"](str_2)
  end
  fun["二_开局说明"]()
  fun["一_通关邀请"]()
  fun["一_失败得分"]()
end
--兼容层-------------------------------
fun["印卡"] = fun["二_印卡"]
fun["开局添加手卡"] = fun["一_开局添加手卡"]
fun["是否效果卡"] = fun["一_是否效果卡"]
fun["禁格"] = fun["一_禁格"]
fun["随机抽卡"] = fun["一_随机抽卡"]







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    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["aux.BeginPuzzle"] = aux.BeginPuzzle
aux.BeginPuzzle = function(u1, u2)
  fun["aux.BeginPuzzle"]()
  if u1 then
    fun["一_开局添加手卡"](u1)
  end
  if u2 then
    fun["一_禁格"](u2)
  end
  fun["二_开局说明"]()
  fun["一_通关邀请"]()

end
--兼容层-------------------------------
fun["印卡"] = fun["二_印卡"]
fun["开局添加手卡"] = fun["一_开局添加手卡"]
fun["是否效果卡"] = fun["一_是否效果卡"]
fun["禁格"] = fun["一_禁格"]
fun["随机抽卡"] = fun["一_随机抽卡"]