游戏王残局简化版

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local math = math

_G.fun = {}

---------------------------------

str["效果卡的种类表"] = {TYPE_SPELL


, TYPE_TRAP
, TYPE_EFFECT
}

str["无效果灵摆怪兽表"] = {28363749


, 19474136
, 17390179
, 83980492
}

cache_1 = 0

cache_1 = cache_1 + LOCATION_HAND
+ LOCATION_MZONE
+ LOCATION_SZONE
+ LOCATION_GRAVE
+ LOCATION_REMOVED







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local math = math

_G.fun = {}

---------------------------------

str["效果卡的种类表"] = {
  
  TYPE_SPELL
  , TYPE_TRAP
  , TYPE_EFFECT
  }
  
str["无效果灵摆怪兽表"] = {
  
  28363749
  , 19474136
  , 17390179
  , 83980492
  }
  
cache_1 = 0

cache_1 = cache_1 + LOCATION_HAND
+ LOCATION_MZONE
+ LOCATION_SZONE
+ LOCATION_GRAVE
+ LOCATION_REMOVED
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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["规则表"] = {}

  str["规则表"][3] = "大师3 "
  str["规则表"][4] = "新大师 "
  str["规则表"][5] = "大师2020 "
  

  if str_2 then --{
    
    str["规则"] = str["规则表"][str_2]
    
    --}
    
  else --{







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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["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 --{
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  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)
  







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  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)