游戏王残局简化版

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To Artifact [0fefd0623b]:


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  effect_1:SetCode(EFFECT_USE_EXTRA_MZONE)
  
  effect_1:SetValue(str_1)
  
  Duel.RegisterEffect(effect_1,0)
  end --}

fun["印卡"] = function(str_1, str_2, str_3)
str["印卡"] = 1

if str_3 then

else
str_3 = str_2
end
str["当前印卡数"] = 1

effect_1 = Effect.CreateEffect(str_1)

effect_1:SetType(EFFECT_TYPE_IGNITION)

effect_1:SetProperty(EFFECT_FLAG_BOTH_SIDE
+ EFFECT_FLAG_UNCOPYABLE
+ EFFECT_FLAG_CANNOT_NEGATE
+ EFFECT_FLAG_CANNOT_DISABLE)

cache_1 = function()
Duel.SetChainLimit(aux.FALSE)

return true
end
effect_1:SetTarget(cache_1)

effect_1: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!")
end
end
end
effect_1:SetOperation(print_hand)

str_1:RegisterEffect(effect_1)
end

fun["全部回到卡组"] = function()
Debug.ShowHint("胜利条件:让对方的卡回到卡组。")

effect_1 = Effect.GlobalEffect()

effect_1:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)

effect_1:SetCode(EVENT_ADJUST)

cache_1 = function()
cache_1 = 0
cache_1 = cache_1 + LOCATION_HAND
cache_1 = cache_1 + LOCATION_MZONE
cache_1 = cache_1 + LOCATION_SZONE
cache_1 = cache_1 + LOCATION_GRAVE
cache_1 = cache_1 + LOCATION_REMOVED

cache_1 = Duel.GetFieldGroupCount(1,cache_1,0)

if cache_1 == 0 then
return true

else
return false
end
end

effect_1:SetCondition(cache_1)

cache_1 = function()
Debug.ShowHint("目标已达成!")
Duel.SetLP(1,0)
end

effect_1:SetOperation(cache_1)

Duel.RegisterEffect(effect_1,0)
end












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  effect_1:SetCode(EFFECT_USE_EXTRA_MZONE)
  
  effect_1:SetValue(str_1)
  
  Duel.RegisterEffect(effect_1,0)
  end --}

fun["印卡"] = function(str_1, str_2, str_3) --{
  str["印卡"] = 1
  
  if str_3 then --{
    --}
  else --{
    str_3 = str_2
    end --}
  str["当前印卡数"] = 1
  
  effect_1 = Effect.CreateEffect(str_1)
  
  effect_1:SetType(EFFECT_TYPE_IGNITION)
  
  effect_1:SetProperty(EFFECT_FLAG_BOTH_SIDE
  + EFFECT_FLAG_UNCOPYABLE
  + EFFECT_FLAG_CANNOT_NEGATE
  + EFFECT_FLAG_CANNOT_DISABLE)
  
  cache_1 = function() --{
    Duel.SetChainLimit(aux.FALSE)
    
    return true
    end --}
  effect_1:SetTarget(cache_1)
  
  effect_1: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!")
        end --}
      end --}
    end --}
  effect_1:SetOperation(print_hand)
  
  str_1:RegisterEffect(effect_1)
  end --}

fun["全部回到卡组"] = function() --{
  Debug.ShowHint("胜利条件:让对方的卡回到卡组。")
  
  effect_1 = Effect.GlobalEffect()
  
  effect_1:SetType(EFFECT_TYPE_FIELD
  + EFFECT_TYPE_CONTINUOUS)
  
  effect_1:SetCode(EVENT_ADJUST)
  
  cache_1 = function() --{
    cache_1 = 0
    cache_1 = cache_1 + LOCATION_HAND
    cache_1 = cache_1 + LOCATION_MZONE
    cache_1 = cache_1 + LOCATION_SZONE
    cache_1 = cache_1 + LOCATION_GRAVE
    cache_1 = cache_1 + LOCATION_REMOVED
    
    cache_1 = Duel.GetFieldGroupCount(1,cache_1,0)
    
    if cache_1 == 0 then --{
      return true
      --}
    else --{
      return false
      end --}
    end --}
  
  effect_1:SetCondition(cache_1)
  
  cache_1 = function() --{
    Debug.ShowHint("目标已达成!")
    Duel.SetLP(1,0)
    end --}
  
  effect_1:SetOperation(cache_1)
  
  Duel.RegisterEffect(effect_1,0)
  end --}