local str = {}
local math = math
local string = string
local table = table
_G.fun = {}
---------------------------------
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 _
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
str["除卡组与额外卡组以外的区域"] = cache_1
cache_1 = cache_1 + LOCATION_DECK + LOCATION_EXTRA
str["所有区域"] = cache_1
--第一层-------------------------------
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.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_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["一_该效果不能被连锁"] = function() --{
Duel.SetChainLimit(aux.FALSE)
return true
end --}
fun["一_通关邀请"] = function() --{
--备用:圣魔术师
str["原解邀请"] = "残局群181175613"
str["二解邀请"] = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」"
str["效果"] = Effect.GlobalEffect()
str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_DAMAGE)
function cache_1() --{
cache_1 = Duel.GetLP(1)
if cache_1 <= 0 then --{
if cache_1 == 0 then --{
--}
else --{
Debug.ShowHint(str["二解邀请"])
end --}
Debug.ShowHint(str["原解邀请"])
--}
else --{
return false
end --}
end --}
str["效果"]:SetCondition(cache_1)
str["效果"]:SetOperation(aux.NULL)
Duel.RegisterEffect(str["效果"], 0)
end --}
fun["一_是否效果卡"] = function(card) --{
for i = 1, #str["效果卡的种类表"] do --{
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 --{
str["这个残局的效果卡数量"] = str["这个残局的效果卡数量"] + 1
end --}
end --}
str["开局说明"] = str["这个残局的效果卡数量"] .. "卡 " .. str["规则"]
if str["不洗牌"] == 0 then --{
--}
else --{
str["开局说明"] = str["开局说明"] .. "伪洗牌 "
end --}
if str["无BP"] == 0 then --{
str["开局说明"] = str["开局说明"] .. "无BP "
end --}
if str["无AI"] == 0 then --{
str["开局说明"] = str["开局说明"] .. "无AI "
end --}
if str["开局添加手卡"] then --{
str["开局说明"] = str["开局说明"] .. "选" .. str["开局添加手卡的数量"] .. "卡 "
end --}
if str["禁格"] then --{
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"]