游戏王残局简化版

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Check-in [46bd1a8cd5]

Overview
Comment:
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: 46bd1a8cd5d05814eb6f72255446dee530b1cbe74b0667c1926c2c83814dea91
User & Date: 顽雨沉风 on 2024-02-13 10:27:36
Other Links: manifest | tags
Context
2024-02-13
10:36
check-in: f56b114da9 user: 顽雨沉风 tags: trunk
10:27
check-in: 46bd1a8cd5 user: 顽雨沉风 tags: trunk
10:23
check-in: 674765ddf2 user: 顽雨沉风 tags: trunk
Changes

Modified script/c0.lua from [8c3d1a3e5f] to [33185c6ab4].

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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_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"]







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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)
  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"]

Added 残局文料/副_容冗/失败得分.lua version [452caa70d7].































































































































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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 --}