游戏王残局简化版

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Check-in [b05c665024]

Overview
Comment:
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: b05c665024c62d0e63c63187bf482daef5fb8c1af897ee9a23af20918ca6cf62
User & Date: 顽雨沉风 on 2024-02-14 12:01:56
Other Links: manifest | tags
Context
2024-02-14
12:06
check-in: 5ec09c141f user: 顽雨沉风 tags: trunk
12:01
check-in: b05c665024 user: 顽雨沉风 tags: trunk
08:07
check-in: 51a818c392 user: 顽雨沉风 tags: trunk
Changes

Modified script/c0.lua from [1a475cdedb] to [126a5675de].

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local string = string
local table = table
local Debug = Debug
local Effect = Effect
local Duel = Duel
local Card = Card
local s = {}
s["效之类排"] = {
TYPE_SPELL
, TYPE_TRAP
, TYPE_EFFECT
}
s["无效灵摆怪兽之卡编排"] = {
28363749
, 19474136







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local string = string
local table = table
local Debug = Debug
local Effect = Effect
local Duel = Duel
local Card = Card
local s = {}
s["效之类排"] = {
TYPE_SPELL
, TYPE_TRAP
, TYPE_EFFECT
}
s["无效灵摆怪兽之卡编排"] = {
28363749
, 19474136
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  , [4] = "新大师 "
  , [5] = "大师2020 "
  }
  s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
  --~ 模
  --~ 则数
  function _G.Debug.ReloadFieldBegin(u1, u2)
    s["伪洗"] = u1 & DUEL_PSEUDO_SHUFFLE
    s["战段"] = u1 & DUEL_ATTACK_FIRST_TURN
    s["机智"] = u1 & DUEL_SIMPLE_AI
    if u2 then
      s["则"] = h1[u2]
    else
      s["则"] = h1[5]
      end
    s["Debug.ReloadFieldBegin"](u1, u2)
    end
  end
do
  local h1
  --~ “调该效果”的效果
  s["_开局洗"] = function(u1)
    Duel.ShuffleDeck(0)
    Duel.Draw(0, h1, REASON_RULE)
    u1:Reset()
    end
  s["开局洗"] = function(u1)
    local h2
    --~ 抽卡之数
    h1 = u1
    s["开局洗之数"] = u1
    --~ 效果
    h2 = Effect.GlobalEffect()
    h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h2:SetCode(EVENT_ADJUST)
    h2:SetCondition(aux.TRUE)
    h2:SetOperation(s["_开局洗"])
    Duel.RegisterEffect(h2, 0)
    end
  end
s["不被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)
  return true
  end







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  , [4] = "新大师 "
  , [5] = "大师2020 "
  }
  s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
  --~ 模
  --~ 则数
  function _G.Debug.ReloadFieldBegin(u1, u2)
    s["伪洗"] = u1 & DUEL_PSEUDO_SHUFFLE
    s["战段"] = u1 & DUEL_ATTACK_FIRST_TURN
    s["机智"] = u1 & DUEL_SIMPLE_AI
    if u2 then
      s["则"] = h1[u2]
    else
      s["则"] = h1[5]
      end
    s["Debug.ReloadFieldBegin"](u1, u2)
    end
  end
do
  local h1
  --~ “调该效果”的效果
  s["_开局洗"] = function(u1)
    Duel.ShuffleDeck(0)
    Duel.Draw(0, h1, REASON_RULE)
    u1:Reset()
    end
  s["开局洗"] = function(u1)
    local h2
    --~ 抽卡之数
    h1 = u1
    s["开局洗之数"] = u1
    --~ 效果
    h2 = Effect.GlobalEffect()
    h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h2:SetCode(EVENT_ADJUST)
    h2:SetCondition(aux.TRUE)
    h2:SetOperation(s["_开局洗"])
    Duel.RegisterEffect(h2, 0)
    end
  end
s["不被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)
  return true
  end
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    h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h1:SetCode(EVENT_DAMAGE)
    h1:SetCondition(s["_通关之邀"])
    h1:SetOperation(aux.NULL)
    Duel.RegisterEffect(h1, 0)
    end
  end
s["是否效"] = function(card)
  for i = 1, #s["效之类排"] do
    if Card.IsType(card, s["效之类排"][i]) then
      return true
      end
    end
  if Card.IsType(card, TYPE_PENDULUM) then
    for i = 1, #s["无效灵摆怪兽之卡编排"] do
      if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
      else
        return true
        end
      end
    end
  end
do
  local h1
  --~ “调该效果”的效果
  --~ “调该效果”的玩家
  s["_开局选入手"] = function(u1, u2)
    local h2
    --~ 玩家选定的
    h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
    Duel.SendtoHand(h2, nil, REASON_RULE)
    u1:Reset()
    end
  s["开局选入手"] = function(u1)
    local h2
    s["开局选入手之数"] = u1
    --~ 开局选入手之数
    h1 = u1
    --~ 效果
    h2 = Effect.GlobalEffect()
    h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h2:SetCode(EVENT_ADJUST)
    h2:SetCondition(aux.TRUE)
    h2:SetOperation(s["_开局选入手"])
    Duel.RegisterEffect(h2, 0)
    end
  end
s["禁格"] = function(u1)
  local h1
  s["禁格之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()
  h1:SetCode(EFFECT_USE_EXTRA_MZONE)
  h1:SetValue(u1)
  Duel.RegisterEffect(h1, 0)
  end
do
  s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
  --~ 开局洗之数
  function _G.Debug.ReloadFieldEnd(u1)
    s["Debug.ReloadFieldEnd"]()
    if u1 then
      s["开局洗"](u1)
      end
    end
  end
do
  local h1, h2, h3, h4
  --~ 印过多之示
  h1 = "印过多"
  --~ 现之印  h2 = 1
  --~ 印手之上限
  h3 = 0
  --~ 总印之上限
  h4 = 0
  --~ 「调该效果」的效果
  --~ 「调该效果」的玩家
  s["_印"] = function(u1, u2)
    local h5, h6
    --~ 印卡之卡编
    h5 = Duel.AnnounceCard(u2)
    --~ 卡
    h6 = Duel.CreateToken(u2, h5)
    if h2 <= h3 then
      h2 = h2 + 1
      Duel.SendtoHand(h6, nil, REASON_RULE)
    else
      if h2 <= h4 then
        h2 = h2 + 1
        Duel.SendtoDeck(h6, u2, 0, REASON_RULE)
      else
        Debug.ShowHint(h1)
        u1:Reset()
        end
      end
    end
  s["印"] = function(u1, u2, u3)
    local h5, h6
    h3 = u2
    h4 = u3 or u2
    Debug.ShowHint("点击对方额外组可以进行印\n手只能印" .. h3 .. "张\n最多可以印" .. h4 .. "张")
    h5 = Effect.CreateEffect(u1)
    h5:SetType(EFFECT_TYPE_IGNITION)
    h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
    h5:SetTarget(s["不被连锁"])
    h5:SetRange(LOCATION_EXTRA)
    h5:SetOperation(s["_印"])
    u1:RegisterEffect(h5)
    end
  end
s["开局之示"] = function()
  local h1, h2, h3
  --~ 此局效之数
  h2 = Duel.GetMatchingGroupCount(s["是否效"], 0, s["全区"], s["全区"], nil)
  --~ 超量材组
  h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  for u1 in aux.Next(h3) do
    if s["是否效"](u1) then
      h2 = h2 + 1
      end
    end
  --~ 开局说明
  h1 = h2 .. " " .. s["则"]
  if s["伪洗"] == 0 then
  else
    h1 = h1 .. "伪洗 "
    end
  if s["战段"] == 0 then
    h1 = h1 .. "无战段 "
    end
  if s["机智"] == 0 then
    h1 = h1 .. "无机智 "
    end
  if s["开局选入手之数"] then
    h1 = h1 .. "选" .. s["开局选入手之数"] .. " "
    end
  if s["禁格之数"] then
    h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
    end
  if s["开局洗之数"] then
    h1 = h1 .. "抽" .. s["开局洗之数"] .. " "
    end
  Debug.ShowHint(h1)
  end
do
  s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
  --~ 开局选入手之数
  --~ 禁格之数
  function _G.aux.BeginPuzzle(u1, u2, u3, u4, u5)
    s["aux.BeginPuzzle"]()
    if u1 then
      s["开局选入手"](u1)
      end
    if u2 then
      s["禁格"](u2)
      end
    if u3 then
      s["印"](u3, u4, u5)
    else
      end
    s["开局之示"]()
    s["通关之邀"]()
    end
  end







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    h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h1:SetCode(EVENT_DAMAGE)
    h1:SetCondition(s["_通关之邀"])
    h1:SetOperation(aux.NULL)
    Duel.RegisterEffect(h1, 0)
    end
  end
s["是否效"] = function(card)
  for i = 1, #s["效之类排"] do
    if Card.IsType(card, s["效之类排"][i]) then
      return true
      end
    end
  if Card.IsType(card, TYPE_PENDULUM) then
    for i = 1, #s["无效灵摆怪兽之卡编排"] do
      if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
      else
        return true
        end
      end
    end
  end
do
  local h1
  --~ “调该效果”的效果
  --~ “调该效果”的玩家
  s["_开局选入手"] = function(u1, u2)
    local h2
    --~ 玩家选定的
    h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
    Duel.SendtoHand(h2, nil, REASON_RULE)
    u1:Reset()
    end
  s["开局选入手"] = function(u1)
    local h2
    s["开局选入手之数"] = u1
    --~ 开局选入手之数
    h1 = u1
    --~ 效果
    h2 = Effect.GlobalEffect()
    h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h2:SetCode(EVENT_ADJUST)
    h2:SetCondition(aux.TRUE)
    h2:SetOperation(s["_开局选入手"])
    Duel.RegisterEffect(h2, 0)
    end
  end
s["禁格"] = function(u1)
  local h1
  s["禁格之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()
  h1:SetCode(EFFECT_USE_EXTRA_MZONE)
  h1:SetValue(u1)
  Duel.RegisterEffect(h1, 0)
  end
do
  s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
  --~ 开局洗之数
  function _G.Debug.ReloadFieldEnd(u1)
    s["Debug.ReloadFieldEnd"]()
    if u1 then
      s["开局洗"](u1)
      end
    end
  end
do
  local h1, h2, h3, h4
  --~ 印过多之示
  h1 = "印过多"
  --~ 现之印  h2 = 1
  --~ 印手之上限
  h3 = 0
  --~ 总印之上限
  h4 = 0
  --~ 「调该效果」的效果
  --~ 「调该效果」的玩家
  s["_印"] = function(u1, u2)
    local h5, h6
    --~ 印卡之卡编
    h5 = Duel.AnnounceCard(u2)
    --~ 卡
    h6 = Duel.CreateToken(u2, h5)
    if h2 <= h3 then
      h2 = h2 + 1
      Duel.SendtoHand(h6, nil, REASON_RULE)
    else
      if h2 <= h4 then
        h2 = h2 + 1
        Duel.SendtoDeck(h6, u2, 0, REASON_RULE)
      else
        Debug.ShowHint(h1)
        u1:Reset()
        end
      end
    end
  s["印"] = function(u1, u2, u3)
    local h5, h6
    h3 = u2
    h4 = u3 or u2
    Debug.ShowHint("点击对方额外组可以进行印\n手只能印" .. h3 .. "张\n最多可以印" .. h4 .. "张")
    h5 = Effect.CreateEffect(u1)
    h5:SetType(EFFECT_TYPE_IGNITION)
    h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
    h5:SetTarget(s["不被连锁"])
    h5:SetRange(LOCATION_EXTRA)
    h5:SetOperation(s["_印"])
    u1:RegisterEffect(h5)
    end
  end
s["开局之示"] = function()
  local h1, h2, h3
  --~ 此局效之数
  h2 = Duel.GetMatchingGroupCount(s["是否效"], 0, s["全区"], s["全区"], nil)
  --~ 超量材组
  h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  for u1 in aux.Next(h3) do
    if s["是否效"](u1) then
      h2 = h2 + 1
      end
    end
  --~ 开局说明
  h1 = h2 .. " " .. s["则"]
  if s["伪洗"] == 0 then
  else
    h1 = h1 .. "伪洗 "
    end
  if s["战段"] == 0 then
    h1 = h1 .. "无战段 "
    end
  if s["机智"] == 0 then
    h1 = h1 .. "无机智 "
    end
  if s["开局选入手之数"] then
    h1 = h1 .. "选" .. s["开局选入手之数"] .. " "
    end
  if s["禁格之数"] then
    h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
    end
  if s["开局洗之数"] then
    h1 = h1 .. "抽" .. s["开局洗之数"] .. " "
    end
  Debug.ShowHint(h1)
  end
do
  s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
  --~ 开局选入手之数
  --~ 禁格之数
  function _G.aux.BeginPuzzle(u1, u2, u3, u4, u5)
    s["aux.BeginPuzzle"]()
    if u1 then
      s["开局选入手"](u1)
      end
    if u2 then
      s["禁格"](u2)
      end
    if u3 then
      s["印"](u3, u4, u5)
    else
      end
    s["开局之示"]()
    s["通关之邀"]()
    end
  end

Modified single/枯岳说书人_b04 4_13_-700.lua from [1ec126f1bb] to [4282df8d4b].

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--[[message
察局:2024-02-13
简语:不容小觑的似羊动物!
]]

Debug.SetAIName("枯岳说书人_b04")

Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN + DUEL_PSEUDO_SHUFFLE + DUEL_SIMPLE_AI, 4)

Debug.SetPlayerInfo(0, 500, 0, 0)

Debug.SetPlayerInfo(1, 30000, 0, 0)
local s = {}
s["印源"] = Debug.AddCard(55948544, 1, 1, LOCATION_EXTRA, 0, POS_FACEUP_ATTACK)

Debug.AddCard(14558127, 1, 1, LOCATION_HAND, 0, POS_FACEDOWN)

local m1 = Debug.AddCard(65403020, 0, 0, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)

Debug.AddCard(84794011, 1, 1, LOCATION_DECK, 2, POS_FACEUP_ATTACK)














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--[[message
察局:2024-02-13
简语:不容小觑的似羊动物!
]]

Debug.SetAIName("枯岳说书人_b04")

Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN + DUEL_PSEUDO_SHUFFLE + DUEL_SIMPLE_AI, 4)

Debug.SetPlayerInfo(0, 500, 0, 0)

Debug.SetPlayerInfo(1, 30000, 0, 0)
local s = {}
s["印源"] = Debug.AddCard(55948544, 1, 1, LOCATION_EXTRA, 0, POS_FACEUP_ATTACK)

Debug.AddCard(14558127, 1, 1, LOCATION_HAND, 0, POS_FACEDOWN)

local m1 = Debug.AddCard(65403020, 0, 0, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)

Debug.AddCard(84794011, 1, 1, LOCATION_DECK, 2, POS_FACEUP_ATTACK)

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local s2 = Debug.AddCard(38296564, 1, 1, LOCATION_SZONE, 0, POS_FACEUP_ATTACK)

local s1 = Debug.AddCard(19508728, 0, 0, LOCATION_SZONE, 2, POS_FACEUP)

Debug.AddCard(68462976, 1, 1, LOCATION_SZONE, 5, POS_FACEUP)

Debug.ReloadFieldEnd()
aux.BeginPuzzle(nil, nil, s["印源"], 2, 10)

Debug.PreSetTarget(s2, m2)

Debug.PreEquip(s1, m1)







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local s2 = Debug.AddCard(38296564, 1, 1, LOCATION_SZONE, 0, POS_FACEUP_ATTACK)

local s1 = Debug.AddCard(19508728, 0, 0, LOCATION_SZONE, 2, POS_FACEUP)

Debug.AddCard(68462976, 1, 1, LOCATION_SZONE, 5, POS_FACEUP)

Debug.ReloadFieldEnd()
aux.BeginPuzzle(nil, nil, s["印源"], 2, 10)

Debug.PreSetTarget(s2, m2)

Debug.PreEquip(s1, m1)

Modified single/枯岳说书人_c47 4_08_-7000.lua from [c0fc2ea734] to [c832b507a9].

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  h1 = Effect.CreateEffect(u1)
  h1:SetType(EFFECT_TYPE_SINGLE)
  h1:SetCode(EFFECT_UPDATE_ATTACK)
  h1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  h1:SetValue(u2)
  u1:RegisterEffect(h1)
  end
s["印源"] = Debug.AddCard(5758500, 1, 1, LOCATION_EXTRA, 0, POS_FACEUP_ATTACK)

Debug.AddCard(77622396, 0, 0, LOCATION_SZONE, 1, POS_FACEDOWN_ATTACK)
Debug.AddCard(49658464, 0, 0, LOCATION_SZONE, 2, POS_FACEUP_ATTACK)
Debug.AddCard(22205600, 0, 0, LOCATION_SZONE, 3, POS_FACEDOWN_ATTACK)

Debug.AddCard(13758665, 1, 1, LOCATION_SZONE, 1, POS_FACEUP_ATTACK)
Debug.AddCard(51452091, 1, 1, LOCATION_SZONE, 3, POS_FACEUP_ATTACK)







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  h1 = Effect.CreateEffect(u1)
  h1:SetType(EFFECT_TYPE_SINGLE)
  h1:SetCode(EFFECT_UPDATE_ATTACK)
  h1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  h1:SetValue(u2)
  u1:RegisterEffect(h1)
  end
s["印源"] = Debug.AddCard(5758500, 1, 1, LOCATION_EXTRA, 0, POS_FACEUP_ATTACK)

Debug.AddCard(77622396, 0, 0, LOCATION_SZONE, 1, POS_FACEDOWN_ATTACK)
Debug.AddCard(49658464, 0, 0, LOCATION_SZONE, 2, POS_FACEUP_ATTACK)
Debug.AddCard(22205600, 0, 0, LOCATION_SZONE, 3, POS_FACEDOWN_ATTACK)

Debug.AddCard(13758665, 1, 1, LOCATION_SZONE, 1, POS_FACEUP_ATTACK)
Debug.AddCard(51452091, 1, 1, LOCATION_SZONE, 3, POS_FACEUP_ATTACK)
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Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)
Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)
Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)
Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)
Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)

Debug.ReloadFieldEnd()
aux.BeginPuzzle(nil, nil, s["印源"], 1)
Debug.ShowHint("场上怪兽攻击力已改变")







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Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)
Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)
Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)
Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)
Debug.AddCard(7562372, 1, 1, LOCATION_DECK, 4, POS_FACEDOWN)

Debug.ReloadFieldEnd()
aux.BeginPuzzle(nil, nil, s["印源"], 1)
Debug.ShowHint("场上怪兽攻击力已改变")

Modified single/枯岳说书人_c50 4_01.lua from [6ef207cbf6] to [45babf9b34].

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--[[message
察局:2024-02-14
简语:您能帮助「童话动物·小兔子」渡过难关吗?
]]
Debug.SetAIName("枯岳说书人_c50")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN + DUEL_SIMPLE_AI, 4)
Debug.SetPlayerInfo(0, 100, 0, 0)
Debug.SetPlayerInfo(1, 5950, 0, 0)
local s = {}
s["印源"] = Debug.AddCard(5758500, 1, 1, LOCATION_EXTRA, 0, POS_FACEUP_ATTACK)

local c16 = Debug.AddCard(27288416, 1, 1, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)
--~ e16=Effect.CreateEffect(c16)
--~ e16:SetType(EFFECT_TYPE_SINGLE)
--~ e16:SetCode(EFFECT_UPDATE_ATTACK)
--~ e16:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
--~ e16:SetValue(-29700)









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--[[message
察局:2024-02-14
简语:您能帮助「童话动物·小兔子」渡过难关吗?
]]
Debug.SetAIName("枯岳说书人_c50")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN + DUEL_SIMPLE_AI, 4)
Debug.SetPlayerInfo(0, 100, 0, 0)
Debug.SetPlayerInfo(1, 5950, 0, 0)
local s = {}
s["印源"] = Debug.AddCard(5758500, 1, 1, LOCATION_EXTRA, 0, POS_FACEUP_ATTACK)

local c16 = Debug.AddCard(27288416, 1, 1, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)
--~ e16=Effect.CreateEffect(c16)
--~ e16:SetType(EFFECT_TYPE_SINGLE)
--~ e16:SetCode(EFFECT_UPDATE_ATTACK)
--~ e16:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
--~ e16:SetValue(-29700)
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--~ local c16=Debug.AddCard(44519536,1,1,LOCATION_DECK,2,POS_FACEUP_ATTACK)
--~ local c16=Debug.AddCard(70903634,1,1,LOCATION_DECK,2,POS_FACEUP_ATTACK)
--~ local c16=Debug.AddCard(33396948,1,1,LOCATION_DECK,2,POS_FACEUP_ATTACK)

Debug.AddCard(20129614, 0, 0, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)

Debug.ReloadFieldEnd()
aux.BeginPuzzle(nil, nil, s["印源"], 1)







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--~ local c16=Debug.AddCard(44519536,1,1,LOCATION_DECK,2,POS_FACEUP_ATTACK)
--~ local c16=Debug.AddCard(70903634,1,1,LOCATION_DECK,2,POS_FACEUP_ATTACK)
--~ local c16=Debug.AddCard(33396948,1,1,LOCATION_DECK,2,POS_FACEUP_ATTACK)

Debug.AddCard(20129614, 0, 0, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)

Debug.ReloadFieldEnd()
aux.BeginPuzzle(nil, nil, s["印源"], 1)

Modified single/棉花_c01 4_12_-700.lua from [672ce09cd1] to [530ead82b4].

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--[[message
原局:枯岳说书人_b04
]]

Debug.SetAIName("棉花_c01")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN + DUEL_PSEUDO_SHUFFLE + DUEL_SIMPLE_AI, 4)
Debug.SetPlayerInfo(0, 500, 0, 0)
Debug.SetPlayerInfo(1, 30000, 0, 0)
local s = {}
s["印源"] = Debug.AddCard(55948544, 1, 1, LOCATION_EXTRA, 0, POS_FACEUP_ATTACK)

Debug.AddCard(14558127, 1, 1, LOCATION_HAND, 0, POS_FACEDOWN)
local m1 = Debug.AddCard(65403020, 0, 0, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)
Debug.AddCard(67441435, 0, 0, LOCATION_GRAVE, 0, POS_FACEUP_ATTACK)
Debug.AddCard(81035362, 0, 0, LOCATION_MZONE, 1, POS_FACEUP_ATTACK)
Debug.AddCard(86099788, 1, 1, LOCATION_MZONE, 4, POS_FACEUP_ATTACK)
Debug.AddCard(11366199, 1, 1, LOCATION_MZONE, 3, POS_FACEUP_ATTACK)
Debug.AddCard(41147577, 1, 1, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)
Debug.AddCard(26268488, 1, 1, LOCATION_MZONE, 1, POS_FACEUP_ATTACK)
Debug.AddCard(17016362, 1, 1, LOCATION_MZONE, 0, POS_FACEUP_ATTACK)
local s1 = Debug.AddCard(19508728, 0, 0, LOCATION_SZONE, 2, POS_FACEUP)

Debug.AddCard(68462976, 1, 1, LOCATION_SZONE, 5, POS_FACEUP)

Debug.ReloadFieldEnd()
Debug.PreEquip(s1, m1)

aux.BeginPuzzle(nil, nil, s["印源"], 3)









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--[[message
原局:枯岳说书人_b04
]]

Debug.SetAIName("棉花_c01")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN + DUEL_PSEUDO_SHUFFLE + DUEL_SIMPLE_AI, 4)
Debug.SetPlayerInfo(0, 500, 0, 0)
Debug.SetPlayerInfo(1, 30000, 0, 0)
local s = {}
s["印源"] = Debug.AddCard(55948544, 1, 1, LOCATION_EXTRA, 0, POS_FACEUP_ATTACK)

Debug.AddCard(14558127, 1, 1, LOCATION_HAND, 0, POS_FACEDOWN)
local m1 = Debug.AddCard(65403020, 0, 0, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)
Debug.AddCard(67441435, 0, 0, LOCATION_GRAVE, 0, POS_FACEUP_ATTACK)
Debug.AddCard(81035362, 0, 0, LOCATION_MZONE, 1, POS_FACEUP_ATTACK)
Debug.AddCard(86099788, 1, 1, LOCATION_MZONE, 4, POS_FACEUP_ATTACK)
Debug.AddCard(11366199, 1, 1, LOCATION_MZONE, 3, POS_FACEUP_ATTACK)
Debug.AddCard(41147577, 1, 1, LOCATION_MZONE, 2, POS_FACEUP_ATTACK)
Debug.AddCard(26268488, 1, 1, LOCATION_MZONE, 1, POS_FACEUP_ATTACK)
Debug.AddCard(17016362, 1, 1, LOCATION_MZONE, 0, POS_FACEUP_ATTACK)
local s1 = Debug.AddCard(19508728, 0, 0, LOCATION_SZONE, 2, POS_FACEUP)

Debug.AddCard(68462976, 1, 1, LOCATION_SZONE, 5, POS_FACEUP)

Debug.ReloadFieldEnd()
Debug.PreEquip(s1, m1)

aux.BeginPuzzle(nil, nil, s["印源"], 3)