游戏王残局简化版

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Overview
Comment:
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Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: 2da5390976d5b8bda7030c74ddb161172cd56741039af1fd14f3b8a55c054c1e
User & Date: 顽雨沉风 on 2024-02-14 04:22:47
Other Links: manifest | tags
Context
2024-02-14
04:24
check-in: 8ab63a7caf user: 顽雨沉风 tags: trunk
04:22
check-in: 2da5390976 user: 顽雨沉风 tags: trunk
04:08
check-in: ba19448ef5 user: 顽雨沉风 tags: trunk
Changes

Modified script/c0.lua from [75761ba61d] to [73887b02f8].

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      end
    s["Debug.ReloadFieldBegin"](u1, u2)
    end
  end
do
  local h1
  --~ “调该效果”的效果
  function s["_开局洗牌抽牌"](u1)
  s["_开局洗牌抽牌"] = function(u1)
    Duel.ShuffleDeck(0)
    Duel.Draw(0, h1, REASON_RULE)
    u1:Reset()
    end
  function s["开局洗牌抽牌"](u1)
  s["开局洗牌抽牌"] = function(u1)
    local h2
    --~ 抽卡之数
    h1 = u1
    s["开局洗牌抽牌之数"] = 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["_开局洗牌抽牌"])
    h2:SetOperation(s["开局洗牌抽牌"])
    Duel.RegisterEffect(h2, 0)
    end
  end
function s.["不被连锁"]()
s.["不被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)
  return true
  end
do
  local h1, h2
  --~ 原解邀请
  h1 = "残局群181175613"
  --~ 二解邀请,备用:圣魔术师
  h2 = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」"
    --~ 通关之邀
  function s["_通关之邀"]()
  s["_通关之邀"] = function()
    local h3
    --~ 对方之血
    h3 = Duel.GetLP(1)
    if h3 <= 0 then
      if h3 == 0 then
        Debug.ShowHint(h1)
      else
        Debug.ShowHint(h2)
        end
      end
    end
  function s["通关之邀"]()
  s["通关之邀"] = function()
    local h1
    --~ 效果
    h1 = Effect.GlobalEffect()
    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
function s.["是否效牌"](card)
s.["是否效牌"] = function(card)
  for i = 1, #s["效牌之类排"] do
    if Card.IsType(card, s["效牌之类排"][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
  function s["_开局选牌入手"](u1, u2)
  s["_开局选牌入手"] = function(u1, u2)
    local h2
    --~ 玩家选定的牌
    h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
    Duel.SendtoHand(h2, nil, REASON_RULE)
    u1:Reset()
    end
  function s["开局选牌入手"](u1)
  s["开局选牌入手"] = function(u1)
    local h2
    s["开局选牌入手之数"] = u1
    --~ 开局选牌入手之数
    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["_开局选牌入手"])
    Duel.RegisterEffect(h2, 0)
    end
  end
function s["禁格"](u1)
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
  --~ 开局洗牌抽牌之数
  function _G.Debug.ReloadFieldEnd(u1)
    s["Debug.ReloadFieldEnd"]()
    if u1 then
      s["开局洗牌抽牌"](u1)
      s.开局洗牌抽牌(u1)
      end
    end
  end
do
  local h1, h2, h3, h4
  --~ 印牌过多之示
  h1 = "印牌过多"
  --~ 现之印牌数
  h2 = 1
  --~ 印手牌之上限
  h3 = 0
  --~ 总印牌之上限
  h4 = 0
  --~ 「调该效果」的效果
  --~ 「调该效果」的玩家
  function s["_印牌"](u1, u2)
  s["_印牌"] = 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.Remove(h6, POS_FACEUP, REASON_RULE)
        Duel.SendtoDeck(card, u2, 0, REASON_RULE)
      else
        Debug.ShowHint(h1)
        u1:Reset()
        end
      end
    end
  function s.["印牌"](u1, u2, u3)
  s.["印牌"] = function(u1, u2, u3)
    local h5, h6
    h3 = u2
    h4 = u3 or u2
    Debug.ShowHint("点击对方额外牌组可以进行印牌。\n手牌只能印 " .. u2 .. " 张。\n最多可以印 " .. u3 .. " 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["_印牌"])
    u1:RegisterEffect(h5)
    end
  end
function s.["开局之示"]()
s.["开局之示"] = function()
  local h1, h2, h3
  --~ 此局效牌之数
  h2 = Duel.GetMatchingGroupCount(s["是否效牌"], 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["是否效牌"](u1) then