Index: script/c0.lua ================================================================== --- script/c0.lua +++ script/c0.lua @@ -1,339 +1,339 @@ -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"] +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"]