Lines of
script/c0.lua
from check-in 046e84141b
that are changed by the sequence of edits moving toward
check-in fd436744e5:
1: local string = string
2: local table = table
3: local Debug = Debug
4: local Effect = Effect
5: local Duel = Duel
6: local Card = Card
7: local s = {}
8: s["效牌之类排"] = {
9: TYPE_SPELL
10: , TYPE_TRAP
11: , TYPE_EFFECT
12: }
13: s["无效灵摆怪兽之卡编排"] = {
14: 28363749
15: , 19474136
16: , 17390179
17: , 83980492
18: }
19: s["全区"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
20: do
21: local h1
22: --~ 则对
23: h1 = {
24: [3] = "大师3 "
25: , [4] = "新大师 "
26: , [5] = "大师2020 "
27: }
28: s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
29: --~ 模
30: --~ 则数
31: function _G.Debug.ReloadFieldBegin(u1, u2)
32: s["伪洗牌"] = u1 & DUEL_PSEUDO_SHUFFLE
33: s["战段"] = u1 & DUEL_ATTACK_FIRST_TURN
34: s["机智"] = u1 & DUEL_SIMPLE_AI
35: if u2 then
36: s["则"] = h1[u2]
37: else
38: s["则"] = h1[5]
39: end
40: s["Debug.ReloadFieldBegin"](u1, u2)
41: end
42: end
43: do
44: local h1
45: --~ “调该效果”的效果
46: function s["_开局洗牌抽牌"](u1)
47: Duel.ShuffleDeck(0)
48: --~ 抽卡之数
49: Duel.Draw(0, h1, REASON_RULE)
50: u1:Reset()
51: end
52: function s["开局洗牌抽牌"](u1)
53: local h2
54: s["开局洗牌抽牌之数"] = u1
55: --~ 效果
56: h2 = Effect.GlobalEffect()
57: h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
58: h2:SetCode(EVENT_ADJUST)
59: h2:SetCondition(aux.TRUE)
60: h1 = u1
61: h2:SetOperation(s["_开局洗牌抽牌"])
62: Duel.RegisterEffect(h2, 0)
63: end
64: end
65: function s.["不被连锁"]()
66: Duel.SetChainLimit(aux.FALSE)
67: return true
68: end
69: do
70: local h1, h2
71: --~ 原解邀请
72: h1 = "残局群181175613"
73: --~ 二解邀请,备用:圣魔术师
74: h2 = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」"
75: --~ 通关之邀
76: function s["_通关之邀"]()
77: local h3
78: --~ 对方之血
79: h3 = Duel.GetLP(1)
80: if h3 <= 0 then
81: if h3 == 0 then
82: Debug.ShowHint(h1)
83: else
84: Debug.ShowHint(h2)
85: end
86: end
87: end
88: function s["通关之邀"]()
89: local h1, h2
90: --~ 效果
91: h1 = Effect.GlobalEffect()
92: h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
93: h1:SetCode(EVENT_DAMAGE)
94: h1:SetCondition(s["_通关之邀"])
95: h1:SetOperation(aux.NULL)
96: Duel.RegisterEffect(h1, 0)
97: end
98: end
99: function s.["是否效牌"](card)
100: for i = 1, #s["效牌之类排"] do
101: if Card.IsType(card, s["效牌之类排"][i]) then
102: return true
103: end
104: end
105: if Card.IsType(card, TYPE_PENDULUM) then
106: for i = 1, #s["无效灵摆怪兽之卡编排"] do
107: if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
108: else
109: return true
110: end
111: end
112: end
113: end
114: do
115: --~ “调该效果”的效果
046e84141b 2024-02-14 116: --~ 效果,其调该效果
117: --~ “调该效果”的玩家
118: function h2(u2, u3)
119: local h3
120: --~ 玩家选定的牌
121: h3 = Duel.SelectMatchingCard(u3, Card.IsAbleToHand, u3, LOCATION_DECK, 0, u1, u1, nil)
122: Duel.SendtoHand(h3, nil, REASON_RULE)
123: u2:Reset()
124: end
125: function s["开局选牌入手"](u1)
126: local h1, h2
127: str["开局选牌入手之数"] = u1
128: --~ 效果
129: h1 = Effect.GlobalEffect()
130: h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
131: h1:SetCode(EVENT_ADJUST)
132: h1:SetCondition(aux.TRUE)
133: --~ 调该效果的效果
134: --~ 调该效果的玩家
135: function h2(u2, u3)
136: local h3
137: --~ 玩家选定的牌
138: h3 = Duel.SelectMatchingCard(u3, Card.IsAbleToHand, u3, LOCATION_DECK, 0, u1, u1, nil)
139: Duel.SendtoHand(h3, nil, REASON_RULE)
140: u2:Reset()
141: end
142: h1:SetOperation(h2)
143: Duel.RegisterEffect(h1, 0)
144: end
145: end
146: function s["禁格"](u1)
147: local h1
148: s["禁格之数"] = u1
149: --~ 效果
150: h1 = Effect.GlobalEffect()
151: h1:SetCode(EFFECT_USE_EXTRA_MZONE)
152: h1:SetValue(u1)
153: Duel.RegisterEffect(h1, 0)
154: end
155: do
156: s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
157: --~ 开局洗牌抽牌之数
158: function _G.Debug.ReloadFieldEnd(u1)
159: s["Debug.ReloadFieldEnd"]()
160: if u1 then
161: s["开局洗牌抽牌"](u1)
162: end
163: end
164: end
046e84141b 2024-02-14 165: function s.["印牌"](u1, u2, u3)
046e84141b 2024-02-14 166: local h1, h2, h3
046e84141b 2024-02-14 167: u3 = u3 or u2
046e84141b 2024-02-14 168: 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")
046e84141b 2024-02-14 169: h1 = Effect.CreateEffect(u1)
046e84141b 2024-02-14 170: --~ 现之印牌数
046e84141b 2024-02-14 171: h2 = 1
046e84141b 2024-02-14 172: h1:SetType(EFFECT_TYPE_IGNITION)
046e84141b 2024-02-14 173: h1:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
046e84141b 2024-02-14 174: h1:SetTarget(s["不被连锁"])
046e84141b 2024-02-14 175: h1:SetRange(LOCATION_EXTRA)
046e84141b 2024-02-14 176: -- 印牌
046e84141b 2024-02-14 177: --~ 调该效果的效果
046e84141b 2024-02-14 178: --~ 调该效果的玩家
046e84141b 2024-02-14 179: function h3(u4, u5)
046e84141b 2024-02-14 180: local h4, h5
046e84141b 2024-02-14 181: --~ 印卡之卡编
046e84141b 2024-02-14 182: h4 = Duel.AnnounceCard(u5)
046e84141b 2024-02-14 183: --~ 卡
046e84141b 2024-02-14 184: h5 = Duel.CreateToken(u5, h4)
046e84141b 2024-02-14 185: if h2 <= u2 then
046e84141b 2024-02-14 186: h2 = h2 + 1
046e84141b 2024-02-14 187: Duel.SendtoHand(h5, nil, REASON_RULE)
046e84141b 2024-02-14 188: else
046e84141b 2024-02-14 189: if h2 <= u3 then
046e84141b 2024-02-14 190: h2 = h2 + 1
046e84141b 2024-02-14 191: Duel.Remove(h5, POS_FACEUP, REASON_RULE)
046e84141b 2024-02-14 192: Duel.SendtoDeck(card, u5, 0, REASON_RULE)
046e84141b 2024-02-14 193: else
046e84141b 2024-02-14 194: Debug.ShowHint("印牌过多")
046e84141b 2024-02-14 195: u4:Reset()
046e84141b 2024-02-14 196: end
046e84141b 2024-02-14 197: end
046e84141b 2024-02-14 198: end
046e84141b 2024-02-14 199: h1:SetOperation(h3)
046e84141b 2024-02-14 200: u1:RegisterEffect(h1)
201: end
202: function s.["开局之示"]()
203: local h1, h2, h3
204: --~ 此局效牌之数
205: h2 = Duel.GetMatchingGroupCount(s["是否效牌"], 0, s["全区"], s["全区"], nil)
206: --~ 超量材组
207: h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
208: for u1 in aux.Next(h3) do
209: if s["是否效牌"](u1) then
210: h2 = h2 + 1
211: end
212: end
213: --~ 开局说明
214: h1 = h2 .. "牌 " .. s["则"]
215: if s["伪洗牌"] == 0 then
216: else
217: h1 = h1 .. "伪洗牌 "
218: end
219: if s["战段"] == 0 then
220: h1 = h1 .. "无战段 "
221: end
222: if s["机智"] == 0 then
223: h1 = h1 .. "无机智 "
224: end
225: if s["开局选牌入手之数"] then
226: h1 = h1 .. "选" .. s["开局选牌入手之数"] .. "牌 "
227: end
228: if s["禁格之数"] then
229: h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
230: end
231: if s["开局洗牌抽牌之数"] then
232: h1 = h1 .. "抽" .. s["开局洗牌抽牌之数"] .. "牌 "
233: end
234: Debug.ShowHint(h1)
235: end
236: do
237: s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
238: --~ 开局选牌入手之数
239: --~ 禁格之数
240: function _G.aux.BeginPuzzle(u1, u2)
241: s["aux.BeginPuzzle"]()
242: if u1 then
243: s["开局选牌入手"](u1)
244: end
245: if u2 then
246: s["禁格"](u2)
247: end
248: s["开局之示"]()
249: s["通关之邀"]()
250: end
251: end