Lines of
script/c0.lua
from check-in 2da5390976
that are changed by the sequence of edits moving toward
check-in 8ab63a7caf:
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: s["_开局洗牌抽牌"] = function(u1)
47: Duel.ShuffleDeck(0)
48: Duel.Draw(0, h1, REASON_RULE)
49: u1:Reset()
50: end
51: s["开局洗牌抽牌"] = function(u1)
52: local h2
53: --~ 抽卡之数
54: h1 = u1
55: s["开局洗牌抽牌之数"] = u1
56: --~ 效果
57: h2 = Effect.GlobalEffect()
58: h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
59: h2:SetCode(EVENT_ADJUST)
60: h2:SetCondition(aux.TRUE)
61: h2:SetOperation(s["开局洗牌抽牌"])
62: Duel.RegisterEffect(h2, 0)
63: end
64: end
2da5390976 2024-02-14 65: s.["不被连锁"] = function()
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: s["_通关之邀"] = function()
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: s["通关之邀"] = function()
89: local h1
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
2da5390976 2024-02-14 99: s.["是否效牌"] = function(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: local h1
116: --~ “调该效果”的效果
117: --~ “调该效果”的玩家
118: s["_开局选牌入手"] = function(u1, u2)
119: local h2
120: --~ 玩家选定的牌
121: h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
122: Duel.SendtoHand(h2, nil, REASON_RULE)
123: u1:Reset()
124: end
125: s["开局选牌入手"] = function(u1)
126: local h2
127: s["开局选牌入手之数"] = u1
128: --~ 开局选牌入手之数
129: h1 = u1
130: --~ 效果
131: h2 = Effect.GlobalEffect()
132: h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
133: h2:SetCode(EVENT_ADJUST)
134: h2:SetCondition(aux.TRUE)
135: h2:SetOperation(s["_开局选牌入手"])
136: Duel.RegisterEffect(h2, 0)
137: end
138: end
139: s["禁格"] = function(u1)
140: local h1
141: s["禁格之数"] = u1
142: --~ 效果
143: h1 = Effect.GlobalEffect()
144: h1:SetCode(EFFECT_USE_EXTRA_MZONE)
145: h1:SetValue(u1)
146: Duel.RegisterEffect(h1, 0)
147: end
148: do
149: s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
150: --~ 开局洗牌抽牌之数
151: function _G.Debug.ReloadFieldEnd(u1)
152: s["Debug.ReloadFieldEnd"]()
153: if u1 then
154: s.开局洗牌抽牌(u1)
155: end
156: end
157: end
158: do
159: local h1, h2, h3, h4
160: --~ 印牌过多之示
161: h1 = "印牌过多"
162: --~ 现之印牌数
163: h2 = 1
164: --~ 印手牌之上限
165: h3 = 0
166: --~ 总印牌之上限
167: h4 = 0
168: --~ 「调该效果」的效果
169: --~ 「调该效果」的玩家
170: s["_印牌"] = function(u1, u2)
171: local h5, h6
172: --~ 印卡之卡编
173: h5 = Duel.AnnounceCard(u2)
174: --~ 卡
175: h6 = Duel.CreateToken(u2, h5)
176: if h2 <= h3 then
177: h2 = h2 + 1
178: Duel.SendtoHand(h6, nil, REASON_RULE)
179: else
180: if h2 <= h4 then
181: h2 = h2 + 1
182: Duel.Remove(h6, POS_FACEUP, REASON_RULE)
183: Duel.SendtoDeck(card, u2, 0, REASON_RULE)
184: else
185: Debug.ShowHint(h1)
186: u1:Reset()
187: end
188: end
189: end
2da5390976 2024-02-14 190: s.["印牌"] = function(u1, u2, u3)
191: local h5, h6
192: h3 = u2
193: h4 = u3 or u2
194: 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")
195: h5 = Effect.CreateEffect(u1)
196: h5:SetType(EFFECT_TYPE_IGNITION)
197: h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
198: h5:SetTarget(s["不被连锁"])
199: h5:SetRange(LOCATION_EXTRA)
200: h5:SetOperation(s["_印牌"])
201: u1:RegisterEffect(h5)
202: end
203: end
2da5390976 2024-02-14 204: s.["开局之示"] = function()
205: local h1, h2, h3
206: --~ 此局效牌之数
207: h2 = Duel.GetMatchingGroupCount(s["是否效牌"], 0, s["全区"], s["全区"], nil)
208: --~ 超量材组
209: h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
210: for u1 in aux.Next(h3) do
211: if s["是否效牌"](u1) then
212: h2 = h2 + 1
213: end
214: end
215: --~ 开局说明
216: h1 = h2 .. "牌 " .. s["则"]
217: if s["伪洗牌"] == 0 then
218: else
219: h1 = h1 .. "伪洗牌 "
220: end
221: if s["战段"] == 0 then
222: h1 = h1 .. "无战段 "
223: end
224: if s["机智"] == 0 then
225: h1 = h1 .. "无机智 "
226: end
227: if s["开局选牌入手之数"] then
228: h1 = h1 .. "选" .. s["开局选牌入手之数"] .. "牌 "
229: end
230: if s["禁格之数"] then
231: h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
232: end
233: if s["开局洗牌抽牌之数"] then
234: h1 = h1 .. "抽" .. s["开局洗牌抽牌之数"] .. "牌 "
235: end
236: Debug.ShowHint(h1)
237: end
238: do
239: s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
240: --~ 开局选牌入手之数
241: --~ 禁格之数
242: function _G.aux.BeginPuzzle(u1, u2, u3, u4, u5)
243: s["aux.BeginPuzzle"]()
244: if u1 then
245: s["开局选牌入手"](u1)
246: end
247: if u2 then
248: s["禁格"](u2)
249: end
250: if u3 then
251: s["印牌"](u3, u4, u5)
252: else
253: end
254: s["开局之示"]()
255: s["通关之邀"]()
256: end
257: end