Lines of
script/c0.lua
from check-in 6fdfa2454c
that are changed by the sequence of edits moving toward
check-in ad8a165722:
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
6fdfa2454c 2024-02-14 43: function s["开局洗牌抽牌"](u1)
6fdfa2454c 2024-02-14 44: local h1, h2
6fdfa2454c 2024-02-14 45: s["开局洗牌抽牌之数"] = u1
6fdfa2454c 2024-02-14 46: --~ 效果
6fdfa2454c 2024-02-14 47: h1 = Effect.GlobalEffect()
6fdfa2454c 2024-02-14 48: h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
6fdfa2454c 2024-02-14 49: h1:SetCode(EVENT_ADJUST)
6fdfa2454c 2024-02-14 50: h1:SetCondition(aux.TRUE)
6fdfa2454c 2024-02-14 51: -- 随机抽牌
6fdfa2454c 2024-02-14 52: --~ 调该效果的效果
6fdfa2454c 2024-02-14 53: function h2(u2)
6fdfa2454c 2024-02-14 54: Duel.ShuffleDeck(0)
6fdfa2454c 2024-02-14 55: Duel.Draw(0, u1, REASON_RULE)
6fdfa2454c 2024-02-14 56: u2:Reset()
6fdfa2454c 2024-02-14 57: end
6fdfa2454c 2024-02-14 58: h1:SetOperation(h2)
6fdfa2454c 2024-02-14 59: Duel.RegisterEffect(h1, 0)
60: end
61: function s.["不被连锁"]()
62: Duel.SetChainLimit(aux.FALSE)
63: return true
64: end
65: do
66: local h1, h2
67: --~ 原解邀请
68: h1 = "残局群181175613"
69: --~ 二解邀请,备用:圣魔术师
70: h2 = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」"
71: function s["通关之邀"]()
72: local h3, h4
73: --~ 效果
74: h3 = Effect.GlobalEffect()
75: h3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
76: h3:SetCode(EVENT_DAMAGE)
77: --~ 通关之邀
78: function h4()
79: local h5
80: --~ 对方之血
81: h5 = Duel.GetLP(1)
82: if h5 <= 0 then
83: if h5 == 0 then
84: Debug.ShowHint(h1)
85: else
86: Debug.ShowHint(h2)
87: end
88: else
89: return false
90: end
91: end
92: h3:SetCondition(h4)
93: h3:SetOperation(aux.NULL)
94: Duel.RegisterEffect(h3, 0)
95: end
96: end
97: function s.["是否效牌"](card)
98: for i = 1, #s["效牌之类排"] do
99: if Card.IsType(card, s["效牌之类排"][i]) then
100: return true
101: end
102: end
103: if Card.IsType(card, TYPE_PENDULUM) then
104: for i = 1, #s["无效灵摆怪兽之卡编排"] do
105: if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
106: else
107: return true
108: end
109: end
110: end
111: end
112: function s["开局选牌入手"](u1)
113: local h1, h2
114: str["开局选牌入手之数"] = u1
115: --~ 效果
116: h1 = Effect.GlobalEffect()
117: h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
118: h1:SetCode(EVENT_ADJUST)
119: h1:SetCondition(aux.TRUE)
120: --~ 调该效果的效果
121: --~ 调该效果的玩家
122: function h2(u2, u3)
123: local h3
124: --~ 玩家选定的牌
125: h3 = Duel.SelectMatchingCard(u3, Card.IsAbleToHand, u3, LOCATION_DECK, 0, u1, u1, nil)
126: Duel.SendtoHand(h3, nil, REASON_RULE)
127: u2:Reset()
128: end
129: h1:SetOperation(h2)
130: Duel.RegisterEffect(h1, 0)
131: end
132: function s["禁格"](u1)
133: local h1
134: s["禁格之数"] = u1
135: --~ 效果
136: h1 = Effect.GlobalEffect()
137: h1:SetCode(EFFECT_USE_EXTRA_MZONE)
138: h1:SetValue(u1)
139: Duel.RegisterEffect(h1, 0)
140: end
141: do
142: s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
143: --~ 开局洗牌抽牌之数
144: function _G.Debug.ReloadFieldEnd(u1)
145: s["Debug.ReloadFieldEnd"]()
146: if u1 then
147: s["开局洗牌抽牌"](u1)
148: end
149: end
150: end
151: function s.["印牌"](u1, u2, u3)
152: local h1, h2, h3
153: u3 = u3 or u2
154: 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")
155: h1 = Effect.CreateEffect(u1)
156: --~ 现之印牌数
157: h2 = 1
158: h1:SetType(EFFECT_TYPE_IGNITION)
159: h1:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
160: h1:SetTarget(s["不被连锁"])
161: h1:SetRange(LOCATION_EXTRA)
162: -- 印牌
163: --~ 调该效果的效果
164: --~ 调该效果的玩家
165: function h3(u4, u5)
166: local h4, h5
167: --~ 印卡之卡编
168: h4 = Duel.AnnounceCard(u5)
169: --~ 卡
170: h5 = Duel.CreateToken(u5, h4)
171: if h2 <= u2 then
172: h2 = h2 + 1
173: Duel.SendtoHand(h5, nil, REASON_RULE)
174: else
175: if h2 <= u3 then
176: h2 = h2 + 1
177: Duel.Remove(h5, POS_FACEUP, REASON_RULE)
178: Duel.SendtoDeck(card, u5, 0, REASON_RULE)
179: else
180: Debug.ShowHint("印牌过多")
181: u4:Reset()
182: end
183: end
184: end
185: h1:SetOperation(h3)
186: u1:RegisterEffect(h1)
187: end
188: function s.["开局之示"]()
189: local h1, h2, h3
190: --~ 此局效牌之数
191: h2 = Duel.GetMatchingGroupCount(s["是否效牌"], 0, s["全区"], s["全区"], nil)
192: --~ 超量材组
193: h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
194: for u1 in aux.Next(h3) do
195: if s["是否效牌"](u1) then
196: h2 = h2 + 1
197: end
198: end
199: --~ 开局说明
200: h1 = h2 .. "牌 " .. s["则"]
201: if s["伪洗牌"] == 0 then
202: else
203: h1 = h1 .. "伪洗牌 "
204: end
205: if s["战段"] == 0 then
206: h1 = h1 .. "无战段 "
207: end
208: if s["机智"] == 0 then
209: h1 = h1 .. "无机智 "
210: end
211: if s["开局选牌入手之数"] then
212: h1 = h1 .. "选" .. s["开局选牌入手之数"] .. "牌 "
213: end
214: if s["禁格之数"] then
215: h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
216: end
217: if s["开局洗牌抽牌之数"] then
218: h1 = h1 .. "抽" .. s["开局洗牌抽牌之数"] .. "牌 "
219: end
220: Debug.ShowHint(h1)
221: end
222: do
223: s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
224: --~ 开局选牌入手之数
225: --~ 禁格之数
226: function _G.aux.BeginPuzzle(u1, u2)
227: s["aux.BeginPuzzle"]()
228: if u1 then
229: s["开局选牌入手"](u1)
230: end
231: if u2 then
232: s["禁格"](u2)
233: end
234: s["开局之示"]()
235: s["通关之邀"]()
236: end
237: end