游戏王残局简化版

Annotation For script/c0.lua
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Annotation For script/c0.lua

Lines of script/c0.lua from check-in 9a0abc0f50 that are changed by the sequence of edits moving toward check-in 7da070fada:

                         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["效卡之类排"] = {
9a0abc0f50 2024-06-27    9: TYPE_SPELL
9a0abc0f50 2024-06-27   10: , TYPE_TRAP
9a0abc0f50 2024-06-27   11: , TYPE_EFFECT
9a0abc0f50 2024-06-27   12: }
                        13: s["无效灵摆怪兽之卡编排"] = {
9a0abc0f50 2024-06-27   14: 28363749
9a0abc0f50 2024-06-27   15: , 19474136
9a0abc0f50 2024-06-27   16: , 17390179
9a0abc0f50 2024-06-27   17: , 83980492
9a0abc0f50 2024-06-27   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["伪洗卡"] = 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: s["不被连锁"] = function()
                        44:   Duel.SetChainLimit(aux.FALSE)
                        45:   return true
                        46:   end
                        47: s["是否效卡"] = function(card)
                        48:   for i = 1, #s["效卡之类排"] do
                        49:     if Card.IsType(card, s["效卡之类排"][i]) then
                        50:       return true
                        51:       end
                        52:     end
                        53:   if Card.IsType(card, TYPE_PENDULUM) then
                        54:     for i = 1, #s["无效灵摆怪兽之卡编排"] do
                        55:       if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
                        56:         return false
                        57:       else
                        58:         end
                        59:       end
                        60:     return true
                        61:     end
                        62:   end
                        63: do
                        64:   local h1
                        65:   --~ “调该效果”的效果
                        66:   --~ “调该效果”的玩家
                        67:   s["_开局选卡入手"] = function(u1, u2)
                        68:     local h2
                        69:     --~ 玩家选定的卡
                        70:     h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
                        71:     Duel.SendtoHand(h2, nil, REASON_RULE)
                        72:     u1:Reset()
                        73:     end
                        74:   s["开局选卡入手"] = function(u1)
                        75:     local h2
                        76:     s["「开局选卡入手」之量"] = u1
                        77:     --~ 「开局选卡入手」之量
                        78:     h1 = u1
                        79:     --~ 效果
                        80:     h2 = Effect.GlobalEffect()
                        81:     h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
                        82:     h2:SetCode(EVENT_ADJUST)
                        83:     h2:SetCondition(aux.TRUE)
                        84:     h2:SetOperation(s["_开局选卡入手"])
                        85:     Duel.RegisterEffect(h2, 0)
                        86:     end
                        87:   end
                        88: --~ 「禁主怪格」之几个
                        89: s["「禁主怪格」之几个"] = function(u1)
                        90:   local h1
                        91:   s["「禁主怪格」之量"] = u1
                        92:   --~ 效果
                        93:   h1 = Effect.GlobalEffect()
                        94:   h1:SetCode(EFFECT_USE_EXTRA_MZONE)
                        95:   h1:SetValue(u1)
                        96:   Duel.RegisterEffect(h1, 0)
                        97:   end
                        98: --~ 「禁魔陷格」之几个
                        99: s["「禁魔陷格」之几个"] = function(u1)
                       100:   local h1
                       101:   s["「禁魔陷格」之量"] = u1
                       102:   --~ 效果
                       103:   h1 = Effect.GlobalEffect()
                       104:   h1:SetCode(EFFECT_USE_EXTRA_SZONE)
                       105:   h1:SetValue(u1)
                       106:   Duel.RegisterEffect(h1, 0)
                       107:   end
                       108: do
                       109:   s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
                       110:   --~ 「禁主怪格」之几个
                       111:   --~ 「禁魔陷格」之几个
                       112:   function _G.Debug.ReloadFieldEnd(u1, u2)
                       113:     s["Debug.ReloadFieldEnd"]()
                       114:     if u1 then
                       115:       s["「禁主怪格」之几个"](u1)
                       116:       end
                       117:     if u2 then
                       118:       s["「禁魔陷格」之几个"](u2)
                       119:       end
                       120:     end
                       121:   end
                       122: do
                       123:   local h1, h2, h3, h4
                       124:   --~ 印卡过多之示
                       125:   h1 = "印卡过多"
                       126:   --~ 现之印卡数
                       127:   h2 = 1
                       128:   --~ 印手卡之上限
                       129:   h3 = 0
                       130:   --~ 总印卡之上限
                       131:   h4 = 0
                       132:   --~ 「调该效果」的效果
                       133:   --~ 「调该效果」的玩家
                       134:   s["_印卡"] = function(u1, u2)
                       135:     local h5, h6
                       136:     --~ 印卡之卡编
                       137:     h5 = Duel.AnnounceCard(u2)
                       138:     --~ 卡
                       139:     h6 = Duel.CreateToken(u2, h5)
                       140:     if h2 <= h3 then
                       141:       h2 = h2 + 1
                       142:       Duel.SendtoHand(h6, nil, REASON_RULE)
                       143:     else
                       144:       if h2 <= h4 then
                       145:         h2 = h2 + 1
                       146:         Duel.SendtoDeck(h6, u2, 0, REASON_RULE)
                       147:       else
                       148:         Debug.ShowHint(h1)
                       149:         u1:Reset()
                       150:         end
                       151:       end
                       152:     end
                       153:   s["印卡"] = function(u1, u2, u3)
                       154:     local h5, h6
                       155:     h3 = u2
                       156:     h4 = u3 or u2
                       157:     Debug.ShowHint("点对方额外卡组,可印卡\n只能印手卡" .. h3 .. "张\n最多可印" .. h4 .. "张")
                       158:     h5 = Effect.CreateEffect(u1)
                       159:     h5:SetType(EFFECT_TYPE_IGNITION)
                       160:     h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
                       161:     h5:SetTarget(s["不被连锁"])
                       162:     h5:SetRange(LOCATION_EXTRA)
                       163:     h5:SetOperation(s["_印卡"])
                       164:     u1:RegisterEffect(h5)
                       165:     end
                       166:   end
                       167: s["开局示"] = function()
                       168:   local h1, h2, h3
                       169:   --~ 此局效卡之数
                       170:   h2 = Duel.GetMatchingGroupCount(s["是否效卡"], 0, s["全区"], s["全区"], nil)
                       171:   --~ 超量材组
                       172:   h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
                       173:   for u1 in aux.Next(h3) do
                       174:     if s["是否效卡"](u1) then
                       175:       h2 = h2 + 1
                       176:       end
                       177:     end
                       178:   --~ 开局说明
                       179:   h1 = h2 .. "卡 " .. s["则"]
                       180:   if s["伪洗卡"] == 0 then
                       181:   else
                       182:     h1 = h1 .. "伪洗卡 "
                       183:     end
                       184:   if s["战段"] == 0 then
                       185:     h1 = h1 .. "无战段 "
                       186:     end
                       187:   if s["机智"] == 0 then
                       188:     h1 = h1 .. "无机智 "
                       189:     end
                       190:   if s["「开局选卡入手」之量"] then
                       191:     h1 = h1 .. "选" .. s["「开局选卡入手」之量"] .. "卡 "
                       192:     end
                       193:   if s["「禁主怪格」之量"] then
                       194:     h1 = h1 .. "禁" .. s["「禁主怪格」之量"] .. "怪格 "
                       195:     end
                       196:   if s["「禁魔陷格」之量"] then
                       197:     h1 = h1 .. "禁" .. s["「禁魔陷格」之量"] .. "魔格 "
                       198:     end
                       199:   Debug.ShowHint(h1)
                       200:   end
                       201: do
                       202:   s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
                       203:   --~ 「开局选卡入手」之量
                       204:   --~ 传入对方额外卡组最上面表侧卡,并将其作为印卡源
                       205:   --~ 能印手卡几张
                       206:   --~ 最多能印卡几张
                       207:   function _G.aux.BeginPuzzle(u1, u2, u3, u4)
                       208:     s["aux.BeginPuzzle"]()
                       209:     if u1 then
                       210:       s["开局选卡入手"](u1)
                       211:       end
                       212:     if u2 then
                       213:       s["印卡"](u2, u3, u4)
                       214:     else
                       215:       end
                       216:     s["开局示"]()
                       217:     end
                       218:   end