Lines of
script/c0.lua
from check-in b06c61ebbe
that are changed by the sequence of edits moving toward
check-in 5e3f812cd3:
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 d = {}
8: local f = {}
9: local s = {}
b06c61ebbe 2024-06-27 10: s["效卡之类排"] = {
11: TYPE_SPELL,
12: TYPE_TRAP,
13: TYPE_EFFECT,
14: }
b06c61ebbe 2024-06-27 15: s["无效灵摆怪兽之卡编排"] = {
16: 28363749,
17: 19474136,
18: 17390179,
19: 83980492,
20: }
21: s["全区"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
22: do
23: local h1
24: --~ 则对
25: h1 = {
26: [3] = "大师规则 ",
27: [4] = "新大师规则(2017) ",
28: [5] = "大师规则(2020) ",
29: }
30: s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
31: --~ 模
32: --~ 则数
33: function _G.Debug.ReloadFieldBegin(u1, u2)
34: s["伪洗卡"] = u1 & DUEL_PSEUDO_SHUFFLE
35: s["战段"] = u1 & DUEL_ATTACK_FIRST_TURN
36: s["机智"] = u1 & DUEL_SIMPLE_AI
37: if u2 then
38: s["则"] = h1[u2]
39: else
40: s["则"] = h1[5]
41: end
42: s["Debug.ReloadFieldBegin"](u1, u2)
43: end
44: end
45: f["不被连锁"] = function()
46: Duel.SetChainLimit(aux.FALSE)
47: return true
48: end
49: s["是否效卡"] = function(card)
b06c61ebbe 2024-06-27 50: for i = 1, #s["效卡之类排"] do
b06c61ebbe 2024-06-27 51: if Card.IsType(card, s["效卡之类排"][i]) then
52: return true
53: end
54: end
55: if Card.IsType(card, TYPE_PENDULUM) then
b06c61ebbe 2024-06-27 56: for i = 1, #s["无效灵摆怪兽之卡编排"] do
b06c61ebbe 2024-06-27 57: if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
58: return false
59: else
60: end
61: end
62: return true
63: end
64: end
65: do
66: local h1
67: --~ “调该效果”的效果
68: --~ “调该效果”的玩家
69: s["_开局选卡入手"] = function(u1, u2)
70: local h2
71: --~ 玩家选定的卡
72: h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
73: Duel.SendtoHand(h2, nil, REASON_RULE)
74: u1:Reset()
75: end
76: s["开局选卡入手"] = function(u1)
77: local h2
78: s["「开局选卡入手」之量"] = u1
79: --~ 「开局选卡入手」之量
80: h1 = u1
81: --~ 效果
82: h2 = Effect.GlobalEffect()
83: h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
84: h2:SetCode(EVENT_ADJUST)
85: h2:SetCondition(aux.TRUE)
86: h2:SetOperation(s["_开局选卡入手"])
87: Duel.RegisterEffect(h2, 0)
88: end
89: end
90: --~ 禁几个怪兽格
91: f["禁格"] = function(o1)
92: local k1
93: d["禁几个怪兽格"] = o1
94: --~ 效果
95: k1 = Effect.GlobalEffect()
96: k1:SetCode(EFFECT_USE_EXTRA_MZONE)
97: k1:SetValue(k1)
98: Duel.RegisterEffect(k1, 0)
99: end
100: do
101: local k1, k2, k3, k4
102: --~ 印卡过多时的提示
103: k1 = "印卡过多"
104: --~ 现在的印卡数量
105: k2 = 1
106: --~ 手卡印卡数量的上限
107: k3 = 0
108: --~ 印卡总数量的上限
109: k4 = 0
110: --~ 所调用这个效果的效果
111: --~ 所调用这个效果的玩家
112: f["_印卡"] = function(o1, o2)
113: local k5, k6
114: --~ 要印之卡的卡编
115: k5 = Duel.AnnounceCard(o2)
116: --~ 卡
117: k6 = Duel.CreateToken(o2, k5)
118: if k2 <= k3 then
119: k2 = k2 + 1
120: Duel.SendtoHand(k6, nil, REASON_RULE)
121: else
122: if k2 <= k4 then
123: k2 = k2 + 1
124: Duel.SendtoDeck(k6, o2, 0, REASON_RULE)
125: else
126: Debug.ShowHint(k1)
127: o1:Reset()
128: end
129: end
130: end
131: --~ 印卡的启动源
132: --~ 手卡印卡数量的上限
133: --~ 印卡总数量的上限
134: f["印卡"] = function(o1, o2, o3)
135: local k5
136: k3 = o2
137: k4 = o3 or o2
138: Debug.ShowHint("点对方额外卡组,可印卡\n只能印手卡 " .. k3 .. " 张\n最多可印 " .. k4 .. " 张")
139: k5 = Effect.CreateEffect(o1)
140: k5:SetType(EFFECT_TYPE_IGNITION)
141: k5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
142: k5:SetTarget(f["不被连锁"])
143: k5:SetRange(LOCATION_EXTRA)
144: k5:SetOperation(f["_印卡"])
145: o1:RegisterEffect(k5)
146: end
147: end
148: s["开局示"] = function()
149: local h1, h2, h3
150: --~ 此局效卡之数
151: h2 = Duel.GetMatchingGroupCount(s["是否效卡"], 0, s["全区"], s["全区"], nil)
152: --~ 超量材组
153: h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
154: for u1 in aux.Next(h3) do
155: if s["是否效卡"](u1) then
156: h2 = h2 + 1
157: end
158: end
159: --~ 开局说明
160: h1 = h2 .. "卡 " .. s["则"]
161: if s["伪洗卡"] == 0 then
162: else
163: h1 = h1 .. "伪洗卡 "
164: end
165: if s["战段"] == 0 then
166: h1 = h1 .. "无战段 "
167: end
168: if s["机智"] == 0 then
169: h1 = h1 .. "无机智 "
170: end
171: if s["「开局选卡入手」之量"] then
172: h1 = h1 .. "选" .. s["「开局选卡入手」之量"] .. "卡 "
173: end
174: if s["「禁主怪格」之量"] then
175: h1 = h1 .. "禁" .. s["「禁主怪格」之量"] .. "怪格 "
176: end
177: if s["「禁魔陷格」之量"] then
178: h1 = h1 .. "禁" .. s["「禁魔陷格」之量"] .. "魔格 "
179: end
180: Debug.ShowHint(h1)
181: end
182: do
183: s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
184: --~ 「开局选卡入手」之量
185: --~ 传入对方额外卡组最上面表侧卡,并将其作为印卡源
186: --~ 能印手卡几张
187: --~ 最多能印卡几张
188: function _G.aux.BeginPuzzle(o1, o2, o3, o4, o5)
189: s["aux.BeginPuzzle"]()
190: if o1 then
191: s["开局选卡入手"](o1)
192: else
193: end
194: if o2 then
195: f["禁格"](o2)
196: else
197: end
198: if o3 then
199: s["印卡"](o3, o4, o5)
200: else
201: end
202: s["开局示"]()
203: end
204: end