Lines of
script/c0.lua
from check-in e14f5fd087
that are changed by the sequence of edits moving toward
check-in 6fdfa2454c:
1: local string = string
2: local table = table
3: local s = {}
4: s["效牌之类排"] = {
5: TYPE_SPELL
6: , TYPE_TRAP
7: , TYPE_EFFECT
8: }
9: s["无效灵摆怪兽之卡编排"] = {
10: 28363749
11: , 19474136
12: , 17390179
13: , 83980492
14: }
15: s["全区"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
16: do
17: local h1
18: --~ 则对
19: h1 = {
20: [3] = "大师3 "
21: , [4] = "新大师 "
22: , [5] = "大师2020 "
23: }
24: s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
25: --~ 模
26: --~ 则数
27: function _G.Debug.ReloadFieldBegin(u1, u2)
28: s["伪洗牌"] = u1 & DUEL_PSEUDO_SHUFFLE
29: s["战段"] = u1 & DUEL_ATTACK_FIRST_TURN
30: s["机智"] = u1 & DUEL_SIMPLE_AI
31: if u2 then
32: s["则"] = h1[u2]
33: else
34: s["则"] = h1[5]
35: end
36: s["Debug.ReloadFieldBegin"](u1, u2)
37: end
38: end
39: function s["开局洗牌抽牌"](u1)
40: local h1, h2
41: s["开局洗牌抽牌之数"] = u1
42: --~ 效果
43: h1 = Effect.GlobalEffect()
44: h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
45: h1:SetCode(EVENT_ADJUST)
46: h1:SetCondition(aux.TRUE)
47: -- 随机抽牌
48: --~ 调该效果的效果
49: function h2(u2)
50: Duel.ShuffleDeck(0)
51: Duel.Draw(0, u1, REASON_RULE)
52: u2:Reset()
53: end
54: h1:SetOperation(h2)
55: Duel.RegisterEffect(h1, 0)
56: end
57: function s.["不被连锁"]()
58: Duel.SetChainLimit(aux.FALSE)
59: return true
60: end
61: do
62: local h1, h2
63: --~ 原解邀请
64: h1 = "残局群181175613"
65: --~ 二解邀请,备用:圣魔术师
66: h2 = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」"
67: function s["通关之邀"]()
68: local h3, h4
69: --~ 效果
70: h3 = Effect.GlobalEffect()
71: h3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
72: h3:SetCode(EVENT_DAMAGE)
73: --~ 通关之邀
74: function h4()
75: local h5
76: --~ 对方之血
77: h5 = Duel.GetLP(1)
78: if h5 <= 0 then
79: if h5 == 0 then
80: Debug.ShowHint(h1)
81: else
82: Debug.ShowHint(h2)
83: end
84: else
85: return false
86: end
87: end
88: h3:SetCondition(h4)
89: h3:SetOperation(aux.NULL)
90: Duel.RegisterEffect(h3, 0)
91: end
92: end
93: function s.["是否效牌"](card)
94: for i = 1, #s["效牌之类排"] do
95: if Card.IsType(card, s["效牌之类排"][i]) then
96: return true
97: end
98: end
99: if Card.IsType(card, TYPE_PENDULUM) then
100: for i = 1, #s["无效灵摆怪兽之卡编排"] do
101: if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
102: else
103: return true
104: end
105: end
106: end
107: end
108: function s["开局选牌入手"](u1)
109: local h1, h2
110: str["开局选牌入手之数"] = u1
111: --~ 效果
112: h1 = Effect.GlobalEffect()
113: h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
114: h1:SetCode(EVENT_ADJUST)
115: h1:SetCondition(aux.TRUE)
116: --~ 调该效果的效果
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: h1:SetOperation(h2)
126: Duel.RegisterEffect(h1, 0)
127: end
128: function s["禁格"](u1)
129: local h1
130: s["禁格之数"] = u1
131: --~ 效果
132: h1 = Effect.GlobalEffect()
133: h1:SetCode(EFFECT_USE_EXTRA_MZONE)
134: h1:SetValue(u1)
135: Duel.RegisterEffect(h1, 0)
136: end
137: do
138: s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
139: --~ 开局洗牌抽牌之数
140: function _G.Debug.ReloadFieldEnd(u1)
141: s["Debug.ReloadFieldEnd"]()
142: if u1 then
143: s["开局洗牌抽牌"](u1)
144: end
145: end
146: end
147: function s.["印牌"](u1, u2, u3)
148: local h1, h2, h3
149: u3 = u3 or u2
150: 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")
151: h1 = Effect.CreateEffect(u1)
152: --~ 现之印牌数
153: h2 = 1
154: h1:SetType(EFFECT_TYPE_IGNITION)
155: h1:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
156: h1:SetTarget(s["不被连锁"])
157: h1:SetRange(LOCATION_EXTRA)
158: -- 印牌
159: --~ 调该效果的效果
160: --~ 调该效果的玩家
161: function h3(u4, u5)
162: local h4, h5
163: --~ 印卡之卡编
164: h4 = Duel.AnnounceCard(u5)
165: --~ 卡
166: h5 = Duel.CreateToken(u5, h4)
167: if h2 <= u2 then
168: h2 = h2 + 1
169: Duel.SendtoHand(h5, nil, REASON_RULE)
170: else
171: if h2 <= u3 then
172: h2 = h2 + 1
173: Duel.Remove(h5, POS_FACEUP, REASON_RULE)
174: Duel.SendtoDeck(card, u5, 0, REASON_RULE)
175: else
176: Debug.ShowHint("印牌过多")
177: u4:Reset()
178: end
179: end
180: end
181: h1:SetOperation(h3)
182: u1:RegisterEffect(h1)
183: end
184: function s.["开局之示"]()
185: local h1, h2, h3
186: --~ 此局效牌之数
187: h2 = Duel.GetMatchingGroupCount(s["是否效牌"], 0, s["全区"], s["全区"], nil)
188: --~ 超量材组
189: h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
190: for u1 in aux.Next(h3) do
191: if s["是否效牌"](u1) then
192: h2 = h2 + 1
193: end
194: end
195: --~ 开局说明
196: h1 = h2 .. "牌 " .. s["则"]
197: if s["伪洗牌"] == 0 then
198: else
199: h1 = h1 .. "伪洗牌 "
200: end
201: if s["战段"] == 0 then
202: h1 = h1 .. "无战段 "
203: end
204: if s["机智"] == 0 then
205: h1 = h1 .. "无机智 "
206: end
207: if s["开局选牌入手之数"] then
208: h1 = h1 .. "选" .. s["开局选牌入手之数"] .. "牌 "
209: end
210: if s["禁格之数"] then
211: h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
212: end
213: if s["开局洗牌抽牌之数"] then
214: h1 = h1 .. "抽" .. s["开局洗牌抽牌之数"] .. "牌 "
215: end
216: Debug.ShowHint(h1)
217: end
218: do
219: s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
220: --~ 开局选牌入手之数
221: --~ 禁格之数
222: function _G.aux.BeginPuzzle(u1, u2)
223: s["aux.BeginPuzzle"]()
224: if u1 then
225: s["开局选牌入手"](u1)
226: end
227: if u2 then
228: s["禁格"](u2)
229: end
230: s["开局之示"]()
231: s["通关之邀"]()
232: end
233: end