Lines of script/c0.lua from check-in ef8dd0e5a0 that are changed by the sequence of edits moving toward check-in 23eca3b462:
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"] = {
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: do
48: local h1, h2
49: --~ 原解邀请
50: h1 = "残局群181175613"
51: --~ 二解邀请,备用:圣魔术师
52: h2 = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」"
53: --~ 通关邀
54: s["_通关邀"] = function()
55: local h3
56: --~ 对方之血
57: h3 = Duel.GetLP(1)
58: if h3 <= 0 then
59: if h3 == 0 then
60: Debug.ShowHint(h1)
61: else
62: Debug.ShowHint(h2)
63: end
64: end
65: end
66: s["通关邀"] = function()
67: local h1
68: --~ 效果
69: h1 = Effect.GlobalEffect()
70: h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
71: h1:SetCode(EVENT_DAMAGE)
72: h1:SetCondition(s["_通关邀"])
73: h1:SetOperation(aux.NULL)
74: Duel.RegisterEffect(h1, 0)
75: end
76: end
77: s["是否效卡"] = function(card)
78: for i = 1, #s["效卡之类排"] do
79: if Card.IsType(card, s["效卡之类排"][i]) then
80: return true
81: end
82: end
83: if Card.IsType(card, TYPE_PENDULUM) then
84: for i = 1, #s["无效灵摆怪兽之卡编排"] do
85: if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
86: else
ef8dd0e5a0 2024-02-17 87: return true
88: end
89: end
90: end
91: end
92: do
93: local h1
94: --~ “调该效果”的效果
95: --~ “调该效果”的玩家
96: s["_开局选卡入手"] = function(u1, u2)
97: local h2
98: --~ 玩家选定的卡
99: h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
100: Duel.SendtoHand(h2, nil, REASON_RULE)
101: u1:Reset()
102: end
103: s["开局选卡入手"] = function(u1)
104: local h2
105: s["「开局选卡入手」之量"] = u1
106: --~ 「开局选卡入手」之量
107: h1 = u1
108: --~ 效果
109: h2 = Effect.GlobalEffect()
110: h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
111: h2:SetCode(EVENT_ADJUST)
112: h2:SetCondition(aux.TRUE)
113: h2:SetOperation(s["_开局选卡入手"])
114: Duel.RegisterEffect(h2, 0)
115: end
116: end
117: --~ 「禁主怪格」之几个
118: s["「禁主怪格」之几个"] = function(u1)
119: local h1
120: s["「禁主怪格」之量"] = u1
121: --~ 效果
122: h1 = Effect.GlobalEffect()
123: h1:SetCode(EFFECT_USE_EXTRA_MZONE)
124: h1:SetValue(u1)
125: Duel.RegisterEffect(h1, 0)
126: end
127: --~ 「禁魔陷格」之几个
128: s["「禁魔陷格」之几个"] = function(u1)
129: local h1
130: s["「禁魔陷格」之量"] = u1
131: --~ 效果
132: h1 = Effect.GlobalEffect()
133: h1:SetCode(EFFECT_USE_EXTRA_SZONE)
134: h1:SetValue(u1)
135: Duel.RegisterEffect(h1, 0)
136: end
137: do
138: s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
139: --~ 「禁主怪格」之几个
140: --~ 「禁魔陷格」之几个
141: function _G.Debug.ReloadFieldEnd(u1, u2)
142: s["Debug.ReloadFieldEnd"]()
143: if u1 then
144: s["「禁主怪格」之几个"](u1)
145: end
146: if u2 then
147: s["「禁魔陷格」之几个"](u2)
148: end
149: end
150: end
151: do
152: local h1, h2, h3, h4
153: --~ 印卡过多之示
154: h1 = "印卡过多"
155: --~ 现之印卡数
156: h2 = 1
157: --~ 印手卡之上限
158: h3 = 0
159: --~ 总印卡之上限
160: h4 = 0
161: --~ 「调该效果」的效果
162: --~ 「调该效果」的玩家
163: s["_印卡"] = function(u1, u2)
164: local h5, h6
165: --~ 印卡之卡编
166: h5 = Duel.AnnounceCard(u2)
167: --~ 卡
168: h6 = Duel.CreateToken(u2, h5)
169: if h2 <= h3 then
170: h2 = h2 + 1
171: Duel.SendtoHand(h6, nil, REASON_RULE)
172: else
173: if h2 <= h4 then
174: h2 = h2 + 1
175: Duel.SendtoDeck(h6, u2, 0, REASON_RULE)
176: else
177: Debug.ShowHint(h1)
178: u1:Reset()
179: end
180: end
181: end
182: s["印卡"] = function(u1, u2, u3)
183: local h5, h6
184: h3 = u2
185: h4 = u3 or u2
186: 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")
187: h5 = Effect.CreateEffect(u1)
188: h5:SetType(EFFECT_TYPE_IGNITION)
189: h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
190: h5:SetTarget(s["不被连锁"])
191: h5:SetRange(LOCATION_EXTRA)
192: h5:SetOperation(s["_印卡"])
193: u1:RegisterEffect(h5)
194: end
195: end
196: s["开局示"] = function()
197: local h1, h2, h3
198: --~ 此局效卡之数
199: h2 = Duel.GetMatchingGroupCount(s["是否效卡"], 0, s["全区"], s["全区"], nil)
200: --~ 超量材组
201: h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
202: for u1 in aux.Next(h3) do
203: if s["是否效卡"](u1) then
204: h2 = h2 + 1
205: end
206: end
207: --~ 开局说明
208: h1 = h2 .. "卡 " .. s["则"]
209: if s["伪洗卡"] == 0 then
210: else
211: h1 = h1 .. "伪洗卡 "
212: end
213: if s["战段"] == 0 then
214: h1 = h1 .. "无战段 "
215: end
216: if s["机智"] == 0 then
217: h1 = h1 .. "无机智 "
218: end
219: if s["「开局选卡入手」之量"] then
220: h1 = h1 .. "选" .. s["「开局选卡入手」之量"] .. "卡 "
221: end
222: if s["「禁主怪格」之量"] then
223: h1 = h1 .. "禁" .. s["「禁主怪格」之量"] .. "怪格 "
224: end
225: if s["「禁魔陷格」之量"] then
226: h1 = h1 .. "禁" .. s["「禁魔陷格」之量"] .. "魔格 "
227: end
228: Debug.ShowHint(h1)
229: end
230: do
231: s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
232: --~ 「开局选卡入手」之量
233: --~ 传入对方额外卡组最上面表侧卡,并将其作为印卡源
234: --~ 能印手卡几张
235: --~ 最多能印卡几张
236: function _G.aux.BeginPuzzle(u1, u2, u3, u4)
237: s["aux.BeginPuzzle"]()
238: if u1 then
239: s["开局选卡入手"](u1)
240: end
241: if u2 then
242: s["印卡"](u2, u3, u4)
243: else
244: end
245: s["开局示"]()
246: s["通关邀"]()
247: end
248: end