local string = string
local table = table
local Debug = Debug
local Effect = Effect
local Duel = Duel
local Card = Card
local d = {}
local f = {}
local s = {}
d["排_效果卡的类型"] = {
TYPE_SPELL,
TYPE_TRAP,
TYPE_EFFECT,
}
d["排_非效果灵摆怪兽的卡编"] = {
28363749,
19474136,
17390179,
83980492,
}
s["全区"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
do
local h1
--~ 则对
h1 = {
[3] = "大师规则 ",
[4] = "新大师规则(2017) ",
[5] = "大师规则(2020) ",
}
s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
--~ 模
--~ 则数
function _G.Debug.ReloadFieldBegin(u1, u2)
s["伪洗卡"] = u1 & DUEL_PSEUDO_SHUFFLE
s["战段"] = u1 & DUEL_ATTACK_FIRST_TURN
s["机智"] = u1 & DUEL_SIMPLE_AI
if u2 then
s["则"] = h1[u2]
else
s["则"] = h1[5]
end
s["Debug.ReloadFieldBegin"](u1, u2)
end
end
f["不被连锁"] = function()
Duel.SetChainLimit(aux.FALSE)
return true
end
d["是否有效果卡"] = function(card)
for i = 1, #d["排_非效果灵摆怪兽的卡编"] do
if Card.IsCode(card, d["排_非效果灵摆怪兽的卡编"][i]) then
return false
end
end
return true
end
do
local h1
--~ “调该效果”的效果
--~ “调该效果”的玩家
s["_开局选卡入手"] = function(u1, u2)
local h2
--~ 玩家选定的卡
h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
Duel.SendtoHand(h2, nil, REASON_RULE)
u1:Reset()
end
s["开局选卡入手"] = function(u1)
local h2
s["「开局选卡入手」之量"] = u1
--~ 「开局选卡入手」之量
h1 = u1
--~ 效果
h2 = Effect.GlobalEffect()
h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
h2:SetCode(EVENT_ADJUST)
h2:SetCondition(aux.TRUE)
h2:SetOperation(s["_开局选卡入手"])
Duel.RegisterEffect(h2, 0)
end
end
--~ 禁几个怪兽格
f["禁格"] = function(o1)
local k1
d["禁几个怪兽格"] = o1
--~ 效果
k1 = Effect.GlobalEffect()
k1:SetCode(EFFECT_USE_EXTRA_MZONE)
k1:SetValue(k1)
Duel.RegisterEffect(k1, 0)
end
do
local k1, k2, k3, k4
--~ 印卡过多时的提示
k1 = "印卡过多"
--~ 现在的印卡数量
k2 = 1
--~ 手卡印卡数量的上限
k3 = 0
--~ 印卡总数量的上限
k4 = 0
--~ 所调用这个效果的效果
--~ 所调用这个效果的玩家
f["_印卡"] = function(o1, o2)
local k5, k6
--~ 要印之卡的卡编
k5 = Duel.AnnounceCard(o2)
--~ 卡
k6 = Duel.CreateToken(o2, k5)
if k2 <= k3 then
k2 = k2 + 1
Duel.SendtoHand(k6, nil, REASON_RULE)
else
if k2 <= k4 then
k2 = k2 + 1
Duel.SendtoDeck(k6, o2, 0, REASON_RULE)
else
Debug.ShowHint(k1)
o1:Reset()
end
end
end
--~ 印卡的启动源
--~ 手卡印卡数量的上限
--~ 印卡总数量的上限
f["印卡"] = function(o1, o2, o3)
local k5
k3 = o2
k4 = o3 or o2
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")
k5 = Effect.CreateEffect(o1)
k5:SetType(EFFECT_TYPE_IGNITION)
k5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
k5:SetTarget(f["不被连锁"])
k5:SetRange(LOCATION_EXTRA)
k5:SetOperation(f["_印卡"])
o1:RegisterEffect(k5)
end
end
s["开局示"] = function()
local h1, h2, h3
--~ 此局效卡之数
h2 = Duel.GetMatchingGroupCount(d["是否有效果卡"], 0, s["全区"], s["全区"], nil)
--~ 超量材组
h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
for u1 in aux.Next(h3) do
if d["是否有效果卡"](u1) then
h2 = h2 + 1
end
end
--~ 开局说明
h1 = h2 .. "卡 " .. s["则"]
if s["伪洗卡"] == 0 then
else
h1 = h1 .. "伪洗卡 "
end
if s["战段"] == 0 then
h1 = h1 .. "无战段 "
end
if s["机智"] == 0 then
h1 = h1 .. "无机智 "
end
if s["「开局选卡入手」之量"] then
h1 = h1 .. "选" .. s["「开局选卡入手」之量"] .. "卡 "
end
if s["「禁主怪格」之量"] then
h1 = h1 .. "禁" .. s["「禁主怪格」之量"] .. "怪格 "
end
if s["「禁魔陷格」之量"] then
h1 = h1 .. "禁" .. s["「禁魔陷格」之量"] .. "魔格 "
end
Debug.ShowHint(h1)
end
do
s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
--~ 「开局选卡入手」之量
--~ 传入对方额外卡组最上面表侧卡,并将其作为印卡源
--~ 能印手卡几张
--~ 最多能印卡几张
function _G.aux.BeginPuzzle(o1, o2, o3, o4, o5)
s["aux.BeginPuzzle"]()
if o1 then
s["开局选卡入手"](o1)
else
end
if o2 then
f["禁格"](o2)
else
end
if o3 then
s["印卡"](o3, o4, o5)
else
end
s["开局示"]()
end
end