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str["大师3"] = "大师3 "
str["新大师"] = "新大师 "
str["大师2020"] = "大师2020 "
str["不洗牌"] = false
str["无BP"] = false
str["胜利条件表"] = {}
str["胜利条件表"][0] = false
str["胜利条件表"][1] = "胜利条件:让对方的卡全部回到卡组·额外卡组。"
str["达成胜利条件弹窗"] = "目标已达成!"
str["效果卡的种类表"] = {}
str["效果卡的种类表"][1] = TYPE_SPELL
str["效果卡的种类表"][2] = TYPE_TRAP
str["效果卡的种类表"][3] = TYPE_EFFECT
str["无效果灵摆怪兽表"] = {}
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end --}
fun["aux.BeginPuzzle"] = aux.BeginPuzzle
aux.BeginPuzzle = function() --{
fun["aux.BeginPuzzle"]()
if str["胜利条件表"][0] then --{
Debug.ShowHint(str["胜利条件表"][0])
end --}
fun["开局说明"]()
fun["通关邀请"]()
end --}
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str_1:RegisterEffect(effect_1)
end --}
fun["全部回到卡组"] = function() --{
Debug.ShowHint("胜利条件:让对方的卡回到卡组。")
str["胜利条件表"][0] = str["胜利条件表"][1]
effect_1 = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_ADJUST)
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end --}
effect_1:SetCondition(cache_1)
cache_1 = function() --{
Debug.ShowHint("目标已达成!")
Debug.ShowHint(str["达成胜利条件弹窗"])
Duel.SetLP(1,0)
end --}
effect_1:SetOperation(cache_1)
Duel.RegisterEffect(effect_1,0)
end --}
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