游戏王残局简化版

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To Artifact [55db02fd1f]:


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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,
  }
d["所有区域"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
d["数_所有区域"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
do
  local k1
  --~ 这一局所适用规则的对
  k1 = {
    [3] = "大师规则 ",
    [4] = "新大师规则(2017) ",
    [5] = "大师规则(2020) ",
    }
  s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
  f["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
  --~ 模
  --~ 则数
  function _G.Debug.ReloadFieldBegin(u1, u2)
    d["假洗卡"] = u1 & DUEL_PSEUDO_SHUFFLE
    d["战斗阶段"] = u1 & DUEL_ATTACK_FIRST_TURN
    d["人工智能"] = u1 & DUEL_SIMPLE_AI
    if u2 then
      s["则"] = k1[u2]
  function _G.Debug.ReloadFieldBegin(o1, o2)
    d["数_假洗卡"] = o1 & DUEL_PSEUDO_SHUFFLE
    d["数_战斗阶段"] = o1 & DUEL_ATTACK_FIRST_TURN
    d["数_人工智能"] = o1 & DUEL_SIMPLE_AI
    if o2 then
      s["则"] = k1[o2]
    else
      s["则"] = k1[5]
      end
    s["Debug.ReloadFieldBegin"](u1, u2)
    s["Debug.ReloadFieldBegin"](o1, o2)
    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 k1
  --~ “调该效果”的效果
  --~ “调该效果”的玩家
  s["_开局选卡入手"] = function(u1, u2)
  s["_开局选卡入手"] = function(o1, o2)
    local k2
    --~ 玩家选定的卡
    k2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, k1, k1, nil)
    k2 = Duel.SelectMatchingCard(o2, Card.IsAbleToHand, o2, LOCATION_DECK, 0, k1, k1, nil)
    Duel.SendtoHand(k2, nil, REASON_RULE)
    u1:Reset()
    o1:Reset()
    end
  s["开局选卡入手"] = function(u1)
  s["开局选卡入手"] = function(o1)
    local k2
    d["数_选卡"] = u1
    d["数_选卡"] = o1
    --~ 「开局选卡入手」之量
    k1 = u1
    k1 = o1
    --~ 效果
    k2 = Effect.GlobalEffect()
    k2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    k2:SetCode(EVENT_ADJUST)
    k2:SetCondition(aux.TRUE)
    k2:SetOperation(s["_开局选卡入手"])
    Duel.RegisterEffect(k2, 0)
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    k5:SetOperation(f["_印卡"])
    o1:RegisterEffect(k5)
    end
  end
f["开局提示"] = function()
  local k1, k2, k3
  --~ 这一局的效果卡数量
  k2 = Duel.GetMatchingGroupCount(d["是否有效果卡"], 0, d["所有区域"], d["所有区域"], nil)
  k2 = Duel.GetMatchingGroupCount(d["是否有效果卡"], 0, d["数_所有区域"], d["数_所有区域"], nil)
  --~ 超量素材的组
  k3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  for o1 in aux.Next(k3) do
    if d["是否有效果卡"](o1) then
      k2 = k2 + 1
      end
    end
  --~ 开局说明
  k1 = k2 .. "卡 " .. s["则"]
  if d["假洗卡"] == 0 then
  if d["数_假洗卡"] == 0 then
  else
    k1 = k1 .. "假洗卡 "
    end
  if d["战斗阶段"] == 0 then
  if d["数_战斗阶段"] == 0 then
    k1 = k1 .. "无战斗阶段 "
    end
  if d["人工智能"] == 0 then
  if d["数_人工智能"] == 0 then
    k1 = k1 .. "无人工智能 "
    end
  if d["数_选卡"] then
    k1 = k1 .. "选" .. d["数_选卡"] .. "卡 "
    end
  if d["数_禁格"] then
    k1 = k1 .. "禁" .. d["数_禁格"] .. "怪格 "