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local str = {}
local string = string
local table = table
local s = {}
_G.fun = {}
s["效牌之类排"] = {
TYPE_SPELL
, TYPE_TRAP
, TYPE_EFFECT
}
s["无效灵摆怪兽之卡编排"] = {
28363749
, 19474136
, 17390179
, 83980492
}
s["全区"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
--第一层-------------------------------
local cache_1
local cache_2
local cache_3
local cache_4
local cache_5
local cache_6
local cache_7
local cache_8
local cache_9
local _
do
local h1
--~ 则对
h1 = {
[3] = "大师3 "
, [4] = "新大师 "
, [5] = "大师2020 "
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Duel.ShuffleDeck(0)
Duel.Draw(0, u1, REASON_RULE)
u2:Reset()
end
h1:SetOperation(h2)
Duel.RegisterEffect(h1, 0)
end
fun["一_该效果不能被连锁"] = function()
function s.["不被连锁"]()
Duel.SetChainLimit(aux.FALSE)
return true
end
do
local h1, h2
--~ 原解邀请
h1 = "残局群181175613"
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s["禁格之数"] = u1
--~ 效果
h1 = Effect.GlobalEffect()
h1:SetCode(EFFECT_USE_EXTRA_MZONE)
h1:SetValue(u1)
Duel.RegisterEffect(h1, 0)
end
--第二层-------------------------------
local cache_1
local cache_2
local cache_3
local cache_4
local cache_5
local cache_6
local cache_7
local cache_8
local cache_9
local _
do
s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
--~ 开局洗牌抽牌之数
function _G.Debug.ReloadFieldEnd(u1)
s["Debug.ReloadFieldEnd"]()
if u1 then
s["开局洗牌抽牌"](u1)
end
end
end
fun["二_印牌"] = function(u1, u2, u3)
function s.["印牌"](u1, u2, u3)
local h1, h2, h3
u3 = u3 or u2
Debug.ShowHint(
"点击对方额外牌组可以进行印牌。\n手牌只能印 "
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")
.. u2
.. " 张。\n最多可以印 "
.. u3
.. " 张"
)
str["效果"] = Effect.CreateEffect(u1)
str["当前印牌数"] = 1
str["效果"]:SetType(EFFECT_TYPE_IGNITION)
h1 = Effect.CreateEffect(u1)
--~ 现之印牌数
h2 = 1
h1:SetType(EFFECT_TYPE_IGNITION)
str["效果"]:SetProperty(
EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE
h1:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
)
str["效果"]:SetTarget(fun["一_该效果不能被连锁"])
str["效果"]:SetRange(LOCATION_EXTRA)
function print_hand(effect_event, player_who_activate_the_effect)
announce_card = Duel.AnnounceCard(player_who_activate_the_effect)
card = Duel.CreateToken(player_who_activate_the_effect, announce_card)
if str["当前印牌数"] <= u2 then
str["当前印牌数"] = str["当前印牌数"] + 1
Duel.SendtoHand(card, nil, REASON_RULE)
h1:SetTarget(s["不被连锁"])
h1:SetRange(LOCATION_EXTRA)
-- 印牌
--~ 调该效果的效果
--~ 调该效果的玩家
function h3(u4, u5)
local h4, h5
--~ 印卡之卡编
h4 = Duel.AnnounceCard(u5)
--~ 卡
h5 = Duel.CreateToken(u5, h4)
if h2 <= u2 then
h2 = h2 + 1
Duel.SendtoHand(h5, nil, REASON_RULE)
else
if str["当前印牌数"] <= u3 then
str["当前印牌数"] = str["当前印牌数"] + 1
Duel.Remove(card, POS_FACEUP, REASON_RULE)
Duel.SendtoDeck(card, player_who_activate_the_effect, 0, REASON_RULE)
if h2 <= u3 then
h2 = h2 + 1
Duel.Remove(h5, POS_FACEUP, REASON_RULE)
Duel.SendtoDeck(card, u5, 0, REASON_RULE)
else
Debug.ShowHint("印牌过多!")
effect_event:Reset()
end
end
end
str["效果"]:SetOperation(print_hand)
u1:RegisterEffect(str["效果"])
end
fun["二_开局说明"] = function()
Debug.ShowHint("印牌过多")
u4:Reset()
end
end
end
h1:SetOperation(h3)
u1:RegisterEffect(h1)
end
function s.["开局之示"]()
local h1, h2, h3
--~ 此局的效牌数
h2 = Duel.GetMatchingGroupCount(fun["是否效果牌"], 0, s["全区"], s["全区"], nil)
--~ 此局效牌之数
h2 = Duel.GetMatchingGroupCount(s["是否效牌"], 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 fun["一_是否效果牌"](u1) then
if s["是否效牌"](u1) then
h2 = h2 + 1
end
end
--~ 开局说明
h1 = str["这个残局的效果牌数量"] .. "牌 " .. str["规则"]
h1 = h2 .. "牌 " .. s["则"]
if s["伪洗牌"] == 0 then
else
h1 = h1 .. "伪洗牌 "
end
if s["战段"] == 0 then
h1 = h1 .. "无战段 "
end
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