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local cache_5
local cache_6
local cache_7
local cache_8
local cache_9
local _
fun["该效果不能被连锁"] = function() --{
Duel.SetChainLimit(aux.FALSE)
return true
end --}
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local cache_5
local cache_6
local cache_7
local cache_8
local cache_9
local _
fun["一_失败得分"] = function() --{
str["失败得分表"] = {
[0] = "神龙之圣刻印"
, [100] = "调和支援士"
, [200] = "深渊的暗杀者"
, [300] = "救援猫"
, [400] = "注射天使 莉莉"
, [500] = "不知火的隐者"
, [600] = "影依猎鹰"
, [700] = "铁兽战线 姬特"
, [800] = "召唤僧"
, [900] = "恩底弥翁的仆从"
, [1000] = "机壳工具 丑恶"
, [1100] = "欧尼斯特"
, [1200] = "次元吸引者"
, [1300] = "黑羽-疾风之盖尔"
, [1400] = "加农炮兵"
, [1500] = "教导的大神祗官"
, [1600] = "地中族导师"
, [1700] = "相剑师-莫邪"
, [1800] = "宝玉兽-青玉飞马"
, [1900] = "命运英雄 血魔-D"
, [2000] = "流离的狮鹫骑手"
, [2100] = "电子龙"
, [2200] = "古遗物-死镰"
, [2300] = "能朋克 调狐"
, [2400] = "俱舍怒威族·芬里尔狼"
, [2500] = "黑魔术师"
, [2600] = "雅典娜"
, [2700] = "暗黑界的龙神 格拉法"
, [2800] = "魔导兽 刻耳柏洛斯尊主"
, [2900] = "元素英雄 永生侠"
, [3000] = "青眼白龙"
}
str["对方玩家的初始生命值"] = Duel.GetLP(1)
str["效果"] = Effect.GlobalEffect()
str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_PHASE_START+PHASE_END)
function cache_1(effect_event
, player_who_activate_the_effect) --{
cache_1 = Duel.GetLP(1) - str["对方玩家的初始生命值"]
if cache_1 > 0 then --{
return
--}
else --{
cache_1 = math.abs(cache_1) / (str["对方玩家的初始生命值"] - 100)
cache_1 = math.tointeger(cache_1 * 3000 // 100 * 100)
end --}
if cache_1 > 3000 then --{
--}
else --{
Debug.ShowHint("这局,您的得分是 "
.. cache_1
.. " 分!\n处于「"
.. str["失败得分表"][cache_1]
.. "」级别!")
end --}
effect_event:Reset()
end --}
str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(str["效果"]
, 0)
end --}
fun["该效果不能被连锁"] = function() --{
Duel.SetChainLimit(aux.FALSE)
return true
end --}
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str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(str["效果"]
, 0)
end --}
fun["失败得分"] = function() --{
str["失败得分表"] = {
[0] = "神龙之圣刻印"
, [100] = "调和支援士"
, [200] = "深渊的暗杀者"
, [300] = "救援猫"
, [400] = "注射天使 莉莉"
, [500] = "不知火的隐者"
, [600] = "影依猎鹰"
, [700] = "铁兽战线 姬特"
, [800] = "召唤僧"
, [900] = "恩底弥翁的仆从"
, [1000] = "机壳工具 丑恶"
, [1100] = "欧尼斯特"
, [1200] = "次元吸引者"
, [1300] = "黑羽-疾风之盖尔"
, [1400] = "加农炮兵"
, [1500] = "教导的大神祗官"
, [1600] = "地中族导师"
, [1700] = "相剑师-莫邪"
, [1800] = "宝玉兽-青玉飞马"
, [1900] = "命运英雄 血魔-D"
, [2000] = "流离的狮鹫骑手"
, [2100] = "电子龙"
, [2200] = "古遗物-死镰"
, [2300] = "能朋克 调狐"
, [2400] = "俱舍怒威族·芬里尔狼"
, [2500] = "黑魔术师"
, [2600] = "雅典娜"
, [2700] = "暗黑界的龙神 格拉法"
, [2800] = "魔导兽 刻耳柏洛斯尊主"
, [2900] = "元素英雄 永生侠"
, [3000] = "青眼白龙"
}
str["对方玩家的初始生命值"] = Duel.GetLP(1)
str["效果"] = Effect.GlobalEffect()
str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_PHASE_START+PHASE_END)
function cache_1(effect_event
, player_who_activate_the_effect) --{
cache_1 = Duel.GetLP(1) - str["对方玩家的初始生命值"]
if cache_1 > 0 then --{
return
--}
else --{
cache_1 = math.abs(cache_1) / (str["对方玩家的初始生命值"] - 100)
cache_1 = math.tointeger(cache_1 * 3000 // 100 * 100)
end --}
if cache_1 > 3000 then --{
--}
else --{
Debug.ShowHint("这局,您的得分是 "
.. cache_1
.. " 分!\n处于「"
.. str["失败得分表"][cache_1]
.. "」级别!")
end --}
effect_event:Reset()
end --}
str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(str["效果"]
, 0)
end --}
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str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(str["效果"]
, 0)
end --}
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