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fun["Debug.ReloadFieldEnd"] = Debug.ReloadFieldEnd
Debug.ReloadFieldEnd = function(u1)
fun["Debug.ReloadFieldEnd"]()
if u1 then
fun["一_随机抽卡"](u1)
end
end
fun["二_印卡"] = function(u1, u2, str_3)
if str_3 then
else
str_3 = u2
end
Debug.ShowHint(
"点击对方额外卡组可以进行印卡。\n手卡只能印 "
.. u2
.. " 张。\n最多可以印 "
.. str_3
.. " 张"
)
str["效果"] = Effect.CreateEffect(u1)
str["当前印卡数"] = 1
str["效果"]:SetType(EFFECT_TYPE_IGNITION)
str["效果"]: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["当前印卡数"] <= u2 then
str["当前印卡数"] = str["当前印卡数"] + 1
Duel.SendtoHand(card, nil, REASON_RULE)
else
if str["当前印卡数"] <= str_3 then
str["当前印卡数"] = str["当前印卡数"] + 1
Duel.Remove(card, POS_FACEUP, REASON_RULE)
Duel.SendtoDeck(card, player_who_activate_the_effect, 0, REASON_RULE)
else
Debug.ShowHint("印卡过多!")
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()
str["这个残局的效果卡数量"] =
Duel.GetMatchingGroupCount(fun["是否效果卡"], 0, str["所有区域"], str["所有区域"], nil)
str["超量素材组"] = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
for k in aux.Next(str["超量素材组"]) do
if fun["一_是否效果卡"](k) then
str["这个残局的效果卡数量"] = str["这个残局的效果卡数量"] + 1
end
end
str["开局说明"] = str["这个残局的效果卡数量"] .. "卡 " .. str["规则"]
if str["不洗牌"] == 0 then
else
str["开局说明"] = str["开局说明"] .. "伪洗牌 "
end
if str["无BP"] == 0 then
str["开局说明"] = str["开局说明"] .. "无BP "
end
if str["无AI"] == 0 then
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fun["Debug.ReloadFieldEnd"] = Debug.ReloadFieldEnd
Debug.ReloadFieldEnd = function(u1)
fun["Debug.ReloadFieldEnd"]()
if u1 then
fun["一_随机抽卡"](u1)
end
end
fun["二_印卡"] = function(u1, u2, u3)
if u3 then
else
u3 = u2
end
Debug.ShowHint(
"点击对方额外卡组可以进行印卡。\n手卡只能印 "
.. u2
.. " 张。\n最多可以印 "
.. u3
.. " 张"
)
str["效果"] = Effect.CreateEffect(u1)
str["当前印卡数"] = 1
str["效果"]:SetType(EFFECT_TYPE_IGNITION)
str["效果"]: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["当前印卡数"] <= u2 then
str["当前印卡数"] = str["当前印卡数"] + 1
Duel.SendtoHand(card, nil, REASON_RULE)
else
if str["当前印卡数"] <= u3 then
str["当前印卡数"] = str["当前印卡数"] + 1
Duel.Remove(card, POS_FACEUP, REASON_RULE)
Duel.SendtoDeck(card, player_who_activate_the_effect, 0, REASON_RULE)
else
Debug.ShowHint("印卡过多!")
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()
str["这个残局的效果卡数量"] =
Duel.GetMatchingGroupCount(fun["是否效果卡"], 0, str["所有区域"], str["所有区域"], nil)
str["超量素材组"] = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
for k in aux.Next(str["超量素材组"]) do
if fun["一_是否效果卡"](k) then
str["这个残局的效果卡数量"] = str["这个残局的效果卡数量"] + 1
end
end
str["开局说明"] = str["这个残局的效果卡数量"] .. "卡 " .. str["规则"]
if str["不洗牌"] == 0 then
else
str["开局说明"] = str["开局说明"] .. "伪洗牌 "
end
if str["无BP"] == 0 then
str["开局说明"] = str["开局说明"] .. "无BP "
end
if str["无AI"] == 0 then
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