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h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
h2:SetCode(EVENT_ADJUST)
h2:SetCondition(aux.TRUE)
h2:SetOperation(s["开局洗牌抽牌"])
Duel.RegisterEffect(h2, 0)
end
end
s.["不被连锁"] = function()
Duel.SetChainLimit(aux.FALSE)
return true
end
do
local h1, h2
--~ 原解邀请
h1 = "残局群181175613"
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h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
h2:SetCode(EVENT_ADJUST)
h2:SetCondition(aux.TRUE)
h2:SetOperation(s["开局洗牌抽牌"])
Duel.RegisterEffect(h2, 0)
end
end
s["不被连锁"] = function()
Duel.SetChainLimit(aux.FALSE)
return true
end
do
local h1, h2
--~ 原解邀请
h1 = "残局群181175613"
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h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
h1:SetCode(EVENT_DAMAGE)
h1:SetCondition(s["_通关之邀"])
h1:SetOperation(aux.NULL)
Duel.RegisterEffect(h1, 0)
end
end
s.["是否效牌"] = function(card)
for i = 1, #s["效牌之类排"] do
if Card.IsType(card, s["效牌之类排"][i]) then
return true
end
end
if Card.IsType(card, TYPE_PENDULUM) then
for i = 1, #s["无效灵摆怪兽之卡编排"] do
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h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
h1:SetCode(EVENT_DAMAGE)
h1:SetCondition(s["_通关之邀"])
h1:SetOperation(aux.NULL)
Duel.RegisterEffect(h1, 0)
end
end
s["是否效牌"] = function(card)
for i = 1, #s["效牌之类排"] do
if Card.IsType(card, s["效牌之类排"][i]) then
return true
end
end
if Card.IsType(card, TYPE_PENDULUM) then
for i = 1, #s["无效灵摆怪兽之卡编排"] do
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Duel.SendtoDeck(card, u2, 0, REASON_RULE)
else
Debug.ShowHint(h1)
u1:Reset()
end
end
end
s.["印牌"] = function(u1, u2, u3)
local h5, h6
h3 = u2
h4 = 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 " .. u2 .. " 张。\n最多可以印 " .. u3 .. " 张")
h5 = Effect.CreateEffect(u1)
h5:SetType(EFFECT_TYPE_IGNITION)
h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
h5:SetTarget(s["不被连锁"])
h5:SetRange(LOCATION_EXTRA)
h5:SetOperation(s["_印牌"])
u1:RegisterEffect(h5)
end
end
s.["开局之示"] = function()
local h1, h2, h3
--~ 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 s["是否效牌"](u1) then
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Duel.SendtoDeck(card, u2, 0, REASON_RULE)
else
Debug.ShowHint(h1)
u1:Reset()
end
end
end
s["印牌"] = function(u1, u2, u3)
local h5, h6
h3 = u2
h4 = 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 " .. u2 .. " 张。\n最多可以印 " .. u3 .. " 张")
h5 = Effect.CreateEffect(u1)
h5:SetType(EFFECT_TYPE_IGNITION)
h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
h5:SetTarget(s["不被连锁"])
h5:SetRange(LOCATION_EXTRA)
h5:SetOperation(s["_印牌"])
u1:RegisterEffect(h5)
end
end
s["开局之示"] = function()
local h1, h2, h3
--~ 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 s["是否效牌"](u1) then
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