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local effect_1
effect_1 = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_ADJUST)
effect_1:SetCountLimit(1)
function cache_1()
cache_1 = Duel.GetLP(0)
if cache_1 > 0 then
cache_1 = true
else
cache_1 = false
end
return cache_1
end
effect_1:SetCondition(cache_1)
function cache_1(effect_event
, player_who_activate_the_effect)
cache_1 = Duel.SelectMatchingCard(player_who_activate_the_effect
, Card.IsAbleToHand
, player_who_activate_the_effect
, LOCATION_DECK
, 0
, str_1
, str_1
, nil)
cache_2 = cache_1:GetCount()
if cache_2 > 0 then
Duel.SendtoHand(cache_1
, nil
, REASON_RULE)
end
end
effect_1:SetOperation(cache_1)
Duel.RegisterEffect(effect_1
, 0)
end
fun["通关邀请"]()
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local effect_1
effect_1 = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_ADJUST)
effect_1:SetCountLimit(1)
function cache_1()
--~ cache_1 = Duel.GetLP(0)
--~ if cache_1 > 0 then
--~ cache_1 = true
--~ else
--~ cache_1 = false
--~ end
return true
end
effect_1:SetCondition(cache_1)
function cache_1(effect_event
, player_who_activate_the_effect)
str["玩家选定的卡"] = Duel.SelectMatchingCard(player_who_activate_the_effect
, Card.IsAbleToHand
, player_who_activate_the_effect
, LOCATION_DECK
, 0
, str_1
, str_1
, nil)
Duel.SendtoHand(str["玩家选定的卡"]
, nil
, REASON_RULE)
end
effect_1:SetOperation(cache_1)
Duel.RegisterEffect(effect_1
, 0)
end
fun["通关邀请"]()
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