游戏王残局简化版

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Differences From Artifact [b90e7180b3]:

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  str["不洗牌"] = str_1 & DUEL_PSEUDO_SHUFFLE
  
  str["无BP"] = str_1 & DUEL_ATTACK_FIRST_TURN
  
  if str_2 then --{
    if str_2 == 3 then --{
      str["规则"] = "大师3 "

      --}
      
    elseif str_2 == 4 then --{
      str["规则"] = "新大师 "

      --}
      
    elseif str_2 == 5 then --{
      str["规则"] = "大师2020 "

      --}
      
    end --}
    
  else --{
    str["规则"] = "大师2020 "

    end --}
    
  str["Debug.ReloadFieldBegin"](str_1, str_2)

  end --}
  
fun["通关邀请"] = function() --{
  effect_1 = Effect.GlobalEffect()
  
  effect_1:SetType(EFFECT_TYPE_FIELD
  + EFFECT_TYPE_CONTINUOUS)
  
  effect_1:SetCode(EVENT_DAMAGE)
  
  function cache_1() --{
    cache_1 = Duel.GetLP(1)
    
    if cache_1 <= 0 then --{
      if cache_1 < 0 then --{
        Debug.ShowHint("QB:「你居然二解了,请加群告诉我怎么二解。」")

        end --}
        
      cache_1 = true

      --}
      
    else --{
      cache_1 = false

      end --}
      
    return cache_1

    end --}

  effect_1:SetCondition(cache_1)
  
  function cache_1() --{
    Debug.ShowHint("残局群181175613")

    end --}
    
  effect_1:SetOperation(cache_1)
  
  Duel.RegisterEffect(effect_1
  , 0)

  end --}
  
fun["是否效果卡"] = function(card) --{
  cache_1 = Card.IsType(card, TYPE_SPELL)
  
  cache_2 = Card.IsType(card, TYPE_TRAP)
  
  cache_3 = Card.IsType(card, TYPE_EFFECT)
  
  if cache_1
  or cache_2
  or cache_3 then --{
    return true

    end --}
    
  cache_1 = Card.IsType(card, TYPE_PENDULUM)
  
  if cache_1 then --{
    cache_1 = Card.IsCode(card, 28363749)
    
    cache_2 = Card.IsCode(card, 19474136)
    
    cache_3 = Card.IsCode(card, 17390179)
    
    cache_4 = Card.IsCode(card, 83980492)
    
    if cache_1
    or cache_2
    or cache_3
    or cache_4 then --{
      --}
      
    else --{
      return true

      end --}
      
    end --}
    
  return false

  end --}

fun["开局说明"] = function() --{
  if str["开局说明吗"] == 1 then --{
    return

    --}
    
  else --{
    str["开局说明吗"] = 1

    end --}
    
  cache_1 = 0
  cache_1 = cache_1 + LOCATION_DECK
  cache_1 = cache_1 + LOCATION_HAND
  cache_1 = cache_1 + LOCATION_MZONE
  cache_1 = cache_1 + LOCATION_SZONE
  cache_1 = cache_1 + LOCATION_GRAVE
  cache_1 = cache_1 + LOCATION_REMOVED
  cache_1 = cache_1 + LOCATION_EXTRA
  
  str["这个残局的效果卡数量"] = Duel.GetMatchingGroupCount(fun["是否效果卡"],0,cache_1,cache_1,nil)
  
  cache_1 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  
  for k in aux.Next(cache_1) do --{
    cache_1 = fun["是否效果卡"](k)
    
    if cache_1 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["开局说明"] = str["开局说明"] .. str["这个残局的效果卡数量"]
  str["开局说明"] = str["开局说明"] .. "卡 "
  str["开局说明"] = str["开局说明"] .. 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["开局添加手卡"] then --{
    str["开局说明"] = str["开局说明"] .. "选"
    str["开局说明"] = str["开局说明"] .. str["开局添加手卡"]
    str["开局说明"] = str["开局说明"] .. "卡 "

    end --}
    
  if str["禁格"] then --{
    str["开局说明"] = str["开局说明"] .. "禁"
    str["开局说明"] = str["开局说明"] .. str["禁格"]
    str["开局说明"] = str["开局说明"] .. "格 "

    end --}
    
  if str["印卡"] then --{
    str["开局说明"] = str["开局说明"] .. "印卡 "

    end --}
    
  Debug.ShowHint(str["开局说明"])
  
  fun["通关邀请"]()

  end --}
  
fun["开局添加手卡"] = function(str_1) --{
  str["开局添加手卡"] = str_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() --{
    if str["已添加手卡"] == 1 then --{
      return false

      --}
      
    else --{
      str["已添加手卡"] = 1
      
      return true

      end --}
      
    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)
  
  fun["开局说明"]()

  end --}
  
fun["禁格"] = function(str_1) --{
  str["禁格"] = str_1
  
  effect_1 = Effect.GlobalEffect()
  
  effect_1:SetType(EFFECT_TYPE_FIELD)
  
  effect_1:SetCode(EFFECT_USE_EXTRA_MZONE)
  
  effect_1:SetValue(str_1)
  
  Duel.RegisterEffect(effect_1,0)

  end --}
  
fun["印卡"] = function(str_1, str_2, str_3) --{
  str["印卡"] = 1
  
  if str_3 then --{
    --}
    
  else --{
    str_3 = str_2

    end --}
    
  str["当前印卡数"] = 1
  
  effect_1 = Effect.CreateEffect(str_1)
  
  effect_1:SetType(EFFECT_TYPE_IGNITION)
  
  effect_1:SetProperty(EFFECT_FLAG_BOTH_SIDE
  + EFFECT_FLAG_UNCOPYABLE
  + EFFECT_FLAG_CANNOT_NEGATE
  + EFFECT_FLAG_CANNOT_DISABLE)
  
  cache_1 = function() --{
    Duel.SetChainLimit(aux.FALSE)
    
    return true

    end --}
    
  effect_1:SetTarget(cache_1)
  
  effect_1: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"] <= str_2 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!")

        end --}
        
      end --}
      
    end --}
    
  effect_1:SetOperation(print_hand)
  
  str_1:RegisterEffect(effect_1)

  end --}
  
fun["全部回到卡组"] = function() --{
  Debug.ShowHint("胜利条件:让对方的卡回到卡组。")
  
  effect_1 = Effect.GlobalEffect()
  
  effect_1:SetType(EFFECT_TYPE_FIELD
  + EFFECT_TYPE_CONTINUOUS)







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  str["不洗牌"] = str_1 & DUEL_PSEUDO_SHUFFLE
  
  str["无BP"] = str_1 & DUEL_ATTACK_FIRST_TURN
  
  if str_2 then --{
    if str_2 == 3 then --{
      str["规则"] = "大师3 "
      
      --}
    
    elseif str_2 == 4 then --{
      str["规则"] = "新大师 "
      
      --}
    
    elseif str_2 == 5 then --{
      str["规则"] = "大师2020 "
      
      --}
    
    end --}
  
  else --{
    str["规则"] = "大师2020 "
    
    end --}
  
  str["Debug.ReloadFieldBegin"](str_1, str_2)
  
  end --}

fun["通关邀请"] = function() --{
  effect_1 = Effect.GlobalEffect()
  
  effect_1:SetType(EFFECT_TYPE_FIELD
  + EFFECT_TYPE_CONTINUOUS)
  
  effect_1:SetCode(EVENT_DAMAGE)
  
  function cache_1() --{
    cache_1 = Duel.GetLP(1)
    
    if cache_1 <= 0 then --{
      if cache_1 < 0 then --{
        Debug.ShowHint("QB:「你居然二解了,请加群告诉我怎么二解。」")
        
        end --}
      
      cache_1 = true
      
      --}
    
    else --{
      cache_1 = false
      
      end --}
    
    return cache_1
    
    end --}
    
  effect_1:SetCondition(cache_1)
  
  function cache_1() --{
    Debug.ShowHint("残局群181175613")
    
    end --}
  
  effect_1:SetOperation(cache_1)
  
  Duel.RegisterEffect(effect_1
  , 0)
  
  end --}

fun["是否效果卡"] = function(card) --{
  cache_1 = Card.IsType(card, TYPE_SPELL)
  
  cache_2 = Card.IsType(card, TYPE_TRAP)
  
  cache_3 = Card.IsType(card, TYPE_EFFECT)
  
  if cache_1
  or cache_2
  or cache_3 then --{
    return true
    
    end --}
  
  cache_1 = Card.IsType(card, TYPE_PENDULUM)
  
  if cache_1 then --{
    cache_1 = Card.IsCode(card, 28363749)
    
    cache_2 = Card.IsCode(card, 19474136)
    
    cache_3 = Card.IsCode(card, 17390179)
    
    cache_4 = Card.IsCode(card, 83980492)
    
    if cache_1
    or cache_2
    or cache_3
    or cache_4 then --{
      --}
    
    else --{
      return true
      
      end --}
    
    end --}
  
  return false
  
  end --}
  
fun["开局说明"] = function() --{
  if str["开局说明吗"] == 1 then --{
    return
    
    --}
  
  else --{
    str["开局说明吗"] = 1
    
    end --}
  
  cache_1 = 0
  cache_1 = cache_1 + LOCATION_DECK
  cache_1 = cache_1 + LOCATION_HAND
  cache_1 = cache_1 + LOCATION_MZONE
  cache_1 = cache_1 + LOCATION_SZONE
  cache_1 = cache_1 + LOCATION_GRAVE
  cache_1 = cache_1 + LOCATION_REMOVED
  cache_1 = cache_1 + LOCATION_EXTRA
  
  str["这个残局的效果卡数量"] = Duel.GetMatchingGroupCount(fun["是否效果卡"],0,cache_1,cache_1,nil)
  
  cache_1 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  
  for k in aux.Next(cache_1) do --{
    cache_1 = fun["是否效果卡"](k)
    
    if cache_1 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["开局说明"] = str["开局说明"] .. str["这个残局的效果卡数量"]
  str["开局说明"] = str["开局说明"] .. "卡 "
  str["开局说明"] = str["开局说明"] .. 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["开局添加手卡"] then --{
    str["开局说明"] = str["开局说明"] .. "选"
    str["开局说明"] = str["开局说明"] .. str["开局添加手卡"]
    str["开局说明"] = str["开局说明"] .. "卡 "
    
    end --}
  
  if str["禁格"] then --{
    str["开局说明"] = str["开局说明"] .. "禁"
    str["开局说明"] = str["开局说明"] .. str["禁格"]
    str["开局说明"] = str["开局说明"] .. "格 "
    
    end --}
  
  if str["印卡"] then --{
    str["开局说明"] = str["开局说明"] .. "印卡 "
    
    end --}
  
  Debug.ShowHint(str["开局说明"])
  
  fun["通关邀请"]()
  
  end --}

fun["开局添加手卡"] = function(str_1) --{
  str["开局添加手卡"] = str_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() --{
    if str["已添加手卡"] == 1 then --{
      return false
      
      --}
    
    else --{
      str["已添加手卡"] = 1
      
      return true
      
      end --}
    
    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)
  
  fun["开局说明"]()
  
  end --}

fun["禁格"] = function(str_1) --{
  str["禁格"] = str_1
  
  effect_1 = Effect.GlobalEffect()
  
  effect_1:SetType(EFFECT_TYPE_FIELD)
  
  effect_1:SetCode(EFFECT_USE_EXTRA_MZONE)
  
  effect_1:SetValue(str_1)
  
  Duel.RegisterEffect(effect_1,0)
  
  end --}

fun["印卡"] = function(str_1, str_2, str_3) --{
  str["印卡"] = 1
  
  if str_3 then --{
    --}
  
  else --{
    str_3 = str_2
    
    end --}
  
  str["当前印卡数"] = 1
  
  effect_1 = Effect.CreateEffect(str_1)
  
  effect_1:SetType(EFFECT_TYPE_IGNITION)
  
  effect_1:SetProperty(EFFECT_FLAG_BOTH_SIDE
  + EFFECT_FLAG_UNCOPYABLE
  + EFFECT_FLAG_CANNOT_NEGATE
  + EFFECT_FLAG_CANNOT_DISABLE)
  
  cache_1 = function() --{
    Duel.SetChainLimit(aux.FALSE)
    
    return true
    
    end --}
  
  effect_1:SetTarget(cache_1)
  
  effect_1: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"] <= str_2 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!")
        
        end --}
      
      end --}
    
    end --}
  
  effect_1:SetOperation(print_hand)
  
  str_1:RegisterEffect(effect_1)
  
  end --}

fun["全部回到卡组"] = function() --{
  Debug.ShowHint("胜利条件:让对方的卡回到卡组。")
  
  effect_1 = Effect.GlobalEffect()
  
  effect_1:SetType(EFFECT_TYPE_FIELD
  + EFFECT_TYPE_CONTINUOUS)
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    cache_1 = cache_1 + LOCATION_GRAVE
    cache_1 = cache_1 + LOCATION_REMOVED
    
    cache_1 = Duel.GetFieldGroupCount(1,cache_1,0)
    
    if cache_1 == 0 then --{
      return true

      --}
      
    else --{
      return false

      end --}
      
    end --}
  
  effect_1:SetCondition(cache_1)
  
  cache_1 = function() --{
    Debug.ShowHint("目标已达成!")

    Duel.SetLP(1,0)

    end --}
  
  effect_1:SetOperation(cache_1)
  
  Duel.RegisterEffect(effect_1,0)

  end --}









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    cache_1 = cache_1 + LOCATION_GRAVE
    cache_1 = cache_1 + LOCATION_REMOVED
    
    cache_1 = Duel.GetFieldGroupCount(1,cache_1,0)
    
    if cache_1 == 0 then --{
      return true
      
      --}
    
    else --{
      return false
      
      end --}
    
    end --}
  
  effect_1:SetCondition(cache_1)
  
  cache_1 = function() --{
    Debug.ShowHint("目标已达成!")
    
    Duel.SetLP(1,0)
    
    end --}
  
  effect_1:SetOperation(cache_1)
  
  Duel.RegisterEffect(effect_1,0)
  
  end --}