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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)
effect_1:SetCode(EVENT_ADJUST)
cache_1 = function
cache_1 = 0
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 = 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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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)
effect_1:SetCode(EVENT_ADJUST)
cache_1 = function()
cache_1 = 0
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 = 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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