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Debug.ReloadFieldEnd()
aux.BeginPuzzle()
local str = {}
local fun = {}
local cache_1
fun["通关邀请"] = function()
local effect_100
effect_100 = Effect.GlobalEffect()
effect_100:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_100:SetCode(EVENT_DAMAGE)
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>
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Debug.ReloadFieldEnd()
aux.BeginPuzzle()
local str = {}
local fun = {}
local cache_1
local cache_2
fun["通关邀请"] = function()
local effect_100
effect_100 = Effect.GlobalEffect()
effect_100:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_100:SetCode(EVENT_DAMAGE)
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, Card.IsAbleToHand
, player_who_activate_the_effect
, LOCATION_DECK
, 0
, str_1
, str_1
, nil)
cache_1 = cache_1:GetCount()
if cache_1 > 0 then
Duel.SendtoHand(str_1
, nil
, REASON_RULE)
end
end
effect_101:SetOperation(cache_1)
Duel.RegisterEffect(effect_101
, 0)
end
fun["通关邀请"]()
fun["开局添加手卡"](6)
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, 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_101:SetOperation(cache_1)
Duel.RegisterEffect(effect_101
, 0)
end
fun["通关邀请"]()
fun["开局添加手卡"](6)
|