fun["一_失败得分"] = function() --{
str["失败得分表"] = {
[0] = "神龙之圣刻印",
[100] = "调和支援士",
[200] = "深渊的暗杀者",
[300] = "救援猫",
[400] = "注射天使 莉莉",
[500] = "不知火的隐者",
[600] = "影依猎鹰",
[700] = "铁兽战线 姬特",
[800] = "召唤僧",
[900] = "恩底弥翁的仆从",
[1000] = "机壳工具 丑恶",
[1100] = "欧尼斯特",
[1200] = "次元吸引者",
[1300] = "黑羽-疾风之盖尔",
[1400] = "加农炮兵",
[1500] = "教导的大神祗官",
[1600] = "地中族导师",
[1700] = "相剑师-莫邪",
[1800] = "宝玉兽-青玉飞马",
[1900] = "命运英雄 血魔-D",
[2000] = "流离的狮鹫骑手",
[2100] = "电子龙",
[2200] = "古遗物-死镰",
[2300] = "能朋克 调狐",
[2400] = "俱舍怒威族·芬里尔狼",
[2500] = "黑魔术师",
[2600] = "雅典娜",
[2700] = "暗黑界的龙神 格拉法",
[2800] = "魔导兽 刻耳柏洛斯尊主",
[2900] = "元素英雄 永生侠",
[3000] = "青眼白龙",
}
str["对方玩家的初始生命值"] = Duel.GetLP(1)
str["效果"] = Effect.GlobalEffect()
str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
str["效果"]:SetCode(EVENT_PHASE_START + PHASE_END)
function cache_1(effect_event, player_who_activate_the_effect) --{
cache_1 = Duel.GetLP(1) - str["对方玩家的初始生命值"]
if cache_1 > 0 then --{
return
--}
else --{
cache_1 = math.abs(cache_1) / (str["对方玩家的初始生命值"] - 100)
cache_1 = math.tointeger(cache_1 * 3000 // 100 * 100)
end --}
if cache_1 > 3000 then --{
--}
else --{
Debug.ShowHint(
"这局,您的得分是 "
.. cache_1
.. " 分!\n处于「"
.. str["失败得分表"][cache_1]
.. "」级别!"
)
end --}
effect_event:Reset()
end --}
str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(str["效果"], 0)
end --}