游戏王残局简化版

c0.lua at [ac819336b2]
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c0.lua at [ac819336b2]

File script/c0.lua artifact 7a0740b822 part of check-in ac819336b2


local string = string
local table = table
local Debug = Debug
local Effect = Effect
local Duel = Duel
local Card = Card
local s = {}
s["效牌之类排"] = {
TYPE_SPELL
, TYPE_TRAP
, TYPE_EFFECT
}
s["无效灵摆怪兽之卡编排"] = {
28363749
, 19474136
, 17390179
, 83980492
}
s["全区"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
do
  local h1
  --~ 则对
  h1 = {
  [3] = "大师3 "
  , [4] = "新大师 "
  , [5] = "大师2020 "
  }
  s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
  --~ 模
  --~ 则数
  function _G.Debug.ReloadFieldBegin(u1, u2)
    s["伪洗牌"] = u1 & DUEL_PSEUDO_SHUFFLE
    s["战段"] = u1 & DUEL_ATTACK_FIRST_TURN
    s["机智"] = u1 & DUEL_SIMPLE_AI
    if u2 then
      s["则"] = h1[u2]
    else
      s["则"] = h1[5]
      end
    s["Debug.ReloadFieldBegin"](u1, u2)
    end
  end
do
  local h1
  --~ 调该效果的效果
  function s["_开局洗牌抽牌"](u1)
    Duel.ShuffleDeck(0)
    --~ 抽卡之数
    Duel.Draw(0, h1, REASON_RULE)
    u1:Reset()
    end
  function s["开局洗牌抽牌"](u1)
    local h2
    s["开局洗牌抽牌之数"] = u1
    --~ 效果
    h2 = Effect.GlobalEffect()
    h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h2:SetCode(EVENT_ADJUST)
    h2:SetCondition(aux.TRUE)
    h1 = u1
    h2:SetOperation(s["_开局洗牌抽牌"])
    Duel.RegisterEffect(h2, 0)
    end
  end
function s.["不被连锁"]()
  Duel.SetChainLimit(aux.FALSE)
  return true
  end
do
  local h1, h2
  --~ 原解邀请
  h1 = "残局群181175613"
  --~ 二解邀请,备用:圣魔术师
  h2 = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」"
  function s["通关之邀"]()
    local h3, h4
    --~ 效果
    h3 = Effect.GlobalEffect()
    h3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h3:SetCode(EVENT_DAMAGE)
    --~ 通关之邀
    function h4()
      local h5
      --~ 对方之血
      h5 = Duel.GetLP(1)
      if h5 <= 0 then
        if h5 == 0 then
          Debug.ShowHint(h1)
        else
          Debug.ShowHint(h2)
          end
      else
        return false
        end
      end
    h3:SetCondition(h4)
    h3:SetOperation(aux.NULL)
    Duel.RegisterEffect(h3, 0)
    end
  end
function s.["是否效牌"](card)
  for i = 1, #s["效牌之类排"] do
    if Card.IsType(card, s["效牌之类排"][i]) then
      return true
      end
    end
  if Card.IsType(card, TYPE_PENDULUM) then
    for i = 1, #s["无效灵摆怪兽之卡编排"] do
      if Card.IsCode(card, s["无效灵摆怪兽之卡编排"][i]) then
      else
        return true
        end
      end
    end
  end
function s["开局选牌入手"](u1)
  local h1, h2
  str["开局选牌入手之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()
  h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  h1:SetCode(EVENT_ADJUST)
  h1:SetCondition(aux.TRUE)
  --~ 调该效果的效果
  --~ 调该效果的玩家
  function h2(u2, u3)
    local h3
    --~ 玩家选定的牌
    h3 = Duel.SelectMatchingCard(u3, Card.IsAbleToHand, u3, LOCATION_DECK, 0, u1, u1, nil)
    Duel.SendtoHand(h3, nil, REASON_RULE)
    u2:Reset()
    end
  h1:SetOperation(h2)
  Duel.RegisterEffect(h1, 0)
  end
function s["禁格"](u1)
  local h1
  s["禁格之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()
  h1:SetCode(EFFECT_USE_EXTRA_MZONE)
  h1:SetValue(u1)
  Duel.RegisterEffect(h1, 0)
  end
do
  s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd
  --~ 开局洗牌抽牌之数
  function _G.Debug.ReloadFieldEnd(u1)
    s["Debug.ReloadFieldEnd"]()
    if u1 then
      s["开局洗牌抽牌"](u1)
      end
    end
  end
function s.["印牌"](u1, u2, u3)
  local h1, h2, h3
  u3 = u3 or u2
  Debug.ShowHint("点击对方额外牌组可以进行印牌。\n手牌只能印 " .. u2 .. " 张。\n最多可以印 " .. u3 .. " 张")
  h1 = Effect.CreateEffect(u1)
  --~ 现之印牌数
  h2 = 1
  h1:SetType(EFFECT_TYPE_IGNITION)
  h1:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
  h1:SetTarget(s["不被连锁"])
  h1:SetRange(LOCATION_EXTRA)
  -- 印牌
  --~ 调该效果的效果
  --~ 调该效果的玩家
  function h3(u4, u5)
    local h4, h5
    --~ 印卡之卡编
    h4 = Duel.AnnounceCard(u5)
    --~ 卡
    h5 = Duel.CreateToken(u5, h4)
    if h2 <= u2 then
      h2 = h2 + 1
      Duel.SendtoHand(h5, nil, REASON_RULE)
    else
      if h2 <= u3 then
        h2 = h2 + 1
        Duel.Remove(h5, POS_FACEUP, REASON_RULE)
        Duel.SendtoDeck(card, u5, 0, REASON_RULE)
      else
        Debug.ShowHint("印牌过多")
        u4:Reset()
        end
      end
    end
  h1:SetOperation(h3)
  u1:RegisterEffect(h1)
  end
function s.["开局之示"]()
  local h1, h2, h3
  --~ 此局效牌之数
  h2 = Duel.GetMatchingGroupCount(s["是否效牌"], 0, s["全区"], s["全区"], nil)
  --~ 超量材组
  h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  for u1 in aux.Next(h3) do
    if s["是否效牌"](u1) then
      h2 = h2 + 1
      end
    end
  --~ 开局说明
  h1 = h2 .. "牌 " .. s["则"]
  if s["伪洗牌"] == 0 then
  else
    h1 = h1 .. "伪洗牌 "
    end
  if s["战段"] == 0 then
    h1 = h1 .. "无战段 "
    end
  if s["机智"] == 0 then
    h1 = h1 .. "无机智 "
    end
  if s["开局选牌入手之数"] then
    h1 = h1 .. "选" .. s["开局选牌入手之数"] .. "牌 "
    end
  if s["禁格之数"] then
    h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
    end
  if s["开局洗牌抽牌之数"] then
    h1 = h1 .. "抽" .. s["开局洗牌抽牌之数"] .. "牌 "
    end
  Debug.ShowHint(h1)
  end
do
  s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
  --~ 开局选牌入手之数
  --~ 禁格之数
  function _G.aux.BeginPuzzle(u1, u2)
    s["aux.BeginPuzzle"]()
    if u1 then
      s["开局选牌入手"](u1)
      end
    if u2 then
      s["禁格"](u2)
      end
    s["开局之示"]()
    s["通关之邀"]()
    end
  end