游戏王残局简化版

c0.lua at [fbb83a06ea]
Login

c0.lua at [fbb83a06ea]

File script/c0.lua artifact 8cd6d7ce18 part of check-in fbb83a06ea


local str = {}
local string = string
local table = table
local s = {}
_G.fun = {}
str["效果卡的种类表"] = {
  TYPE_SPELL,
  TYPE_TRAP,
  TYPE_EFFECT,
}
str["无效果灵摆怪兽表"] = {
  28363749,
  19474136,
  17390179,
  83980492,
}
local h1
--~ 区域
h1 = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED
str["除卡组与额外卡组以外的区域"] = h1
h1 = h1 + LOCATION_DECK + LOCATION_EXTRA
str["所有区域"] = h1
--第一层-------------------------------
local cache_1
local cache_2
local cache_3
local cache_4
local cache_5
local cache_6
local cache_7
local cache_8
local cache_9
local _
fun["Debug.ReloadFieldBegin"] = Debug.ReloadFieldBegin
Debug.ReloadFieldBegin = function(u1, u2)
  str["不洗牌"] = u1 & DUEL_PSEUDO_SHUFFLE
  str["无BP"] = u1 & DUEL_ATTACK_FIRST_TURN
  str["无AI"] = u1 & DUEL_SIMPLE_AI
  str["规则表"] = {
    [3] = "大师3 ",
    [4] = "新大师 ",
    [5] = "大师2020 ",
  }
  if u2 then
    str["规则"] = str["规则表"][u2]
  else
    str["规则"] = str["规则表"][5]
  end
  fun["Debug.ReloadFieldBegin"](u1, u2)
end
function s["开局随机抽卡"](u1)
  local h1, h2
  s["开局洗卡抽卡之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()
  h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  h1:SetCode(EVENT_ADJUST)
  h1:SetCondition(aux.TRUE)
  -- 随机抽卡
  --~ 调该效果的效果
  function h2(u2)
    Duel.ShuffleDeck(0)
    Duel.Draw(0, u1, REASON_RULE)
    u2:Reset()
    end
  h1:SetOperation(h2)
  Duel.RegisterEffect(h1, 0)
  end
fun["一_该效果不能被连锁"] = function()
  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
fun["一_是否效果卡"] = function(card)
  for i = 1, #str["效果卡的种类表"] do
    if Card.IsType(card, str["效果卡的种类表"][i]) then
      return true
    end
  end
  if Card.IsType(card, TYPE_PENDULUM) then
    for i = 1, #str["无效果灵摆怪兽表"] do
      if Card.IsCode(card, str["无效果灵摆怪兽表"][i]) then
      else
        return true
      end
    end
  end
end
function s["开局选卡入手"](u1)
  local h1, h2
  str["开局选卡入手之数"] = 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
    --~ 玩家选定的卡
    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
--第二层-------------------------------
local cache_1
local cache_2
local cache_3
local cache_4
local cache_5
local cache_6
local cache_7
local cache_8
local cache_9
local _
fun["Debug.ReloadFieldEnd"] = Debug.ReloadFieldEnd
Debug.ReloadFieldEnd = function(u1)
  fun["Debug.ReloadFieldEnd"]()
  if u1 then
    s["开局随机抽卡"](u1)
    end
  end
fun["二_印卡"] = function(u1, u2, u3)
  u3 = u3 or u2
  Debug.ShowHint(
    "点击对方额外卡组可以进行印卡。\n手卡只能印 "
      .. u2
      .. " 张。\n最多可以印 "
      .. u3
      .. " 张"
  )
  str["效果"] = Effect.CreateEffect(u1)
  str["当前印卡数"] = 1
  str["效果"]:SetType(EFFECT_TYPE_IGNITION)
  str["效果"]:SetProperty(
    EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE
  )
  str["效果"]:SetTarget(fun["一_该效果不能被连锁"])
  str["效果"]: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"] <= u2 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"] <= u3 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!")
        effect_event:Reset()
      end
    end
  end
  str["效果"]:SetOperation(print_hand)
  u1:RegisterEffect(str["效果"])
end
fun["二_开局说明"] = function()
  local h1
  str["这个残局的效果卡数量"] =
    Duel.GetMatchingGroupCount(fun["是否效果卡"], 0, str["所有区域"], str["所有区域"], nil)
  str["超量素材组"] = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  for k in aux.Next(str["超量素材组"]) do
    if fun["一_是否效果卡"](k) 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
  --~ 开局说明
  h1 = str["这个残局的效果卡数量"] .. "卡 " .. str["规则"]
  if str["不洗牌"] == 0 then
  else
    h1 = h1 .. "伪洗牌 "
    end
  if str["无BP"] == 0 then
    h1 = h1 .. "无BP "
    end
  if str["无AI"] == 0 then
    h1 = h1 .. "无AI "
    end
  if s["开局选卡入手之数"] then
    h1 = h1 .. "选" .. s["开局选卡入手之数"] .. "卡 "
    end
  if s["禁格之数"] then
    h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
    end
  if s["开局洗卡抽卡之数"] then
    h1 = h1 .. "抽" .. s["开局洗卡抽卡之数"] .. "卡 "
    end
  Debug.ShowHint(h1)
  end
fun["aux.BeginPuzzle"] = aux.BeginPuzzle
aux.BeginPuzzle = function(u1, u2)
  fun["aux.BeginPuzzle"]()
  if u1 then
    s["开局选卡入手"](u1)
  end
  if u2 then
    s["禁格"](u2)
  end
  fun["二_开局说明"]()
  s["通关之邀"]()
end
--兼容层-------------------------------
fun["印卡"] = fun["二_印卡"]
fun["开局添加手卡"] = s["开局选卡入手"]
fun["是否效果卡"] = fun["一_是否效果卡"]
fun["禁格"] = s["禁格"]
fun["随机抽卡"] = s["开局洗卡抽卡"]