Overview
Comment: | 好 |
---|---|
Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
46bd1a8cd5d05814eb6f72255446dee5 |
User & Date: | 顽雨沉风 on 2024-02-13 10:27:36 |
Other Links: | manifest | tags |
Context
2024-02-13
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10:36 | 好 check-in: f56b114da9 user: 顽雨沉风 tags: trunk | |
10:27 | 好 check-in: 46bd1a8cd5 user: 顽雨沉风 tags: trunk | |
10:23 | 好 check-in: 674765ddf2 user: 顽雨沉风 tags: trunk | |
Changes
Modified script/c0.lua from [8c3d1a3e5f] to [33185c6ab4].
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38 39 40 41 42 43 44 | local cache_5 local cache_6 local cache_7 local cache_8 local cache_9 local _ fun["Debug.ReloadFieldBegin"] = Debug.ReloadFieldBegin | | | | | | | | | | | < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 | local cache_5 local cache_6 local cache_7 local cache_8 local cache_9 local _ fun["Debug.ReloadFieldBegin"] = Debug.ReloadFieldBegin Debug.ReloadFieldBegin = function(str_1, str_2) str["不洗牌"] = str_1 & DUEL_PSEUDO_SHUFFLE str["无BP"] = str_1 & DUEL_ATTACK_FIRST_TURN str["无AI"] = str_1 & DUEL_SIMPLE_AI str["规则表"] = { [3] = "大师3 ", [4] = "新大师 ", [5] = "大师2020 ", } if str_2 then str["规则"] = str["规则表"][str_2] else str["规则"] = str["规则表"][5] end fun["Debug.ReloadFieldBegin"](str_1, str_2) end fun["一_随机抽卡"] = function(str_1) str["随机抽卡的数量"] = str_1 str["效果"] = Effect.GlobalEffect() str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS) str["效果"]:SetCode(EVENT_ADJUST) str["效果"]:SetCondition(aux.TRUE) function cache_1(effect_event, player_who_activate_the_effect) Duel.ShuffleDeck(0) Duel.Draw(0, str_1, REASON_RULE) effect_event:Reset() end str["效果"]:SetOperation(cache_1) Duel.RegisterEffect(str["效果"], 0) end fun["一_该效果不能被连锁"] = function() Duel.SetChainLimit(aux.FALSE) return true end fun["一_通关邀请"] = function() --备用:圣魔术师 str["原解邀请"] = "残局群181175613" str["二解邀请"] = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」" str["效果"] = Effect.GlobalEffect() str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS) str["效果"]:SetCode(EVENT_DAMAGE) function cache_1() cache_1 = Duel.GetLP(1) if cache_1 <= 0 then if cache_1 == 0 then else Debug.ShowHint(str["二解邀请"]) end Debug.ShowHint(str["原解邀请"]) else return false end end str["效果"]:SetCondition(cache_1) str["效果"]:SetOperation(aux.NULL) Duel.RegisterEffect(str["效果"], 0) 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 return false end fun["一_开局添加手卡"] = function(str_1) str["开局添加手卡"] = true str["开局添加手卡的数量"] = str_1 str["效果"] = Effect.GlobalEffect() str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS) str["效果"]:SetCode(EVENT_ADJUST) str["效果"]:SetCondition(aux.TRUE) function cache_1(effect_event, player_who_activate_the_effect) str["玩家选定的卡"] = Duel.SelectMatchingCard( player_who_activate_the_effect, Card.IsAbleToHand, player_who_activate_the_effect, LOCATION_DECK, 0, str_1, str_1, nil ) Duel.SendtoHand(str["玩家选定的卡"], nil, REASON_RULE) effect_event:Reset() end str["效果"]:SetOperation(cache_1) Duel.RegisterEffect(str["效果"], 0) end fun["一_禁格"] = function(str_1) str["禁格"] = true str["禁格的数量"] = str_1 str["效果"] = Effect.GlobalEffect() str["效果"]:SetCode(EFFECT_USE_EXTRA_MZONE) str["效果"]:SetValue(str_1) Duel.RegisterEffect(str["效果"], 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(str_1) fun["Debug.ReloadFieldEnd"]() if str_1 then fun["一_随机抽卡"](str_1) end end fun["二_印卡"] = function(str_1, str_2, str_3) if str_3 then else str_3 = str_2 end Debug.ShowHint( "点击对方额外卡组可以进行印卡。\n手卡只能印 " .. str_2 .. " 张。\n最多可以印 " .. str_3 .. " 张" ) str["效果"] = Effect.CreateEffect(str_1) 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"] <= str_2 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"] <= str_3 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) str_1:RegisterEffect(str["效果"]) end fun["二_开局说明"] = function() 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 str["开局说明"] = str["这个残局的效果卡数量"] .. "卡 " .. str["规则"] if str["不洗牌"] == 0 then else str["开局说明"] = str["开局说明"] .. "伪洗牌 " end if str["无BP"] == 0 then str["开局说明"] = str["开局说明"] .. "无BP " end if str["无AI"] == 0 then str["开局说明"] = str["开局说明"] .. "无AI " end if str["开局添加手卡"] then str["开局说明"] = str["开局说明"] .. "选" .. str["开局添加手卡的数量"] .. "卡 " end if str["禁格"] then str["开局说明"] = str["开局说明"] .. "禁" .. str["禁格的数量"] .. "格 " end if str["随机抽卡的数量"] then str["开局说明"] = str["开局说明"] .. "抽" .. str["随机抽卡的数量"] .. "卡 " end Debug.ShowHint(str["开局说明"]) end --第三层------------------------------- 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["aux.BeginPuzzle"] = aux.BeginPuzzle aux.BeginPuzzle = function(str_1, str_2) fun["aux.BeginPuzzle"]() if str_1 then fun["一_开局添加手卡"](str_1) end if str_2 then fun["一_禁格"](str_2) end fun["二_开局说明"]() fun["一_通关邀请"]() fun["一_失败得分"]() end --兼容层------------------------------- fun["印卡"] = fun["二_印卡"] fun["开局添加手卡"] = fun["一_开局添加手卡"] fun["是否效果卡"] = fun["一_是否效果卡"] fun["禁格"] = fun["一_禁格"] fun["随机抽卡"] = fun["一_随机抽卡"] |
Added 残局文料/副_容冗/失败得分.lua version [452caa70d7].
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 | 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 --} |