str = {}
fun = {}
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
if str_2 then --{
if str_2 == 3 then --{
str["规则"] = "大师3 "
--}
elseif str_2 == 4 then --{
str["规则"] = "新大师 "
--}
elseif str_2 == 5 then --{
str["规则"] = "大师2020 "
--}
end --}
else --{
str["规则"] = "大师2020 "
end --}
fun["Debug.ReloadFieldBegin"](str_1, str_2)
end --}
fun["aux.BeginPuzzle"] = aux.BeginPuzzle
aux.BeginPuzzle = function() --{
fun["aux.BeginPuzzle"]()
fun["开局说明"]()
fun["通关邀请"]()
end --}
fun["通关邀请"] = function() --{
str["原解弹窗"] = "残局群181175613"
str["二解弹窗"] = "QB:「你居然二解了,请加群告诉我怎么二解。」"
effect_1 = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_DAMAGE)
function cache_1() --{
cache_1 = Duel.GetLP(1)
if cache_1 <= 0 then --{
if cache_1 == 0 then --{
Debug.ShowHint(str["原解弹窗"])
--}
else --{
Debug.ShowHint(str["二解弹窗"])
end --}
--}
else --{
return false
end --}
end --}
effect_1:SetCondition(cache_1)
effect_1:SetOperation(aux.NULL)
Duel.RegisterEffect(effect_1
, 0)
end --}
fun["是否效果卡"] = function(card) --{
cache_1 = Card.IsType(card, TYPE_SPELL)
cache_2 = Card.IsType(card, TYPE_TRAP)
cache_3 = Card.IsType(card, TYPE_EFFECT)
if cache_1
or cache_2
or cache_3 then --{
return true
end --}
cache_1 = Card.IsType(card, TYPE_PENDULUM)
if cache_1 then --{
cache_1 = Card.IsCode(card, 28363749)
cache_2 = Card.IsCode(card, 19474136)
cache_3 = Card.IsCode(card, 17390179)
cache_4 = Card.IsCode(card, 83980492)
if cache_1
or cache_2
or cache_3
or cache_4 then --{
--}
else --{
return true
end --}
end --}
return false
end --}
fun["开局说明"] = function() --{
cache_1 = 0
cache_1 = cache_1 + LOCATION_DECK
cache_1 = cache_1 + LOCATION_HAND
cache_1 = cache_1 + LOCATION_MZONE
cache_1 = cache_1 + LOCATION_SZONE
cache_1 = cache_1 + LOCATION_GRAVE
cache_1 = cache_1 + LOCATION_REMOVED
cache_1 = cache_1 + LOCATION_EXTRA
str["这个残局的效果卡数量"] = Duel.GetMatchingGroupCount(fun["是否效果卡"],0,cache_1,cache_1,nil)
cache_1 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
for k in aux.Next(cache_1) do --{
cache_1 = fun["是否效果卡"](k)
if cache_1 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["开局说明"] = str["开局说明"] .. str["这个残局的效果卡数量"]
str["开局说明"] = str["开局说明"] .. "卡 "
str["开局说明"] = str["开局说明"] .. 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["开局添加手卡"] then --{
str["开局说明"] = str["开局说明"] .. "选"
str["开局说明"] = str["开局说明"] .. str["开局添加手卡"]
str["开局说明"] = str["开局说明"] .. "卡 "
end --}
if str["禁格"] then --{
str["开局说明"] = str["开局说明"] .. "禁"
str["开局说明"] = str["开局说明"] .. str["禁格"]
str["开局说明"] = str["开局说明"] .. "格 "
end --}
if str["印卡"] then --{
str["开局说明"] = str["开局说明"] .. "印卡 "
end --}
Debug.ShowHint(str["开局说明"])
end --}
fun["开局添加手卡"] = function(str_1) --{
str["开局添加手卡"] = str_1
effect_1 = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_ADJUST)
effect_1: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 --}
effect_1:SetOperation(cache_1)
Duel.RegisterEffect(effect_1
, 0)
end --}
fun["禁格"] = function(str_1) --{
str["禁格"] = str_1
effect_1 = Effect.GlobalEffect()
effect_1:SetCode(EFFECT_USE_EXTRA_MZONE)
effect_1:SetValue(str_1)
Duel.RegisterEffect(effect_1,0)
end --}
fun["印卡"] = function(str_1, str_2, str_3) --{
str["印卡"] = 1
if str_3 then --{
--}
else --{
str_3 = str_2
end --}
str["当前印卡数"] = 1
effect_1 = Effect.CreateEffect(str_1)
effect_1:SetType(EFFECT_TYPE_IGNITION)
effect_1:SetProperty(EFFECT_FLAG_BOTH_SIDE
+ EFFECT_FLAG_UNCOPYABLE
+ EFFECT_FLAG_CANNOT_NEGATE
+ EFFECT_FLAG_CANNOT_DISABLE)
cache_1 = function() --{
Duel.SetChainLimit(aux.FALSE)
return true
end --}
effect_1:SetTarget(cache_1)
effect_1: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 --}
effect_1:SetOperation(print_hand)
str_1:RegisterEffect(effect_1)
end --}
fun["全部回到卡组"] = function() --{
Debug.ShowHint("胜利条件:让对方的卡回到卡组。")
effect_1 = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_ADJUST)
cache_1 = function() --{
cache_1 = 0
cache_1 = cache_1 + LOCATION_HAND
cache_1 = cache_1 + LOCATION_MZONE
cache_1 = cache_1 + LOCATION_SZONE
cache_1 = cache_1 + LOCATION_GRAVE
cache_1 = cache_1 + LOCATION_REMOVED
cache_1 = Duel.GetFieldGroupCount(1,cache_1,0)
if cache_1 == 0 then --{
return true
--}
else --{
return false
end --}
end --}
effect_1:SetCondition(cache_1)
cache_1 = function() --{
Debug.ShowHint("目标已达成!")
Duel.SetLP(1,0)
end --}
effect_1:SetOperation(cache_1)
Duel.RegisterEffect(effect_1,0)
end --}