local string = string
local table = table
local Debug = Debug
local Effect = Effect
local Duel = Duel
local Card = Card
local d = {}
local f = {}
local s = {}
s["效卡之类排"] = {
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] = "大师规则 ",
[4] = "新大师规则(2017) ",
[5] = "大师规则(2020) ",
}
s["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
--~ 模
--~ 则数
function _G.Debug.ReloadFieldBegin(u1, u2)
s["伪洗卡"] = 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
s["不被连锁"] = function()
Duel.SetChainLimit(aux.FALSE)
return true
end
s["是否效卡"] = function(card)
for i = 1, #s["效卡之类排"] do
if Card.IsType(card, s["效卡之类排"][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
return false
else
end
end
return true
end
end
do
local h1
--~ “调该效果”的效果
--~ “调该效果”的玩家
s["_开局选卡入手"] = function(u1, u2)
local h2
--~ 玩家选定的卡
h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
Duel.SendtoHand(h2, nil, REASON_RULE)
u1:Reset()
end
s["开局选卡入手"] = function(u1)
local h2
s["「开局选卡入手」之量"] = u1
--~ 「开局选卡入手」之量
h1 = u1
--~ 效果
h2 = Effect.GlobalEffect()
h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
h2:SetCode(EVENT_ADJUST)
h2:SetCondition(aux.TRUE)
h2:SetOperation(s["_开局选卡入手"])
Duel.RegisterEffect(h2, 0)
end
end
--~ 「禁主怪格」之几个
s["「禁主怪格」之几个"] = function(u1)
local h1
s["「禁主怪格」之量"] = 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
--~ 「禁主怪格」之几个
function _G.Debug.ReloadFieldEnd(u1)
s["Debug.ReloadFieldEnd"]()
if u1 then
s["「禁主怪格」之几个"](u1)
end
end
end
do
local h1, h2, h3, h4
--~ 印卡过多之示
h1 = "印卡过多"
--~ 现之印卡数
h2 = 1
--~ 印手卡之上限
h3 = 0
--~ 总印卡之上限
h4 = 0
--~ 「调该效果」的效果
--~ 「调该效果」的玩家
s["_印卡"] = function(u1, u2)
local h5, h6
--~ 印卡之卡编
h5 = Duel.AnnounceCard(u2)
--~ 卡
h6 = Duel.CreateToken(u2, h5)
if h2 <= h3 then
h2 = h2 + 1
Duel.SendtoHand(h6, nil, REASON_RULE)
else
if h2 <= h4 then
h2 = h2 + 1
Duel.SendtoDeck(h6, u2, 0, REASON_RULE)
else
Debug.ShowHint(h1)
u1:Reset()
end
end
end
s["印卡"] = function(u1, u2, u3)
local h5, h6
h3 = u2
h4 = u3 or u2
Debug.ShowHint("点对方额外卡组,可印卡\n只能印手卡" .. h3 .. "张\n最多可印" .. h4 .. "张")
h5 = Effect.CreateEffect(u1)
h5:SetType(EFFECT_TYPE_IGNITION)
h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
h5:SetTarget(s["不被连锁"])
h5:SetRange(LOCATION_EXTRA)
h5:SetOperation(s["_印卡"])
u1:RegisterEffect(h5)
end
end
s["开局示"] = function()
local h1, h2, h3
--~ 此局效卡之数
h2 = Duel.GetMatchingGroupCount(s["是否效卡"], 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["是否效卡"](u1) then
h2 = h2 + 1
end
end
--~ 开局说明
h1 = h2 .. "卡 " .. s["则"]
if s["伪洗卡"] == 0 then
else
h1 = h1 .. "伪洗卡 "
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["「开局选卡入手」之量"] then
h1 = h1 .. "选" .. s["「开局选卡入手」之量"] .. "卡 "
end
if s["「禁主怪格」之量"] then
h1 = h1 .. "禁" .. s["「禁主怪格」之量"] .. "怪格 "
end
if s["「禁魔陷格」之量"] then
h1 = h1 .. "禁" .. s["「禁魔陷格」之量"] .. "魔格 "
end
Debug.ShowHint(h1)
end
do
s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle
--~ 「开局选卡入手」之量
--~ 传入对方额外卡组最上面表侧卡,并将其作为印卡源
--~ 能印手卡几张
--~ 最多能印卡几张
function _G.aux.BeginPuzzle(u1, u2, u3, u4)
s["aux.BeginPuzzle"]()
if u1 then
s["开局选卡入手"](u1)
end
if u2 then
s["印卡"](u2, u3, u4)
else
end
s["开局示"]()
end
end