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
fun["一_开局添加手卡"] = function(u1)
local h1, h2
str["开局添加手卡"] = true
str["开局添加手卡的数量"] = 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
fun["一_禁格"] = function(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 str["开局添加手卡"] then
h1 = h1 .. "选" .. str["开局添加手卡的数量"] .. "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
fun["一_开局添加手卡"](u1)
end
if u2 then
fun["一_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"] = 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"] = s["开局随机抽卡"]