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 --}
