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fun["通关邀请"]()
end --}
fun["通关邀请"] = function() --{
effect_1 = Effect.GlobalEffect()
str["效果"] = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_DAMAGE)
str["效果"]:SetCode(EVENT_DAMAGE)
function cache_1() --{
cache_1 = Duel.GetLP(1)
if cache_1 <= 0 then --{
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return false
end --}
end --}
effect_1:SetCondition(cache_1)
str["效果"]:SetCondition(cache_1)
effect_1:SetOperation(aux.NULL)
str["效果"]:SetOperation(aux.NULL)
Duel.RegisterEffect(effect_1
Duel.RegisterEffect(str["效果"]
, 0)
end --}
fun["是否效果卡"] = function(card) --{
cache_1 = #str["效果卡的种类表"]
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end --}
fun["开局添加手卡"] = function(str_1) --{
str["开局添加手卡"] = str_1
effect_1 = Effect.GlobalEffect()
str["效果"] = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_ADJUST)
str["效果"]:SetCode(EVENT_ADJUST)
effect_1:SetCondition(aux.TRUE)
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
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, nil
, REASON_RULE)
effect_event:Reset()
end --}
effect_1:SetOperation(cache_1)
str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(effect_1
Duel.RegisterEffect(str["效果"]
, 0)
end --}
fun["禁格"] = function(str_1) --{
str["禁格"] = str_1
effect_1 = Effect.GlobalEffect()
str["效果"] = Effect.GlobalEffect()
effect_1:SetCode(EFFECT_USE_EXTRA_MZONE)
str["效果"]:SetCode(EFFECT_USE_EXTRA_MZONE)
effect_1:SetValue(str_1)
str["效果"]:SetValue(str_1)
Duel.RegisterEffect(effect_1,0)
Duel.RegisterEffect(str["效果"],0)
end --}
fun["印卡"] = function(str_1, str_2, str_3) --{
if str_3 then --{
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str["印卡弹窗1"] = str["印卡弹窗1"] .. str_2
str["印卡弹窗1"] = str["印卡弹窗1"] .. str["印卡弹窗2"]
str["印卡弹窗1"] = str["印卡弹窗1"] .. str_3
str["印卡弹窗1"] = str["印卡弹窗1"] .. str["印卡弹窗3"]
Debug.ShowHint(str["印卡弹窗1"])
effect_1 = Effect.CreateEffect(str_1)
str["效果"] = Effect.CreateEffect(str_1)
str["当前印卡数"] = 1
effect_1:SetType(EFFECT_TYPE_IGNITION)
str["效果"]:SetType(EFFECT_TYPE_IGNITION)
effect_1:SetProperty(EFFECT_FLAG_BOTH_SIDE
str["效果"]: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)
str["效果"]:SetTarget(cache_1)
effect_1:SetRange(LOCATION_EXTRA)
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
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end --}
end --}
end --}
effect_1:SetOperation(print_hand)
str["效果"]:SetOperation(print_hand)
str_1:RegisterEffect(effect_1)
str_1:RegisterEffect(str["效果"])
end --}
fun["随机抽卡"] = function(str_1) --{
str["随机抽卡的数量"] = str_1
effect_1 = Effect.GlobalEffect()
str["效果"] = Effect.GlobalEffect()
effect_1:SetType(EFFECT_TYPE_FIELD
str["效果"]:SetType(EFFECT_TYPE_FIELD
+ EFFECT_TYPE_CONTINUOUS)
effect_1:SetCode(EVENT_ADJUST)
str["效果"]:SetCode(EVENT_ADJUST)
effect_1:SetCondition(aux.TRUE)
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 --}
effect_1:SetOperation(cache_1)
str["效果"]:SetOperation(cache_1)
Duel.RegisterEffect(effect_1
Duel.RegisterEffect(str["效果"]
, 0)
end --}
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