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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!")
end
end
end
effect_1:SetOperation(print_hand)
str_1:RegisterEffect(effect_1)
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!")
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
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 --}
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