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local str = {}
local string = string
local table = table
local s = {}
_G.fun = {}
str["效果牌的种类表"] = {
TYPE_SPELL,
TYPE_TRAP,
TYPE_EFFECT,
s["效牌之类排"] = {
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
s["全区"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
str["除牌组与额外牌组以外的区域"] = 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
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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["这个残局的效果牌数量"] =
Duel.GetMatchingGroupCount(fun["是否效果牌"], 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_是否效果牌"](k) then
local h1, h2, h3
--~ 此局的效牌数
h2 = Duel.GetMatchingGroupCount(fun["是否效果牌"], 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 fun["一_是否效果牌"](u1) then
str["这个残局的效果牌数量"] = str["这个残局的效果牌数量"] + 1
h2 = h2 + 1
end
end
--~ 开局说明
h1 = str["这个残局的效果牌数量"] .. "牌 " .. str["规则"]
if s["伪洗牌"] == 0 then
else
h1 = h1 .. "伪洗牌 "
end
if s["战段"] == 0 then
h1 = h1 .. "无战段 "
end
if str["无AI"] == 0 then
h1 = h1 .. "无AI "
if s["机智"] == 0 then
h1 = h1 .. "无机智 "
end
if s["开局选牌入手之数"] then
h1 = h1 .. "选" .. s["开局选牌入手之数"] .. "牌 "
end
if s["禁格之数"] then
h1 = h1 .. "禁" .. s["禁格之数"] .. "格 "
end
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