Index: script/c0.lua ================================================================== --- script/c0.lua +++ script/c0.lua @@ -40,158 +40,95 @@ local cache_7 local cache_8 local cache_9 local _ fun["Debug.ReloadFieldBegin"] = Debug.ReloadFieldBegin -Debug.ReloadFieldBegin = function(str_1, str_2) --{ +Debug.ReloadFieldBegin = function(str_1, str_2) str["不洗牌"] = str_1 & DUEL_PSEUDO_SHUFFLE str["无BP"] = str_1 & DUEL_ATTACK_FIRST_TURN str["无AI"] = str_1 & DUEL_SIMPLE_AI str["规则表"] = { [3] = "大师3 ", [4] = "新大师 ", [5] = "大师2020 ", } - if str_2 then --{ + if str_2 then str["规则"] = str["规则表"][str_2] - --} - else --{ + + else str["规则"] = str["规则表"][5] - end --} + end fun["Debug.ReloadFieldBegin"](str_1, str_2) -end --} -fun["一_随机抽卡"] = function(str_1) --{ +end +fun["一_随机抽卡"] = function(str_1) str["随机抽卡的数量"] = str_1 str["效果"] = Effect.GlobalEffect() str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS) str["效果"]:SetCode(EVENT_ADJUST) str["效果"]:SetCondition(aux.TRUE) - function cache_1(effect_event, player_who_activate_the_effect) --{ + function cache_1(effect_event, player_who_activate_the_effect) Duel.ShuffleDeck(0) Duel.Draw(0, str_1, REASON_RULE) effect_event:Reset() - end --} - str["效果"]:SetOperation(cache_1) - Duel.RegisterEffect(str["效果"], 0) -end --} -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 --} -fun["一_该效果不能被连锁"] = function() --{ - Duel.SetChainLimit(aux.FALSE) - return true -end --} -fun["一_通关邀请"] = function() --{ + end + str["效果"]:SetOperation(cache_1) + Duel.RegisterEffect(str["效果"], 0) +end +fun["一_该效果不能被连锁"] = function() + Duel.SetChainLimit(aux.FALSE) + return true +end +fun["一_通关邀请"] = function() --备用:圣魔术师 str["原解邀请"] = "残局群181175613" str["二解邀请"] = "爆貘团:「你居然二解了,请加群告诉我怎么二解。」" str["效果"] = Effect.GlobalEffect() str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS) str["效果"]:SetCode(EVENT_DAMAGE) - function cache_1() --{ + function cache_1() cache_1 = Duel.GetLP(1) - if cache_1 <= 0 then --{ - if cache_1 == 0 then --{ - --} - else --{ + if cache_1 <= 0 then + if cache_1 == 0 then + + else Debug.ShowHint(str["二解邀请"]) - end --} + end Debug.ShowHint(str["原解邀请"]) - --} - else --{ + + else return false - end --} - end --} + end + end str["效果"]:SetCondition(cache_1) str["效果"]:SetOperation(aux.NULL) Duel.RegisterEffect(str["效果"], 0) -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 --} - return false -end --} -fun["一_开局添加手卡"] = function(str_1) --{ +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 + return false +end +fun["一_开局添加手卡"] = function(str_1) str["开局添加手卡"] = true str["开局添加手卡的数量"] = str_1 str["效果"] = Effect.GlobalEffect() str["效果"]:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS) str["效果"]:SetCode(EVENT_ADJUST) str["效果"]:SetCondition(aux.TRUE) - function cache_1(effect_event, player_who_activate_the_effect) --{ + 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, LOCATION_DECK, @@ -200,22 +137,22 @@ str_1, nil ) Duel.SendtoHand(str["玩家选定的卡"], nil, REASON_RULE) effect_event:Reset() - end --} + end str["效果"]:SetOperation(cache_1) Duel.RegisterEffect(str["效果"], 0) -end --} -fun["一_禁格"] = function(str_1) --{ +end +fun["一_禁格"] = function(str_1) str["禁格"] = true str["禁格的数量"] = str_1 str["效果"] = Effect.GlobalEffect() str["效果"]:SetCode(EFFECT_USE_EXTRA_MZONE) str["效果"]:SetValue(str_1) Duel.RegisterEffect(str["效果"], 0) -end --} +end --第二层------------------------------- local cache_1 local cache_2 local cache_3 local cache_4 @@ -224,22 +161,22 @@ local cache_7 local cache_8 local cache_9 local _ fun["Debug.ReloadFieldEnd"] = Debug.ReloadFieldEnd -Debug.ReloadFieldEnd = function(str_1) --{ +Debug.ReloadFieldEnd = function(str_1) fun["Debug.ReloadFieldEnd"]() - if str_1 then --{ + if str_1 then fun["一_随机抽卡"](str_1) - end --} -end --} -fun["二_印卡"] = function(str_1, str_2, str_3) --{ - if str_3 then --{ - --} - else --{ + end +end +fun["二_印卡"] = function(str_1, str_2, str_3) + if str_3 then + + else str_3 = str_2 - end --} + end Debug.ShowHint( "点击对方额外卡组可以进行印卡。\n手卡只能印 " .. str_2 .. " 张。\n最多可以印 " .. str_3 @@ -251,64 +188,64 @@ 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) --{ + 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 --{ + 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 --{ + + 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 --{ + + else Debug.ShowHint("印卡过多!") effect_event:Reset() - end --} - end --} - end --} + end + end + end str["效果"]:SetOperation(print_hand) str_1:RegisterEffect(str["效果"]) -end --} -fun["二_开局说明"] = function() --{ +end +fun["二_开局说明"] = function() 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 --{ + 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 --} + end + end str["开局说明"] = str["这个残局的效果卡数量"] .. "卡 " .. str["规则"] - if str["不洗牌"] == 0 then --{ - --} - else --{ + if str["不洗牌"] == 0 then + + else str["开局说明"] = str["开局说明"] .. "伪洗牌 " - end --} - if str["无BP"] == 0 then --{ + end + if str["无BP"] == 0 then str["开局说明"] = str["开局说明"] .. "无BP " - end --} - if str["无AI"] == 0 then --{ + end + if str["无AI"] == 0 then str["开局说明"] = str["开局说明"] .. "无AI " - end --} - if str["开局添加手卡"] then --{ + end + if str["开局添加手卡"] then str["开局说明"] = str["开局说明"] .. "选" .. str["开局添加手卡的数量"] .. "卡 " - end --} - if str["禁格"] then --{ + end + if str["禁格"] then str["开局说明"] = str["开局说明"] .. "禁" .. str["禁格的数量"] .. "格 " - end --} - if str["随机抽卡的数量"] then --{ + end + if str["随机抽卡的数量"] then str["开局说明"] = str["开局说明"] .. "抽" .. str["随机抽卡的数量"] .. "卡 " - end --} + end Debug.ShowHint(str["开局说明"]) -end --} +end --第三层------------------------------- local cache_1 local cache_2 local cache_3 local cache_4 @@ -317,23 +254,23 @@ local cache_7 local cache_8 local cache_9 local _ fun["aux.BeginPuzzle"] = aux.BeginPuzzle -aux.BeginPuzzle = function(str_1, str_2) --{ +aux.BeginPuzzle = function(str_1, str_2) fun["aux.BeginPuzzle"]() - if str_1 then --{ + if str_1 then fun["一_开局添加手卡"](str_1) - end --} - if str_2 then --{ + end + if str_2 then fun["一_禁格"](str_2) - end --} + end fun["二_开局说明"]() fun["一_通关邀请"]() fun["一_失败得分"]() -end --} +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"] = fun["一_随机抽卡"] ADDED 残局文料/副_容冗/失败得分.lua Index: 残局文料/副_容冗/失败得分.lua ================================================================== --- /dev/null +++ 残局文料/副_容冗/失败得分.lua @@ -0,0 +1,63 @@ +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 --}