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JoyJ
specials
Commits
983c3821
Commit
983c3821
authored
Feb 28, 2023
by
JoyJ
Browse files
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update srv5555 scripts
parent
e59e19c3
Changes
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dc-srv5555/S3/special-26.S-BloodFestival.lua
dc-srv5555/S3/special-26.S-BloodFestival.lua
+0
-0
dc-srv5555/S3/special-26.T-FoolsThinking.lua
dc-srv5555/S3/special-26.T-FoolsThinking.lua
+252
-0
dc-srv5555/S3/special-26.U-NeverStop.lua
dc-srv5555/S3/special-26.U-NeverStop.lua
+0
-0
dc-srv5555/S3/special-26.V-Equalfied.lua
dc-srv5555/S3/special-26.V-Equalfied.lua
+0
-0
dc-srv5555/S3/special-26.W-MagnetChaos.lua
dc-srv5555/S3/special-26.W-MagnetChaos.lua
+0
-0
No files found.
dc-srv5555/S3/special-
以血为祭
.lua
→
dc-srv5555/S3/special-
26.S-BloodFestival
.lua
View file @
983c3821
File moved
dc-srv5555/S3/special-26.T-FoolsThinking.lua
0 → 100644
View file @
983c3821
--村规决斗:愚者千虑
--开局时,双方将1张扰乱王(90140980)从卡组外表侧表示除外。
--这场决斗中这张卡不是表侧表示除外的场合,这张卡表侧表示除外。
--这张卡得到以下效果。
--在自己的回合,扰乱王可能会“帮你打牌”。
--你进行的动作越多,扰乱王出手的概率就越大。
--细则:
--扰乱王的所有动作不检查空发,也(尽量)无视规则
--(比如,就算王谷在场也仍然能从墓地回收卡)
--……但是特殊召唤因引擎原因还是过不了虚无空间。
--概率:
--初始进行动作的概率为1/50。你每做1个动作,分母-1;扰乱王每次出手,分母+10。
--回合结束后复原为1/50。
--动作列表:
--·把你的1~2张手卡返回卡组。重抽同样的数量。
--·把你的1~2张手卡送去墓地。从墓地选同样数量的随机卡回到手卡。
--·从你的卡组随机选5张卡除外。从墓地+除外的卡中选5张卡返回卡组。
--·帮你盖伏手卡中的1~2张随机魔法·陷阱卡。
--·帮你把场上1只怪兽返回手卡·额外卡组。从相同位置把1只怪兽攻击表示特殊召唤(如果是超量怪兽,还会从卡组最上方送你0~3张卡当素材)。
--·帮你在场上特殊召唤1~3只【扰乱衍生物】。
--·帮你交换自己和对方场上各1只怪兽的控制权。某一方没有怪兽的场合,则单方面送出怪兽。
--·把场上5只怪兽解放,从卡组外把1只【原始生命态 尼比鲁】攻击表示放置到场上。
CUNGUI
=
{}
CUNGUI
.
RuleCardCode
=
90140980
function
Auxiliary
.
PreloadUds
()
--adjust
local
e1
=
Effect
.
GlobalEffect
()
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetProperty
(
EFFECT_FLAG_IGNORE_IMMUNE
)
e1
:
SetCode
(
EVENT_ADJUST
)
e1
:
SetOperation
(
CUNGUI
.
AdjustOperation
)
Duel
.
RegisterEffect
(
e1
,
0
)
--adjust
local
e2
=
Effect
.
GlobalEffect
()
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e2
:
SetProperty
(
EFFECT_FLAG_IGNORE_IMMUNE
)
e2
:
SetCode
(
EVENT_ADJUST
)
e2
:
SetCountLimit
(
1
)
e2
:
SetOperation
(
CUNGUI
.
AdjustOperation2
)
Duel
.
RegisterEffect
(
e2
,
0
)
end
function
CUNGUI
.
AdjustOperation2
()
CUNGUI
.
FENMU
=
{}
CUNGUI
.
FENMU
[
0
]
=
50
CUNGUI
.
FENMU
[
1
]
=
50
end
function
CUNGUI
.
AdjustOperation
()
if
not
CUNGUI
.
RandomSeedInit
then
CUNGUI
.
RandomSeedInit
=
true
Duel
.
LoadScript
(
"random.lua"
)
math.randomseed
(
_G
.
RANDOMSEED
)
for
i
=
1
,
10
do
math.random
(
1000
)
end
end
if
not
CUNGUI
.
RuleCardInit
then
CUNGUI
.
RuleCardInit
=
true
CUNGUI
.
RegisterCardRule
(
0
)
CUNGUI
.
RegisterCardRule
(
1
)
end
if
not
CUNGUI
.
DrawInit
then
CUNGUI
.
DrawInit
=
true
--Duel.Draw(1,1,REASON_RULE)
end
if
CUNGUI
.
RuleCard
[
0
]
and
(
not
CUNGUI
.
RuleCard
[
0
]:
IsLocation
(
LOCATION_REMOVED
)
or
not
CUNGUI
.
RuleCard
[
0
]:
IsFaceup
())
then
Duel
.
Remove
(
CUNGUI
.
RuleCard
[
0
],
POS_FACEUP
,
REASON_RULE
)
end
if
CUNGUI
.
RuleCard
[
1
]
and
(
not
CUNGUI
.
RuleCard
[
1
]:
IsLocation
(
LOCATION_REMOVED
)
or
not
CUNGUI
.
RuleCard
[
1
]:
IsFaceup
())
then
Duel
.
Remove
(
CUNGUI
.
RuleCard
[
1
],
POS_FACEUP
,
REASON_RULE
)
end
if
CUNGUI
.
RuleCard
[
0
]
and
not
CUNGUI
.
RuleCard
[
0
]:
IsFaceup
()
then
Duel
.
ChangePosition
(
CUNGUI
.
RuleCard
[
0
],
POS_FACEUP
)
end
if
CUNGUI
.
RuleCard
[
1
]
and
not
CUNGUI
.
RuleCard
[
1
]:
IsFaceup
()
then
Duel
.
ChangePosition
(
CUNGUI
.
RuleCard
[
1
],
POS_FACEUP
)
end
end
CUNGUI
.
RuleCard
=
{}
CUNGUI
.
RefreshTurn
=
{}
CUNGUI
.
RefreshTurn
[
0
]
=
0
CUNGUI
.
RefreshTurn
[
1
]
=
0
CUNGUI
.
FENMU
=
{}
CUNGUI
.
FENMU
[
0
]
=
50
CUNGUI
.
FENMU
[
1
]
=
50
function
CUNGUI
.
RegisterCardRule
(
tp
)
local
c
=
Duel
.
CreateToken
(
tp
,
CUNGUI
.
RuleCardCode
)
Duel
.
Remove
(
c
,
POS_FACEUP
,
REASON_RULE
)
CUNGUI
.
RuleCard
[
tp
]
=
c
--forbid
local
e1
=
Effect
.
CreateEffect
(
c
)
e1
:
SetDescription
(
aux
.
Stringid
(
66666004
,
4
))
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetCode
(
EVENT_ADJUST
)
e1
:
SetProperty
(
EFFECT_FLAG_CANNOT_INACTIVATE
+
EFFECT_FLAG_CANNOT_NEGATE
+
EFFECT_FLAG_CANNOT_DISABLE
)
e1
:
SetRange
(
LOCATION_REMOVED
)
e1
:
SetCondition
(
CUNGUI
.
rulecond
)
e1
:
SetTarget
(
CUNGUI
.
ruletg
)
e1
:
SetOperation
(
CUNGUI
.
ruleop
)
c
:
RegisterEffect
(
e1
)
end
function
CUNGUI
.
rulecond
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
result
=
Duel
.
GetTurnPlayer
()
==
tp
and
math.random
(
CUNGUI
.
FENMU
[
tp
])
==
1
if
CUNGUI
.
FENMU
[
tp
]
>
2
then
CUNGUI
.
FENMU
[
tp
]
=
CUNGUI
.
FENMU
[
tp
]
-
2
end
return
result
end
function
CUNGUI
.
ruletg
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
true
end
Duel
.
Hint
(
HINT_CARD
,
1
-
tp
,
e
:
GetHandler
():
GetCode
())
end
function
CUNGUI
.
ruleop
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
CUNGUI
.
FENMU
[
tp
]
=
CUNGUI
.
FENMU
[
tp
]
+
10
local
action
=
math.random
(
10
)
if
action
==
1
then
--·把你的1~2张手卡返回卡组,重抽同样的数量。
local
num
=
math.random
(
2
)
local
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_HAND
,
0
)
if
#
g
>=
num
then
local
g2
=
g
:
RandomSelect
(
tp
,
num
)
if
#
g2
>
0
then
Duel
.
SendtoDeck
(
g2
,
nil
,
SEQ_DECKSHUFFLE
,
REASON_RULE
)
end
Duel
.
Draw
(
tp
,
num
,
REASON_RULE
)
end
elseif
action
==
2
then
--·把你的1~2张手卡送去墓地,随机从墓地选同样数量的卡回到手卡。
local
num
=
math.random
(
2
)
local
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_HAND
,
0
)
if
#
g
>=
num
then
local
g2
=
g
:
RandomSelect
(
tp
,
num
)
Duel
.
SendtoGrave
(
g2
,
REASON_RULE
)
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_GRAVE
,
0
)
if
#
g
>=
num
then
g2
=
g
:
RandomSelect
(
tp
,
num
)
Duel
.
SendtoHand
(
g2
,
nil
,
REASON_RULE
)
end
end
elseif
action
==
3
then
--·从你的卡组随机选5张卡除外,从墓地+除外的卡中选5张卡返回卡组。
local
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_DECK
,
0
)
if
#
g
>=
5
then
local
g2
=
g
:
RandomSelect
(
tp
,
5
)
Duel
.
Remove
(
g2
,
POS_FACEUP
,
REASON_RULE
)
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_GRAVE
+
LOCATION_REMOVED
,
0
)
if
#
g
>=
5
then
g2
=
g
:
RandomSelect
(
tp
,
5
)
if
#
g2
>
0
then
Duel
.
SendtoDeck
(
g2
,
nil
,
SEQ_DECKSHUFFLE
,
REASON_RULE
)
end
end
end
elseif
action
==
4
then
--·帮你盖伏手卡中的1~2张随机魔法·陷阱卡。
local
num
=
math.random
(
2
)
local
g
=
Duel
.
GetMatchingGroup
(
Card
.
IsType
,
tp
,
LOCATION_HAND
,
0
,
nil
,
TYPE_SPELL
+
TYPE_TRAP
)
local
g2
=
g
:
RandomSelect
(
tp
,
num
)
if
#
g2
>
0
then
Duel
.
SSet
(
tp
,
g2
,
tp
,
false
)
end
elseif
action
==
5
then
--·帮你把场上1只怪兽返回手卡·额外卡组,从相同位置把1只怪兽攻击表示特殊召唤
--(如果是超量怪兽,还会把卡组最上方的0~3张卡当素材)。
local
num
=
math.random
(
4
)
-
1
local
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_MZONE
,
0
)
local
tc
=
g
:
RandomSelect
(
tp
,
1
):
GetFirst
()
if
not
tc
then
return
end
local
loc
=
LOCATION_EXTRA
Duel
.
SendtoHand
(
tc
,
nil
,
REASON_RULE
)
if
tc
:
IsLocation
(
LOCATION_HAND
)
then
loc
=
LOCATION_HAND
end
if
tc
:
IsLocation
(
LOCATION_MZONE
)
then
Duel
.
SendtoDeck
(
tc
,
nil
,
SEQ_DECKSHUFFLE
,
REASON_RULE
)
end
local
g
=
Duel
.
GetMatchingGroup
(
Card
.
IsType
,
tp
,
loc
,
0
,
nil
,
TYPE_MONSTER
)
if
#
g
<
1
then
return
end
tc
=
g
:
RandomSelect
(
tp
,
1
):
GetFirst
()
if
Duel
.
SpecialSummon
(
tc
,
0
,
tp
,
tp
,
true
,
true
,
POS_FACEUP
)
>
0
then
tc
:
CompleteProcedure
()
if
tc
:
IsType
(
TYPE_XYZ
)
and
num
>
0
then
local
g
=
Duel
.
GetDecktopGroup
(
tp
,
num
)
if
#
g
>
0
then
Duel
.
Overlay
(
tc
,
g
)
end
end
end
elseif
action
==
6
then
--·帮你在场上表侧守备表示特殊召唤1~3只【扰乱衍生物】。
-- 这些衍生物不能为召唤而解放;被破坏的场合,每只给控制者造成300点伤害。
local
num
=
math.random
(
3
)
for
i
=
1
,
num
do
local
token
=
Duel
.
CreateToken
(
tp
,
29843091
+
i
)
if
Duel
.
SpecialSummonStep
(
token
,
0
,
tp
,
tp
,
false
,
false
,
POS_FACEUP_DEFENSE
)
then
local
e1
=
Effect
.
CreateEffect
(
e
:
GetHandler
())
e1
:
SetType
(
EFFECT_TYPE_SINGLE
)
e1
:
SetCode
(
EFFECT_UNRELEASABLE_SUM
)
e1
:
SetProperty
(
EFFECT_FLAG_CANNOT_DISABLE
)
e1
:
SetReset
(
RESET_EVENT
+
RESETS_STANDARD
)
e1
:
SetValue
(
1
)
token
:
RegisterEffect
(
e1
,
true
)
local
e2
=
Effect
.
CreateEffect
(
e
:
GetHandler
())
e2
:
SetType
(
EFFECT_TYPE_SINGLE
+
EFFECT_TYPE_CONTINUOUS
)
e2
:
SetCode
(
EVENT_LEAVE_FIELD
)
e2
:
SetOperation
(
CUNGUI
.
damop
)
token
:
RegisterEffect
(
e2
,
true
)
end
end
Duel
.
SpecialSummonComplete
()
elseif
action
==
7
then
--·帮你把(双方)场上1~2张魔法陷阱卡返回卡组。从各自的卡组盖伏同样数量的魔法·陷阱卡。
local
num
=
math.random
(
2
)
local
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_SZONE
,
LOCATION_SZONE
)
local
g2
=
g
:
RandomSelect
(
tp
,
num
)
for
tc
in
aux
.
Next
(
g2
)
do
tp
=
tc
:
GetControler
()
Duel
.
SendtoDeck
(
tc
,
nil
,
SEQ_DECKSHUFFLE
,
REASON_RULE
)
local
nc
=
Duel
.
GetMatchingGroup
(
Card
.
IsType
,
tp
,
LOCATION_DECK
,
0
,
nil
,
TYPE_SPELL
+
TYPE_TRAP
):
RandomSelect
(
tp
,
1
):
GetFirst
()
if
nc
then
Duel
.
SSet
(
tp
,
nc
,
tp
,
false
)
end
end
elseif
action
==
8
then
--·帮你交换自己和对方场上各1只怪兽的控制权。某一方没有怪兽的场合,则单方面送出怪兽。
local
ag
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_MZONE
,
0
)
local
bg
=
Duel
.
GetFieldGroup
(
1
-
tp
,
LOCATION_MZONE
,
0
)
local
ac
=
ag
:
RandomSelect
(
tp
,
1
):
GetFirst
()
local
bc
=
bg
:
RandomSelect
(
tp
,
1
):
GetFirst
()
if
ac
and
bc
then
Duel
.
SwapControl
(
ac
,
bc
)
elseif
ac
then
Duel
.
GetControl
(
ac
,
1
-
tp
)
elseif
bc
then
Duel
.
GetControl
(
bc
,
1
-
tp
)
end
elseif
action
==
9
then
--·帮你破坏场上的1张随机卡(不分敌我)。
local
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_ONFIELD
,
LOCATION_ONFIELD
)
g
=
g
:
RandomSelect
(
tp
,
1
)
if
#
g
>
0
then
Duel
.
Destroy
(
g
,
REASON_RULE
)
end
else
--·如果双方场上的怪兽在4只以下,什么都不做。
--否则,把5只随机怪兽解放。从卡组外把1只【原始生命态 尼比鲁】攻击表示放置到场上。
local
g
=
Duel
.
GetFieldGroup
(
tp
,
LOCATION_MZONE
,
LOCATION_MZONE
)
if
#
g
<
5
then
return
end
g
=
g
:
RandomSelect
(
tp
,
5
)
Duel
.
Release
(
g
,
REASON_RULE
)
local
nc
=
Duel
.
CreateToken
(
tp
,
27204311
)
Duel
.
SpecialSummon
(
nc
,
0
,
tp
,
tp
,
false
,
false
,
POS_FACEUP_ATTACK
)
end
end
function
CUNGUI
.
damop
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
c
=
e
:
GetHandler
()
if
c
:
IsReason
(
REASON_DESTROY
)
then
Duel
.
Damage
(
c
:
GetPreviousControler
(),
300
,
REASON_EFFECT
)
end
e
:
Reset
()
end
dc-srv5555/S3/special-
源源不绝
.lua
→
dc-srv5555/S3/special-
26.U-NeverStop
.lua
View file @
983c3821
File moved
dc-srv5555/S3/special-
同化完成
.lua
→
dc-srv5555/S3/special-
26.V-Equalfied
.lua
View file @
983c3821
File moved
dc-srv5555/S3/special-
极性不定
.lua
→
dc-srv5555/S3/special-
26.W-MagnetChaos
.lua
View file @
983c3821
File moved
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