Index: script/c0.lua ================================================================== --- script/c0.lua +++ script/c0.lua @@ -1,11 +1,11 @@ local str = {} local string = string local table = table local s = {} _G.fun = {} -str["效果卡的种类表"] = { +str["效果牌的种类表"] = { TYPE_SPELL, TYPE_TRAP, TYPE_EFFECT, } str["无效果灵摆怪兽表"] = { @@ -15,11 +15,11 @@ 83980492, } local h1 --~ 区域 h1 = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED -str["除卡组与额外卡组以外的区域"] = h1 +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 @@ -52,19 +52,19 @@ s["则"] = h1[5] end s["Debug.ReloadFieldBegin"](u1, u2) end end -function s["开局洗卡抽卡"](u1) +function s["开局洗牌抽牌"](u1) local h1, h2 - s["开局洗卡抽卡之数"] = u1 + s["开局洗牌抽牌之数"] = u1 --~ 效果 h1 = Effect.GlobalEffect() h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS) h1:SetCode(EVENT_ADJUST) h1:SetCondition(aux.TRUE) - -- 随机抽卡 + -- 随机抽牌 --~ 调该效果的效果 function h2(u2) Duel.ShuffleDeck(0) Duel.Draw(0, u1, REASON_RULE) u2:Reset() @@ -106,13 +106,13 @@ h3:SetCondition(h4) h3:SetOperation(aux.NULL) Duel.RegisterEffect(h3, 0) end 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 +fun["一_是否效果牌"] = function(card) + for i = 1, #str["效果牌的种类表"] do + if Card.IsType(card, str["效果牌的种类表"][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 @@ -121,23 +121,23 @@ return true end end end end -function s["开局选卡入手"](u1) +function s["开局选牌入手"](u1) local h1, h2 - str["开局选卡入手之数"] = u1 + str["开局选牌入手之数"] = u1 --~ 效果 h1 = Effect.GlobalEffect() h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS) h1:SetCode(EVENT_ADJUST) h1:SetCondition(aux.TRUE) --~ 调该效果的效果 --~ 调该效果的玩家 function h2(u2, u3) local h3 - --~ 玩家选定的卡 + --~ 玩家选定的牌 h3 = Duel.SelectMatchingCard(u3, Card.IsAbleToHand, u3, LOCATION_DECK, 0, u1, u1, nil) Duel.SendtoHand(h3, nil, REASON_RULE) u2:Reset() end h1:SetOperation(h2) @@ -163,67 +163,67 @@ local cache_8 local cache_9 local _ do s["Debug.ReloadFieldEnd"] = _G.Debug.ReloadFieldEnd - --~ 开局洗卡抽卡之数 + --~ 开局洗牌抽牌之数 function _G.Debug.ReloadFieldEnd(u1) s["Debug.ReloadFieldEnd"]() if u1 then - s["开局洗卡抽卡"](u1) + s["开局洗牌抽牌"](u1) end end end -fun["二_印卡"] = function(u1, u2, u3) +fun["二_印牌"] = function(u1, u2, u3) u3 = u3 or u2 Debug.ShowHint( - "点击对方额外卡组可以进行印卡。\n手卡只能印 " + "点击对方额外牌组可以进行印牌。\n手牌只能印 " .. u2 .. " 张。\n最多可以印 " .. u3 .. " 张" ) str["效果"] = Effect.CreateEffect(u1) - str["当前印卡数"] = 1 + str["当前印牌数"] = 1 str["效果"]:SetType(EFFECT_TYPE_IGNITION) 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) 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"] <= u2 then - str["当前印卡数"] = str["当前印卡数"] + 1 + if str["当前印牌数"] <= u2 then + str["当前印牌数"] = str["当前印牌数"] + 1 Duel.SendtoHand(card, nil, REASON_RULE) else - if str["当前印卡数"] <= u3 then - str["当前印卡数"] = str["当前印卡数"] + 1 + if str["当前印牌数"] <= u3 then + str["当前印牌数"] = str["当前印牌数"] + 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!") + Debug.ShowHint("印牌过多!") effect_event:Reset() 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["这个残局的效果卡数量"] = - Duel.GetMatchingGroupCount(fun["是否效果卡"], 0, str["所有区域"], str["所有区域"], nil) + 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 + if fun["一_是否效果牌"](k) then + str["这个残局的效果牌数量"] = str["这个残局的效果牌数量"] + 1 end end --~ 开局说明 - h1 = str["这个残局的效果卡数量"] .. "卡 " .. str["规则"] + h1 = str["这个残局的效果牌数量"] .. "牌 " .. str["规则"] if str["不洗牌"] == 0 then else h1 = h1 .. "伪洗牌 " end if str["无BP"] == 0 then @@ -230,38 +230,38 @@ h1 = h1 .. "无BP " end if str["无AI"] == 0 then h1 = h1 .. "无AI " end - if s["开局选卡入手之数"] then - h1 = h1 .. "选" .. s["开局选卡入手之数"] .. "卡 " + 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 - if s["开局洗卡抽卡之数"] then - h1 = h1 .. "抽" .. s["开局洗卡抽卡之数"] .. "卡 " + if s["开局洗牌抽牌之数"] then + h1 = h1 .. "抽" .. s["开局洗牌抽牌之数"] .. "牌 " end Debug.ShowHint(h1) end do s["aux.BeginPuzzle"] = _G.aux.BeginPuzzle - --~ 开局选卡入手之数 + --~ 开局选牌入手之数 --~ 禁格之数 function _G.aux.BeginPuzzle(u1, u2) s["aux.BeginPuzzle"]() if u1 then - s["开局选卡入手"](u1) + s["开局选牌入手"](u1) end if u2 then s["禁格"](u2) end fun["二_开局说明"]() s["通关之邀"]() end end --兼容层------------------------------- -fun["印卡"] = fun["二_印卡"] -fun["开局添加手卡"] = s["开局选卡入手"] -fun["是否效果卡"] = fun["一_是否效果卡"] +fun["印牌"] = fun["二_印牌"] +fun["开局添加手牌"] = s["开局选牌入手"] +fun["是否效果牌"] = fun["一_是否效果牌"] fun["禁格"] = s["禁格"] -fun["随机抽卡"] = s["开局洗卡抽卡"] +fun["随机抽牌"] = s["开局洗牌抽牌"]