parent
13b77e4c36
commit
4d0d0c1d60
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@ -34,6 +34,7 @@ function Skill:initialize(name, frequency)
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self.package = { extensionName = "standard" }
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self.package = { extensionName = "standard" }
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self.frequency = frequency
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self.frequency = frequency
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self.visible = true
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self.visible = true
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self.lordSkill = false
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self.mute = false
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self.mute = false
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self.anim_type = ""
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self.anim_type = ""
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self.related_skills = {}
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self.related_skills = {}
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@ -44,6 +45,10 @@ function Skill:initialize(name, frequency)
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if string.sub(name, 1, 1) == "#" then
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if string.sub(name, 1, 1) == "#" then
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self.visible = false
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self.visible = false
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end
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end
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if string.sub(name, #name) == "$" then
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self.name = string.sub(name, 1, #name - 1)
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self.lordSkill = true
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end
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self.attached_equip = nil
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self.attached_equip = nil
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end
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end
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@ -172,12 +172,12 @@ GameEvent.functions[GameEvent.UseCard] = function(self)
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cardUseEvent.card.skill:onUse(self, cardUseEvent)
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cardUseEvent.card.skill:onUse(self, cardUseEvent)
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end
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end
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sendCardEmotionAndLog(self, cardUseEvent)
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if self.logic:trigger(fk.PreCardUse, self:getPlayerById(cardUseEvent.from), cardUseEvent) then
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if self.logic:trigger(fk.PreCardUse, self:getPlayerById(cardUseEvent.from), cardUseEvent) then
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self.logic:breakEvent()
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self.logic:breakEvent()
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end
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end
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sendCardEmotionAndLog(self, cardUseEvent)
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if not cardUseEvent.extraUse then
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if not cardUseEvent.extraUse then
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self:getPlayerById(cardUseEvent.from):addCardUseHistory(cardUseEvent.card.trueName, 1)
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self:getPlayerById(cardUseEvent.from):addCardUseHistory(cardUseEvent.card.trueName, 1)
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end
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end
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@ -251,12 +251,21 @@ GameEvent.functions[GameEvent.RespondCard] = function(self)
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moveReason = fk.ReasonResonpse,
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moveReason = fk.ReasonResonpse,
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})
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})
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if self.logic:trigger(fk.PreCardRespond, self:getPlayerById(cardResponseEvent.from), cardResponseEvent) then
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self.logic:breakEvent()
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end
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playCardEmotionAndSound(self, self:getPlayerById(from), card)
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playCardEmotionAndSound(self, self:getPlayerById(from), card)
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for _, event in ipairs({ fk.PreCardRespond, fk.CardResponding, fk.CardRespondFinished }) do
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self.logic:trigger(fk.CardResponding, self:getPlayerById(cardResponseEvent.from), cardResponseEvent)
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self.logic:trigger(event, self:getPlayerById(cardResponseEvent.from), cardResponseEvent)
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end
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end
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GameEvent.cleaners[GameEvent.RespondCard] = function(self)
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local cardResponseEvent = table.unpack(self.data)
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local self = self.room
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self.logic:trigger(fk.CardRespondFinished, self:getPlayerById(cardResponseEvent.from), cardResponseEvent)
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local realCardIds = self:getSubcardsByRule(cardResponseEvent.card, { Card.Processing })
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local realCardIds = self:getSubcardsByRule(cardResponseEvent.card, { Card.Processing })
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if #realCardIds > 0 and not cardResponseEvent.skipDrop then
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if #realCardIds > 0 and not cardResponseEvent.skipDrop then
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self:moveCards({
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self:moveCards({
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@ -143,13 +143,21 @@ function GameLogic:prepareForStart()
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self.room:setCardArea(id, Card.DrawPile, nil)
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self.room:setCardArea(id, Card.DrawPile, nil)
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end
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end
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local addRoleModSkills = function(player, skillName)
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local skill = Fk.skills[skillName]
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if skill.lordSkill and (player.role ~= "lord" or #room.players < 5) then
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return
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end
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room:handleAddLoseSkills(player, skillName, nil, false)
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end
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for _, p in ipairs(room.alive_players) do
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for _, p in ipairs(room.alive_players) do
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local skills = Fk.generals[p.general].skills
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local skills = Fk.generals[p.general].skills
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for _, s in ipairs(skills) do
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for _, s in ipairs(skills) do
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room:handleAddLoseSkills(p, s.name, nil, false)
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addRoleModSkills(p, s.name)
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end
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end
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for _, sname in ipairs(Fk.generals[p.general].other_skills) do
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for _, sname in ipairs(Fk.generals[p.general].other_skills) do
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room:handleAddLoseSkills(p, sname, nil, false)
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addRoleModSkills(p, sname)
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end
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end
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end
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end
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@ -14,6 +14,8 @@ Fk:loadTranslationTable{
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["caocao"] = "曹操",
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["caocao"] = "曹操",
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["jianxiong"] = "奸雄",
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["jianxiong"] = "奸雄",
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[":jianxiong"] = "当你受到伤害后,你可以获得对你造成伤害的牌。",
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[":jianxiong"] = "当你受到伤害后,你可以获得对你造成伤害的牌。",
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["hujia"] = "护驾",
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[":hujia"] = "主公技,当你需要使用或打出【闪】时,你可以令其他蜀势力角色选择是否打出一张【闪】(视为由你使用或打出)。",
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["simayi"] = "司马懿",
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["simayi"] = "司马懿",
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["guicai"] = "鬼才",
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["guicai"] = "鬼才",
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@ -50,6 +52,8 @@ Fk:loadTranslationTable{
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["liubei"] = "刘备",
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["liubei"] = "刘备",
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["rende"] = "仁德",
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["rende"] = "仁德",
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[":rende"] = "出牌阶段,你可以将至少一张手牌任意分配给其他角色。你于本阶段内以此法给出的手牌首次达到两张或更多后,你回复1点体力。",
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[":rende"] = "出牌阶段,你可以将至少一张手牌任意分配给其他角色。你于本阶段内以此法给出的手牌首次达到两张或更多后,你回复1点体力。",
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["jijiang"] = "激将",
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[":jijiang"] = "主公技,当你需要使用或打出【杀】时,你可以令其他蜀势力角色选择是否打出一张【杀】(视为由你使用或打出)。",
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["guanyu"] = "关羽",
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["guanyu"] = "关羽",
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["wusheng"] = "武圣",
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["wusheng"] = "武圣",
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@ -84,6 +88,8 @@ Fk:loadTranslationTable{
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["sunquan"] = "孙权",
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["sunquan"] = "孙权",
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["zhiheng"] = "制衡",
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["zhiheng"] = "制衡",
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[":zhiheng"] = "阶段技,你可以弃置至少一张牌然后摸等量的牌。",
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[":zhiheng"] = "阶段技,你可以弃置至少一张牌然后摸等量的牌。",
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["jiuyuan"] = "救援",
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[":jiuyuan"] = "主公技,其他吴势力角色使用【桃】令你回复体力时,回复值+1。",
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["ganning"] = "甘宁",
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["ganning"] = "甘宁",
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["qixi"] = "奇袭",
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["qixi"] = "奇袭",
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@ -22,8 +22,80 @@ local jianxiong = fk.CreateTriggerSkill{
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room:obtainCard(player.id, data.card, false)
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room:obtainCard(player.id, data.card, false)
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end,
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end,
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}
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}
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local hujia = fk.CreateViewAsSkill{
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name = "hujia$",
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anim_type = "defensive",
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pattern = "jink",
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card_filter = function(self, to_select, selected)
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return false
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end,
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view_as = function(self, cards)
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if #cards ~= 0 then
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return nil
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end
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local c = Fk:cloneCard("jink")
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c.skillName = self.name
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return c
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end,
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enabled_at_play = function(self, player)
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return false
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end,
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enabled_at_response = function(self, player)
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return not table.every(Fk:currentRoom().alive_players, function(p)
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return p == player or p.kingdom ~= "wei"
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end)
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end,
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}
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local hujiaResponse = fk.CreateTriggerSkill{
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name = "#hujiaResponse",
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events = {fk.PreCardUse, fk.PreCardRespond},
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mute = true,
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priority = 10,
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can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self.name, true) and table.contains(data.card.skillNames, "hujia")
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end,
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on_cost = function(self, event, target, player, data)
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local room = player.room
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room:doIndicate(player.id, TargetGroup:getRealTargets(data.tos))
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return true
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end,
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on_use = function(self, event, target, player, data)
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local room = player.room
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for _, p in ipairs(room:getOtherPlayers(player)) do
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if p.kingdom == "wei" then
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local cardResponded = room:askForResponse(p, "jink", "jink", "#hujia-ask:%s", player.id)
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if cardResponded then
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room:responseCard({
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from = p.id,
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card = cardResponded,
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skipDrop = true,
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})
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data.card = cardResponded
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return false
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end
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end
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end
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if event == fk.PreCardUse and player.phase == Player.Play then
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room:setPlayerMark(player, "hujia-failed-phase", 1)
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end
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return true
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end,
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refresh_events = {fk.CardUsing},
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can_refresh = function(self, event, target, player, data)
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return target == player and player:hasSkill(self.name, true) and player:getMark("hujia-failed-phase") > 0
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end,
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on_refresh = function(self, event, target, player, data)
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player.room:setPlayerMark(player, "hujia-failed-phase", 0)
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end,
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}
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hujia:addRelatedSkill(hujiaResponse)
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local caocao = General:new(extension, "caocao", "wei", 4)
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local caocao = General:new(extension, "caocao", "wei", 4)
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caocao:addSkill(jianxiong)
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caocao:addSkill(jianxiong)
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caocao:addSkill(hujia)
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local guicai = fk.CreateTriggerSkill{
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local guicai = fk.CreateTriggerSkill{
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name = "guicai",
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name = "guicai",
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@ -321,8 +393,82 @@ local rende = fk.CreateActiveSkill{
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end,
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end,
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}
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}
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rende:addRelatedSkill(rendetrig)
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rende:addRelatedSkill(rendetrig)
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local jijiang = fk.CreateViewAsSkill{
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name = "jijiang$",
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anim_type = "offensive",
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pattern = "slash",
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card_filter = function(self, to_select, selected)
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return false
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end,
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view_as = function(self, cards)
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if #cards ~= 0 then
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return nil
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end
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local c = Fk:cloneCard("slash")
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c.skillName = self.name
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return c
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end,
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enabled_at_play = function(self, player)
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return player:getMark("jijiang-failed-phase") == 0 and not table.every(Fk:currentRoom().alive_players, function(p)
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return p == player or p.kingdom ~= "shu"
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end)
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end,
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enabled_at_response = function(self, player)
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return not table.every(Fk:currentRoom().alive_players, function(p)
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return p == player or p.kingdom ~= "shu"
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end)
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end,
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}
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local jijiangResponse = fk.CreateTriggerSkill{
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name = "#jijiangResponse",
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events = {fk.PreCardUse, fk.PreCardRespond},
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mute = true,
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priority = 10,
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can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self.name, true) and table.contains(data.card.skillNames, "jijiang")
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end,
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on_cost = function(self, event, target, player, data)
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local room = player.room
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room:doIndicate(player.id, TargetGroup:getRealTargets(data.tos))
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return true
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end,
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on_use = function(self, event, target, player, data)
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local room = player.room
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for _, p in ipairs(room:getOtherPlayers(player)) do
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if p.kingdom == "shu" then
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local cardResponded = room:askForResponse(p, "slash", "slash", "#jijiang-ask:%s", player.id)
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if cardResponded then
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room:responseCard({
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from = p.id,
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card = cardResponded,
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skipDrop = true,
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})
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data.card = cardResponded
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return false
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end
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end
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end
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if event == fk.PreCardUse and player.phase == Player.Play then
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room:setPlayerMark(player, "jijiang-failed-phase", 1)
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end
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return true
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end,
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refresh_events = {fk.CardUsing},
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can_refresh = function(self, event, target, player, data)
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return target == player and player:hasSkill(self.name, true) and player:getMark("jijiang-failed-phase") > 0
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end,
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on_refresh = function(self, event, target, player, data)
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player.room:setPlayerMark(player, "jijiang-failed-phase", 0)
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end,
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}
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jijiang:addRelatedSkill(jijiangResponse)
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local liubei = General:new(extension, "liubei", "shu", 4)
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local liubei = General:new(extension, "liubei", "shu", 4)
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liubei:addSkill(rende)
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liubei:addSkill(rende)
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liubei:addSkill(jijiang)
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local wusheng = fk.CreateViewAsSkill{
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local wusheng = fk.CreateViewAsSkill{
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name = "wusheng",
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name = "wusheng",
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@ -527,8 +673,30 @@ local zhiheng = fk.CreateActiveSkill{
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room:drawCards(from, #effect.cards, self.name)
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room:drawCards(from, #effect.cards, self.name)
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end
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end
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}
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}
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local jiuyuan = fk.CreateTriggerSkill{
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name = "jiuyuan$",
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anim_type = "support",
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frequency = fk.Compulsory,
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events = {fk.PreHpRecover},
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can_trigger = function(self, event, target, player, data)
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return
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target == player and
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player:hasSkill(self.name) and
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data.card and
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data.card.trueName == "peach" and
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data.recoverBy and
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data.recoverBy.kingdom == "wu" and
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data.recoverBy ~= player
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end,
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on_use = function(self, event, target, player, data)
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data.num = data.num + 1
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end,
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}
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local sunquan = General:new(extension, "sunquan", "wu", 4)
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local sunquan = General:new(extension, "sunquan", "wu", 4)
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sunquan:addSkill(zhiheng)
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sunquan:addSkill(zhiheng)
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sunquan:addSkill(jiuyuan)
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local qixi = fk.CreateViewAsSkill{
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local qixi = fk.CreateViewAsSkill{
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name = "qixi",
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name = "qixi",
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@ -131,7 +131,8 @@ local peachSkill = fk.CreateActiveSkill{
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room:recover({
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room:recover({
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who = room:getPlayerById(to),
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who = room:getPlayerById(to),
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num = 1,
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num = 1,
|
||||||
recoverBy = from,
|
card = effect.card,
|
||||||
|
recoverBy = room:getPlayerById(from),
|
||||||
skillName = self.name
|
skillName = self.name
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
Loading…
Reference in New Issue