standard fix (#221)

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RalphRad 2023-07-11 21:15:38 +08:00 committed by GitHub
parent 2ab9ad017a
commit fdf2ccc75b
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6 changed files with 186 additions and 210 deletions

View File

@ -310,10 +310,10 @@ local fanSkill = fk.CreateTriggerSkill{
return target == player and player:hasSkill(self.name) and data.card.name == "slash" return target == player and player:hasSkill(self.name) and data.card.name == "slash"
end, end,
on_use = function(_, _, _, _, data) on_use = function(_, _, _, _, data)
local fireSlash = Fk:cloneCard("fire__slash") local card = Fk:cloneCard("fire__slash")
fireSlash.skillName = "fan" card.skillName = "fan"
fireSlash:addSubcard(data.card) card:addSubcard(data.card)
data.card = fireSlash data.card = card
end, end,
} }
Fk:addSkill(fanSkill) Fk:addSkill(fanSkill)

View File

@ -11,16 +11,14 @@ local jianxiong = fk.CreateTriggerSkill{
events = {fk.Damaged}, events = {fk.Damaged},
can_trigger = function(self, event, target, player, data) can_trigger = function(self, event, target, player, data)
local room = target.room local room = target.room
return data.card ~= nil and return target == player and player:hasSkill(self.name) and data.card and
target == player and
target:hasSkill(self.name) and not target.dead and
table.find(data.card:isVirtual() and data.card.subcards or {data.card.id}, function(id) return room:getCardArea(id) == Card.Processing end) table.find(data.card:isVirtual() and data.card.subcards or {data.card.id}, function(id) return room:getCardArea(id) == Card.Processing end)
end, end,
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
local room = player.room local room = player.room
local dummy = Fk:cloneCard("jueying") local dummy = Fk:cloneCard("jueying")
dummy:addSubcards(table.filter(data.card:isVirtual() and data.card.subcards or {data.card.id}, function(id) return room:getCardArea(id) == Card.Processing end)) dummy:addSubcards(table.filter(data.card:isVirtual() and data.card.subcards or {data.card.id}, function(id) return room:getCardArea(id) == Card.Processing end))
room:obtainCard(player.id, dummy, false) room:obtainCard(player.id, dummy, false, fk.ReasonJustMove)
end, end,
} }
@ -123,21 +121,24 @@ local fankui = fk.CreateTriggerSkill{
name = "fankui", name = "fankui",
anim_type = "masochism", anim_type = "masochism",
events = {fk.Damaged}, events = {fk.Damaged},
frequency = Skill.NotFrequent,
can_trigger = function(self, event, target, player, data) can_trigger = function(self, event, target, player, data)
local room = target.room if target == player and player:hasSkill(self.name) and data.from and not data.from.dead then
local from = data.from if data.from == player then
return from ~= nil and return #player.player_cards[Player.Equip] > 0
target == player and else
target:hasSkill(self.name) and return not data.from:isNude()
(not from:isNude()) and end
not target.dead end
end, end,
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
local room = player.room local room = player.room
local from = data.from local from = data.from
local card = room:askForCardChosen(player, from, "he", self.name) local flag = "he"
room:obtainCard(player.id, card, false) if from == player then
flag = "e"
end
local card = room:askForCardChosen(player, from, flag, self.name)
room:obtainCard(player.id, card, false, fk.ReasonPrey)
end end
} }
local simayi = General:new(extension, "simayi", "wei", 3) local simayi = General:new(extension, "simayi", "wei", 3)
@ -149,21 +150,19 @@ local ganglie = fk.CreateTriggerSkill{
anim_type = "masochism", anim_type = "masochism",
events = {fk.Damaged}, events = {fk.Damaged},
can_trigger = function(self, event, target, player, data) can_trigger = function(self, event, target, player, data)
return target == player and return target == player and player:hasSkill(self.name)
target:hasSkill(self.name) and
not target.dead
end, end,
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
local room = player.room local room = player.room
local from = data.from local from = data.from
if from then room:doIndicate(player.id, {from.id}) end if from and not from.dead then room:doIndicate(player.id, {from.id}) end
local judge = { local judge = {
who = player, who = player,
reason = self.name, reason = self.name,
pattern = ".|.|^heart", pattern = ".|.|^heart",
} }
room:judge(judge) room:judge(judge)
if judge.card.suit ~= Card.Heart and from then if judge.card.suit ~= Card.Heart and from and not from.dead then
local discards = room:askForDiscard(from, 2, 2, false, self.name, true) local discards = room:askForDiscard(from, 2, 2, false, self.name, true)
if #discards == 0 then if #discards == 0 then
room:damage{ room:damage{
@ -184,25 +183,13 @@ local tuxi = fk.CreateTriggerSkill{
anim_type = "control", anim_type = "control",
events = {fk.EventPhaseStart}, events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data) can_trigger = function(self, event, target, player, data)
local ret = (target == player and player:hasSkill(self.name) and player.phase == Player.Draw) return target == player and player:hasSkill(self.name) and player.phase == Player.Draw and
if ret then table.find(player.room:getOtherPlayers(player), function(p) return not p:isKongcheng() end)
local room = player.room
for _, p in ipairs(room:getOtherPlayers(player)) do
if not p:isKongcheng() then
return true
end
end
end
end, end,
on_cost = function(self, event, target, player, data) on_cost = function(self, event, target, player, data)
local room = player.room local room = player.room
local other = room:getOtherPlayers(player) local targets = table.map(table.filter(room:getOtherPlayers(player), function(p)
local targets = {} return not p:isKongcheng() end), function (p) return p.id end)
for _, p in ipairs(other) do
if not p:isKongcheng() then
table.insert(targets, p.id)
end
end
local result = room:askForChoosePlayers(player, targets, 1, 2, "#tuxi-ask", self.name) local result = room:askForChoosePlayers(player, targets, 1, 2, "#tuxi-ask", self.name)
if #result > 0 then if #result > 0 then
@ -213,9 +200,12 @@ local tuxi = fk.CreateTriggerSkill{
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
local room = player.room local room = player.room
for _, id in ipairs(self.cost_data) do for _, id in ipairs(self.cost_data) do
if player.dead then return end
local p = room:getPlayerById(id) local p = room:getPlayerById(id)
local c = room:askForCardChosen(player, p, "h", self.name) if not p.dead then
room:obtainCard(player.id, c, false) local c = room:askForCardChosen(player, p, "h", self.name)
room:obtainCard(player.id, c, false, fk.ReasonPrey)
end
end end
return true return true
end, end,
@ -233,34 +223,38 @@ local luoyi = fk.CreateTriggerSkill{
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
data.n = data.n - 1 data.n = data.n - 1
end, end,
}
refresh_events = {fk.DamageCaused}, local luoyi_trigger = fk.CreateTriggerSkill{
can_refresh = function(self, event, target, player, data) name = "#luoyi_trigger",
if target ~= player or player:usedSkillTimes(self.name) == 0 then mute = true,
return events = {fk.DamageCaused},
end can_trigger = function(self, event, target, player, data)
return target == player and player:usedSkillTimes("luoyi", Player.HistoryTurn) > 0 and
if data.chain then return end not data.chain and data.card and (data.card.trueName == "slash" or data.card.name == "duel")
local c = data.card
return c and c.trueName == "slash" or c.name == "duel"
end, end,
on_refresh = function(self, event, target, player, data) on_cost = function(self, event, target, player, data)
return true
end,
on_use = function(self, event, target, player, data)
local room = player.room local room = player.room
room:broadcastSkillInvoke(self.name) room:broadcastSkillInvoke("luoyi")
room:notifySkillInvoked(player, self.name) room:notifySkillInvoked(player, "luoyi")
data.damage = data.damage + 1 data.damage = data.damage + 1
end, end,
} }
local xuchu = General:new(extension, "xuchu", "wei", 4) local xuchu = General:new(extension, "xuchu", "wei", 4)
luoyi:addRelatedSkill(luoyi_trigger)
xuchu:addSkill(luoyi) xuchu:addSkill(luoyi)
local tiandu = fk.CreateTriggerSkill{ local tiandu = fk.CreateTriggerSkill{
name = "tiandu", name = "tiandu",
anim_type = "drawcard",
events = {fk.FinishJudge}, events = {fk.FinishJudge},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and player.room:getCardArea(data.card) == Card.Processing
end,
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
local room = player.room player.room:obtainCard(player.id, data.card, true, fk.ReasonJustMove)
room:obtainCard(player.id, data.card)
end, end,
} }
local yiji = fk.CreateTriggerSkill{ local yiji = fk.CreateTriggerSkill{
@ -295,8 +289,7 @@ local luoshen = fk.CreateTriggerSkill{
anim_type = "drawcard", anim_type = "drawcard",
events = {fk.EventPhaseStart}, events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data) can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and return target == player and player:hasSkill(self.name) and player.phase == Player.Start
player.phase == Player.Start
end, end,
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
local room = player.room local room = player.room
@ -304,28 +297,18 @@ local luoshen = fk.CreateTriggerSkill{
local judge = { local judge = {
who = player, who = player,
reason = self.name, reason = self.name,
pattern = ".|A~K|spade,club", pattern = ".|.|spade,club",
} }
room:judge(judge) room:judge(judge)
if judge.card.color ~= Card.Black then if judge.card.color ~= Card.Black then
break break
end end
room:obtainCard(player.id, judge.card, true, fk.ReasonJustMove)
if not room:askForSkillInvoke(player, self.name) then if player.dead or not room:askForSkillInvoke(player, self.name) then
break break
end end
end end
end, end,
refresh_events = {fk.FinishJudge},
can_refresh = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and
data.reason == self.name and data.card.color == Card.Black
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
room:obtainCard(player.id, data.card)
end,
} }
local qingguo = fk.CreateViewAsSkill{ local qingguo = fk.CreateViewAsSkill{
name = "qingguo", name = "qingguo",
@ -350,18 +333,6 @@ local zhenji = General:new(extension, "zhenji", "wei", 3, 3, General.Female)
zhenji:addSkill(luoshen) zhenji:addSkill(luoshen)
zhenji:addSkill(qingguo) zhenji:addSkill(qingguo)
local rendetrig = fk.CreateTriggerSkill{
name = "#rendetrig",
mute = true,
refresh_events = {fk.EventPhaseStart},
can_refresh = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and player.phase == Player.NotActive
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
room:setPlayerMark(player, "_rende_cards", 0)
end,
}
local rende = fk.CreateActiveSkill{ local rende = fk.CreateActiveSkill{
name = "rende", name = "rende",
anim_type = "support", anim_type = "support",
@ -377,21 +348,21 @@ local rende = fk.CreateActiveSkill{
local target = room:getPlayerById(effect.tos[1]) local target = room:getPlayerById(effect.tos[1])
local player = room:getPlayerById(effect.from) local player = room:getPlayerById(effect.from)
local cards = effect.cards local cards = effect.cards
local marks = player:getMark("_rende_cards") local marks = player:getMark("_rende_cards-phase")
local dummy = Fk:cloneCard'slash' local dummy = Fk:cloneCard'slash'
dummy:addSubcards(cards) dummy:addSubcards(cards)
room:obtainCard(target.id, dummy, false, fk.ReasonGive) room:obtainCard(target.id, dummy, false, fk.ReasonGive)
room:addPlayerMark(player, "_rende_cards", #cards) room:addPlayerMark(player, "_rende_cards-phase", #cards)
if marks < 2 and marks + #cards >= 2 and player:isWounded() then if marks < 2 and marks + #cards >= 2 and player:isWounded() then
room:recover{ room:recover{
who = player, who = player,
num = 1, num = 1,
recoverBy = player,
skillName = self.name skillName = self.name
} }
end end
end, end,
} }
rende:addRelatedSkill(rendetrig)
local jijiang = fk.CreateViewAsSkill{ local jijiang = fk.CreateViewAsSkill{
name = "jijiang$", name = "jijiang$",
@ -551,11 +522,7 @@ local kongchengAudio = fk.CreateTriggerSkill{
end, end,
on_refresh = function(self, event, target, player, data) on_refresh = function(self, event, target, player, data)
player.room:broadcastSkillInvoke("kongcheng") player.room:broadcastSkillInvoke("kongcheng")
player.room:doAnimate("InvokeSkill", { player.room:notifySkillInvoked(player, "kongcheng", "defensive")
name = "kongcheng",
player = player.id,
skill_type = "defensive",
})
end, end,
} }
local kongcheng = fk.CreateProhibitSkill{ local kongcheng = fk.CreateProhibitSkill{
@ -563,7 +530,7 @@ local kongcheng = fk.CreateProhibitSkill{
frequency = Skill.Compulsory, frequency = Skill.Compulsory,
is_prohibited = function(self, from, to, card) is_prohibited = function(self, from, to, card)
if to:hasSkill(self.name) and to:isKongcheng() then if to:hasSkill(self.name) and to:isKongcheng() then
return card.trueName == "slash" or card.name == "duel" return card.trueName == "slash" or card.trueName == "duel"
end end
end, end,
} }
@ -646,9 +613,7 @@ local jizhi = fk.CreateTriggerSkill{
anim_type = "drawcard", anim_type = "drawcard",
events = {fk.CardUsing}, events = {fk.CardUsing},
can_trigger = function(self, event, target, player, data) can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and return target == player and player:hasSkill(self.name) and data.card:isCommonTrick()
data.card.type == Card.TypeTrick and
data.card.sub_type ~= Card.SubtypeDelayedTrick
end, end,
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
player:drawCards(1, self.name) player:drawCards(1, self.name)
@ -657,12 +622,8 @@ local jizhi = fk.CreateTriggerSkill{
local qicai = fk.CreateTargetModSkill{ local qicai = fk.CreateTargetModSkill{
name = "qicai", name = "qicai",
frequency = Skill.Compulsory, frequency = Skill.Compulsory,
bypass_distances = function(self, player, skill) bypass_distances = function(self, player, skill, card)
local card_name = string.sub(skill.name, 1, -7) -- assuming all card skill is named with name_skill return player:hasSkill(self.name) and card and card.type == Card.TypeTrick
local card = Fk:cloneCard(card_name)
if player:hasSkill(self.name) and card.type == Card.TypeTrick then
return true
end
end, end,
} }
local huangyueying = General:new(extension, "huangyueying", "shu", 3, 3, General.Female) local huangyueying = General:new(extension, "huangyueying", "shu", 3, 3, General.Female)
@ -673,14 +634,14 @@ local zhiheng = fk.CreateActiveSkill{
name = "zhiheng", name = "zhiheng",
anim_type = "drawcard", anim_type = "drawcard",
can_use = function(self, player) can_use = function(self, player)
return player:usedSkillTimes(self.name) == 0 return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end, end,
target_num = 0, target_num = 0,
min_card_num = 1, min_card_num = 1,
on_use = function(self, room, effect) on_use = function(self, room, effect)
local from = room:getPlayerById(effect.from) local from = room:getPlayerById(effect.from)
room:throwCard(effect.cards, self.name, from) room:throwCard(effect.cards, self.name, from, from)
room:drawCards(from, #effect.cards, self.name) from:drawCards(#effect.cards, self.name)
end end
} }
@ -776,7 +737,7 @@ local kurou = fk.CreateActiveSkill{
local from = room:getPlayerById(effect.from) local from = room:getPlayerById(effect.from)
room:loseHp(from, 1, self.name) room:loseHp(from, 1, self.name)
if from:isAlive() then if from:isAlive() then
room:drawCards(from, 2, self.name) from:drawCards(2, self.name)
end end
end end
} }
@ -794,7 +755,7 @@ local yingzi = fk.CreateTriggerSkill{
local fanjian = fk.CreateActiveSkill{ local fanjian = fk.CreateActiveSkill{
name = "fanjian", name = "fanjian",
can_use = function(self, player) can_use = function(self, player)
return player:usedSkillTimes(self.name) < 1 and not player:isKongcheng() return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 and not player:isKongcheng()
end, end,
card_filter = function() return false end, card_filter = function() return false end,
target_filter = function(self, to_select, selected) target_filter = function(self, to_select, selected)
@ -806,7 +767,7 @@ local fanjian = fk.CreateActiveSkill{
local target = room:getPlayerById(effect.tos[1]) local target = room:getPlayerById(effect.tos[1])
local choice = room:askForChoice(target, {"spade", "heart", "club", "diamond"}, self.name) local choice = room:askForChoice(target, {"spade", "heart", "club", "diamond"}, self.name)
local card = room:askForCardChosen(target, player, 'h', self.name) local card = room:askForCardChosen(target, player, 'h', self.name)
room:obtainCard(target.id, card, true) room:obtainCard(target.id, card, true, fk.ReasonPrey)
if Fk:getCardById(card):getSuitString() ~= choice then if Fk:getCardById(card):getSuitString() ~= choice then
room:damage{ room:damage{
from = player, from = player,
@ -860,8 +821,7 @@ local liuli = fk.CreateTriggerSkill{
on_cost = function(self, event, target, player, data) on_cost = function(self, event, target, player, data)
local room = player.room local room = player.room
local prompt = "#liuli-target" local prompt = "#liuli-target"
local plist, cid = room:askForChooseCardAndPlayers(player, local plist, cid = room:askForChooseCardAndPlayers(player, self.target_list, 1, 1, nil, prompt, self.name, true)
self.target_list, 1, 1, nil, prompt, self.name, true)
if #plist > 0 then if #plist > 0 then
self.cost_data = {plist[1], cid} self.cost_data = {plist[1], cid}
return true return true
@ -947,14 +907,13 @@ local jieyin = fk.CreateActiveSkill{
name = "jieyin", name = "jieyin",
anim_type = "support", anim_type = "support",
can_use = function(self, player) can_use = function(self, player)
return player:usedSkillTimes(self.name) == 0 return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end, end,
card_filter = function(self, to_select, selected) card_filter = function(self, to_select, selected)
return #selected < 2 and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip return #selected < 2 and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip
end, end,
target_filter = function(self, to_select, selected) target_filter = function(self, to_select, selected)
local target = Fk:currentRoom():getPlayerById(to_select) local target = Fk:currentRoom():getPlayerById(to_select)
local name = target.general
return target:isWounded() and return target:isWounded() and
target.gender == General.Male target.gender == General.Male
and #selected < 1 and #selected < 1
@ -963,18 +922,18 @@ local jieyin = fk.CreateActiveSkill{
card_num = 2, card_num = 2,
on_use = function(self, room, effect) on_use = function(self, room, effect)
local from = room:getPlayerById(effect.from) local from = room:getPlayerById(effect.from)
room:throwCard(effect.cards, self.name, from) room:throwCard(effect.cards, self.name, from, from)
room:recover({ room:recover({
who = room:getPlayerById(effect.tos[1]), who = room:getPlayerById(effect.tos[1]),
num = 1, num = 1,
recoverBy = effect.from, recoverBy = room:getPlayerById(effect.from),
skillName = self.name skillName = self.name
}) })
if from:isWounded() then if from:isWounded() then
room:recover({ room:recover({
who = room:getPlayerById(effect.from), who = room:getPlayerById(effect.from),
num = 1, num = 1,
recoverBy = effect.from, recoverBy = room:getPlayerById(effect.from),
skillName = self.name skillName = self.name
}) })
end end
@ -988,7 +947,7 @@ local qingnang = fk.CreateActiveSkill{
name = "qingnang", name = "qingnang",
anim_type = "support", anim_type = "support",
can_use = function(self, player) can_use = function(self, player)
return player:usedSkillTimes(self.name) == 0 return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end, end,
card_filter = function(self, to_select, selected, targets) card_filter = function(self, to_select, selected, targets)
return #selected == 0 and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip return #selected == 0 and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip
@ -1000,11 +959,11 @@ local qingnang = fk.CreateActiveSkill{
card_num = 1, card_num = 1,
on_use = function(self, room, effect) on_use = function(self, room, effect)
local from = room:getPlayerById(effect.from) local from = room:getPlayerById(effect.from)
room:throwCard(effect.cards, self.name, from) room:throwCard(effect.cards, self.name, from, from)
room:recover({ room:recover({
who = room:getPlayerById(effect.tos[1]), who = room:getPlayerById(effect.tos[1]),
num = 1, num = 1,
recoverBy = effect.from, recoverBy = room:getPlayerById(effect.from),
skillName = self.name skillName = self.name
}) })
end, end,
@ -1050,7 +1009,7 @@ local wushuang = fk.CreateTriggerSkill{
if event == fk.TargetSpecified then if event == fk.TargetSpecified then
return target == player and table.contains({ "slash", "duel" }, data.card.trueName) return target == player and table.contains({ "slash", "duel" }, data.card.trueName)
else else
return data.to == player.id and data.card.name == "duel" return data.to == player.id and data.card.trueName == "duel"
end end
end, end,
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
@ -1071,7 +1030,7 @@ local lijian = fk.CreateActiveSkill{
name = "lijian", name = "lijian",
anim_type = "offensive", anim_type = "offensive",
can_use = function(self, player) can_use = function(self, player)
return player:usedSkillTimes(self.name) == 0 return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end, end,
card_filter = function(self, to_select, selected) card_filter = function(self, to_select, selected)
return #selected == 0 return #selected == 0
@ -1083,14 +1042,16 @@ local lijian = fk.CreateActiveSkill{
target_num = 2, target_num = 2,
min_card_num = 1, min_card_num = 1,
on_use = function(self, room, use) on_use = function(self, room, use)
room:throwCard(use.cards, self.name, room:getPlayerById(use.from)) local player = room:getPlayerById(use.from)
room:throwCard(use.cards, self.name, player, player)
local duel = Fk:cloneCard("duel") local duel = Fk:cloneCard("duel")
duel.skillName = self.name duel.skillName = self.name
local new_use = {} ---@type CardUseStruct local new_use = { ---@type CardUseStruct
new_use.from = use.tos[2] from = use.tos[2],
new_use.tos = { { use.tos[1] } } tos = { { use.tos[1] } },
new_use.card = duel card = duel,
new_use.prohibitedCardNames = { "nullification" } prohibitedCardNames = { "nullification" },
}
room:useCard(new_use) room:useCard(new_use)
end, end,
} }
@ -1103,7 +1064,7 @@ local biyue = fk.CreateTriggerSkill{
and player.phase == Player.Finish and player.phase == Player.Finish
end, end,
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
player:drawCards(1) player:drawCards(1, self.name)
end, end,
} }
local diaochan = General:new(extension, "diaochan", "qun", 3, 3, General.Female) local diaochan = General:new(extension, "diaochan", "qun", 3, 3, General.Female)

View File

@ -31,6 +31,7 @@ Fk:loadTranslationTable({
["duel"] = "Duel", ["duel"] = "Duel",
["collateral"] = "Collateral", ["collateral"] = "Collateral",
["#collateral-slash"] = "CollateralYou shall play Slash to %dest , or %src obtain your weapon",
["ex_nihilo"] = "Ex Nihilo", ["ex_nihilo"] = "Ex Nihilo",
@ -57,16 +58,18 @@ Fk:loadTranslationTable({
["double_swords"] = "Double Sword", ["double_swords"] = "Double Sword",
["#double_swords_skill"] = "Double Sword", ["#double_swords_skill"] = "Double Sword",
["#double_swords-invoke"] = "Double SwordYou shall discard 1 handcardor %src draw 1",
["blade"] = "Blade", ["blade"] = "Blade",
["#blade_skill"] = "Blade", ["#blade_skill"] = "Blade",
["#blade_slash"] = "You can use Blade to use Slash to %src again", ["#blade_slash"] = "Blade: You may use Slash to %src again",
["spear"] = "Spear", ["spear"] = "Spear",
["spear_skill"] = "Spear", ["spear_skill"] = "Spear",
["axe"] = "Axe", ["axe"] = "Axe",
["#axe_skill"] = "Axe", ["#axe_skill"] = "Axe",
["#axe-invoke"] = "AxeYou may discard 2 cards to ensure your Slash effective to %dest",
["halberd"] = "Halberd", ["halberd"] = "Halberd",

View File

@ -68,6 +68,7 @@ Fk:loadTranslationTable{
["collateral"] = "借刀杀人", ["collateral"] = "借刀杀人",
[":collateral"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>装备区内有武器牌且攻击范围内有【杀】的合法目标的一名其他角色A你需要选择一名A攻击范围内的【杀】的合法目标B<br /><b>效果</b>A须对B使用一张【杀】否则你获得A装备区内的武器牌。", [":collateral"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>装备区内有武器牌且攻击范围内有【杀】的合法目标的一名其他角色A你需要选择一名A攻击范围内的【杀】的合法目标B<br /><b>效果</b>A须对B使用一张【杀】否则你获得A装备区内的武器牌。",
["#collateral-slash"] = "借刀杀人:你需对 %dest 使用【杀】,否则 %src 获得你的武器",
["ex_nihilo"] = "无中生有", ["ex_nihilo"] = "无中生有",
[":ex_nihilo"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:你<br /><b>效果</b>:目标角色摸两张牌。", [":ex_nihilo"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:你<br /><b>效果</b>:目标角色摸两张牌。",
@ -87,6 +88,7 @@ Fk:loadTranslationTable{
["amazing_grace"] = "五谷丰登", ["amazing_grace"] = "五谷丰登",
[":amazing_grace"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:所有角色<br /><b>效果</b>:你亮出牌堆顶等于角色数的牌,每名目标角色获得其中一张牌,然后将其余的牌置入弃牌堆。", [":amazing_grace"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:所有角色<br /><b>效果</b>:你亮出牌堆顶等于角色数的牌,每名目标角色获得其中一张牌,然后将其余的牌置入弃牌堆。",
["amazing_grace_skill"] = "五谷选牌", ["amazing_grace_skill"] = "五谷选牌",
["Please choose cards"] = "请选择一张卡牌",
["lightning"] = "闪电", ["lightning"] = "闪电",
[":lightning"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:你<br /><b>效果</b>将此牌置于目标角色判定区内。其判定阶段进行判定若结果为黑桃2-9其受到3点雷电伤害并将【闪电】置入弃牌堆否则将【闪电】移动至其下家判定区内。", [":lightning"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:你<br /><b>效果</b>将此牌置于目标角色判定区内。其判定阶段进行判定若结果为黑桃2-9其受到3点雷电伤害并将【闪电】置入弃牌堆否则将【闪电】移动至其下家判定区内。",
@ -107,11 +109,12 @@ Fk:loadTranslationTable{
["double_swords"] = "雌雄双股剑", ["double_swords"] = "雌雄双股剑",
[":double_swords"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:每当你指定异性角色为【杀】的目标后,你可以令其选择一项:弃置一张手牌,或令你摸一张牌。", [":double_swords"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:每当你指定异性角色为【杀】的目标后,你可以令其选择一项:弃置一张手牌,或令你摸一张牌。",
["#double_swords_skill"] = "雌雄双股剑", ["#double_swords_skill"] = "雌雄双股剑",
["#double_swords-invoke"] = "雌雄双股剑:你需弃置一张手牌,否则 %src 摸一张牌",
["blade"] = "青龙偃月刀", ["blade"] = "青龙偃月刀",
[":blade"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:每当你使用的【杀】被【闪】抵消后,你可以对该角色再使用一张【杀】(无距离限制且不能选择额外目标)。", [":blade"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:每当你使用的【杀】被【闪】抵消后,你可以对该角色再使用一张【杀】(无距离限制且不能选择额外目标)。",
["#blade_skill"] = "青龙偃月刀", ["#blade_skill"] = "青龙偃月刀",
["#blade_slash"] = "你可以发动“青龙偃月刀”对 %src 再使用一张杀", ["#blade_slash"] = "青龙偃月刀:你可以对 %src 再使用一张【杀】",
["spear"] = "丈八蛇矛", ["spear"] = "丈八蛇矛",
[":spear"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:你可以将两张手牌当【杀】使用或打出。", [":spear"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:你可以将两张手牌当【杀】使用或打出。",
@ -121,6 +124,7 @@ Fk:loadTranslationTable{
["axe"] = "贯石斧", ["axe"] = "贯石斧",
[":axe"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:每当你使用的【杀】被【闪】抵消后,你可以弃置两张牌,则此【杀】继续造成伤害。", [":axe"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:每当你使用的【杀】被【闪】抵消后,你可以弃置两张牌,则此【杀】继续造成伤害。",
["#axe_skill"] = "贯石斧", ["#axe_skill"] = "贯石斧",
["#axe-invoke"] = "贯石斧:你可以弃置两张牌,令你对 %dest 使用的【杀】依然生效",
["halberd"] = "方天画戟", ["halberd"] = "方天画戟",
[":halberd"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:锁定技。你使用最后的手牌【杀】可以额外选择至多两名目标。", [":halberd"] = "装备牌·武器<br /><b>攻击范围</b><br /><b>武器技能</b>:锁定技。你使用最后的手牌【杀】可以额外选择至多两名目标。",
@ -134,7 +138,7 @@ Fk:loadTranslationTable{
["#eight_diagram_skill"] = "八卦阵", ["#eight_diagram_skill"] = "八卦阵",
["nioh_shield"] = "仁王盾", ["nioh_shield"] = "仁王盾",
[":nioh_shield"] = "装备牌·防具<br /><b>防具技能</b>:锁定技黑色【杀】对你无效。", [":nioh_shield"] = "装备牌·防具<br /><b>防具技能</b>:锁定技黑色【杀】对你无效。",
["dilu"] = "的卢", ["dilu"] = "的卢",
[":dilu"] = "装备牌·坐骑<br /><b>坐骑技能</b>:其他角色与你的距离+1。", [":dilu"] = "装备牌·坐骑<br /><b>坐骑技能</b>:其他角色与你的距离+1。",

View File

@ -61,17 +61,18 @@ local slashSkill = fk.CreateActiveSkill{
end end
end, end,
on_effect = function(self, room, effect) on_effect = function(self, room, effect)
local to = effect.to local from = room:getPlayerById(effect.from)
local from = effect.from local to = room:getPlayerById(effect.to)
if not to.dead then
room:damage({ room:damage({
from = room:getPlayerById(from), from = from,
to = room:getPlayerById(to), to = to,
card = effect.card, card = effect.card,
damage = 1, damage = 1,
damageType = fk.NormalDamage, damageType = fk.NormalDamage,
skillName = self.name skillName = self.name
}) })
end
end end
} }
local slash = fk.CreateBasicCard{ local slash = fk.CreateBasicCard{
@ -166,16 +167,17 @@ local peachSkill = fk.CreateActiveSkill{
end end
end, end,
on_effect = function(self, room, effect) on_effect = function(self, room, effect)
local to = effect.to local player = room:getPlayerById(effect.from)
local from = effect.from local target = room:getPlayerById(effect.to)
if target:isWounded() and not target.dead then
room:recover({ room:recover({
who = room:getPlayerById(to), who = target,
num = 1, num = 1,
card = effect.card, card = effect.card,
recoverBy = room:getPlayerById(from), recoverBy = player,
skillName = self.name skillName = self.name
}) })
end
end end
} }
local peach = fk.CreateBasicCard{ local peach = fk.CreateBasicCard{
@ -206,17 +208,11 @@ local dismantlementSkill = fk.CreateActiveSkill{
end end
end, end,
on_effect = function(self, room, effect) on_effect = function(self, room, effect)
local to = room:getPlayerById(effect.to)
if to:isAllNude() then return end
local from = room:getPlayerById(effect.from) local from = room:getPlayerById(effect.from)
local cid = room:askForCardChosen( local to = room:getPlayerById(effect.to)
from, if to.dead or to:isAllNude() then return end
to, local cid = room:askForCardChosen(from, to, "hej", self.name)
"hej", room:throwCard({cid}, self.name, to, from)
self.name
)
room:throwCard(cid, self.name, to, from)
end end
} }
local dismantlement = fk.CreateTrickCard{ local dismantlement = fk.CreateTrickCard{
@ -251,17 +247,11 @@ local snatchSkill = fk.CreateActiveSkill{
end, end,
target_num = 1, target_num = 1,
on_effect = function(self, room, effect) on_effect = function(self, room, effect)
local from = room:getPlayerById(effect.from)
local to = room:getPlayerById(effect.to) local to = room:getPlayerById(effect.to)
local from = effect.from if to.dead or to:isAllNude() then return end
if to:isAllNude() then return end local cid = room:askForCardChosen(from, to, "hej", self.name)
local cid = room:askForCardChosen( room:obtainCard(from, cid, false, fk.ReasonPrey)
room:getPlayerById(from),
to,
"hej",
self.name
)
room:obtainCard(from, cid)
end end
} }
local snatch = fk.CreateTrickCard{ local snatch = fk.CreateTrickCard{
@ -379,11 +369,14 @@ local collateralSkill = fk.CreateActiveSkill{
end, end,
on_effect = function(self, room, effect) on_effect = function(self, room, effect)
local to = room:getPlayerById(effect.to) local to = room:getPlayerById(effect.to)
if not to:getEquipment(Card.SubtypeWeapon) then return end if to.dead or not to:getEquipment(Card.SubtypeWeapon) then return end
local use = room:askForUseCard(to, "slash", nil, nil, nil, local prompt = "#collateral-slash:"..effect.from..":"..effect.subTargets[1]
{ must_targets = effect.subTargets }, effect) if #effect.subTargets > 1 then
prompt = nil
end
local use = room:askForUseCard(to, "slash", nil, prompt, nil, { must_targets = effect.subTargets }, effect)
if use then if use then
use.extraUse = true
room:useCard(use) room:useCard(use)
else else
room:obtainCard(effect.from, room:obtainCard(effect.from,
@ -411,8 +404,10 @@ local exNihiloSkill = fk.CreateActiveSkill{
cardUseEvent.tos = { { cardUseEvent.from } } cardUseEvent.tos = { { cardUseEvent.from } }
end end
end, end,
on_effect = function(self, room, cardEffectEvent) on_effect = function(self, room, effect)
room:drawCards(room:getPlayerById(cardEffectEvent.to), 2, "ex_nihilo") local target = room:getPlayerById(effect.to)
if target.dead then return end
target:drawCards(2, "ex_nihilo")
end end
} }
local exNihilo = fk.CreateTrickCard{ local exNihilo = fk.CreateTrickCard{
@ -542,12 +537,17 @@ local godSalvationSkill = fk.CreateActiveSkill{
end end
end, end,
on_effect = function(self, room, effect) on_effect = function(self, room, effect)
room:recover({ local player = room:getPlayerById(effect.from)
who = room:getPlayerById(effect.to), local target = room:getPlayerById(effect.to)
num = 1, if target:isWounded() and not target.dead then
recoverBy = room:getPlayerById(effect.from), room:recover({
skillName = self.name, who = target,
}) num = 1,
recoverBy = player,
card = effect.card,
skillName = self.name,
})
end
end end
} }
local godSalvation = fk.CreateTrickCard{ local godSalvation = fk.CreateTrickCard{
@ -765,9 +765,8 @@ local crossbowAudio = fk.CreateTriggerSkill{
name = "#crossbowAudio", name = "#crossbowAudio",
refresh_events = {fk.CardUsing}, refresh_events = {fk.CardUsing},
can_refresh = function(self, event, target, player, data) can_refresh = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and return target == player and player:hasSkill(self.name) and player.phase == Player.Play and
data.card.trueName == "slash" and data.card.trueName == "slash" and player:usedCardTimes("slash", Player.HistoryPhase) > 1
player:usedCardTimes("slash") > 1
end, end,
on_refresh = function(self, event, target, player, data) on_refresh = function(self, event, target, player, data)
local room = player.room local room = player.room
@ -807,10 +806,13 @@ local armorInvalidity = fk.CreateInvaliditySkill {
name = "armor_invalidity", name = "armor_invalidity",
global = true, global = true,
invalidity_func = function(self, from, skill) invalidity_func = function(self, from, skill)
return if from:getMark(fk.MarkArmorNullified) > 0 and skill.attached_equip then
from:getMark(fk.MarkArmorNullified) > 0 and for _, card in ipairs(Fk.cards) do
from:getEquipment(Card.SubtypeArmor) ~= nil and if card.sub_type == Card.SubtypeArmor and skill.attached_equip == card.name then
skill.attached_equip == Fk:getCardById(from:getEquipment(Card.SubtypeArmor)).name return true
end
end
end
end end
} }
Fk:addSkill(armorInvalidity) Fk:addSkill(armorInvalidity)
@ -875,9 +877,9 @@ local iceSwordSkill = fk.CreateTriggerSkill{
local room = player.room local room = player.room
local to = data.to local to = data.to
for i = 1, 2 do for i = 1, 2 do
if to:isNude() then break end if player.dead or to.dead or to:isNude() then break end
local card = room:askForCardChosen(player, to, "he", self.name) local card = room:askForCardChosen(player, to, "he", self.name)
room:throwCard(card, self.name, to, player) room:throwCard({card}, self.name, to, player)
end end
return true return true
end end
@ -908,9 +910,13 @@ local doubleSwordsSkill = fk.CreateTriggerSkill{
on_use = function(self, event, target, player, data) on_use = function(self, event, target, player, data)
local room = player.room local room = player.room
local to = player.room:getPlayerById(data.to) local to = player.room:getPlayerById(data.to)
local result = room:askForDiscard(to, 1, 1, false, self.name, true) if to:isKongcheng() then
if #result == 0 then
player:drawCards(1, self.name) player:drawCards(1, self.name)
else
local result = room:askForDiscard(to, 1, 1, false, self.name, true, ".", "#double_swords-invoke:"..player.id)
if #result == 0 then
player:drawCards(1, self.name)
end
end end
end, end,
} }
@ -997,31 +1003,33 @@ extension:addCards({
spear, spear,
}) })
local axeProhibit = fk.CreateProhibitSkill{
name = "#axe_prohibit",
prohibit_discard = function(self, player, card)
return player:hasSkill(self.name) and card and card.name == "axe" and
Fk.currentResponseReason == "#axe_skill" and
Fk:currentRoom():getCardArea(card.id) == Player.Equip
end,
}
local axeSkill = fk.CreateTriggerSkill{ local axeSkill = fk.CreateTriggerSkill{
name = "#axe_skill", name = "#axe_skill",
attached_equip = "axe", attached_equip = "axe",
events = {fk.CardEffectCancelledOut}, events = {fk.CardEffectCancelledOut},
can_trigger = function(self, event, target, player, data) can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self.name) then return end return player:hasSkill(self.name) and data.from == player.id and data.card.trueName == "slash"
local effect = data ---@type CardEffectEvent
return effect.card.trueName == "slash" and effect.from == player.id
end, end,
on_cost = function(self, event, target, player, data) on_cost = function(self, event, target, player, data)
local room = player.room local room = player.room
local ret = room:askForDiscard(player, 2, 2, true, self.name, true) local pattern
if #ret > 0 then return true end if player:getEquipment(Card.SubtypeWeapon) then
pattern = ".|.|.|.|.|.|^"..tostring(player:getEquipment(Card.SubtypeWeapon))
else
pattern = "."
end
local cards = room:askForDiscard(player, 2, 2, true, self.name, true, pattern, "#axe-invoke::"..data.to, true)
if #cards > 0 then
self.cost_data = cards
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:throwCard(self.cost_data, "axe", player, player)
return true
end, end,
on_use = function() return true end,
} }
axeSkill:addRelatedSkill(axeProhibit)
Fk:addSkill(axeSkill) Fk:addSkill(axeSkill)
local axe = fk.CreateWeapon{ local axe = fk.CreateWeapon{
name = "axe", name = "axe",

View File

@ -262,7 +262,7 @@ test2.shield = 5
test2:addSkill("rende") test2:addSkill("rende")
test2:addSkill(cheat) test2:addSkill(cheat)
test2:addSkill(control) test2:addSkill(control)
test2:addSkill(test_vs) --test2:addSkill(test_vs)
--test2:addSkill(test_trig) --test2:addSkill(test_trig)
test2:addSkill(damage_maker) test2:addSkill(damage_maker)
test2:addSkill(change_hero) test2:addSkill(change_hero)