jianyu/jianyu.lua

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local extension = Package:new("jy_jianyu")
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extension.extensionName = "jianyu"
Fk:loadTranslationTable {
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["jy_jianyu"] = "<font color=\"red\"><strong>监狱包</strong></font>",
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["god"] = "神话再临·神",
["xjb"] = "",
["tym"] = "",
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["skl"] = "",
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}
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-- 第一代简自豪 设计:熊俊博 实现:反赌专家
local xjb__jianzihao = General(extension, "xjb__jianzihao", "qun", 3, 3, General.Male)
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-- 红温
local jy_hongwen = fk.CreateFilterSkill{
name = "jy_hongwen",
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card_filter = function(self, to_select, player)
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return (to_select.suit == Card.Spade or to_select.suit == Card.Club) and player:hasSkill(self)
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end,
view_as = function(self, to_select)
if to_select.suit == Card.Club then
return Fk:cloneCard(to_select.name, Card.Diamond, to_select.number)
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else -- Spade
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return Fk:cloneCard(to_select.name, Card.Heart, to_select.number)
end
end,
}
-- 走位
local jy_zouwei = fk.CreateDistanceSkill{
name = "jy_zouwei",
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correct_func = function(self, from, to)
-- 有装备时视为-1
if from:hasSkill(self) and #from:getCardIds(Player.Equip) ~= 0 then
-- 请使用#from:getCardIds(Player.Equip)来代表长度,
-- 如果你只用from:getCardIds(Player.Equip)的话是代表这个数组
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return -1
end
-- 没装备时视为+1
if to:hasSkill(self) and #to:getCardIds(Player.Equip) == 0 then
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return 1
end
return 0
end,
}
-- 参考自孙尚香
local jy_zouwei_audio = fk.CreateTriggerSkill{
name = "#jy_zouwei_audio",
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refresh_events = {fk.AfterCardsMove},
-- 这个函数只有在装备区牌量变动时才检测
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can_refresh = function(self, event, target, player, data)
if not player:hasSkill(self.name) then return end
for _, move in ipairs(data) do
if move.from == player.id then
for _, info in ipairs(move.moveInfo) do
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if info.fromArea == Card.PlayerEquip or info.toArea == Card.PlayerEquip then
-- 当装备等于0或1的时候触发
-- standard_cards/init.lua, line 1080: local handcards = player:getCardIds(Player.Hand)我也不知道为啥用的是Player.Hand而不是player.hand写就对了
if #player:getCardIds(Player.Equip) <= 1 then
return true
end
end
end
end
end
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end,
on_refresh = function(self, event, target, player, data)
local room = player.room
-- 有装备时,-1马
if #player:getCardIds(player.Equip) ~= 0 then
room:notifySkillInvoked(player, "jy_zouwei", "offensive")
player:broadcastSkillInvoke("jy_zouwei", 1)
-- 无装备时,+1马
elseif #player:getCardIds(player.Equip) == 0 then
room:notifySkillInvoked(player, "jy_zouwei", "defensive")
player:broadcastSkillInvoke("jy_zouwei", 2)
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end
end,
}
jy_zouwei:addRelatedSkill(jy_zouwei_audio)
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-- 圣弩
-- 参考自formation包的君刘备
local jy_shengnu = fk.CreateTriggerSkill{
name = "jy_shengnu",
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anim_type = 'drawcard',
events = {fk.AfterCardsMove},
-- frequency = Skill.Compulsory, -- 我觉得还是把这个关掉比较好,因为多个简自豪的时候会混乱。
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can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self) then return false end
for _, move in ipairs(data) do
if move.to ~= player.id and (move.toArea == Card.PlayerEquip or move.toArea == Card.DiscardPile) then
for _, info in ipairs(move.moveInfo) do
if Fk:getCardById(info.cardId).name == "crossbow" then
return true
end
end
end
end
end,
on_use = function(self, event, target, player, data)
local ids = {}
for _, move in ipairs(data) do
if move.to ~= player.id and (move.toArea == Card.PlayerEquip or move.toArea == Card.DiscardPile) then
for _, info in ipairs(move.moveInfo) do
if Fk:getCardById(info.cardId).name == "crossbow" then
table.insert(ids, info.cardId)
end
end
end
end
local dummy = Fk:cloneCard("dilu")
dummy:addSubcards(ids)
player.room:obtainCard(player, dummy, true, fk.ReasonPrey)
end,
}
-- 转会
local jy_zhuanhui = fk.CreateTriggerSkill{
name = "jy_zhuanhui", -- jy_kaiju$是主公技
frequency = Skill.Compulsory,
events = {}, -- 这是故意的,因为本来这个技能就没有实际效果
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}
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-- 洗澡
local jy_xizao = fk.CreateTriggerSkill{
name = "jy_xizao",
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anim_type = "defensive",
frequency = Skill.Limited,
events = {fk.AskForPeaches},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.dying and player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
on_use = function(self, event, target, player, data)
local room = player.room
if player.dead then return end
-- player:reset()
player:drawCards(3, self.name)
if player.dead or not player:isWounded() then return end
-- 将体力回复至1点
room:recover({
who = player,
num = math.min(1, player.maxHp) - player.hp,
recoverBy = player,
skillName = self.name,
})
player:turnOver()
end,
}
-- 开局
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-- 参考forest包贾诩 刘备 god包神曹操
local jy_kaiju = fk.CreateTriggerSkill{
name = "jy_kaiju", -- jy_kaiju$是主公技
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anim_type = "masochism",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and player.phase == Player.Start
end,
on_use = function(self, event, target, player, data)
local room = player.room
for _, p in ipairs(room:getOtherPlayers(player, true)) do
if not p:isAllNude() then
-- local id = room:askForCardChosen(p, p, "he", "#jy_kaiju-choose")
-- 只能和
-- room:obtainCard(player, id, false, fk.ReasonPrey)
-- 一起用原因不明。下面这个实现方法也可以。测了一圈感觉是obtainCard的问题。
local id = room:askForCard(p, 1, 1, true, self.name, false, nil, "#jy_kaiju-choose")
room:moveCardTo(id, Card.PlayerHand, player, fk.ReasonJustMove, self.name, nil, false, nil)
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room:useVirtualCard("slash", nil, p, player, self.name, true) -- 杀
end
end
end,
}
-- local id = room:askForCardChosen(player, p, "hej", self.name) -- 我选他一张牌
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xjb__jianzihao:addSkill(jy_kaiju)
xjb__jianzihao:addSkill(jy_hongwen)
xjb__jianzihao:addSkill(jy_zouwei)
xjb__jianzihao:addSkill(jy_shengnu)
xjb__jianzihao:addSkill(jy_xizao)
-- xjb__jianzihao:addSkill(jy_zhuanhui)
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Fk:loadTranslationTable{
["xjb__jianzihao"] = "简自豪",
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["jy_zhuanhui"] = "转会",
[":jy_zhuanhui"] = [[<br>
<font size="1"><strong>2023121</strong><br>
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122
<strong></strong><br>
<br>
<br>
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<br>
<strong></strong><br>
<br>
<strong></strong><br>
使<br>
<br>
<br></font>
]],
-- [":jy_zhuanhui"] = "<del>当你的体力值减少时,你可以变更势力。你无法变更为已经成为过的势力。</del>",
["jy_kaiju"] = "开局",
[":jy_kaiju"] = [[使<br>
<font size="2"><i></i></font>]],
["$jy_kaiju1"] = "不是啊我炸一对鬼的时候我在打什么打一对10。一对10他四个9炸我我不输了吗",
["$jy_kaiju2"] = "怎么赢啊?你别瞎说啊!",
["$jy_kaiju3"] = "打这牌怎么打?兄弟们快教我,我看着头晕!",
["$jy_kaiju4"] = "好亏呀,我每一波都。",
["$jy_kaiju5"] = "被秀了,操。",
["#jy_kaiju-choose"] = "交给简自豪一张牌,视为对他使用【杀】",
["jy_hongwen"] = "红温",
[":jy_hongwen"] = "锁定技,你的♠牌视为<font color='red'>♥</font>牌,你的♣牌视为<font color='red'>♦</font>牌。",
["$jy_hongwen1"] = "唉,不该出水银的。",
["$jy_hongwen2"] = "哎,兄弟我为什么不打四带两对儿啊,兄弟?",
["$jy_hongwen3"] = "好难受啊!",
["$jy_hongwen4"] = "操,可惜!",
["$jy_hongwen5"] = "那他咋想的呀?",
["jy_zouwei"] = "走位",
[":jy_zouwei"] = "锁定技,当你的装备区没有牌时,其他角色计算与你的距离时,始终+1当你的装备区有牌时你计算与其他角色的距离时始终-1。",
["$jy_zouwei1"] = "玩一下,不然我是不是一张牌没有出啊兄弟?",
["$jy_zouwei2"] = "完了呀!",
["jy_shengnu"] = "圣弩",
[":jy_shengnu"] = "锁定技,当【诸葛连弩】移至弃牌堆或其他角色的装备区时,你可以获得此【诸葛连弩】。",
["$jy_shengnu1"] = "哎兄弟们我这个牌不能拆吧?",
["$jy_shengnu2"] = "补刀瞬间回来了!",
["jy_xizao"] = "洗澡",
[":jy_xizao"] = "限定技当你处于濒死状态时你可以将体力恢复至1摸三张牌然后翻面。",
["$jy_xizao1"] = "呃啊啊啊啊啊啊啊!!",
["$jy_xizao2"] = "也不是稳赢吧,我觉得赢了!",
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["~xjb__jianzihao"] = "好像又要倒下了……",
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}
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-- 第二代简自豪
local tym__jianzihao = General(extension, "tym__jianzihao", "qun", 3, 3, General.Male)
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local jy_sanjian = fk.CreateTriggerSkill{
name = "jy_sanjian",
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anim_type = "drawcard",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart}, -- 事件开始时
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) -- 如果是我这个角色如果是有这个技能的角色如果是出牌阶段如果这个角色的装备数是3
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and player.phase == Player.Play and #player:getCardIds(Player.Equip) == 3
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end,
on_use = function(self, event, target, player, data)
local room = player.room
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room:useVirtualCard("analeptic", nil, player, player, self.name, false)
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if player.hp ~= player.maxHp then
room:useVirtualCard("peach", nil, player, player, self.name, false)
end
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room:useVirtualCard("ex_nihilo", nil, player, player, self.name, false)
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end,
}
local jy_kaiju_2 = fk.CreateActiveSkill{
name = "jy_kaiju_2",
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anim_type = "offensive",
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
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end,
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card_filter = function(self, card)
return false
end,
card_num = 0,
target_filter = function(self, to_select, selected)
-- 判断目标是否有谦逊
local is_qianxun = false
for _, s in ipairs(Fk:currentRoom():getPlayerById(to_select).player_skills) do
if s.name == "qianxun" then
is_qianxun = true
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end
end
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-- 不会写这个,我想直接以顺手牵羊的形式判断能不能被顺
-- local player = Fk:currentRoom():getPlayerById(Self.id)
-- local snatch = Fk:cloneCard("snatch")
-- local is_qianxun = Fk:currentRoom():getPlayerById(to_select):isProhibited(player, snatch)
-- print(Fk:currentRoom():getPlayerById(to_select).general.name, " 的is_qianxun的值为 ", is_qianxun)
return to_select ~= Self.id and not is_qianxun and -- 如果目标不是自己,而且没有谦逊
not Fk:currentRoom():getPlayerById(to_select):isAllNude() -- 而且不是裸装。函数要用冒号
end,
min_target_num = 1,
on_use = function(self, room, use)
local player = room:getPlayerById(use.from)
for _, to in ipairs(use.tos) do
local p = room:getPlayerById(to)
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room:useVirtualCard("snatch", nil, player, p, self.name, true) -- 顺
-- 顺手牵羊,但不能被无懈可击响应(那我为啥不直接顺?)
-- local snatch = Fk:cloneCard("snatch")
-- snatch.skillName = self.name
-- local new_use = { ---@type CardUseStruct
-- from = use.from, -- 应该是直接传id
-- tos = { { to } },
-- card = snatch,
-- prohibitedCardNames = { "nullification" },
-- }
-- room:useCard(new_use)
room:useVirtualCard("slash", nil, p, player, self.name, true) -- 杀
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end
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end,
}
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local jy_xizao_2 = fk.CreateTriggerSkill{
name = "jy_xizao_2",
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anim_type = "defensive",
frequency = Skill.Limited,
events = {fk.AskForPeaches},
can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self) and player.dying and
player:usedSkillTimes(self.name, Player.HistoryGame) == 0 and #player:getCardIds(Player.Equip) ~= 0
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end,
on_use = function(self, event, target, player, data)
local room = player.room
if player.dead then return end
-- player:reset()
player:drawCards(3, self.name)
if player.dead or not player:isWounded() then return end
-- 将体力回复至3点
room:recover({
who = player,
num = math.min(1, player.maxHp) - player.hp,
recoverBy = player,
skillName = self.name,
})
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equip_num = #player:getCardIds(Player.Equip)
player:throwAllCards("e")
player:drawCards(equip_num)
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end,
}
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tym__jianzihao:addSkill(jy_kaiju_2)
tym__jianzihao:addSkill(jy_sanjian)
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-- tym__jianzihao:addSkill("hongyan") -- 为了平衡而做出的决定。这样八卦阵和藤甲都是可以的。
tym__jianzihao:addSkill(jy_xizao_2)
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Fk:loadTranslationTable{
["tym__jianzihao"] = "简自豪",
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["jy_kaiju_2"] = "夺冠",
[":jy_kaiju_2"] = [[
<br><font size="2"><i>EDG</i></font>]],
["$jy_kaiju_21"] = "不是啊我炸一对鬼的时候我在打什么打一对10。一对10他四个9炸我我不输了吗",
["$jy_kaiju_22"] = "怎么赢啊?你别瞎说啊!",
["$jy_kaiju_23"] = "打这牌怎么打?兄弟们快教我,我看着头晕!",
["$jy_kaiju_24"] = "好亏呀,我每一波都。",
["$jy_kaiju_25"] = "被秀了,操。",
["jy_sanjian"] = "三件",
[":jy_sanjian"] = [[3使<br>
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<font size="2"><i></i></font>]],
["$jy_sanjian1"] = "也不是稳赢吧,我觉得赢了!",
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["jy_xizao_2"] = "洗澡",
[":jy_xizao_2"] = "限定技当你处于濒死状态且装备区有牌时你可以弃掉所有装备区的牌、将体力恢复至1然后每以此法弃掉一张牌你摸一张牌。",
["$jy_xizao_21"] = "呃啊啊啊啊啊啊啊!!",
["$jy_xizao_22"] = "也不是稳赢吧,我觉得赢了!",
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["~tym__jianzihao"] = "好像又要倒下了……",
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}
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-- 侯国玉
local tym__houguoyu = General(extension, "tym__houguoyu", "qun", 4, 4, General.Male)
tym__houguoyu:addSkill("guose")
tym__houguoyu:addSkill("qianxun")
tym__houguoyu:addSkill("biyue")
Fk:loadTranslationTable {
["tym__houguoyu"] = "侯国玉",
["houguoyu"] = "侯国玉",
}
-- 李元浩
local skl__liyuanhao = General(extension, "skl__liyuanhao", "qun", 3, 3, General.Male)
-- 虎啸
-- 参考自铁骑,屯田,脑洞包明哲,克己(原来克己已经监视了使用和打出了,不用写那么复杂)
local jy_huxiao = fk.CreateTriggerSkill{
name = "jy_huxiao",
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anim_type = "special",
events = {fk.CardResponding, fk.TargetSpecified}, -- 包括了使用和打出
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-- frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and data.card.trueName == "slash" then
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-- 使用是TS打出是CR
if event == fk.TargetSpecified or event == fk.CardResponding then
return target == player
end
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end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local dummy = Fk:cloneCard("dilu")
dummy:addSubcards(room:getNCards(1))
player:addToPile("skl__liyuanhao_xiao", dummy, true, self.name)
end,
}
-- 啸闪
local jy_huxiao_jink = fk.CreateViewAsSkill{
name = "jy_huxiao_jink",
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anim_type = "defensive",
pattern = "jink",
expand_pile = "skl__liyuanhao_xiao",
card_filter = function(self, to_select, selected)
return #selected == 0 and Self:getPileNameOfId(to_select) == "skl__liyuanhao_xiao"
end,
view_as = function(self, cards)
if #cards ~= 1 then
return nil
end
local c = Fk:cloneCard("jink")
c.skillName = self.name
c:addSubcard(cards[1])
return c
end,
}
-- 啸酒
local jy_huxiao_analeptic = fk.CreateViewAsSkill{
name = "jy_huxiao_analeptic",
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anim_type = "defensive",
pattern = "analeptic",
expand_pile = "skl__liyuanhao_xiao",
card_filter = function(self, to_select, selected)
return #selected == 0 and Self:getPileNameOfId(to_select) == "skl__liyuanhao_xiao"
end,
view_as = function(self, cards)
if #cards ~= 1 then
return nil
end
local c = Fk:cloneCard("analeptic")
c.skillName = self.name
-- print("克隆的牌c的参数c.name ", c.name, " c.trueName ", c.trueName)
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c:addSubcard(cards[1])
return c
end,
}
-- 二段
-- 首先BeforeCardsMove判断一次是否有牌进/出你的特殊区,然后如果有,
-- 再在AfterCardsMove里判断是否这张牌是啸而且导致啸的数量变成了2。
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-- 天才!
-- 参考自周泰,界周泰
local jy_erduanxiao = fk.CreateTriggerSkill{
name = "jy_erduanxiao",
anim_type = "negative",
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events = {fk.BeforeCardsMove}, -- 理论上来说每次牌的移动只有同一个方向的
frequency = Skill.Compulsory,
mute = true,
can_trigger = function(self, event, target, player, data)
-- 只判断是否有牌进出了你的特殊区,而不判断它是否是啸(因为比较复杂,等确定有可能了之后再判断,节省资源)
local xiaos = player:getPile("skl__liyuanhao_xiao")
player.is_xiao_changing = false -- 默认这次没有变化
if player:hasSkill(self) and -- 如果是有二段啸的武将
#xiaos == 1 or #xiaos == 3 then -- 如果啸是1和3
for _, move in ipairs(data) do -- 如果有一张牌是进入或者离开我的特殊区,那么这个函数可以触发
return (move.to == player.id and move.toArea == Card.PlayerSpecial) or
(move.from == player.id and move.fromArea == Card.PlayerSpecial)
end
end
end,
on_use = function(self, event, target, player, data)
-- 触发之后,设置变量,告诉下一个函数有没有可能在发生变化
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player.is_xiao_changing = true
-- print("jy_erduanxiao 已触发现在player.is_xiao_changing的值是", player.is_xiao_changing)
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end,
}
local jy_erduanxiao_trigger = fk.CreateTriggerSkill{
name = "#jy_erduanxiao_trigger",
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events = {fk.AfterCardsMove},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and -- 如果是有二段啸的武将
#player:getPile("skl__liyuanhao_xiao") == 2 and -- 如果啸为2
player.is_xiao_changing -- 如果啸有可能在变化
end,
on_use = function(self, event, target, player, data)
-- print("jy_erduanxiao_trigger 已触发现在player.is_xiao_changing的值是", player.is_xiao_changing)
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local room = player.room
local choice = room:askForChoice(player, {"#lose_xiao", "#lose_hp_1"}, self.name)
if choice == "#lose_xiao" then
local xiaos = player:getPile("skl__liyuanhao_xiao")
room:throwCard(xiaos, self.name, player, player) -- 把啸全部扔掉
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elseif choice == "#lose_hp_1" then
room:loseHp(player, 1, self.name) -- 失去一点体力
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player.is_xiao_changing = false
end
end,
}
jy_erduanxiao:addRelatedSkill(jy_erduanxiao_trigger)
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-- 三件 已完成 测试通过
local jy_husanjian = fk.CreateTriggerSkill{
name = "jy_husanjian",
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frequency = Skill.Compulsory,
anim_type = "offensive",
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events = {fk.DamageCaused},
can_trigger = function(self, event, target, player, data)
if not (target == player and player:hasSkill(self)) then return false end
-- 现在 target 已经是 player并且 player 拥有这个技能了。这个时候再来看他的装备区
local weapon = Fk:getCardById(player:getEquipment(Card.SubtypeWeapon))
local armor = Fk:getCardById(player:getEquipment(Card.SubtypeArmor))
local defensive_ride = Fk:getCardById(player:getEquipment(Card.SubtypeDefensiveRide))
local offensive_ride = Fk:getCardById(player:getEquipment(Card.SubtypeOffensiveRide))
local treasure = Fk:getCardById(player:getEquipment(Card.Treasure))
return not weapon and
armor and
defensive_ride and
not offensive_ride and
not treasure
-- 有且只有防具和+1马
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke(self.name)
room:notifySkillInvoked(player, self.name, "masochism") -- 如果这个技能改了,建议把这里的特效也改一下。
data.damage = data.damage - 1
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end,
}
skl__liyuanhao:addSkill(jy_huxiao)
skl__liyuanhao:addSkill(jy_huxiao_jink)
skl__liyuanhao:addSkill(jy_huxiao_analeptic)
skl__liyuanhao:addSkill(jy_erduanxiao)
skl__liyuanhao:addSkill(jy_husanjian)
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Fk:loadTranslationTable {
["skl__liyuanhao"] = "李元浩",
["skl__liyuanhao_xiao"] = "",
["jy_huxiao"] = "虎啸",
[":jy_huxiao"] = [[使
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<br><font size="2"><i></i></font>]],
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["jy_huxiao_jink"] = "横刀",
[":jy_huxiao_jink"] = [[使
<br><font size="2"><i></i></font>]],
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["jy_huxiao_analeptic"] = "立马",
[":jy_huxiao_analeptic"] = [[使
<br><font size="2"><i></i></font>]],
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["jy_erduanxiao"] = "二段",
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[":jy_erduanxiao"] = "锁定技,当你的武将牌上有两张【啸】时,你选择失去一点体力或失去所有【啸】。",
["#jy_erduanxiao_trigger"] = "二段",
["#lose_xiao"] = "失去所有【啸】",
["#lose_hp_1"] = "失去1点体力",
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["jy_husanjian"] = "三件",
[":jy_husanjian"] = [[-1
<br><font size="2"><i>使使</i></font>]],
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}
-- 阿伟罗
local xjb__aweiluo = General(extension, "xjb__aweiluo", "qun", 3, 3, General.Male)
xjb__aweiluo:addSkill("luanji")
xjb__aweiluo:addSkill("luanwu")
Fk:loadTranslationTable {
["xjb__aweiluo"] = "阿伟罗",
}
-- 高天亮
-- 可能有bug:不是一次伤害,而是一滴伤害
local xjb__gaotianliang = General(extension, "xjb__gaotianliang", "qun", 3, 3, General.Male)
local jy_yuyu = fk.CreateTriggerSkill{
name = "jy_yuyu",
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anim_type = "masochism",
events = {fk.Damaged},
on_trigger = function(self, event, target, player, data)
self.cancel_cost = false
for i = 1, data.damage do
if self.cancel_cost then break end
self:doCost(event, target, player, data)
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
if room:askForSkillInvoke(player, self.name, data) then
return true
end
self.cancel_cost = true
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:drawCards(3)
player:turnOver()
end,
}
xjb__gaotianliang:addSkill(jy_yuyu)
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Fk:loadTranslationTable {
["xjb__gaotianliang"] = "高天亮",
["jy_yuyu"] = "玉玉",
[":jy_yuyu"] = "当你受到伤害时,你可以摸三张牌,然后翻面。"
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}
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Fk:loadTranslationTable {
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["jianzihao"] = "简自豪",
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["houguoyu"] = "侯国玉",
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["liyuanhao"] = "李元浩",
["aweiluo"] = "阿伟罗",
["gaotianliang"] = "高天亮",
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}
return extension