Bug fixes
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@ -123,7 +123,7 @@
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### 群·阿威罗 体力3
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![群·阿威罗](./image/generals/avatar/xjb__aweiluo.jpg "群·阿威罗")
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![群·阿伟罗](./image/generals/avatar/xjb__aweiluo.jpg "群·阿伟罗")
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> 该武将由玩家“导演片子怎么样了”设计。
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@ -133,7 +133,7 @@
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跳水:当你失去体力时,你可以弃掉一张【点】。
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罗脚:当你的【点】有4张时,可以视为使用一张【万箭齐发】;当你的所有【点】花色均不同时,可以视为使用一张【南蛮入侵】。
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罗绞:当你的【点】有4张时,可以视为使用一张【万箭齐发】;当你的所有【点】花色均不同时,可以视为使用一张【**入侵】。
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玉玊:出牌阶段,你每使用第二张基本牌时,可以将其作为【点】置于你的武将牌上。
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208
jianyu.lua
208
jianyu.lua
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@ -1135,7 +1135,7 @@ local jy_youlong = fk.CreateTriggerSkill{
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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:getAllPlayers(player, true)) do
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if not p:isKongcheng() and if not p.next.dead then -- 如果他有手牌,而且他下家没死
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if not p:isKongcheng() and not p.next.dead then -- 如果他有手牌,而且他下家没死
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local id = room:askForCard(p, 1, 1, true, self.name, false, nil, "#jy_youlong-choose")
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room:moveCardTo(id, Card.PlayerHand, p.next, fk.ReasonJustMove, self.name, nil, false, player.id)
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end
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@ -1174,104 +1174,129 @@ local jy_tiaoshui = fk.CreateTriggerSkill{
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end,
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}
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-- 罗绞
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-- 抄自上面的jy_erduanxiao_2
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local jy_luojiao = fk.CreateTriggerSkill{
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name = "jy_luojiao",
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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
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-- frequency = Skill.Compulsory,
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mute = true,
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-- -- 罗绞
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-- 我建议全部重写,太几把复杂了
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-- -- 抄自上面的jy_erduanxiao_2
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-- local jy_luojiao = fk.CreateTriggerSkill{
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-- name = "jy_luojiao",
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-- anim_type = "offensive",
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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
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-- -- frequency = Skill.Compulsory,
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-- mute = true,
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can_trigger = function(self, event, target, player, data)
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if not player:hasSkill(self) then return end -- 如果我自己没有这个技能,那就算了
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-- can_trigger = function(self, event, target, player, data)
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-- if not player:hasSkill(self) then return end -- 如果我自己没有这个技能,那就算了
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local dians = player:getPile("xjb__aweiluo_dian")
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player.is_dian_changing = false
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-- local dians = player:getPile("xjb__aweiluo_dian")
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-- player.is_dian_changing = false
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-- 这些是判断数量是否为4,触发万箭齐发
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-- -- 这些是判断数量是否为4,触发万箭齐发
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-- 判断是否有牌出去
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for _, move in ipairs(data) do -- 第一层循环,不知道为啥
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if move.from then -- 照着抄的,牌离开
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-- print("有牌正打算离开")
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if move.from == player.id then
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-- print("有牌正打算从你家离开")
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if #dians == 5 then
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-- print("点是5")
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for _, info in ipairs(move.moveInfo) do -- 还有第二层循环。我自己的代码里没有第二层
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if info.fromArea == Card.PlayerSpecial then
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-- print("有牌正打算从你家特殊区离开")
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return true
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end
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end
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end
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end
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end
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end
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-- 判断是否有牌进来
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if #dians == 3 then -- 如果点是3
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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
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if (move.to == player.id and move.toArea == Card.PlayerSpecial) or
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(move.from == player.id and move.fromArea == Card.PlayerSpecial) then
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-- 去找一段代码,检测自己特殊区的牌离开的
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-- print("二段笑(一段)已经检测有牌从特殊区变动", #xiaos)
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-- 检测不到离开
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-- if move.to == player.id and move.toArea == Card.PlayerSpecial then
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-- print("二段笑(一段)已经检测有牌来到特殊区", #xiaos)
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-- -- 判断是否有牌出去
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-- for _, move in ipairs(data) do
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-- if move.from then -- 照着抄的,牌离开
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-- -- print("有牌正打算离开")
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-- if move.from == player.id then
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-- -- print("有牌正打算从你家离开")
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-- if #dians == 5 then
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-- -- print("点是5")
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-- for _, info in ipairs(move.moveInfo) do
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-- if info.fromArea == Card.PlayerSpecial then
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-- -- print("有牌正打算从你家特殊区离开")
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-- return true
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end
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return true
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end
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end
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end
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-- 判断花色是否全部不同,触发南蛮入侵
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if #dians == 1 then return false
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dict = {0, 0, 0, 0}
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for _, c in ipairs(dians) do
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if Fk:getCardById(to_select).suit >= 1 and Fk:getCardById(to_select).suit <= 4 then
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dict[Fk:getCardById(to_select).suit] = dict[Fk:getCardById(to_select).suit] + 1
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end
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end
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for i = 1, 4 do
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if dict[i] >= 2 then return false
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end
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player.is_suit_arbitrary = true
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return true
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end, -- 每个参数的结尾都要逗号。can_trigger是一个参数
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-- -- 判断是否有牌进来
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-- if #dians == 3 then -- 如果点是3
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-- 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
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-- if (move.to == player.id and move.toArea == Card.PlayerSpecial) or
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-- (move.from == player.id and move.fromArea == Card.PlayerSpecial) then
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-- -- 去找一段代码,检测自己特殊区的牌离开的
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-- -- print("二段笑(一段)已经检测有牌从特殊区变动", #xiaos)
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-- -- 检测不到离开
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-- -- if move.to == player.id and move.toArea == Card.PlayerSpecial then
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-- -- print("二段笑(一段)已经检测有牌来到特殊区", #xiaos)
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-- -- end
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-- return true
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-- end
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-- end
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-- end
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on_trigger = function(self, event, target, player, data)
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-- 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_dian_changing = true
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-- print("二段笑(第一段) on_trigger已触发,现在是", player.is_xiao_changing, #player:getPile("tym__liyuanhao_xiao"))
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end,
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}
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local jy_luojiao_trigger = fk.CreateTriggerSkill{
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name = "#jy_luojiao_trigger",
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events = {fk.AfterCardsMove},
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frequency = Skill.Compulsory,
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can_trigger = function(self, event, target, player, data)
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return player:hasSkill(self) and -- 如果是有技能的角色
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(#player:getPile("xjb__luojiao_dian") == 4 or player.is_suit_arbitrary = true) and -- 如果啸为4
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player.is_dian_changing -- 如果点有可能在变化
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end,
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-- -- 判断花色是否全部不同,触发南蛮入侵
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-- if #dians == 0 or #dians == 1 then return false end
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-- dict = {0, 0, 0, 0}
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-- for _, c in ipairs(dians) do
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-- if Fk:getCardById(c).suit >= 1 and Fk:getCardById(c).suit <= 4 then
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-- dict[Fk:getCardById(c).suit] = dict[Fk:getCardById(c).suit] + 1
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-- end
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-- end
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-- for i = 1, 4 do
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-- if dict[i] >= 2 then return false end
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-- end
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-- player.is_suit_arbitrary = true
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-- return true
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-- end, -- 每个参数的结尾都要逗号。can_trigger是一个参数
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on_cost = function(self, event, target, player, data)
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if player.room:askForSkillInvoke(player, self.name, data) then -- 那么问是否要发动
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return true
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end
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end,
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-- on_trigger = function(self, event, target, player, data)
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-- -- 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_dian_changing = true
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-- end,
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-- }
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-- local jy_luojiao_archery_attack = fk.CreateTriggerSkill{
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-- name = "#jy_luojiao_archery_attack",
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-- events = {fk.AfterCardsMove},
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-- can_trigger = function(self, event, target, player, data)
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-- return player:hasSkill(self) and -- 如果是有技能的角色
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-- #player:getPile("xjb__luojiao_dian") == 4 and -- 如果啸为4
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-- player.is_dian_changing -- 如果点有可能在变化
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-- end,
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-- on_cost = function(self, event, target, player, data)
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-- if player.room:askForSkillInvoke(player, self.name, data) then -- 那么问是否要发动
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-- return true
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-- end
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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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-- room:useVirtualCard("archery_attack", nil, player, room:getOtherPlayers(player, true), self.name, true)
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-- player.is_suit_arbitrary = false
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-- player.is_dian_changing = false
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-- end
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-- }
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-- local jy_luojiao_savage_assault = fk.CreateTriggerSkill{
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-- name = "#jy_luojiao_savage_assault",
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-- events = {fk.AfterCardsMove},
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-- can_trigger = function(self, event, target, player, data)
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-- return player:hasSkill(self) and
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-- player.is_suit_arbitrary and -- 如果每个点数都不相同
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-- #player:getPile("xjb__aweiluo_dian") >= 2 and -- 点不是0和1
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-- player.is_dian_changing and -- 如果点有可能在变化
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-- not player.is_jy_luojiao_archery_attack_used
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-- end,
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-- on_cost = function(self, event, target, player, data)
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-- if player.room:askForSkillInvoke(player, self.name, data) then -- 那么问是否要发动
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-- return true
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-- end
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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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-- room:useVirtualCard("savage_assault", nil, player, room:getOtherPlayers(player, true), self.name, true)
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-- player.is_suit_arbitrary = false
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-- player.is_jy_luojiao_archery_attack_used = true
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-- player.is_dian_changing = false
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-- end
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-- }
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-- jy_luojiao:addRelatedSkill(jy_luojiao_archery_attack)
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-- jy_luojiao:addRelatedSkill(jy_luojiao_savage_assault)
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on_use = function(self, event, target, player, data)
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local room = player.room
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if player.is_suit_arbitrary then
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room:useVirtualCard("savage_assault", nil, player, room:getOtherPlayers(player, true), self.name, true)
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else
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room:useVirtualCard("archery_attack", nil, player, room:getOtherPlayers(player, true), self.name, true)
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end
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}
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jy_luojiao:addRelatedSkill(jy_luojiao_trigger)
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-- 玉玊
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local jy_yusu = fk.CreateTriggerSkill{
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@ -1314,6 +1339,7 @@ local jy_yusu_set_0 = fk.CreateTriggerSkill{
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on_use = function(self, event, target, player, data)
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local room = player.room
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room:setPlayerMark(player, "@jy_yusu_basic_count", 0)
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player.is_jy_luojiao_archery_attack_used = false
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-- print("你的回合已开始/结束,给你设成了0")
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end,
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}
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@ -1346,6 +1372,8 @@ Fk:loadTranslationTable {
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["jy_luojiao"] = "罗绞",
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[":jy_luojiao"] = "当你的【点】有4张时,可以视为使用一张【万箭齐发】;当你的所有【点】花色均不同时,可以视为使用一张【南蛮入侵】。",
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["#jy_luojiao_archery_attack"] = "罗绞·万箭齐发",
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["#jy_luojiao_savage_assault"] = "罗绞·南蛮入侵",
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["jy_yusu"] = "玉玊",
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[":jy_yusu"] = "出牌阶段,你每使用第二张基本牌时,可以将其作为【点】置于你的武将牌上。",
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