From 5347da9e3d11a4a04ed78b079d044a37c97d72c9 Mon Sep 17 00:00:00 2001 From: Baisebaoma Date: Wed, 13 Dec 2023 17:36:38 +0800 Subject: [PATCH] Code improvement, audio fix --- ...__aweiluo_luojiao2.mp3 => jy_luojiao2.mp3} | Bin jianyu.lua | 69 ++++++++++-------- 2 files changed, 40 insertions(+), 29 deletions(-) rename audio/skill/{xjb__aweiluo_luojiao2.mp3 => jy_luojiao2.mp3} (100%) diff --git a/audio/skill/xjb__aweiluo_luojiao2.mp3 b/audio/skill/jy_luojiao2.mp3 similarity index 100% rename from audio/skill/xjb__aweiluo_luojiao2.mp3 rename to audio/skill/jy_luojiao2.mp3 diff --git a/jianyu.lua b/jianyu.lua index 17c3ed6..b5373cf 100644 --- a/jianyu.lua +++ b/jianyu.lua @@ -1134,6 +1134,10 @@ local jy_tiaoshui = fk.CreateTriggerSkill{ name = "jy_tiaoshui", anim_type = "special", events = {fk.Damaged}, + can_trigger = function(self, event, target, player, data) + local dians = player:getPile("xjb__aweiluo_dian") + return #dians ~= 0 + end on_use = function(self, event, target, player, data) local room = player.room local dians = player:getPile("xjb__aweiluo_dian") @@ -1146,9 +1150,7 @@ local jy_tiaoshui = fk.CreateTriggerSkill{ } -- 罗绞 --- 抄自上面的jy_erduanxiao_2 --- 罗绞主技能只判断是否有牌进出特殊区,它的触发不保证罗绞真的触发。罗绞是否触发在后面的关联函数里面判断。 --- 为了让群友理解这个函数,写了很多注释 +-- 罗绞主技能只判断是否有牌进出特殊区,它的触发不保证罗绞真的触发。罗绞是否触发在后面的关联函数里面判断 local jy_luojiao = fk.CreateTriggerSkill{ name = "jy_luojiao", anim_type = "offensive", @@ -1202,15 +1204,17 @@ local jy_luojiao = fk.CreateTriggerSkill{ } -- 修改:使用同一个函数来判断是否触发了南蛮和万箭。 local jy_luojiao_after = fk.CreateTriggerSkill{ - name = "#jy_luojiao_after", - events = {fk.AfterCardsMove}, + name = "#jy_luojiao_after", -- 这个技能的名字 + events = {fk.AfterCardsMove}, -- 卡牌移动之后,如果can_trigger返回真,那就可以发动这个技能 + + -- can_trigger是用来判断是否能触发这个技能的,返回真就能触发,返回假就不能触发 can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return false end - if not player.is_dian_may_changing then return false end -- 如果点有可能在变化 + if not player.is_dian_may_changing then return false end -- 如果【点】有可能在变化 local dians = player:getPile("xjb__aweiluo_dian") - -- 判断花色是否全部不同 + -- 判断是否有两张同样花色的【点】,若有返回false,若没有返回true if #dians == 0 then return false end -- 设计者说1张也可以发动南蛮 dict = {} local is_luojiao_suit_satisfied = true @@ -1229,56 +1233,63 @@ local jy_luojiao_after = fk.CreateTriggerSkill{ player.is_archery_attack = player.is_luojiao_archery_attack_may_be_triggered and #player:getPile("xjb__aweiluo_dian") == 4 + -- 南蛮需要满足的条件:花色全部不同,且本回合未使用过 player.is_savage_assault = is_luojiao_suit_satisfied and player:usedSkillTimes(self.name) == 0 + -- 万箭或南蛮满足,返回真 return player.is_archery_attack or player.is_savage_assault end, + + -- on_cost代表执行该技能时要做什么事情 on_cost = function(self, event, target, player, data) local room = player.room - self.first = nil + self.first = nil -- 如果两个条件都满足,这个变量存储谁是第一个使用的牌 - -- 如果同时触发 + -- 如果两个条件都满足 if player.is_archery_attack and player.is_savage_assault then - if room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_both_ask") then -- 都触发了,询问是否要使用这个技能 + if room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_both_ask") then -- 都触发了,询问是否要使用罗绞 local choices = {"archery_attack", "savage_assault"} - self.first = room:askForChoice(player, choices, self.name, "#jy_luojiao_ask_which") -- 如果确定使用,询问先发动谁 + self.first = room:askForChoice(player, choices, self.name, "#jy_luojiao_ask_which") -- 如果玩家确定使用,询问先用哪张牌 + return true + end + end + + -- 因为南蛮触发的比万箭多,所以把南蛮放到前面提高效率 + + -- 如果南蛮的条件满足 + if player.is_savage_assault then + if room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_savage_assault_ask") then -- 那么问是否要发动 + self.do_savage_assault = true return true end end - -- 如果有可能触发万箭 + -- 如果万箭的条件满足 if player.is_archery_attack then if room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_archery_attack_ask") then -- 那么问是否要发动 self.do_archery_attack = true return true end end - - if player.is_savage_assault then - if room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_savage_assault_ask") then - self.do_savage_assault = true - return true - end - end end, on_use = function(self, event, target, player, data) local room = player.room - if self.first then -- 如果同时触发 - -- 判断到底第一个触发谁 + if self.first then -- 如果self.first这个值有,那就代表两个条件同时满足 local cards local skills - -- 总之,像这样写方便以后扩展,也可以更好地移植到别的代码里去( - if self.first == "archery_attack" then + -- 这样写方便以后扩展,也可以更好地移植到别的代码里去 + if self.first == "archery_attack" then -- 如果玩家选择先用万箭 cards = { "archery_attack", "savage_assault"} skill_names = {"#jy_luojiao_archery_attack", "#jy_luojiao_savage_assault"} else cards = { "savage_assault", "archery_attack"} skill_names = {"#jy_luojiao_savage_assault", "#jy_luojiao_archery_attack"} end - -- assert(#cards == #skill_names) 如果以后想使用这段代码,需要确保上面的两个变量的长度相等 + -- assert(#cards == #skill_names) + -- 对于 for i = 1, #cards do if room:askForSkillInvoke(player, skill_names[i]) then -- 如果同意发动这个技能 room:notifySkillInvoked(player, skill_names[i], "offensive") -- 在武将上显示这个技能的名字 @@ -1286,14 +1297,14 @@ local jy_luojiao_after = fk.CreateTriggerSkill{ room:useVirtualCard(cards[i], nil, player, room:getOtherPlayers(player, true), self.name, true) end end - else -- 如果没有同时触发,那就自己算自己的 - -- 万箭 + else -- 如果没有两个条件同时满足,那满足谁就执行谁 + -- 满足万箭,执行万箭 if self.do_archery_attack then room:notifySkillInvoked(player, "jy_luojiao", "offensive") player:broadcastSkillInvoke("jy_luojiao") room:useVirtualCard("archery_attack", nil, player, room:getOtherPlayers(player, true), self.name, true) end - -- 南蛮 + -- 满足南蛮,执行南蛮 if self.do_savage_assault then room:notifySkillInvoked(player, "jy_luojiao", "offensive") player:broadcastSkillInvoke("jy_luojiao") @@ -1318,7 +1329,8 @@ local jy_luojiao_set_0 = fk.CreateTriggerSkill{ can_refresh = function(self, event, target, player, data) -- 任何一个人回合都要发动 return player:hasSkill(self) - and target.phase == Player.Finish + and target.phase == Player.Finish and -- 如果是这个人的回合结束阶段 + player:getMark("@jy_is_luojiao_savage_assault_used") ~= 0 end, on_refresh = function(self, event, target, player, data) player.room:setPlayerMark(player, "@jy_is_luojiao_savage_assault_used", 0) -- 将罗绞南蛮发动过的标记设为0(也就是取消显示) @@ -1400,7 +1412,6 @@ Fk:loadTranslationTable { [":jy_luojiao"] = [[当你的【点】的数量变化后:
1. 若你没有两张及以上相同花色的【点】,可以视为立即使用一张【南蛮入侵】,每回合限一次;
2. 若你有4张【点】,可以视为立即使用一张【万箭齐发】。]], - -- TODO: 好像luojiao2的语音不显示 ["$jy_luojiao1"] = "Muchas gracias afición, esto es para vosotros, Siuuu", ["$jy_luojiao2"] = "(观众声)", ["#jy_luojiao_after"] = "罗绞",