xjb__aweiluo almost built
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jianyu.lua
77
jianyu.lua
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@ -335,7 +335,7 @@ local jy_xizao_2 = fk.CreateTriggerSkill{
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tym__jianzihao:addSkill(jy_kaiju_2)
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tym__jianzihao:addSkill(jy_kaiju_2)
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tym__jianzihao:addSkill(jy_sanjian)
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tym__jianzihao:addSkill(jy_sanjian)
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tym__jianzihao:addSkill("hongyan")
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tym__jianzihao:addSkill("hongyan") -- 这个技能要加风火林山包才能触发!
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tym__jianzihao:addSkill("jy_zouwei")
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tym__jianzihao:addSkill("jy_zouwei")
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tym__jianzihao:addSkill("jy_shengnu")
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tym__jianzihao:addSkill("jy_shengnu")
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tym__jianzihao:addSkill(jy_xizao_2)
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tym__jianzihao:addSkill(jy_xizao_2)
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@ -1015,10 +1015,11 @@ Fk:loadTranslationTable {
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local tym__zhaoqianxi_2 = General(extension, "tym__zhaoqianxi_2", "qun", 4, 4, General.Male)
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local tym__zhaoqianxi_2 = General(extension, "tym__zhaoqianxi_2", "qun", 4, 4, General.Male)
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-- tym__zhaoqianxi_2.hidden = true
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-- tym__zhaoqianxi_2.hidden = true
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-- TODO:给触发了元素反应时写个提示,类似国战开始的时候的那种
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local jy_yuanshen_2 = fk.CreateTriggerSkill{
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local jy_yuanshen_2 = fk.CreateTriggerSkill{
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name = "jy_yuanshen_2",
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name = "jy_yuanshen_2",
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frequency = Skill.Compulsory,
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frequency = Skill.Compulsory,
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anim_type = "support",
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anim_type = "offensive",
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events = {fk.DamageInflicted},
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events = {fk.DamageInflicted},
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can_trigger = function(self, event, target, player, data) -- player是我自己,只能让我自己播放这个动画
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can_trigger = function(self, event, target, player, data) -- player是我自己,只能让我自己播放这个动画
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if not player:hasSkill(self) then return false end
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if not player:hasSkill(self) then return false end
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@ -1045,7 +1046,7 @@ local jy_yuanshen_2 = fk.CreateTriggerSkill{
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data.is_jy_yuanshen_2_triggered = true -- 如果有多个拥有这个技能的人,告诉他不用再发动了
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data.is_jy_yuanshen_2_triggered = true -- 如果有多个拥有这个技能的人,告诉他不用再发动了
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return -- 结束了,不用判断下一个了
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return -- 结束了,不用判断下一个了
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end
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end
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if not data.to:hasMark(element[2]) then -- 如果目标没有A附着
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if data.to:getMark(element[2]) == 0 then -- 如果目标没有A附着
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room:setPlayerMark(data.to, element[2], 1) -- 造成A附着
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room:setPlayerMark(data.to, element[2], 1) -- 造成A附着
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return
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return
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end
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end
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@ -1119,6 +1120,8 @@ Fk:loadTranslationTable {
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}
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}
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-- 阿伟罗
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-- 阿伟罗
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-- TODO: 为什么不显示basic_count?
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-- TODO:只剩罗绞了
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local xjb__aweiluo = General(extension, "xjb__aweiluo", "qun", 3, 3, General.Male)
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local xjb__aweiluo = General(extension, "xjb__aweiluo", "qun", 3, 3, General.Male)
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local jy_youlong = fk.CreateTriggerSkill{
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local jy_youlong = fk.CreateTriggerSkill{
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@ -1154,12 +1157,75 @@ local jy_hebao = fk.CreateTriggerSkill{
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end,
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end,
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}
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}
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-- 跳水
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local jy_tiaoshui = fk.CreateTriggerSkill{
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name = "jy_tiaoshui",
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anim_type = "special",
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events = {fk.Damaged},
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on_use = function(self, event, target, player, data)
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local room = player.room
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local dians = player:getPile("xjb__aweiluo_dian")
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-- 以后“选择一张特殊区的牌并且弃掉”这个要求就这么写。
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local id = room:askForCard(player, 1, 1, false, self.name, true, ".|.|.|xjb__aweiluo_dian|.|.|.", "#jy_tiaoshui", "xjb__aweiluo_dian", true)
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room:throwCard(id, self.id, player, player)
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-- askForDiscard 函数是不能对特殊区的牌生效的
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-- local id = room:askForDiscard(player, 1, 1, false, self.name, true, ".|.|.|xjb__aweiluo_dian|.|.|.", "#jy_tiaoshui", false, true)
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end,
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}
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-- 玉玊
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local jy_yusu = fk.CreateTriggerSkill{
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name = "jy_yusu",
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anim_type = "special",
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events = {fk.CardUsing},
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can_trigger = function(self, event, target, player, data)
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if not player:hasSkill(self) then return false end
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if player.phase ~= Player.NotActive and data.card and data.card.type == Card.TypeBasic then
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return true
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end
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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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-- if not player:getMark("basic_count") then room:setPlayerMark(player, "basic_count", 0) print("basic_count被设置成0") end
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room:addPlayerMark(player, "basic_count")
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basic_count = player:getMark("basic_count")
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print("basic_count现在是", basic_count)
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if basic_count % 2 == 0 and basic_count ~= 0 then
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return room:askForSkillInvoke(player, self.name)
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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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local id = data.card
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player:addToPile("xjb__aweiluo_dian", id, true, self.name)
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end,
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}
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local jy_yusu_set_0 = fk.CreateTriggerSkill{
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name = "#jy_yusu_start",
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mute = true,
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frequency = Skill.Compulsory,
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events = {fk.EventPhaseStart}, -- EventPhaseStart的意思是一个阶段的开始,并不是回合开始阶段
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can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self.name)
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and (player.phase == Player.Play or player.phase == Player.Finish)
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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:setPlayerMark(player, "basic_count", 0)
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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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jy_yusu:addRelatedSkill(jy_yusu_set_0)
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xjb__aweiluo:addSkill(jy_youlong)
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xjb__aweiluo:addSkill(jy_youlong)
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xjb__aweiluo:addSkill(jy_hebao)
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xjb__aweiluo:addSkill(jy_hebao)
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xjb__aweiluo:addSkill(jy_tiaoshui)
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xjb__aweiluo:addSkill(jy_yusu)
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Fk:loadTranslationTable {
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Fk:loadTranslationTable {
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["xjb__aweiluo"] = "阿伟罗",
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["xjb__aweiluo"] = "阿伟罗",
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["xjb__aweiluo_dian"] = "点",
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["jy_youlong"] = "游龙",
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["jy_youlong"] = "游龙",
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["#jy_youlong-choose"] = "游龙:你需要选择一张牌交给下家",
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["#jy_youlong-choose"] = "游龙:你需要选择一张牌交给下家",
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@ -1170,13 +1236,14 @@ Fk:loadTranslationTable {
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["#jy_hebao-choose"] = "选择一张手牌成为【点】",
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["#jy_hebao-choose"] = "选择一张手牌成为【点】",
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["jy_tiaoshui"] = "跳水",
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["jy_tiaoshui"] = "跳水",
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[":jy_tiaoshui"] = "当你失去体力时,你可以移出一张【点】。",
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[":jy_tiaoshui"] = "当你失去体力时,你可以弃掉一张【点】。",
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["#jy_tiaoshui"] = "弃掉一张【点】",
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["jy_luojiao"] = "罗绞",
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["jy_luojiao"] = "罗绞",
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[":jy_luojiao"] = "当你的【点】有4张时,视为使用一张【万箭齐发】;当你的【点】花色不同时,视为使用一张【南蛮入侵】。",
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[":jy_luojiao"] = "当你的【点】有4张时,视为使用一张【万箭齐发】;当你的【点】花色不同时,视为使用一张【南蛮入侵】。",
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["jy_yusu"] = "玉玊",
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["jy_yusu"] = "玉玊",
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[":jy_yusu"] = "你的回合内每使用第二张基本牌结算完成后,将其置于你的武将牌上,视为【点】。",
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[":jy_yusu"] = "你的回合内每使用第二张基本牌时,你可以将其置于你的武将牌上,视为【点】。",
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}
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}
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