xjb__aweiluo almost built

This commit is contained in:
Baisebaoma 2023-12-07 00:36:10 +08:00
parent e31891eee9
commit b333ea70ac
1 changed files with 72 additions and 5 deletions

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@ -335,7 +335,7 @@ local jy_xizao_2 = fk.CreateTriggerSkill{
tym__jianzihao:addSkill(jy_kaiju_2) tym__jianzihao:addSkill(jy_kaiju_2)
tym__jianzihao:addSkill(jy_sanjian) tym__jianzihao:addSkill(jy_sanjian)
tym__jianzihao:addSkill("hongyan") tym__jianzihao:addSkill("hongyan") -- 这个技能要加风火林山包才能触发!
tym__jianzihao:addSkill("jy_zouwei") tym__jianzihao:addSkill("jy_zouwei")
tym__jianzihao:addSkill("jy_shengnu") tym__jianzihao:addSkill("jy_shengnu")
tym__jianzihao:addSkill(jy_xizao_2) tym__jianzihao:addSkill(jy_xizao_2)
@ -1015,10 +1015,11 @@ Fk:loadTranslationTable {
local tym__zhaoqianxi_2 = General(extension, "tym__zhaoqianxi_2", "qun", 4, 4, General.Male) local tym__zhaoqianxi_2 = General(extension, "tym__zhaoqianxi_2", "qun", 4, 4, General.Male)
-- tym__zhaoqianxi_2.hidden = true -- tym__zhaoqianxi_2.hidden = true
-- 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
local jy_yuanshen_2 = fk.CreateTriggerSkill{ local jy_yuanshen_2 = fk.CreateTriggerSkill{
name = "jy_yuanshen_2", name = "jy_yuanshen_2",
frequency = Skill.Compulsory, frequency = Skill.Compulsory,
anim_type = "support", anim_type = "offensive",
events = {fk.DamageInflicted}, events = {fk.DamageInflicted},
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 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
if not player:hasSkill(self) then return false end if not player:hasSkill(self) then return false end
@ -1045,7 +1046,7 @@ local jy_yuanshen_2 = fk.CreateTriggerSkill{
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 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
return -- 结束了,不用判断下一个了 return -- 结束了,不用判断下一个了
end end
if not data.to:hasMark(element[2]) then -- 如果目标没有A附着 if data.to:getMark(element[2]) == 0 then -- 如果目标没有A附着
room:setPlayerMark(data.to, element[2], 1) -- 造成A附着 room:setPlayerMark(data.to, element[2], 1) -- 造成A附着
return return
end end
@ -1119,6 +1120,8 @@ Fk:loadTranslationTable {
} }
-- 阿伟罗 -- 阿伟罗
-- TODO: 为什么不显示basic_count?
-- TODO只剩罗绞了
local xjb__aweiluo = General(extension, "xjb__aweiluo", "qun", 3, 3, General.Male) local xjb__aweiluo = General(extension, "xjb__aweiluo", "qun", 3, 3, General.Male)
local jy_youlong = fk.CreateTriggerSkill{ local jy_youlong = fk.CreateTriggerSkill{
@ -1154,12 +1157,75 @@ local jy_hebao = fk.CreateTriggerSkill{
end, end,
} }
-- 跳水
local jy_tiaoshui = fk.CreateTriggerSkill{
name = "jy_tiaoshui",
anim_type = "special",
events = {fk.Damaged},
on_use = function(self, event, target, player, data)
local room = player.room
local dians = player:getPile("xjb__aweiluo_dian")
-- 以后“选择一张特殊区的牌并且弃掉”这个要求就这么写。
local id = room:askForCard(player, 1, 1, false, self.name, true, ".|.|.|xjb__aweiluo_dian|.|.|.", "#jy_tiaoshui", "xjb__aweiluo_dian", true)
room:throwCard(id, self.id, player, player)
-- askForDiscard 函数是不能对特殊区的牌生效的
-- local id = room:askForDiscard(player, 1, 1, false, self.name, true, ".|.|.|xjb__aweiluo_dian|.|.|.", "#jy_tiaoshui", false, true)
end,
}
-- 玉玊
local jy_yusu = fk.CreateTriggerSkill{
name = "jy_yusu",
anim_type = "special",
events = {fk.CardUsing},
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self) then return false end
if player.phase ~= Player.NotActive and data.card and data.card.type == Card.TypeBasic then
return true
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
-- if not player:getMark("basic_count") then room:setPlayerMark(player, "basic_count", 0) print("basic_count被设置成0") end
room:addPlayerMark(player, "basic_count")
basic_count = player:getMark("basic_count")
print("basic_count现在是", basic_count)
if basic_count % 2 == 0 and basic_count ~= 0 then
return room:askForSkillInvoke(player, self.name)
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local id = data.card
player:addToPile("xjb__aweiluo_dian", id, true, self.name)
end,
}
local jy_yusu_set_0 = fk.CreateTriggerSkill{
name = "#jy_yusu_start",
mute = true,
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart}, -- EventPhaseStart的意思是一个阶段的开始并不是回合开始阶段
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name)
and (player.phase == Player.Play or player.phase == Player.Finish)
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:setPlayerMark(player, "basic_count", 0)
print("你的回合已开始/结束给你设成了0")
end,
}
jy_yusu:addRelatedSkill(jy_yusu_set_0)
xjb__aweiluo:addSkill(jy_youlong) xjb__aweiluo:addSkill(jy_youlong)
xjb__aweiluo:addSkill(jy_hebao) xjb__aweiluo:addSkill(jy_hebao)
xjb__aweiluo:addSkill(jy_tiaoshui)
xjb__aweiluo:addSkill(jy_yusu)
Fk:loadTranslationTable { Fk:loadTranslationTable {
["xjb__aweiluo"] = "阿伟罗", ["xjb__aweiluo"] = "阿伟罗",
["xjb__aweiluo_dian"] = "",
["jy_youlong"] = "游龙", ["jy_youlong"] = "游龙",
["#jy_youlong-choose"] = "游龙:你需要选择一张牌交给下家", ["#jy_youlong-choose"] = "游龙:你需要选择一张牌交给下家",
@ -1170,13 +1236,14 @@ Fk:loadTranslationTable {
["#jy_hebao-choose"] = "选择一张手牌成为【点】", ["#jy_hebao-choose"] = "选择一张手牌成为【点】",
["jy_tiaoshui"] = "跳水", ["jy_tiaoshui"] = "跳水",
[":jy_tiaoshui"] = "当你失去体力时,你可以移出一张【点】。", [":jy_tiaoshui"] = "当你失去体力时,你可以弃掉一张【点】。",
["#jy_tiaoshui"] = "弃掉一张【点】",
["jy_luojiao"] = "罗绞", ["jy_luojiao"] = "罗绞",
[":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】。", [":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】。",
["jy_yusu"] = "玉玊", ["jy_yusu"] = "玉玊",
[":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】。", [":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】。",
} }