diff --git a/README.md b/README.md index 633a678..04b8ab0 100644 --- a/README.md +++ b/README.md @@ -188,7 +188,7 @@ 4,选择至多3名角色,你与其各失去一点体力。 随后,将剩余的牌置入弃牌堆。 -花盆:锁定技,当其他角色使用♣锦囊牌或基本牌,且指定了有且仅有一个不为你的目标时,你进行一次判定,若为,则额外指定你为目标。 +花盆:锁定技,当其他角色使用♣锦囊牌或基本牌,并有且仅有一个不为你的目标时,你进行一次判定,若为,则额外指定你为目标。 bo10:觉醒技,准备阶段开始时,当你的判定次数达到10次时,你增加一点体力上限,回复3点体力,摸3张牌,失去技能【花盆】,获得技能【奖杯】。 diff --git a/jianyu.lua b/jianyu.lua index 6982ed9..28a8f24 100644 --- a/jianyu.lua +++ b/jianyu.lua @@ -3,6 +3,8 @@ extension.extensionName = "jianyu" -- DIY真诚意见:所有你这个包的东西都加一个你自己的开头,这样防止和别人的重名。比如我的"huxiao"一开始就和别人重名了。 +local U = require "packages/utility/utility" + Fk:loadTranslationTable { ["jy_jianyu"] = "简浴", ["xjb"] = "导演", @@ -1370,8 +1372,26 @@ Fk:loadTranslationTable { -- 没有次数距离限制:星火燎原刘焉 -- 无法被响应:tenyear_huicui1 #gonghu_delay -local zer__yangfan = General(extension, "zer__yangfan", "qun", 3, 3, General.Male) +local zer__yangfan = General(extension, "zer__yangfan", "qun", 4, 4, General.Male) +-- 四吃的选牌规则 +-- TODO:写成zer那样的 +Fk:addPoxiMethod{ + name = "jy_sichi_count", + card_filter = function(to_select, selected) + local n = Fk:getCardById(to_select).number + for _, id in ipairs(selected) do + n = n + Fk:getCardById(id).number + end + return n <= 28 + end, + feasible = function(selected) + return #selected > 0 + end, + prompt = function () + return Fk:translate("#chengxiang-choose") + end +} -- 四吃 local jy_sichi = fk.CreateTriggerSkill{ name = "jy_sichi", @@ -1400,12 +1420,12 @@ local jy_sichi = fk.CreateTriggerSkill{ suit_count = suit_count + 1 end end - local s = "有" .. suit_count .. "个花色" + local s = "有" .. suit_count .. "种花色" room:doBroadcastNotify("ShowToast", Fk:translate(s)) assert(suit_count <= 4 and suit_count >= 1) - suit_count = 3 -- 测试用的 + -- suit_count = 2 -- 测试用的 -- 一种花色:全部给一个人,测试通过 if suit_count == 1 then @@ -1414,13 +1434,14 @@ local jy_sichi = fk.CreateTriggerSkill{ return true end), Util.IdMapper) local result = room:askForChoosePlayers(player, targets, 1, 1, "#jy_sichi_1", self.name) -- 这玩意返回的是id列表 room:moveCardTo(cards, Player.Hand, room:getPlayerById(result[1]), fk.ReasonGive, self.name, nil, false, player.id) + -- 两种花色:判断是否有可以使用的牌。如果有,要求使用其中一张牌,如果没有,弃置一张牌 elseif suit_count == 2 then -- TODO -- 3种花色:选牌,然后所有人各摸一张 elseif suit_count == 3 then -- TODO: 三张同类型的牌或其中两张不同类型的牌 - local get = room:askForPoxi(player, "chengxiang_count", { + local get = room:askForPoxi(player, "jy_sichi_count", { { self.name, cards }, }, nil, true) if #get > 0 then @@ -1432,6 +1453,7 @@ local jy_sichi = fk.CreateTriggerSkill{ for _, p in ipairs(room:getOtherPlayers(player)) do p:drawCards(1, self.name) end + -- 4种花色:选择至多3个角色,你和他们各失去一点体力 elseif suit_count == 4 then -- 业炎 @@ -1465,7 +1487,8 @@ local jy_huapen = fk.CreateTriggerSkill{ events = {fk.TargetConfirming}, frequency = Skill.Compulsory, can_trigger = function(self, event, target, player, data) - if player:hasSkill(self) and data.from ~= player.id and data.card and data.card.suit == Card.Club and + if player:hasSkill(self) and data.from ~= player.id and data.card and + data.card.suit == Card.Club and (data.card:isCommonTrick() or data.card.type == Card.TypeBasic) then local previous_targets = AimGroup:getAllTargets(data.tos) -- 如果目标里面已经有我自己了,那就不要判定了 @@ -1508,7 +1531,7 @@ local jy_boshi = fk.CreateTriggerSkill{ player.phase == Player.Start end, can_wake = function(self, event, target, player, data) - return #player:getPile("zer__yangfan_judge") >= 10 + return player:getMark("@jy_boshi_judge_count") >= 10 end, on_use = function(self, event, target, player, data) local room = player.room @@ -1521,9 +1544,26 @@ local jy_boshi = fk.CreateTriggerSkill{ }) player:drawCards(3, self.name) room:handleAddLoseSkills(player, "-jy_huapen", nil, true, true) + + room:handleAddLoseSkills(player, "jy_boshi_count", nil, true, true) -- 不用再看判定了多少次了 + room:setPlayerMark(player, "@jy_boshi_judge_count", 0) + room:handleAddLoseSkills(player, "jy_jiangbei", nil, true, true) end, } +local jy_boshi_count = fk.CreateTriggerSkill{ + name = "#jy_boshi_count", + mute = true, + refresh_events = {fk.AskForRetrial}, + can_refresh = function(self, event, target, player, data) + return target == player and player:hasSkill(self) + end, + on_refresh = function(self, event, target, player, data) + local room = player.room + room:addPlayerMark(player, "@jy_boshi_judge_count") + end, +} +jy_boshi:addRelatedSkill(jy_boshi_count) -- 测了一遍,没什么问题 local jy_jiangbei = fk.CreateTriggerSkill{ @@ -1540,9 +1580,7 @@ local jy_jiangbei_heart = fk.CreateTriggerSkill{ can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return false end if target == player and data.card.suit == Card.Heart then - if event == fk.CardUsing then - return data.card.type == Card.TypeBasic or data.card.type == Card.TypeTrick - end + return data.card.type == Card.TypeBasic or data.card.type == Card.TypeTrick end end, on_use = function(self, event, target, player, data) @@ -1568,8 +1606,9 @@ local jy_jiangbei_club_2 = fk.CreateTriggerSkill{ events = { fk.TargetSpecified }, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return false end - return target == player and - data.card.suit == Card.Club and data.card + if target == player and data.card and data.card.suit == Card.Club then + return data.card.type == Card.TypeBasic or data.card.type == Card.TypeTrick + end end, on_use = function(self, event, target, player, data) local room = player.room @@ -1585,21 +1624,18 @@ local jy_jiangbei_club_2 = fk.CreateTriggerSkill{ jy_jiangbei:addRelatedSkill(jy_jiangbei_heart) jy_jiangbei:addRelatedSkill(jy_jiangbei_club) jy_jiangbei:addRelatedSkill(jy_jiangbei_club_2) --- 出牌阶段结束时摸牌 --- TODO +-- TODO:出牌阶段结束时摸牌 local jy_ceshi_des = fk.CreateTriggerSkill{ name = "jy_ceshi_des", - frequency = Skill.Compulsory, - events = {}, } zer__yangfan:addSkill(jy_ceshi_des) -- 开发好之后,这一行是需要去掉的 zer__yangfan:addSkill(jy_sichi) zer__yangfan:addSkill(jy_huapen) --- zer__yangfan:addSkill(jy_boshi) -- 开发好之后,这一行是需要加上的 -zer__yangfan:addSkill(jy_jiangbei) -- 开发好之后,这一行是需要去掉的 --- zer__yangfan:addRelatedSkill(jy_jiangbei) -- 开发好之后,这一行是需要加上的 +zer__yangfan:addSkill(jy_boshi) +-- zer__yangfan:addSkill(jy_jiangbei) -- 开发好之后,这一行是需要去掉的 +zer__yangfan:addRelatedSkill(jy_jiangbei) Fk:loadTranslationTable { ["zer__yangfan"] = "杨藩开发版", @@ -1609,29 +1645,30 @@ Fk:loadTranslationTable { [":jy_ceshi_des"] = [[这个武将正在开发中,可能会有bug、和设计者描述的技能不一样,但基本上已经实现了现在描述的技能。如果游玩时发现bug请反馈给开发者。<\strong>]], ["jy_sichi"] = "四吃", - [":jy_sichi"] = [[受到伤害后,你可以亮出牌堆顶4张牌,根据花色数量触发效果:
+ [":jy_sichi"] = [[受到伤害后,你可以展示牌堆顶的4张牌,根据花色数量触发效果:
1,将这些牌交给一名角色;
2,还没写,所以什么效果也没有;
- 3,获得其中的任意张点数之和小于13的牌,其余角色各摸一张牌;
+ 3,获得其中的任意张点数之和小于28的牌,其余角色各摸一张牌;
4,选择至多3名角色,你与其各失去一点体力。
- 随后,将未被获得的牌置入弃牌堆。]], + 将未被获得的牌置入弃牌堆。]], ["#jy_sichi_1"] = "四吃:选择一个角色,将牌交给其", ["#jy_sichi_2"] = "四吃:没有效果", - ["#jy_sichi_3"] = "四吃:选择其中的任意张点数之和小于13的牌获得之,其余角色各摸一张牌", + ["#jy_sichi_3"] = "四吃:选择其中的任意张点数之和小于28的牌获得之,其余角色各摸一张牌", ["#jy_sichi_4"] = "四吃:选择至多3名角色,你和他们各失去一点体力", ["jy_boshi"] = "搏时", - [":jy_boshi"] = [[觉醒技,准备阶段开始时,当你的判定次数达到10次时,你增加一点体力上限,回复3点体力,摸3张牌,失去技能【花盆】,获得技能【奖杯】。]], + [":jy_boshi"] = [[觉醒技,准备阶段开始时,若你已判定过至少10次,你增加一点体力上限、回复3点体力、摸3张牌、失去技能【花盆】,然后获得技能【奖杯】。]], + ["@jy_boshi_judge_count"] = "搏时", ["jy_huapen"] = "花盆", - [":jy_huapen"] = [[锁定技,当其他角色使用♣非延时锦囊牌或基本牌指定了有且仅有一个不为你的目标时,你判定,若为,额外指定你为目标。]], + [":jy_huapen"] = [[锁定技,其他角色使用♣非延时锦囊牌或基本牌、指定了有且仅有一个不为你的目标时,你进行一次判定,若为,额外指定你为目标。]], ["jy_jiangbei"] = "奖杯", - [":jy_jiangbei"] = [[锁定技,你使用的基本牌和锦囊牌若为:♣,无视距离和防具、没有使用次数限制;,无法被响应。]], - ["#jy_jiangbei_heart"] = "奖杯", - ["#jy_jiangbei_club"] = "奖杯", - ["#jy_jiangbei_club_2"] = "奖杯", + [":jy_jiangbei"] = [[锁定技,你使用基本牌和锦囊牌时,根据花色获得额外效果。♣:无视距离、防具和次数限制;:无法被响应。]], + ["#jy_jiangbei_heart"] = "奖杯·红桃", + ["#jy_jiangbei_club"] = "奖杯·梅花", + ["#jy_jiangbei_club_2"] = "奖杯·梅花", -- TODO:改一下这里,按照sp公孙瓒义从改,只提示触发了义从。 }