local extension = Package:new("jianyu_lpl") extension.extensionName = "jianyu" Fk:loadTranslationTable { ["jianyu_lpl"] = "监狱-LPL", ["god"] = "神话再临·神", ["xjb"] = "熊", ["tym"] = "唐", } -- 第一代简自豪 设计:熊俊博 实现:反赌专家 local xjb__jianzihao = General(extension, "xjb__jianzihao", "qun", 3, 3, General.Male) -- 红温 local hongwen = fk.CreateFilterSkill{ name = "hongwen", card_filter = function(self, to_select, player) return (to_select.suit == Card.Spade or to_select.suit == Card.Club) and player:hasSkill(self) end, view_as = function(self, to_select) if to_select.suit == Card.Club then return Fk:cloneCard(to_select.name, Card.Diamond, to_select.number) else -- Spade return Fk:cloneCard(to_select.name, Card.Heart, to_select.number) end end, } -- 走位 local zouwei = fk.CreateDistanceSkill{ name = "zouwei", correct_func = function(self, from, to) -- 有装备时视为-1 if from:hasSkill(self) and #from:getCardIds(Player.Equip) ~= 0 then -- 请使用#from:getCardIds(Player.Equip)来代表长度, -- 如果你只用from:getCardIds(Player.Equip)的话是代表这个数组 return -1 end -- 没装备时视为+1 if to:hasSkill(self) and #to:getCardIds(Player.Equip) == 0 then return 1 end return 0 end, } -- 参考自孙尚香 local zouwei_audio = fk.CreateTriggerSkill{ name = "#zouwei_audio", refresh_events = {fk.AfterCardsMove}, -- 这个函数只有在装备区牌量变动时才检测 can_refresh = function(self, event, target, player, data) if not player:hasSkill(self.name) then return end for _, move in ipairs(data) do if move.from == player.id then for _, info in ipairs(move.moveInfo) do if info.fromArea == Card.PlayerEquip or info.toArea == Card.PlayerEquip then -- 当装备等于0或1的时候触发 -- standard_cards/init.lua, line 1080: local handcards = player:getCardIds(Player.Hand),我也不知道为啥用的是Player.Hand而不是player.hand,写就对了 if #player:getCardIds(Player.Equip) <= 1 then return true end end end end end end, on_refresh = function(self, event, target, player, data) local room = player.room -- 有装备时,-1马 if #player:getCardIds(player.Equip) ~= 0 then room:notifySkillInvoked(player, "zouwei", "offensive") player:broadcastSkillInvoke("zouwei", 1) -- 无装备时,+1马 elseif #player:getCardIds(player.Equip) == 0 then room:notifySkillInvoked(player, "zouwei", "defensive") player:broadcastSkillInvoke("zouwei", 2) end end, } zouwei:addRelatedSkill(zouwei_audio) -- 圣弩 -- 参考自formation包的君刘备 local shengnu = fk.CreateTriggerSkill{ name = "shengnu", anim_type = 'drawcard', events = {fk.AfterCardsMove}, frequency = Skill.Compulsory, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return false end for _, move in ipairs(data) do if move.to ~= player.id and (move.toArea == Card.PlayerEquip or move.toArea == Card.DiscardPile) then for _, info in ipairs(move.moveInfo) do if Fk:getCardById(info.cardId).name == "crossbow" then return true end end end end end, on_use = function(self, event, target, player, data) local ids = {} for _, move in ipairs(data) do if move.to ~= player.id and (move.toArea == Card.PlayerEquip or move.toArea == Card.DiscardPile) then for _, info in ipairs(move.moveInfo) do if Fk:getCardById(info.cardId).name == "crossbow" then table.insert(ids, info.cardId) end end end end local dummy = Fk:cloneCard("dilu") dummy:addSubcards(ids) player.room:obtainCard(player, dummy, true, fk.ReasonPrey) end, } -- 转会 local zhuanhui = fk.CreateTriggerSkill{ name = "zhuanhui", -- kaiju$是主公技 frequency = Skill.Compulsory, events = {}, -- 这是故意的,因为本来这个技能就没有实际效果 } -- 洗澡 local xizao = fk.CreateTriggerSkill{ name = "xizao", anim_type = "defensive", frequency = Skill.Limited, events = {fk.AskForPeaches}, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self) and player.dying and player:usedSkillTimes(self.name, Player.HistoryGame) == 0 end, on_use = function(self, event, target, player, data) local room = player.room if player.dead then return end -- player:reset() player:drawCards(3, self.name) if player.dead or not player:isWounded() then return end -- 将体力回复至1点 room:recover({ who = player, num = math.min(1, player.maxHp) - player.hp, recoverBy = player, skillName = self.name, }) player:turnOver() end, } -- 开局 -- 参考forest包贾诩 刘备 god包神曹操 local kaiju = fk.CreateTriggerSkill{ name = "kaiju", -- kaiju$是主公技 anim_type = "masochism", frequency = Skill.Compulsory, events = {fk.EventPhaseStart}, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) and player.phase == Player.Start end, on_use = function(self, event, target, player, data) local room = player.room for _, p in ipairs(room:getOtherPlayers(player, true)) do if not p:isAllNude() then -- 其实这里可以优化成贯石斧那种逻辑,也就是只在下面选择,但我不会 local id = room:askForCardChosen(p, p, "he", "#kaiju-choose") -- 他自己用框选一张自己的牌,不包括判定区 room:obtainCard(player, id, false, fk.ReasonPrey) -- 我从他那里拿一张牌来 room:useVirtualCard("slash", nil, p, player, self.name, true) -- 杀 end end end, } -- local id = room:askForCardChosen(player, p, "hej", self.name) -- 我选他一张牌 -- room:useVirtualCard("slash", nil, player, table.map(self.cost_data, Util.Id2PlayerMapper), self.name, true) xjb__jianzihao:addSkill(kaiju) xjb__jianzihao:addSkill(hongwen) xjb__jianzihao:addSkill(zouwei) xjb__jianzihao:addSkill(shengnu) xjb__jianzihao:addSkill(xizao) -- xjb__jianzihao:addSkill(zhuanhui) Fk:loadTranslationTable{ ["xjb__jianzihao"] = "简自豪", ["zhuanhui"] = "转会", [":zhuanhui"] = [[锁定技,这个技能是为了告诉你下面这些提示。
这个武将由熊俊博于2023年12月1日设计!
经过12月2日群友们的测试,感觉更多是一个娱乐武将。如果你一定要玩,请参考下面的: 玩法提示
活过第一轮!
如果有防具,你就能安全、强大地偷牌。
你很脆,你也不强,但你可以恶心场上所有的人。
队友提示
优先将防具、【闪】、【桃】、【酒】交给他。
敌方提示
使用能增强【杀】的技能和武器,如【无双】、【青釭剑】。
优先拆除防具。
谨慎对待摸到的【诸葛连弩】。
]], -- [":zhuanhui"] = "当你的体力值减少时,你可以变更势力。你无法变更为已经成为过的势力。", ["kaiju"] = "开局", [":kaiju"] = [[锁定技,当你的回合开始时,所有其他有牌的武将需要交给你一张牌,并视为对你使用一张【杀】。
“从未如此美妙的开局!”——简自豪]], ["$kaiju1"] = "不是啊,我炸一对鬼的时候我在打什么,打一对10。一对10,他四个9炸我,我不输了吗?", ["$kaiju2"] = "怎么赢啊?你别瞎说啊!", ["$kaiju3"] = "打这牌怎么打?兄弟们快教我,我看着头晕!", ["$kaiju4"] = "好亏呀,我每一波都。", ["$kaiju5"] = "被秀了,操。", ["#kaiju-choose"] = "交给简自豪一张牌,视为对他使用【杀】", ["hongwen"] = "红温", [":hongwen"] = "锁定技,你的♠牌视为牌,你的♣牌视为牌。", ["$hongwen1"] = "唉,不该出水银的。", ["$hongwen2"] = "哎,兄弟我为什么不打四带两对儿啊,兄弟?", ["$hongwen3"] = "好难受啊!", ["$hongwen4"] = "操,可惜!", ["$hongwen5"] = "那他咋想的呀?", ["zouwei"] = "走位", [":zouwei"] = "锁定技,当你的装备区没有牌时,其他角色计算与你的距离时,始终+1;当你的装备区有牌时,你计算与其他角色的距离时,始终-1。", ["$zouwei1"] = "玩一下,不然我是不是一张牌没有出啊兄弟?", ["$zouwei2"] = "完了呀!", ["shengnu"] = "圣弩", [":shengnu"] = "锁定技,当【诸葛连弩】移至弃牌堆或其他角色的装备区时,你获得此【诸葛连弩】。", ["$shengnu1"] = "哎兄弟们我这个牌不能拆吧?", ["$shengnu2"] = "补刀瞬间回来了!", ["xizao"] = "洗澡", [":xizao"] = "限定技,当你处于濒死状态时,你可以将体力恢复至1,摸三张牌,然后翻面。", ["$xizao1"] = "呃啊啊啊啊啊啊啊!!", ["$xizao2"] = "也不是稳赢吧,我觉得赢了!", ["~xjb__jianzihao"] = "好像又要倒下了……", } -- 侯国玉 local tym__houguoyu = General(extension, "tym__houguoyu", "qun", 4, 4, General.Male) tym__houguoyu:addSkill("paoxiao") tym__houguoyu:addSkill("yingzi") tym__houguoyu:addSkill("qianxun") Fk:loadTranslationTable { ["tym__houguoyu"] = "侯国玉", ["houguoyu"] = "侯国玉", } -- 第二代简自豪 local tym__jianzihao = General(extension, "tym__jianzihao", "qun", 3, 3, General.Male) local sanjian = fk.CreateTriggerSkill{ name = "sanjian", anim_type = "drawcard", frequency = Skill.Compulsory, events = {fk.EventPhaseStart}, -- 事件开始时 can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) -- 如果是我这个角色,如果是有这个技能的角色,如果是出牌阶段,如果这个角色的装备数是3 and player.phase == Player.Play and #player:getCardIds(Player.Equip) == 3 end, on_use = function(self, event, target, player, data) local room = player.room room:useVirtualCard("analeptic", nil, player, player, self.name, false) -- room:useVirtualCard("peach", nil, player, player, self.name, false) room:useVirtualCard("ex_nihilo", nil, player, player, self.name, false) end, } -- local kaiju_2 = fk.CreateActiveSkill{ -- name = "kaiju_2", -- anim_type = "offensive", -- can_use = function(self, player) -- return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 -- end, -- card_filter = function(self, to_select, selected) -- return #selected == 0 -- end, -- target_filter = function(self, to_select, selected) -- return #selected <= 3 and to_select ~= Self.id and -- not Fk:currentRoom():getPlayerById(to_select).isAllNude() -- 选择三个目标,这三个不能是自己,也不能是裸装 -- end, -- min_target_num = 1, -- min_card_num = 0, -- on_use = function(self, room, use) -- local player = room:getPlayerById(use.from) -- for p in use.tos do -- room:useVirtualCard("snatch", nil, player, p, self.name, true) -- 顺 -- room:useVirtualCard("fire__slash", nil, p, player, self.name, true) -- 火杀 -- end -- end, -- } local kaiju_2 = fk.CreateActiveSkill{ name = "kaiju_2", anim_type = "offensive", can_use = function(self, player) return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 end, card_filter = function(self, card) return false end, card_num = 0, target_filter = function(self, to_select, selected) -- 判断目标是否有谦逊 local is_qianxun = false for _, s in ipairs(Fk:currentRoom():getPlayerById(to_select).player_skills) do if s.name == "qianxun" then is_qianxun = true end end -- 不会写这个,我想直接以顺手牵羊的形式判断能不能被顺 -- local player = Fk:currentRoom():getPlayerById(Self.id) -- local snatch = Fk:cloneCard("snatch") -- local is_qianxun = Fk:currentRoom():getPlayerById(to_select):isProhibited(player, snatch) -- print(Fk:currentRoom():getPlayerById(to_select).general.name, " 的is_qianxun的值为 ", is_qianxun) return to_select ~= Self.id and not is_qianxun and -- 如果目标不是自己,而且没有谦逊 not Fk:currentRoom():getPlayerById(to_select):isAllNude() -- 而且不是裸装。函数要用冒号 end, min_target_num = 1, on_use = function(self, room, use) local player = room:getPlayerById(use.from) for _, to in ipairs(use.tos) do local p = room:getPlayerById(to) -- room:useVirtualCard("snatch", nil, player, p, self.name, true) -- 顺 local snatch = Fk:cloneCard("snatch") snatch.skillName = self.name local new_use = { ---@type CardUseStruct from = use.from, -- 应该是直接传id tos = { { to } }, card = snatch, prohibitedCardNames = { "nullification" }, } room:useCard(new_use) room:useVirtualCard("fire__slash", nil, p, player, self.name, true) -- 火杀 end end, } local xizao_2 = fk.CreateTriggerSkill{ name = "xizao_2", anim_type = "defensive", frequency = Skill.Limited, events = {fk.AskForPeaches}, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self) and player.dying and player:usedSkillTimes(self.name, Player.HistoryGame) == 0 and #player:getCardIds(Player.Equip) ~= 0 end, on_use = function(self, event, target, player, data) local room = player.room if player.dead then return end -- player:reset() player:drawCards(3, self.name) if player.dead or not player:isWounded() then return end -- 将体力回复至3点 room:recover({ who = player, num = math.min(1, player.maxHp) - player.hp, recoverBy = player, skillName = self.name, }) equip_num = #player:getCardIds(Player.Equip) player:throwAllCards("e") player:drawCards(equip_num) end, } tym__jianzihao:addSkill(kaiju_2) tym__jianzihao:addSkill(sanjian) tym__jianzihao:addSkill("hongyan") tym__jianzihao:addSkill(xizao_2) Fk:loadTranslationTable{ ["tym__jianzihao"] = "简自豪", ["kaiju_2"] = "夺冠", [":kaiju_2"] = [[出牌阶段限一次,你选择若干名武将,视为你对他们使用【顺手牵羊】,然后被他们【火杀】。该【顺手牵羊】不能被【无懈可击】响应;你不能选择有【谦逊】(标准版)的武将为目标。
“加入EDG,成为世界冠军!”]], ["$kaiju_21"] = "不是啊,我炸一对鬼的时候我在打什么,打一对10。一对10,他四个9炸我,我不输了吗?", ["$kaiju_22"] = "怎么赢啊?你别瞎说啊!", ["$kaiju_23"] = "打这牌怎么打?兄弟们快教我,我看着头晕!", ["$kaiju_24"] = "好亏呀,我每一波都。", ["$kaiju_25"] = "被秀了,操。", ["sanjian"] = "三件", [":sanjian"] = [[锁定技,出牌阶段开始时,如果你的装备区有且仅有3张牌,你视为使用一张【酒】和一张【无中生有】。
“又陷入劣势了,等乌兹三件套吧!”——不知道哪个解说说的]], ["$sanjian1"] = "也不是稳赢吧,我觉得赢了!", ["xizao_2"] = "洗澡", [":xizao_2"] = "限定技,当你处于濒死状态且装备区有牌时,你可以弃掉所有装备区的牌、将体力恢复至1,然后每以此法弃掉一张牌,你摸一张牌。", ["$xizao_21"] = "呃啊啊啊啊啊啊啊!!", ["$xizao_22"] = "也不是稳赢吧,我觉得赢了!", ["~tym__jianzihao"] = "好像又要倒下了……", } Fk:loadTranslationTable { ["jianzihao"] = "简自豪", ["houguoyu"] = "侯国玉", } return extension