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