---@diagnostic disable: undefined-field local extension = Package:new("jianyu_tg") extension.extensionName = "jianyu" local U = require "packages/utility/utility" Fk:loadTranslationTable { ["jianyu_tg"] = [[简浴-投稿]], } -- 这里是一些这个包里用到的函数,先放在顶部,之后可能会搬运到别的地方 -- 把数字转化成字符串 local function translateCardType(cardType) local t = {} t[Card.TypeBasic] = "basic" t[Card.TypeTrick] = "trick" t[Card.TypeEquip] = "equip" return Fk:translate(t[cardType]) end -- 统计一组牌里每种花色有多少张。 local function suitCount(ids) local suits = { 0, 0, 0, 0 } for _, id in ipairs(ids) do local s = Fk:getCardById(id).suit if s ~= Card.NoSuit then suits[s] = suits[s] + 1 end end return suits end -- a是b的因数吗? local function isFactor(a, b) return a > 0 and b > 0 and b % a == 0 end -- 将点数和花色合并为一个字符串还给他 local function zhijinShow(suit, number) assert(type(suit) == "number" and type(number) == "number") local suits = {} suits[Card.Spade] = [[♠]] suits[Card.Heart] = [[]] suits[Card.Club] = [[♣]] suits[Card.Diamond] = [[]] if suits[suit] then return suits[suit] .. number end return "" end -- 选择一名副将不是狐狸分身的角色,将其副将替换为狐狸分身 local function set_kitsune(room, player, skillName, cancelable, prompt) local targets = table.map(table.filter(room:getAlivePlayers(), function(p) return p.deputyGeneral ~= "jy__jtqn_kitsune" end), Util.IdMapper) if #targets == 0 then return false end local result = room:askForChoosePlayers(player, targets, 1, 1, prompt or "#jy_fenshen-prompt", skillName, cancelable, false) if #result ~= 0 then room:changeHero(room:getPlayerById(result[1]), "jy__jtqn_kitsune", false, true, true, false) -- 最后一个参数是是否不改变他的体力上限 return true end end -- 从上往下搜牌堆。系统里的搜牌堆函数是随机的 local function getCardsFromDrawPileTTB(room, checkFunc, num) local matched = {} for _, c in ipairs(room.draw_pile) do if checkFunc(Fk:getCardById(c)) then table.insert(matched, c) if #matched == num then break end end end return matched end -- 统计一堆玩家里手牌数的最大值和最小值 local function findHandCardMinMax(players) if #players == 0 then return nil, nil -- 返回空列表的情况 end local list = table.map(players, function(p) return #p:getCardIds("h") end) local min = list[1] -- 假设第一个元素是最小值 local max = list[1] -- 假设第一个元素是最大值 for i = 2, #list do if list[i] < min then min = list[i] -- 更新最小值 end if list[i] > max then max = list[i] -- 更新最大值 end end return min, max -- 返回最小值和最大值 end local zaisheng = fk.CreateTriggerSkill { name = "jy_zaisheng", anim_type = "support", events = { fk.AfterCardsMove, fk.Damaged }, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return false end local room = player.room if event == fk.AfterCardsMove then for _, move in ipairs(data) do if move.moveReason ~= fk.ReasonUse and move.from then -- and move.moveVisible 可能需要加上技能描述里没有的moveVisible,因为如果是背面朝上的,你不知道这是红色,就不应该发动这个技能 for _, info in ipairs(move.moveInfo) do if (info.fromArea == Card.PlayerHand or info.fromArea == Card.PlayerEquip) and Fk:getCardById(info.cardId).color == Card.Red then data.jy_zaisheng_moveFrom = move.from local from = room:getPlayerById(move.from) return from:getMark("@jy_zaisheng") == 0 and not from.dead -- 没有再生标记,而且没有死 end end end end else -- fk.Damaged return target:getMark("@jy_zaisheng") ~= 0 and not target.dead end end, on_cost = function(self, event, target, player, data) if event == fk.AfterCardsMove then return player.room:askForSkillInvoke(player, self.name, nil, "#jy_zaisheng_prompt::" .. data.jy_zaisheng_moveFrom) else -- fk.Damaged return true end end, on_use = function(self, event, target, player, data) local room = player.room if event == fk.AfterCardsMove then local judge = { who = player, reason = self.name, pattern = ".|.|heart,diamond", } room:judge(judge) if judge.card.color == Card.Red then room:doIndicate(player.id, { data.jy_zaisheng_moveFrom }) -- 播放指示线,代表我给你上了buff local jy_zaisheng_moveFrom = room:getPlayerById(data.jy_zaisheng_moveFrom) room:recover({ who = jy_zaisheng_moveFrom, num = 1, recoverBy = player, skillName = self.name, }) room:setPlayerMark(jy_zaisheng_moveFrom, "@jy_zaisheng", "") end else -- fk.Damaged if data.card then local subcards = data.card:isVirtual() and data.card.subcards or { data.card.id } if #subcards > 0 and table.every(subcards, function(id) return room:getCardArea(id) == Card.Processing end) then room:obtainCard(player.id, data.card, true, fk.ReasonJustMove) end end room:setPlayerMark(data.to, "@jy_zaisheng", 0) end end, } local zhushe = fk.CreateTriggerSkill { name = "jy_zhushe", anim_type = 'drawcard', events = { fk.EventPhaseStart, fk.CardUsing, fk.Damage }, mute = true, can_trigger = function(self, event, target, player, data) if player:hasSkill(self) and target == player then if event == fk.EventPhaseStart then return player.phase == Player.Start elseif event == fk.CardUsing then return player:getMark("@jy_zhushe-turn") ~= 0 else -- fk.Damage return player:getMark("@jy_zhushe-turn") ~= 0 and not data.to.dead end end end, on_cost = function(self, event, target, player, data) if event == fk.EventPhaseStart then return player.room:askForSkillInvoke(player, self.name) else -- two events return true end end, on_use = function(self, event, target, player, data) local room = player.room if event == fk.EventPhaseStart then player:broadcastSkillInvoke(self.name) room:notifySkillInvoked(player, self.name, "drawcard") local cards = room:askForCard(player, 1, 999, true, self.name, true, nil, "#jy_zhushe_prompt", nil, true) if #cards > 0 then room:throwCard(cards, self.name, player, player) if player:isAlive() then player:drawCards(#cards, self.name) room:setPlayerMark(player, "@jy_zhushe-turn", "") end end elseif event == fk.CardUsing then -- player:broadcastSkillInvoke(self.name) -- 这个就别播语音了,不然无法响应+造成伤害一张牌播两遍语音很吵 room:notifySkillInvoked(player, self.name, "drawcard") data.disresponsiveList = table.map(room.alive_players, Util.IdMapper) else -- fk.Damaged room:delay(200) -- 不加delay的话,在放AOE卡牌时一瞬间有太多事件,会出现卡顿 player:broadcastSkillInvoke(self.name) room:notifySkillInvoked(player, self.name, "drawcard") room:recover({ who = data.to, num = data.damage, recoverBy = player, skillName = self.name, }) data.to:drawCards(data.damage, self.name) end end, } local zhushe_mod = fk.CreateTargetModSkill { name = "#jy_zhushe_mod", bypass_times = function(self, player, skill, scope, card, to) return player:hasSkill(self) and player:getMark("@jy_zhushe-turn") ~= 0 end, bypass_distances = function(self, player, skill, card, to) return player:hasSkill(self) and player:getMark("@jy_zhushe-turn") ~= 0 end, } zhushe:addRelatedSkill(zhushe_mod) local xuyu = General(extension, "jy__xuyu", "qun", 3, 3, General.Female) xuyu:addSkill(zaisheng) xuyu:addSkill(zhushe) Fk:loadTranslationTable { ["jy__xuyu"] = "絮雨", ["#jy__xuyu"] = "巡游医师", ["designer:jy__xuyu"] = "emo公主", ["cv:jy__xuyu"] = "刘十四", ["illustrator:jy__xuyu"] = "未知", ["~jy__xuyu"] = [[我熟悉这死亡的气息……]], ["jy_zaisheng"] = "再生", ["@jy_zaisheng"] = "再生", ["#jy_zaisheng_prompt"] = [[是否发动〖再生〗进行判定,若成功则 %dest 回复一点体力且你获得下一张对其造成伤害的牌?]], [":jy_zaisheng"] = [[当一名没有“再生”标记的角色不因使用而失去红色牌时,你可以判定,若为红色,其回复一点体力并获得“再生”。当一名有“再生”的角色受到伤害后,你获得对其造成伤害的牌,然后其移除“再生”。]], ["$jy_zaisheng1"] = [[不要害怕。]], ["$jy_zaisheng2"] = [[让我来消除痛苦。]], ["jy_zhushe"] = "注射", ["@jy_zhushe-turn"] = "注射", ["#jy_zhushe_prompt"] = "你可以重铸任意张牌,然后本回合获得〖注射〗的效果", [":jy_zhushe"] = [[出牌阶段开始时,你可以重铸任意张牌。若如此做,本回合:你使用牌无距离和次数限制且不可被响应;你造成伤害后,伤害目标回复X点体力并摸X张牌,X为伤害值。]], ["$jy_zhushe1"] = [[准备好注射了。]], ["$jy_zhushe2"] = [[我的治疗是不会痛的。]], } local xingtu = fk.CreateActiveSkill { name = "jy_xingtu", anim_type = "support", can_use = function(self, player) return player:usedSkillTimes(self.name) < 5 end, card_num = 0, target_num = 0, on_use = function(self, room, use) local player = room:getPlayerById(use.from) local t = {} t["A"] = 1 t["2"] = 2 t["3"] = 3 t["4"] = 4 t["5"] = 5 t["6"] = 6 t["7"] = 7 t["8"] = 8 t["9"] = 9 t["10"] = 10 t["J"] = 11 t["Q"] = 12 t["K"] = 13 local choices = { "A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K" } room:setPlayerMark(player, "@jy_xingtu", t[room:askForChoice(player, choices, self.name, "#jy_xingtu_ask")]) end, } local xingtu_draw = fk.CreateTriggerSkill { name = "#jy_xingtu_draw", mute = true, anim_type = "control", frequency = Skill.Compulsory, refresh_events = { fk.CardUseFinished }, can_refresh = function(self, event, target, player, data) return player:hasSkill(self) and target == player end, on_refresh = function(self, event, target, player, data) player.room:setPlayerMark(player, "@jy_xingtu", data.card.number) end, events = { fk.CardUsing }, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return false end return target == player and isFactor(data.card.number, player:getMark("@jy_xingtu")) end, on_use = function(self, event, target, player, data) player:broadcastSkillInvoke("jy_xingtu") player.room:notifySkillInvoked(player, "jy_xingtu", "drawcard") player:drawCards(1, self.name) end, } local xingtu_mod = fk.CreateTargetModSkill { name = "#jy_xingtu_mod", bypass_times = function(self, player, skill, scope, card, to) return player:hasSkill(self) and isFactor(player:getMark("@jy_xingtu"), card.number) end, } xingtu:addRelatedSkill(xingtu_draw) xingtu:addRelatedSkill(xingtu_mod) local zhunwang_mod = fk.CreateTriggerSkill { name = "#jy_zhunwang_mod", refresh_events = { fk.CardUsing }, can_refresh = function(self, event, target, player, data) return player:hasSkill(self) and target == player end, on_refresh = function(self, event, target, player, data) if translateCardType(data.card.type) == player:getMark("@jy_zhunwang") then player:broadcastSkillInvoke("jy_zhunwang") player.room:notifySkillInvoked(player, "jy_zhunwang", "offensive") else player.room:setPlayerMark(player, "@jy_zhunwang", translateCardType(data.card.type)) end end, } local zhunwang = fk.CreateTargetModSkill { name = "jy_zhunwang", bypass_distances = function(self, player, skill, card, to) return player:hasSkill(self) and translateCardType(card.type) == player:getMark("@jy_zhunwang") end, } zhunwang:addRelatedSkill(zhunwang_mod) local peixiu = General(extension, "jy__peixiu", "qun", 3) peixiu.subkingdom = "jin" peixiu:addSkill(xingtu) peixiu:addSkill(zhunwang) Fk:loadTranslationTable { ["jy__peixiu"] = "简裴秀", ["#jy__peixiu"] = "禁图开秘", ["designer:jy__peixiu"] = "贾文和", ["jy_xingtu"] = "行图", [":jy_xingtu"] = [[锁定技,你使用牌时,若此牌的点数是X(X为你使用的上一张牌的点数)的约数,你摸一张牌。你使用点数为X的倍数的牌无次数限制。出牌阶段限五次,你可以修改X。]], ["@jy_xingtu"] = "行图", ["#jy_xingtu_ask"] = "修改“行图”", ["jy_zhunwang"] = "准望", [":jy_zhunwang"] = [[锁定技,你使用与你使用的上一张牌类型相同的牌无距离限制。]], ["@jy_zhunwang"] = "准望", } local xiuxing = fk.CreateTargetModSkill { name = "jy_xiuxing", bypass_times = function(self, player, skill, scope, card, to) return player:hasSkill(self) end, } -- 祈写的 local mumang = fk.CreateAttackRangeSkill { name = "#jy_xiuxing_mumang", correct_func = function(self, from, to) if from:hasSkill(self) then if from:getMark("jy_mumang_a-turn") > 0 then return -from:getMark("jy_mumang_a-turn") elseif from:getMark("jy_mumang_b-turn") > 0 then return from:getMark("jy_mumang_b-turn") end end end, } local mumang_trigger = fk.CreateTriggerSkill { name = "#jy_xiuxing_mumang_trigger", mute = true, refresh_events = { fk.EventPhaseStart, fk.CardUseFinished }, can_refresh = function(self, event, target, player, data) if player:hasSkill(self) and target == player then if event == fk.EventPhaseStart then return player.phase == Player.Start and player:getAttackRange() ~= 1 else return data.card.sub_type == Card.SubtypeWeapon or data.card.sub_type == Card.SubtypeTreasure end end end, on_refresh = function(self, event, target, player, data) local room = player.room if event == fk.EventPhaseStart then if player:getAttackRange() > 1 then room:setPlayerMark(player, "jy_mumang_a-turn", player:getAttackRange() - 1) elseif player:getAttackRange() == 0 then room:setPlayerMark(player, "jy_mumang_b-turn", 1) end else room:setPlayerMark(player, "jy_mumang_a-turn", 0) room:setPlayerMark(player, "jy_mumang_b-turn", 0) if player:getAttackRange() > 1 then room:setPlayerMark(player, "jy_mumang_a-turn", player:getAttackRange() - 1) elseif player:getAttackRange() == 0 then room:setPlayerMark(player, "jy_mumang_b-turn", 1) end end end, } local cancel = fk.CreateProhibitSkill { name = "#jy_xiuxing_cancel", frequency = Skill.Compulsory, is_prohibited = function(self, from, to, card) return from:hasSkill(self) and from:distanceTo(to) > from:getAttackRange() end, } xiuxing:addRelatedSkill(mumang) xiuxing:addRelatedSkill(mumang_trigger) xiuxing:addRelatedSkill(cancel) local zitai = fk.CreateTriggerSkill { name = "jy_zitai", anim_type = "switch", switch_skill_name = "jy_zitai", frequency = Skill.Compulsory, events = { fk.DamageInflicted }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and (data.to == player or data.from == player) end, on_use = function(self, event, target, player, data) -- 我好像懂了,转换技是on_use之前就会转换 if player:getSwitchSkillState(self.name, true) == fk.SwitchYang then local judge = { who = player, reason = self.name, pattern = ".|.|heart,diamond", } player.room:judge(judge) if judge.card.color == Card.Red then player:drawCards(2, self.name) return true end else data.damage = data.damage + 1 end player:drawCards(2, self.name) end } local yujian = fk.CreateTriggerSkill { name = "jy_yujian", anim_type = "control", events = { fk.EventPhaseProceeding }, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self) and player.phase == Player.Start end, on_use = function(self, event, target, player, data) local room = player.room room:askForGuanxing(player, room:getNCards(math.min(5, room:getTag("RoundCount")))) -- 这个函数只能显示 观星 思考中,没办法改变这个 end, } local guanzhe = General(extension, "jy__guanzhe", "jin", 3, 3, General.Female) guanzhe:addSkill(xiuxing) guanzhe:addSkill(zitai) guanzhe:addSkill(yujian) Fk:loadTranslationTable { ["jy__guanzhe"] = [[观者]], ["#jy__guanzhe"] = [[目盲的修行者]], ["designer:jy__guanzhe"] = [[Kasa]], ["cv:jy__guanzhe"] = [[暂无]], ["illustrator:jy__guanzhe"] = [[未知]], ["jy_xiuxing"] = [[修行]], [":jy_xiuxing"] = [[锁定技,你使用牌无次数限制;你攻击范围外的角色不是你使用牌的合法目标;你的攻击范围始终为1。]], ["jy_zitai"] = [[姿态]], [":jy_zitai"] = [[转换技,锁定技,当你造成或受到伤害时,阳:你判定,若为红色,防止之;阴:该伤害+1。然后你摸两张牌。]], ["jy_yujian"] = [[预见]], [":jy_yujian"] = [[准备阶段,你可以卜算X(X为游戏轮数且至多为5)。]], } local tiandu = fk.CreateTriggerSkill { name = "jy_tiandu", anim_type = "masochism", frequency = Skill.Compulsory, mod_target_filter = Util.TrueFunc, events = { fk.EventPhaseStart }, can_trigger = function(self, event, target, player, data) local room = player.room if player:hasSkill(self) and target == player and player.phase == Player.Start then for _, p in ipairs(room:getOtherPlayers(player, true)) do if p.hp < player.hp then return true end -- 只要找到一个比我血还少的,就可以触发了 end return false end end, on_use = function(self, event, target, player, data) player.room:damage({ to = player, damage = 1, damageType = fk.NormalDamage, skillName = self.name, }) end, } -- 周不疑 local yiji = fk.CreateTriggerSkill { name = "jy_yiji", anim_type = "support", events = { fk.Damaged }, on_trigger = function(self, event, target, player, data) self.cancel_cost = false for _ = 1, data.damage do if self.cancel_cost or not player:hasSkill(self) then break end self:doCost(event, target, player, data) end end, on_use = function(self, event, target, player, data) local room = player.room local to = player -- 让他选择一个牌名 local mark = player:getMark("jy_yiji_names") if type(mark) ~= "table" then mark = {} for _, id in ipairs(Fk:getAllCardIds()) do local card = Fk:getCardById(id) if card:isCommonTrick() and not card.is_derived and not card.is_damage_card then table.insertIfNeed(mark, card.name) end end room:setPlayerMark(player, "jy_yiji_names", mark) end local mark2 = player:getMark("@$jy_yiji-round") if mark2 == 0 then mark2 = {} end local names, choices = {}, {} table.insert(names, "#jy_yiji_draw2") table.insert(choices, "#jy_yiji_draw2") for _, name in ipairs(mark) do local card = Fk:cloneCard(name) card.skillName = self.name if target:canUse(card) and not target:prohibitUse(card) then table.insert(names, name) if not table.contains(mark2, name) then table.insert(choices, name) end end end local choice = room:askForChoice(to, choices, self.name, "#jy_yiji_prompt", false, names) if choice == "#jy_yiji_draw2" then to:drawCards(2, self.name) return true else room:doIndicate(player.id, { to.id }) end -- 问他用哪个牌,并且要他用 mark = player:getMark("@$jy_yiji-round") if mark == 0 then mark = {} end table.insert(mark, choice) room:setPlayerMark(player, "@$jy_yiji-round", mark) room:doIndicate(player.id, { target.id }) room:setPlayerMark(to, "jy_yiji-tmp", choice) local success, dat = room:askForUseActiveSkill(to, "#jy_yiji_viewas", "#jy_yiji-use:::" .. Fk:translate(choice)) room:setPlayerMark(to, "jy_yiji-tmp", 0) if success then local card = Fk:cloneCard(choice) card:addSubcards(dat.cards) card.skillName = self.name room:useCard { from = to.id, tos = table.map(dat.targets, function(p) return { p } end), card = card, } room:setPlayerMark(to, "jy_yiji-tmp", 0) end end, } local yiji_viewas = fk.CreateViewAsSkill { name = "#jy_yiji_viewas", anim_type = "offensive", card_filter = function(self, to_select, selected) if Self:getMark("jy_yiji-tmp") ~= 0 then if #selected == 0 then return true end return false end end, view_as = function(self, cards) if #cards == 1 then local card = Fk:cloneCard(Self:getMark("jy_yiji-tmp")) card:addSubcard(cards[1]) card.skillName = "jy_yiji" return card end end, } yiji:addRelatedSkill(yiji_viewas) local guojia = General(extension, "jy__guojia", "wei", 3) guojia:addSkill(tiandu) guojia:addSkill(yiji) guojia:addSkill("jy_trad_yingcai") Fk:loadTranslationTable { ["jy__guojia"] = [[简郭嘉]], ["#jy__guojia"] = [[识人心智]], ["designer:jy__guojia"] = [[rolin]], ["cv:jy__guojia"] = [[暂无]], ["illustrator:jy__guojia"] = [[未知]], ["~jy__guojia"] = [[咳咳……]], ["jy_tiandu"] = [[天妒]], [":jy_tiandu"] = [[锁定技,回合开始时,若你体力值不为全场最低,你受到一点无来源伤害。]], ["$jy_tiandu1"] = [[就这样吧。]], ["$jy_tiandu2"] = [[哦?]], ["jy_yiji"] = [[遗计]], [":jy_yiji"] = [[当你受到一点伤害时,你可以选择一项:摸两张牌;将一张牌当一张本轮未以此法使用过的非伤害类普通锦囊牌使用。]], ["#jy_yiji_prompt"] = [[遗计:你可以摸两张牌,或将一张牌当一张本轮未以此法使用过的非伤害类普通锦囊牌使用]], ["#jy_yiji-use"] = [[遗计:你可以将一张牌当 %arg 使用]], ["@$jy_yiji-round"] = [[遗计]], ["#jy_yiji_viewas"] = [[遗计]], ["#jy_yiji_draw2"] = [[摸两张牌]], ["$jy_yiji1"] = [[也好。]], ["$jy_yiji2"] = [[罢了。]], } local yangbai = fk.CreateTriggerSkill { name = "jy_yangbai", anim_type = "defensive", events = { fk.EventPhaseEnd, fk.Damaged }, can_trigger = function(self, event, target, player, data) if target == player and player:hasSkill(self) and player.faceup then if event == fk.EventPhaseEnd then return player.phase == Player.Finish else return true end end end, on_use = function(self, event, target, player, data) if not player.dead then player:turnOver() player:drawCards(3, self.name) end end, } local taoqiu = fk.CreateTriggerSkill { name = "jy_taoqiu", anim_type = "offensive", events = { fk.EventPhaseProceeding }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and target ~= player and target.phase == Player.Finish and not player.faceup end, on_use = function(self, event, target, player, data) local room = player.room local success, dat = room:askForUseActiveSkill(player, "#jy_taoqiu_viewas", "#jy_taoqiu-use", true, { bypass_distances = true }) if success then local card = Fk:cloneCard("slash") card:addSubcards(dat.cards) card.skillName = self.name local use = { from = player.id, tos = table.map(dat.targets, function(p) return { p } end), card = card, extraData = { bypass_distances = true }, } room:useCard(use) if use.damageDealt then player:turnOver() end end end, } local taoqiu_viewas = fk.CreateViewAsSkill { name = "#jy_taoqiu_viewas", anim_type = "offensive", pattern = "slash", card_filter = function(self, to_select, selected) if #selected == 1 then return false end return true end, view_as = function(self, cards) if #cards ~= 1 then return nil end local c = Fk:cloneCard("slash") c.skillName = self.name c:addSubcard(cards[1]) return c end, } taoqiu:addRelatedSkill(taoqiu_viewas) local hbrz = General(extension, "jy__hbrz", "shu", 4, 4, General.Female) hbrz:addSkill(yangbai) hbrz:addSkill(taoqiu) Fk:loadTranslationTable { ["jy__hbrz"] = [[狐坂若藻]], ["~jy__hbrz"] = [[非常抱歉……非常……抱歉……]], ["#jy__hbrz"] = [[灾厄之狐]], ["designer:jy__hbrz"] = [[白洲]], ["cv:jy__hbrz"] = [[斋藤千和]], ["illustrator:jy__hbrz"] = [[Nexon]], ["jy_yangbai"] = [[佯败]], [":jy_yangbai"] = [[结束阶段或你受到伤害后,若你的武将牌正面朝上,你可以翻面并摸三张牌。]], ["$jy_yangbai1"] = [[(笑)]], ["$jy_yangbai2"] = [[没意义的哟。]], ["jy_taoqiu"] = [[逃囚]], [":jy_taoqiu"] = [[其他角色的结束阶段,若你的武将牌背面朝上,你可以将一张牌当无距离限制的【杀】使用。若此【杀】造成伤害,你翻面。]], ["#jy_taoqiu-use"] = [[逃囚:你可以将一张牌当无距离限制的【杀】使用,若造成伤害,你翻面]], ["#jy_taoqiu_viewas"] = [[逃囚]], ["$jy_taoqiu1"] = [[别想逃哟!]], ["$jy_taoqiu2"] = [[就在那里死去吧!]], } -- TODO:还没写 -- local baoyang = fk.CreateActiveSkill { -- name = "jy_baoyang", -- expand_pile = function() return U.getMark(Self, "jy_baoyang_cards") end, -- card_filter = function(self, to_select, selected) -- if #selected > 0 then return false end -- if not table.contains(U.getMark(Self, "jy_baoyang_cards"), to_select) then return false end -- local target = table.find(Fk:currentRoom().alive_players, function(p) return p:getMark("@@jy_baoyang-turn") > 0 end) -- if not target then return end -- local card = Fk:getCardById(to_select) -- return target:canUse(card) and not target:prohibitUse(card) -- end, -- target_filter = function(self, to_select, selected, selected_cards) -- if #selected_cards ~= 1 then return false end -- local card = Fk:getCardById(selected_cards[1]) -- local card_skill = card.skill -- local room = Fk:currentRoom() -- local target = table.find(room.alive_players, function(p) return p:getMark("@@jy_baoyang-turn") > 0 end) -- if not target then return end -- if card_skill:getMinTargetNum() == 0 or #selected >= card_skill:getMaxTargetNum(target, card) then return false end -- return not target:isProhibited(room:getPlayerById(to_select), card) and -- card_skill:modTargetFilter(to_select, selected, target.id, card, true) -- end, -- feasible = function(self, selected, selected_cards) -- if #selected_cards ~= 1 then return false end -- local card = Fk:getCardById(selected_cards[1]) -- local card_skill = card.skill -- local target = table.find(Fk:currentRoom().alive_players, function(p) return p:getMark("@@jy_baoyang-turn") > 0 end) -- if not target then return end -- return #selected >= card_skill:getMinTargetNum() and #selected <= card_skill:getMaxTargetNum(target, card) -- end, -- on_use = function(self, room, effect) -- local player = room:getPlayerById(effect.from) -- local target = table.find(room.alive_players, function(p) return p:getMark("@@jy_baoyang-turn") > 0 end) -- if not target then return end -- room:useCard({ -- from = target.id, -- tos = table.map(effect.tos, function(pid) return { pid } end), -- card = Fk:getCardById(effect.cards[1]), -- extraUse = true, -- }) -- end, -- } -- local baoyang_trigger = fk.CreateTriggerSkill { -- name = "#jy_baoyang_trigger", -- events = { fk.TurnStart }, -- frequency = Skill.Compulsory, -- mute = true, -- can_trigger = function(self, event, target, player, data) -- return player:hasSkill(self) and target == player -- end, -- on_use = function(self, event, target, player, data) -- local room = player.room -- local targets = room:getOtherPlayers(player) -- if #targets > 0 then -- local to = table.random(targets) -- room:setPlayerMark(to, "@@jy_baoyang-turn", 1) -- end -- end, -- refresh_events = { fk.StartPlayCard }, -- 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 -- local ids = {} -- local to = table.find(room.alive_players, function(p) return p:getMark("@@jy_baoyang-turn") > 0 end) -- if to then -- ids = to.player_cards[Player.Hand] -- end -- room:setPlayerMark(player, "jy_baoyang_cards", ids) -- end, -- } -- baoyang:addRelatedSkill(baoyang_trigger) local zhijin = fk.CreateTriggerSkill { name = "jy_zhijin", anim_type = "drawcard", events = { fk.EventPhaseStart, fk.CardUsing }, can_trigger = function(self, event, target, player, data) if target == player and player:hasSkill(self) then if event == fk.EventPhaseStart then return player.phase == Player.Play else return not data.card:isVirtual() and data.card.suit == player:getMark("jy_zhijin_suit-phase") and data.card.suit and data.card.number end end end, on_cost = function(self, event, target, player, data) if event == fk.EventPhaseStart then return player.room:askForSkillInvoke(player, self.name) else return true end end, on_use = function(self, event, target, player, data) local room = player.room if event == fk.EventPhaseStart then local judge = { who = player, reason = self.name, } room:judge(judge) room:setPlayerMark(player, "jy_zhijin_card-phase", judge.card.number) room:setPlayerMark(player, "jy_zhijin_suit-phase", judge.card.suit) room:setPlayerMark(player, "@jy_zhijin-phase", zhijinShow(judge.card.suit, judge.card.number)) else -- 无点数的牌会被设置为0,不必担心 player:drawCards(data.card.number, self.name) end end, refresh_events = { fk.CardUsing }, can_refresh = function(self, event, target, player, data) return target == player and player:hasSkill(self) end, on_refresh = function(self, event, target, player, data) player.room:addPlayerMark(player, "jy_zhijin_card-phase", -1) player.room:setPlayerMark(player, "@jy_zhijin-phase", zhijinShow(player:getMark("jy_zhijin_suit-phase"), player:getMark("jy_zhijin_card-phase"))) end } local zhijin_prohibit = fk.CreateProhibitSkill { name = "#jy_zhijin_prohibit", prohibit_use = function(self, player, card) return player:hasSkill(self) and player:getMark("jy_zhijin_card-phase") <= 0 and player.phase == Player.Play end, } local zhijin_mod = fk.CreateTargetModSkill { name = "#jy_zhijin_mod", bypass_times = function(self, player, skill, scope, card, to) return player:hasSkill(self) and card.suit == player:getMark("jy_zhijin_suit-phase") and to end, bypass_distances = function(self, player, skill, card, to) return player:hasSkill(self) and card.suit == player:getMark("jy_zhijin_suit-phase") and to end, } zhijin:addRelatedSkill(zhijin_prohibit) zhijin:addRelatedSkill(zhijin_mod) local xidi = fk.CreateTriggerSkill { name = "jy_xidi", events = { fk.Damaged, fk.EventPhaseStart }, frequency = Skill.Compulsory, can_trigger = function(self, event, target, player, data) if target == player and player:hasSkill(self) then if event == fk.Damaged then return player.phase == Player.NotActive else return player.phase == Player.Start end end end, on_use = function(self, event, target, player, data) local room = player.room if event == fk.Damaged then room:changeShield(player, 1) -- room:addPlayerMark(player, "jy_xidi-turn") -- if player:getMark("@jy_xidi") < 2 then room:addPlayerMark(player, "@jy_xidi") end else -- 要求他使用一张虚拟杀 -- local dmg = player:getMark("@jy_xidi") local success, dat = room:askForUseActiveSkill(player, "#jy_xidi_viewas", "#jy_xidi-use") if success then local card = Fk:cloneCard("slash") card.skillName = self.name card.is_jy_xidi = true room:useCard { from = player.id, tos = table.map(dat.targets, function(p) return { p } end), card = card, } end end end, refresh_events = { fk.EventPhaseEnd }, can_refresh = function(self, event, target, player, data) if player:hasSkill(self) then return player.shield > 0 end end, on_refresh = function(self, event, target, player, data) player.room:changeShield(player, -1) end } local xidi_viewas = fk.CreateViewAsSkill { name = "#jy_xidi_viewas", anim_type = "offensive", pattern = "analeptic", card_filter = Util.FalseFunc, view_as = function(self, cards) local c = Fk:cloneCard("slash") c.skillName = self.name c.is_jy_xidi = true return c end, } xidi:addRelatedSkill(xidi_viewas) local qexbj = General(extension, "jy__qexbj", "qun", 3, 3, General.Female) qexbj:addSkill(zhijin) qexbj:addSkill(xidi) -- qexbj:addSkill(baoyang) Fk:loadTranslationTable { ["jy__qexbj"] = [[切尔西伯爵]], ["#jy__qexbj"] = [[暴发户]], ["designer:jy__qexbj"] = [[emo公主]], ["cv:jy__qexbj"] = [[大汪]], ["illustrator:jy__qexbj"] = [[未知]], ["~jy__qexbj"] = [[怎么会……这样……]], ["jy_zhijin"] = [[掷金]], ["@jy_zhijin-phase"] = [[掷金]], [":jy_zhijin"] = [[出牌阶段开始时,你可以判定,然后本阶段:你至多使用判定结果点数张牌;你使用与判定结果花色相同的牌时无距离和次数限制并摸X张牌,X为该牌点数。]], ["$jy_zhijin1"] = [[我就是为宝石而生的。]], ["$jy_zhijin2"] = [[我还没试过花钱买人的手脚。]], ["jy_xidi"] = [[西迪]], ["@jy_xidi"] = [[西迪]], ["#jy_xidi_viewas"] = [[西迪]], ["#jy_xidi-use"] = [[西迪:你视为使用一张【杀】]], [":jy_xidi"] = [[锁定技,你于回合外受到伤害后,你获得一点护甲;一名角色的回合结束时,你失去一点护甲;回合开始时,你视为使用一张【杀】。]], ["$jy_xidi1"] = [[就这?]], ["$jy_xidi2"] = [[西迪,拦住他们!]], -- ["jy_baoyang"] = [[包养]], -- ["@@jy_baoyang-turn"] = [[包养]], -- [":jy_baoyang"] = [[每轮开始时,你可以指定三个不同的牌名,然后依次从场上获得一张该牌名的牌。若如此做,本轮你首个回合开始前,你须交给一名其他角色三张牌并选择一项(每项限一次):1.结束当前回合并令其执行一个额外回合;2.获得其一个技能(限定/觉醒/使命技除外)直到回合结束;3.观看其手牌并令其对你指定的目标使用其中一张。]], -- ["$jy_baoyang1"] = [[开个价吧。]], -- ["$jy_baoyang2"] = [[你知道该怎么做的对吧?]], } local maochong = fk.CreateViewAsSkill { name = "jy_maochong", anim_type = "switch", switch_skill_name = "jy_maochong", card_filter = function(self, to_select, selected) return true end, view_as = function(self, cards) if #cards > 0 then local card = Fk:cloneCard("slash") card:addSubcards(cards) card.skillName = self.name card.jy_maochong = #cards return card end end, enabled_at_play = function(self, player) return player:getSwitchSkillState(self.name) == fk.SwitchYang end, enabled_at_response = function(self, player, response) return player:getSwitchSkillState(self.name) == fk.SwitchYang end, } local maochong_extra = fk.CreateTriggerSkill { name = "#jy_maochong_extra", mute = true, frequency = Skill.Compulsory, 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.trueName == "slash" and data.card.jy_maochong end, on_use = function(self, event, target, player, data) data.fixedResponseTimes = data.fixedResponseTimes or {} data.fixedResponseTimes["jink"] = data.card.jy_maochong end, refresh_events = { fk.DamageInflicted }, can_refresh = function(self, event, target, player, data) if not player:hasSkill(self) then return false end return data.from == player and data.card and data.card.trueName == "slash" and data.card.jy_maochong and player:getEquipment(Card.SubtypeWeapon) end, on_refresh = function(self, event, target, player, data) data.damage = data.damage + 1 end, } local maochong_bypass = fk.CreateTargetModSkill { name = "#jy_maochong_bypass", bypass_times = function(self, player, skill, scope, card, to) return player:hasSkill(self) and to and card.jy_maochong end, } local maochong_skills = fk.CreateTriggerSkill { name = "#maochong_skills", mute = true, refresh_events = { fk.EventAcquireSkill, fk.EventLoseSkill, fk.BuryVictim, fk.AfterPropertyChange }, can_refresh = function(self, event, target, player, data) if event == fk.EventAcquireSkill or event == fk.EventLoseSkill then return data == self elseif event == fk.BuryVictim then return target:hasSkill(self, true, true) elseif event == fk.AfterPropertyChange then return target == player end end, on_refresh = function(self, event, target, player, data) local room = player.room local attached_huangtian = table.find(room.alive_players, function(p) return p ~= player and p:hasSkill(self, true) end) if attached_huangtian and not player:hasSkill("jy_maochong_other&", true, true) then room:handleAddLoseSkills(player, "jy_maochong_other&", nil, false, true) elseif not attached_huangtian and player:hasSkill("jy_maochong_other&", true, true) then room:handleAddLoseSkills(player, "-jy_maochong_other&", nil, false, true) end end, } local maochong_other = fk.CreateActiveSkill { name = "jy_maochong_other&", anim_type = "support", prompt = "#jy_maochong-active", mute = true, can_use = function(self, player) local me = table.find(Fk:currentRoom().alive_players, function(p) return p:hasSkill("jy_maochong") and p ~= player end) return player:usedSkillTimes(self.name, Player.HistoryPhase) < 1 and me and me:getSwitchSkillState("jy_maochong") == fk.SwitchYin end, card_num = 1, card_filter = function(self, to_select, selected) local card = Fk:getCardById(to_select) return #selected < 1 and (card.trueName == "slash" or (card.type == Card.TypeEquip and card.sub_type == Card.SubtypeWeapon)) end, target_num = 0, on_use = function(self, room, effect) local player = room:getPlayerById(effect.from) local targets = table.filter(room.alive_players, function(p) return p:hasSkill("jy_maochong") and p ~= player end) local target if #targets == 1 then target = targets[1] else target = room:getPlayerById(room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, 1, nil, self.name, false)[1]) end if not target then return false end room:notifySkillInvoked(player, "jy_maochong") player:broadcastSkillInvoke("jy_maochong") room:doIndicate(effect.from, { target.id }) -- 给target更改为阳(因为只有阴的时候才能发动这个技能) -- 这个技能目前可以正常触发转换 player.room:setPlayerMark(target, MarkEnum.SwithSkillPreName .. "jy_maochong", fk.SwitchYang) target:addSkillUseHistory("jy_maochong") -- 加上这个更新UI room:moveCardTo(effect.cards, Player.Hand, target, fk.ReasonGive, self.name, nil, true) player:drawCards(1, "jy_maochong") end, } Fk:addSkill(maochong_other) maochong:addRelatedSkill(maochong_extra) maochong:addRelatedSkill(maochong_bypass) maochong:addRelatedSkill(maochong_skills) -- 即使是秦宜禄(https://gitee.com/qsgs-fans/tenyear/blob/master/tenyear_activity.lua)也会有显示bug。 -- overseas_sp2 曹肇跟我是一模一样的写法 local muhuo = fk.CreateTriggerSkill { name = "jy_muhuo", events = { fk.Damaged }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and not target.dead and player:distanceTo(target) <= 1 and player:distanceTo(target) >= 0 -- 需要判断 >= 0,因为如果目标因该伤害而死就是-1了 end, on_use = function(self, event, target, player, data) player:drawCards(math.min(player.maxHp - player.hp, 5), self.name) player.room:setPlayerMark(player, MarkEnum.SwithSkillPreName .. "jy_maochong", fk.SwitchYin) player:addSkillUseHistory("jy_maochong") -- 加上这个更新UI if target ~= player then player.room:setPlayerMark(target, "jy_muhuo-turn", true) end end, } local muhuo_prohibit = fk.CreateProhibitSkill { name = "#jy_muhuo_prohibit", is_prohibited = function(self, from, to, card) return from:hasSkill(self) and to:getMark("jy_muhuo-turn") ~= 0 end, } muhuo:addRelatedSkill(muhuo_prohibit) local ylmc = General(extension, "jy__ylmc", "wei", 3, 4, General.Female) ylmc:addSkill(maochong) ylmc:addSkill(muhuo) Fk:loadTranslationTable { ["jy__ylmc"] = [[御稜名草]], ["#jy__ylmc"] = [[冒充会长]], ["designer:jy__ylmc"] = [[白洲]], ["cv:jy__ylmc"] = [[无]], ["illustrator:jy__ylmc"] = [[Nexon]], ["jy_maochong"] = [[冒充]], [":jy_maochong"] = [[转换技,阳:你可将任意张牌当【杀】使用,该【杀】需使用等量张【闪】才能抵消且无次数限制,若你的装备区有武器牌,该【杀】伤害+1;阴:其他角色的出牌阶段限一次,其可以将一张【杀】或武器牌正面朝上交给你并摸一张牌。]], ["#jy_maochong-active"] = [[你可以将一张【杀】或武器牌交给御稜名草,然后你摸一张牌]], ["jy_maochong_other&"] = [[冒充]], [":jy_maochong_other&"] = [[出牌阶段限一次,当御稜名草的〖冒充〗状态为阴时,你可以将一张【杀】或武器牌正面向上交给其,然后你摸一张牌。]], ["jy_muhuo"] = [[目祸]], [":jy_muhuo"] = [[当一名角色受到伤害后,若你与其距离1以内且其未死亡,你可以摸X张牌(X为你已损失的体力值且至多为5)并将〖冒充〗改为阴。若其不为你,本回合其不是你使用牌的合法目标。]], } local tjzs = General(extension, "jy__tjzs", "shu", 3, 3, General.Female) tjzs:addSkill("jy_trad_heiyong") tjzs:addSkill("jy_trad_silie") Fk:loadTranslationTable { ["jy__tjzs"] = [[铁甲战士]], ["#jy__tjzs"] = [[铁甲战士]], ["designer:jy__tjzs"] = [[Kasa]], ["cv:jy__tjzs"] = [[高达一号]], ["illustrator:jy__tjzs"] = [[未知]], } local fenshen = fk.CreateTriggerSkill { name = "jy_fenshen", frequency = Skill.Compulsory, anim_type = "support", events = { fk.Deathed, fk.EventPhaseChanging }, can_trigger = function(self, event, target, player, data) if player:hasSkill(self) then if event == fk.Deathed then return true else return target == player and data.to == Player.Start and player:getMark("jy_fenshen") == 0 end end end, on_use = function(self, event, target, player, data) local room = player.room if event == fk.Deathed then if not set_kitsune(room, player, self.name, true, "#jy_fenshen-choose") then room:addPlayerMark(player, "@jy_fenshen") end else set_kitsune(room, player, self.name, false) room:setPlayerMark(player, "jy_fenshen", true) end end, refresh_events = { fk.DrawNCards }, can_refresh = function(self, event, target, player, data) return target == player and player:getMark("@jy_fenshen") > 0 end, on_refresh = function(self, event, target, player, data) data.n = data.n + player:getMark("@jy_fenshen") end, } local renren = fk.CreateActiveSkill { name = "jy_renren", anim_type = "support", prompt = "#jy_renren-prompt", can_use = function(self, player) return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 end, min_card_num = 1, target_num = 0, on_use = function(self, room, effect) local player = room:getPlayerById(effect.from) room:throwCard(effect.cards, self.name, player, player) room:addPlayerMark(player, "@godsimayi_bear", #effect.cards) end, } local renren_jilve = fk.CreateTriggerSkill { name = "#jy_renren_jilve", refresh_events = { fk.AfterSkillEffect }, can_refresh = function(self, event, target, player, data) return player:hasSkill(self) and target == player and (data.name == "jilue" and player:getMark("@godsimayi_bear") == 0 and player:hasSkill("jilue")) or (data.name == "jy_renren" and player:getMark("@godsimayi_bear") > 0 and not player:hasSkill("jilue")) end, on_refresh = function(self, event, target, player, data) if data.name == "jilue" then player.room:handleAddLoseSkills(player, "-jilue", nil, true, false) else player.room:handleAddLoseSkills(player, "jilue", nil, true, false) end end, } renren:addRelatedSkill(renren_jilve) local kitsune_skill = fk.CreateTriggerSkill { name = "jy_kitsune_skill", anim_type = "offensive", frequency = Skill.Compulsory, events = { fk.EventPhaseChanging }, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self) and data.from == Player.Play and player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 end, on_use = function(self, event, target, player, data) player:gainAnExtraPhase(data.from, true) end, } local jtqn = General(extension, "jy__jtqn", "shu", 4, 4, General.Female) jtqn:addSkill(fenshen) jtqn:addSkill(renren) jtqn:addRelatedSkill("jilue") local jtqn_kitsune = General(extension, "jy__jtqn_kitsune", "", 0, 0, General.Female) jtqn_kitsune.total_hidden = true jtqn_kitsune:addSkill(kitsune_skill) Fk:loadTranslationTable { ["jy__jtqn"] = [[久田泉奈]], ["#jy__jtqn"] = [[最强忍者]], ["designer:jy__jtqn"] = [[笨蛋琪露诺]], ["cv:jy__jtqn"] = [[阿澄佳奈]], ["illustrator:jy__jtqn"] = [[kuro太]], ["~jy__jtqn"] = [[唔!好晕……]], ["jy__jtqn_kitsune"] = [[狐狸分身]], ["jy_fenshen"] = [[分身]], ["@jy_fenshen"] = [[分身]], [":jy_fenshen"] = [[锁定技,你的首个回合开始时,你进行一次“分身”(将一名角色的副将替换为狐狸分身,不改变其体力上限)。当一名角色死亡后,你选择一项:①进行一次“分身”;②摸牌阶段摸牌数+1。
狐狸分身 多动:锁定技,每回合你首个出牌阶段结束后,额外执行一个出牌阶段。]], ["#jy_fenshen-prompt"] = [[分身:将一名角色的副将替换为狐狸分身]], ["#jy_fenshen-choose"] = [[分身:将一名角色的副将替换为狐狸分身,点击取消摸牌阶段摸牌数+1]], ["$jy_fenshen1"] = [[这么宽敞的话,就连泉奈流忍术、百八式影分身之术也可以施展了吧。]], ["$jy_fenshen2"] = [[泉奈流忍法!]], ["$jy_fenshen3"] = [[(意义不明的小曲)]], ["$jy_fenshen4"] = [[这也是为了收集情报,藏在这边就行了吧。]], ["jy_renren"] = [[忍忍]], [":jy_renren"] = [[出牌阶段限一次,你可以弃置任意张牌获得等量“忍”。若你有“忍”,你视为拥有〖极略〗。]], ["#jy_renren-prompt"] = [[弃置任意张牌获得等量“忍”]], ["$jy_renren1"] = [[忍忍忍忍忍忍忍]], ["jy_kitsune_skill"] = [[多动]], [":jy_kitsune_skill"] = [[锁定技,每回合你首个出牌阶段结束后,额外执行一个出牌阶段。]], } local jiaofeng = fk.CreateTriggerSkill { name = "jy_jiaofeng", anim_type = "drawcard", frequency = Skill.Compulsory, events = { fk.CardUseFinished, fk.CardRespondFinished }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and target == player and not table.find(player:getCardIds(Player.Hand), function(id) return Fk:getCardById(id).type == data.card.type end) end, on_use = function(self, event, target, player, data) player:drawCards(2, self.name) player.room:setPlayerMark(player, "@jy_jiaofeng", "") end, refresh_events = { fk.CardUseFinished }, can_refresh = function(self, event, target, player, data) return player:hasSkill(self) and target == player and player:getMark("@jy_jiaofeng") ~= 0 end, on_refresh = function(self, event, target, player, data) player.room:setPlayerMark(player, "@jy_jiaofeng", 0) end, } local jiaofeng_mod = fk.CreateTargetModSkill { name = "#jy_jiaofeng_mod", bypass_times = function(self, player, skill, scope, card, to) return player:hasSkill(self) and player:getMark("@jy_jiaofeng") ~= 0 end, bypass_distances = function(self, player, skill, card, to) return player:hasSkill(self) and player:getMark("@jy_jiaofeng") ~= 0 end, } jiaofeng:addRelatedSkill(jiaofeng_mod) Fk:loadTranslationTable { ["jy__zhanshige"] = [[战士鸽]], ["#jy__zhanshige"] = [[二代]], ["designer:jy__zhanshige"] = [[Kasa]], ["cv:jy__zhanshige"] = [[无]], ["illustrator:jy__zhanshige"] = [[未知]], ["jy_jiaofeng"] = [[交锋]], [":jy_jiaofeng"] = [[锁定技,你使用或打出牌后,若手牌中没有与之相同类型的牌,你摸两张牌且你使用的下一张牌无距离和次数限制。]], ["@jy_jiaofeng"] = [[交锋]], } local zsg = General(extension, "jy__zhanshige", "shu", 4, 4, General.Female) zsg:addSkill(jiaofeng) zsg:addSkill("jy_zhenshuo") local yingyuan = fk.CreateTriggerSkill { name = "jy_yingyuan", events = { fk.AfterCardsMove }, frequency = Skill.Compulsory, anim_type = "drawcard", can_trigger = function(self, event, target, player, data) local room = player.room if player:hasSkill(self) then -- 如果是因为技能摸牌,不能是jy_shiyuan local e = room.logic:getCurrentEvent().parent if e and e.event == GameEvent.SkillEffect then local _skill = e.data[3] local skill = _skill.main_skill and _skill.main_skill or _skill if skill.name == "jy_shiyuan" then return false end end for _, move in ipairs(data) do if move.from == player.id then for _, info in ipairs(move.moveInfo) do -- 不因使用而失去 -- TODO:参考乐蔡重新写这个 if (move.toArea == Card.DiscardPile or move.toArea == Card.Processing) and move.moveReason ~= fk.ReasonUse and move.from and (info.fromArea == Card.PlayerHand or info.fromArea == Card.PlayerEquip) and (room:getCardArea(info.cardId) == Card.DiscardPile or room:getCardArea(info.cardId) == Card.Processing) then data.is_jy_yingyuan_first = true end -- 连营 if player:getMark("jy_yingyuan-turn") == 0 and player:isKongcheng() and info.fromArea == Card.PlayerHand then -- 每回合只能连一次 data.is_jy_yingyuan_second = true end if data.is_jy_yingyuan_first and data.is_jy_yingyuan_second then break end -- 如果两个都满足了,不用再判断后面的了 end -- 等循环完再判断 if data.is_jy_yingyuan_first or data.is_jy_yingyuan_second then return true end end end end end, on_use = function(self, event, target, player, data) local room = player.room if data.is_jy_yingyuan_first then local targets = table.map(table.filter(room:getOtherPlayers(player), function(p) return true end), Util.IdMapper) if #targets == 0 then return false end local result = room:askForChoosePlayers(player, targets, 1, 1, "#jy_yingyuan-prompt", self.name, false, false) if #result ~= 0 then local to = room:getPlayerById(result[1]) if not to.dead then to:drawCards(1, self.name) end end end if data.is_jy_yingyuan_second then -- 未觉醒需失去体力 if player:usedSkillTimes("jy_mouyuan", Player.HistoryGame) == 0 then room:loseHp(player, 1, self.name) end if not player.dead then player:drawCards(player.hp, self.name) room:setPlayerMark(player, "jy_yingyuan-turn", true) end end end, } local shiyuan = fk.CreateActiveSkill { name = "jy_shiyuan", anim_type = "drawcard", can_use = function(self, player) return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 end, target_num = 0, card_num = 1, card_filter = function(self, to_select, selected) return #selected == 0 and not Self:prohibitDiscard(Fk:getCardById(to_select)) end, on_use = function(self, room, effect) local from = room:getPlayerById(effect.from) local card = Fk:getCardById(effect.cards[1]) room:throwCard(effect.cards, self.name, from, from) if from:isAlive() then if translateCardType(card.type) == from:getMark("@jy_shiyuan") then -- 尝试搜索到一张同类型的牌 local typ = card:getTypeString() local c local cards = room:getCardsFromPileByRule(".|.|.|.|.|" .. typ, 1, "drawPile") if #cards > 0 then c = cards[1] end if c then local targets = table.map(table.filter(room:getOtherPlayers(from), function(p) return true end), Util.IdMapper) if #targets == 0 then return false end local result = room:askForChoosePlayers(from, targets, 1, 1, "#jy_shiyuan-prompt:::" .. Fk:translate(typ), self.name, false, false) if #result ~= 0 then room:obtainCard(result[1], c, true, fk.ReasonPrey) -- 为觉醒技做铺垫,如果没有这个觉醒技就不要做任何事情 if from:hasSkill("jy_mouyuan") and from:usedSkillTimes("jy_mouyuan", Player.HistoryGame) == 0 then local recordedTypes = from:getMark("@jy_mouyuan") if type(recordedTypes) ~= "table" then recordedTypes = {} end if not table.contains(recordedTypes, typ .. "_char") then table.insert(recordedTypes, typ .. "_char") room:setPlayerMark(from, "@jy_mouyuan", recordedTypes) end end end end from:setSkillUseHistory("jy_shiyuan", 0, Player.HistoryPhase) end end end, } local shiyuan_mod = fk.CreateTriggerSkill { name = "#jy_shiyuan_mod", refresh_events = { fk.CardUsing }, can_refresh = function(self, event, target, player, data) return player:hasSkill(self) and target == player end, on_refresh = function(self, event, target, player, data) player.room:setPlayerMark(player, "@jy_shiyuan", translateCardType(data.card.type)) end, } shiyuan:addRelatedSkill(shiyuan_mod) local mouyuan = fk.CreateTriggerSkill { name = "jy_mouyuan", frequency = Skill.Wake, events = { fk.EventPhaseProceeding }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and target == player and player.phase == Player.Finish and player:usedSkillTimes(self.name, Player.HistoryGame) == 0 end, can_wake = function(self, event, target, player, data) return type(player:getMark("@jy_mouyuan")) == "table" and #player:getMark("@jy_mouyuan") == 3 end, on_use = function(self, event, target, player, data) local room = player.room room:changeMaxHp(player, -1) -- 这样写会导致如果别的东西重置了我的所有技能,就无法修改应援了。不过这也符合技能描述不是嘛?没觉醒当然不能触发。 room:setPlayerMark(player, "@jy_mouyuan", 0) end, } local yjds = General(extension, "jy__yjds", "wu", 4, 4, General.Female) yjds:addSkill(yingyuan) yjds:addSkill(shiyuan) yjds:addSkill(mouyuan) Fk:loadTranslationTable { ["jy__yjds"] = [[援护大师]], ["#jy__yjds"] = [[援神]], ["designer:jy__yjds"] = [[天使真央]], ["cv:jy__yjds"] = [[无]], ["illustrator:jy__yjds"] = [[未知]], ["jy_yingyuan"] = [[应援]], [":jy_yingyuan"] = [[锁定技,当你的牌不因使用或〖施援〗进入弃牌堆或处理区后,你令一名其他角色摸一张牌;每回合限一次,当你失去最后的手牌后,你失去一点体力并摸等同于体力值张牌。]], ["#jy_yingyuan-prompt"] = [[应援:令一名其他角色摸一张牌]], ["jy_shiyuan"] = [[施援]], [":jy_shiyuan"] = [[出牌阶段限一次,你可以弃一张牌。若此牌与你使用的上一张牌类型相同,你令一名其他角色从牌堆获得一张同类型的牌(正面朝上)并重置此技能。]], ["@jy_shiyuan"] = [[施援]], ["#jy_shiyuan-prompt"] = [[施援:令一名其他角色获得一张%arg]], ["jy_mouyuan"] = [[谋援]], ["@jy_mouyuan"] = [[谋援]], [":jy_mouyuan"] = [[觉醒技,结束阶段,若〖施援〗已令其他角色获得三种类型的牌,你减一点体力上限令〖应援〗不再失去体力。]], ["$jy_mouyuan1"] = [[援神,启动!]], ["$jy_mouyuan2"] = [[援神,启动!]], } local choumou = fk.CreateTriggerSkill { name = "jy_choumou", anim_type = "control", events = { fk.CardUseFinished }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and data.card.type == Card.TypeEquip and data.card.sub_type == Card.SubtypeWeapon and not player:isNude() end, on_cost = function(self, event, target, player, data) local room = player.room local cids = {} if room:askForSkillInvoke(player, self.name) then local cardNum = #player:getCardIds { Player.Hand, Player.Equip } if cardNum < 2 and cardNum > 0 then cids = room:askForDiscard(player, 2, 2, false, self.name, false) -- 直接给你弃完 else cids = room:askForDiscard(player, 2, 2, true, self.name, true, nil, "#jy_choumou-ask") end if #cids ~= 0 then return true end end end, on_use = function(self, event, target, player, data) local room = player.room local targets = room:askForChooseToMoveCardInBoard(player, "#jy_choumou-move", self.name, true, nil) if #targets ~= 0 then targets = table.map(targets, function(id) return room:getPlayerById(id) end) room:askForMoveCardInBoard(player, targets[1], targets[2], self.name, "e") end end, } local anruo = fk.CreateTriggerSkill { name = "jy_anruo", anim_type = "control", events = { fk.Damaged }, on_trigger = function(self, event, target, player, data) self.cancel_cost = false for _ = 1, data.damage do if self.cancel_cost or not player:hasSkill(self) then break end self:doCost(event, target, player, data) end end, on_cost = function(self, event, target, player, data) local room = player.room if room:askForSkillInvoke(player, self.name, data) then return true end self.cancel_cost = true end, on_use = function(self, event, target, player, data) local room = player.room local cards local cs = room:askForCard(player, 1, 1, true, self.name, true, ".|.|.|.|.|equip", "#jy_anruo-prompt") if #cs ~= 0 then -- 放到牌堆顶 room:moveCardTo(cs, Card.DrawPile, nil, fk.ReasonPut, self.name, nil, true) -- cards = room:getCardsFromPileByRule(".|.|heart,diamond|.|.|.", 2, "drawPile") cards = getCardsFromDrawPileTTB(room, function(card) return card.color == Card.Red end, 2) if #cards > 0 then room:moveCardTo(cards, Player.Hand, player, fk.ReasonPrey, self.name, nil, false, player.id) end else -- 选一张防具出来,然后使用 -- cards = room:getCardsFromPileByRule(".|.|.|.|.|equip", 1, "drawPile") cards = getCardsFromDrawPileTTB(room, function(card) return card.type == Card.TypeEquip and card.sub_type == Card.SubtypeArmor end, 1) if #cards > 0 then room:moveCardTo(cards, Player.Hand, player, fk.ReasonPrey, self.name, nil, false, player.id) local card = Fk:getCardById(cards[1]) if not player.dead and not player:isProhibited(player, card) and not player:prohibitUse(card) and table.contains(player:getCardIds("h"), cards[1]) then room:useCard({ from = player.id, tos = { { player.id } }, -- 这里要两个括号,大彻大悟了 card = card, }) end end end end, } local cangfeng = fk.CreateTriggerSkill { name = "jy_cangfeng", anim_type = "drawcard", frequency = Skill.Compulsory, events = { fk.AfterCardsMove }, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return end for _, move in ipairs(data) do if move.from == player.id and move.moveReason == fk.ReasonDiscard then for _, info in ipairs(move.moveInfo) do if Fk:getCardById(info.cardId).type ~= Card.TypeBasic then -- 非基本牌 return true end end end end end, on_trigger = function(self, event, target, player, data) local i = 0 for _, move in ipairs(data) do if move.from == player.id and move.moveReason == fk.ReasonDiscard then for _, info in ipairs(move.moveInfo) do if Fk:getCardById(info.cardId).type ~= Card.TypeBasic then i = i + 1 end end end end self.num = i self:doCost(event, target, player, data) end, on_use = function(self, event, target, player, data) player:drawCards(self.num, self.name) end, } local simayi = General(extension, "jy__mou__simayi", "wei", 3) simayi:addSkill(choumou) simayi:addSkill(anruo) simayi:addSkill(cangfeng) Fk:loadTranslationTable { ["jy__mou__simayi"] = [[谋司马懿]], ["#jy__mou__simayi"] = [[韬谋韫势]], ["designer:jy__mou__simayi"] = [[rolin]], ["cv:jy__mou__simayi"] = [[无]], ["illustrator:jy__mou__simayi"] = [[官方]], ["jy_choumou"] = [[绸缪]], [":jy_choumou"] = [[一名角色使用武器牌后,你可以弃置两张牌(不足则全弃)将场上的一张装备牌移动至另一名角色的装备区内。]], ["#jy_choumou-ask"] = [[绸缪:你可以弃置两张牌将场上的一张装备牌移动至另一名角色的装备区内]], ["#jy_choumou-move"] = [[绸缪:选择两名角色,移动场上的一张装备牌]], ["jy_anruo"] = [[安弱]], [":jy_anruo"] = [[当你受到一点伤害后,你可以选择一项:①将一张装备牌置于牌堆顶并从牌堆从上往下获得两张红色牌;②使用牌堆第一张防具牌。]], ["#jy_anruo-prompt"] = [[安弱:选择一张装备牌置于牌堆顶并从牌堆从上往下获得两张红色牌,点击取消使用牌堆第一张防具牌]], ["jy_cangfeng"] = [[藏锋]], [":jy_cangfeng"] = [[锁定技,每当你因弃置而失去一张非基本牌后,你摸一张牌。]] } local nicai = fk.CreateTriggerSkill { name = "jy_nicai", mute = true, frequency = Skill.Compulsory, events = { fk.AfterCardsMove }, can_trigger = function(self, event, target, player, data) if player:hasSkill(self) then for _, move in ipairs(data) do return move.to == player.id and move.toArea == Player.Hand and move.skillName ~= self.name and move.moveReason == fk.ReasonDraw end end end, on_cost = function(self, event, target, player, data) self.is_only_greatest = true for _, p in ipairs(player.room:getOtherPlayers(player)) do if #p:getCardIds(Player.Hand) >= #player:getCardIds(Player.Hand) then self.is_only_greatest = false break end end if self.is_only_greatest then return true else return player.room:askForSkillInvoke(player, self.name) end end, on_use = function(self, event, target, player, data) local room = player.room if self.is_only_greatest then player:broadcastSkillInvoke(self.name) room:notifySkillInvoked(player, self.name, "negative") room:askForDiscard(player, 1, 1, true, self.name, false, nil, "#jy_nicai-prompt") else player:broadcastSkillInvoke(self.name) room:notifySkillInvoked(player, self.name, "drawcard") player:drawCards(1, self.name) end end, } local chayi = fk.CreateTriggerSkill { name = "jy_chayi", anim_type = "control", events = { fk.EventPhaseProceeding }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and target ~= player and target.phase == Player.Finish end, on_use = function(self, event, target, player, data) local room = player.room local player_hands = player:getCardIds("h") local target_hands = target:getCardIds("h") local cards = room:askForPoxi(player, "jy_chayi_poxi", { { player.general, player_hands }, { target.general, target_hands }, }, { suitCount(player_hands), suitCount(target_hands) }, true) if #cards == 0 then return end local cards1 = table.filter(cards, function(id) return table.contains(player_hands, id) end) -- 选自己的牌 local cards2 = table.filter(cards, function(id) return table.contains(target_hands, id) end) -- 选别人的牌 local moveInfos = {} if #cards2 > 0 then table.insert(moveInfos, { from = target.id, ids = cards2, toArea = Card.DiscardPile, moveReason = fk.ReasonDiscard, proposer = player.id, skillName = self.name, }) if #cards1 > 0 then table.insert(moveInfos, { from = player.id, ids = cards1, toArea = Card.DiscardPile, moveReason = fk.ReasonDiscard, proposer = player.id, skillName = self.name, }) end elseif #cards1 > 0 then table.insert(moveInfos, { from = player.id, ids = cards1, to = target.id, toArea = Player.Hand, moveReason = fk.ReasonGive, proposer = player.id, skillName = self.name, }) end room:moveCards(table.unpack(moveInfos)) if player.dead then return false end if #cards2 == 0 then room:drawCards(player, #cards1, self.name) end end, } Fk:addPoxiMethod { name = "jy_chayi_poxi", card_filter = function(to_select, selected, data, extra_data) local card = Fk:getCardById(to_select) if card.suit == Card.NoSuit then return false end -- 察异第一种情况的card_filter local function chayi_first() -- 这张牌不能是对方有的花色里的 if extra_data[2][card.suit] ~= 0 then return false end -- 这张牌不能是和已选的牌花色相同的 if suitCount(selected)[card.suit] ~= 0 then return false end return true end -- 察异第二种情况的card_filter local function chayi_second() local A, B -- 这张牌是A的,B是另一个人 if table.contains(data[1][2], to_select) then A = 1 B = 2 else A = 2 B = 1 end -- 对于这张牌的这个花色,是否已经在选择里选择干净了?另一个人是否还有没被选的这个花色? local BTotal = extra_data[B][card.suit] local ASelected = suitCount(table.filter(selected, function(c) return table.contains(data[A][2], c) end)) [card.suit] local BSelected = suitCount(table.filter(selected, function(c) return table.contains(data[B][2], c) end)) [card.suit] if ASelected == BSelected then -- 如果被选择的这个花色两边已经相等了,那B只要还有一张没被选的这个花色就行 return BTotal > BSelected elseif ASelected < BSelected then -- 如果A选的少一些,那一定可以 return true else -- 如果B选的少一些,B剩下的该花色能不能比A多 return BTotal - BSelected > ASelected end end -- 如果之前选择了对方的牌,就一定是第二种情况 if #table.filter(selected, function(c) return table.contains(data[2][2], c) end) > 0 then return chayi_second() end -- 如果选择了对方有的花色,就一定是第二种情况 if #table.filter(selected, function(c) return extra_data[2][Fk:getCardById(c).suit] > 0 end) > 0 then return chayi_second() end -- 如果选择了对方没有的花色,就一定是第一种情况 if #table.filter(selected, function(c) return extra_data[2][Fk:getCardById(c).suit] == 0 end) > 0 then return chayi_first() end -- 其他的情况,两种可能都有 return chayi_first() or chayi_second() end, feasible = function(selected, data) if #selected == 0 then return true end -- 如果选择了对方的牌,那一定就是第二种情况了。计算是否我们的每种花色相等。 local isTargetSelected = table.find(selected, function(id) return table.contains(data[2][2], id) end) if isTargetSelected then local suits = { 0, 0, 0, 0 } for _, id in ipairs(selected) do local card = Fk:getCardById(id) if table.contains(data[1][2], id) then -- my card suits[card.suit] = suits[card.suit] + 1 else -- targets card suits[card.suit] = suits[card.suit] - 1 end end for _, s in ipairs(suits) do if s ~= 0 then return false end end return true else -- 如果没选择对方的牌,那一定就是第一种情况了。计算是否没有对方的花色的牌,而且这些牌花色各不相同。 -- my suits differ local suits = { false, false, false, false } for _, id in ipairs(selected) do local card = Fk:getCardById(id) if suits[card.suit] then return false end suits[card.suit] = true end -- his card suits not in for _, id in ipairs(data[2][2]) do local card = Fk:getCardById(id) if suits[card.suit] then return false end end return true end end, prompt = "#jy_chayi_poxi-prompt" } Fk:loadTranslationTable { ["jy__phhz"] = [[浦和花子]], ["#jy__phhz"] = [[隐匿的天才]], ["designer:jy__phhz"] = [[白洲]], ["cv:jy__phhz"] = [[无]], ["illustrator:jy__phhz"] = [[Nexon]], ["jy_nicai"] = [[匿才]], [":jy_nicai"] = [[当你不因此技能摸牌时,若你的手牌数为全场唯一最多,你弃置一张牌,否则你可以摸一张牌。]], ["#jy_nicai-prompt"] = [[匿才:你需要弃置一张牌]], ["jy_chayi"] = [[察异]], [":jy_chayi"] = [[其他角色的结束阶段,你可以观看其手牌,然后可以选择一项:①交给其任意张花色不同且其没有该花色的手牌,然后你摸等量的牌;②弃置你与其等量张花色组合相同的手牌。]], ["#jy_chayi_poxi-prompt"] = [[察异:仅选择自己手牌则将之交给其并摸等量的牌,否则弃置之]], ["jy_chayi_poxi"] = [[察异选牌]], } local phhz = General(extension, "jy__phhz", "qun", 3, 3, General.Female) phhz:addSkill(nicai) phhz:addSkill(chayi) -- local zhiheng = fk.CreateActiveSkill { -- name = "jy_zhiheng", -- anim_type = "drawcard", -- can_use = function(self, player) -- return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 -- end, -- target_num = 0, -- min_card_num = 1, -- card_filter = function(self, to_select) -- return not Self:prohibitDiscard(Fk:getCardById(to_select)) -- end, -- on_use = function(self, room, effect) -- local from = room:getPlayerById(effect.from) -- local hand = from:getCardIds(Player.Hand) -- local more = #hand > 0 -- for _, id in ipairs(hand) do -- if not table.contains(effect.cards, id) then -- more = false -- break -- end -- end -- room:throwCard(effect.cards, self.name, from, from) -- room:drawCards(from, #effect.cards, self.name) -- if from:isAlive() and more then -- local choice = room:askForChoice(from, { "basic", "trick", "equip" }, self.name, "#jy_zhiheng_choose") -- local cards = room:getCardsFromPileByRule(".|.|.|.|.|" .. choice, 1, "drawPile") -- if #cards > 0 then room:obtainCard(effect.from, cards[1], true, fk.ReasonPrey) end -- end -- end, -- } Fk:addPoxiMethod { name = "jy_zhiheng_2", card_filter = function(to_select, selected) return #selected == 0 end, feasible = function(selected) return #selected == 1 end, prompt = function() return Fk:translate("#jy_zhiheng_2-prompt") end } local zhiheng_2 = fk.CreateActiveSkill { name = "jy_zhiheng_2", anim_type = "drawcard", can_use = function(self, player) return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 end, target_num = 0, min_card_num = 1, card_filter = function(self, to_select) return not Self:prohibitDiscard(Fk:getCardById(to_select)) end, on_use = function(self, room, effect) local from = room:getPlayerById(effect.from) local hand = from:getCardIds(Player.Hand) local more = #hand > 0 for _, id in ipairs(hand) do if not table.contains(effect.cards, id) then more = false break end end room:throwCard(effect.cards, self.name, from, from) room:drawCards(from, #effect.cards, self.name) if from:isAlive() and more then local cards = room:getNCards(#effect.cards) local result = room:askForPoxi(from, "jy_zhiheng_2", { { "pile_draw", cards } }) if #result > 0 then table.removeOne(cards, result[1]) for i = #cards, 1, -1 do table.insert(room.draw_pile, 1, cards[i]) end local c = result[1] room:obtainCard(effect.from, c, false, fk.ReasonJustMove) end end end, } -- Fk:addPoxiMethod { -- name = "jy_wenmou", -- card_filter = function(to_select, selected) -- return #selected == 0 -- end, -- feasible = function(selected) -- return #selected == 1 -- end, -- prompt = function() -- return Fk:translate("#jy_wenmou-prompt") -- end -- } -- local wenmou = fk.CreateTriggerSkill { -- name = "jy_wenmou", -- anim_type = "control", -- events = { fk.TargetSpecified }, -- can_trigger = function(self, event, target, player, data) -- if data.to == player.id and player:hasSkill(self) and -- data.card and (data.card.trueName == "slash" or data.card.trueName == "duel") then -- self.armors = {} -- for _, c in ipairs(player.room.draw_pile) do -- local card = Fk:getCardById(c) -- if card.type == Card.TypeEquip and card.sub_type == Card.SubtypeArmor then -- table.insert(self.armors, c) -- end -- end -- return #self.armors > 0 -- end -- end, -- on_use = function(self, event, target, player, data) -- local room = player.room -- room:loseHp(player, 1, self.name) -- if player:isAlive() then -- local cards = room:askForPoxi(player, "jy_wenmou", { -- { "pile_draw", self.armors } }) -- if #cards == 0 then return false end -- local card = Fk:getCardById(cards[1]) -- if not player.dead and not player:isProhibited(player, card) and not player:prohibitUse(card) then -- room:useCard({ -- from = player.id, -- tos = { { player.id } }, -- card = card, -- }) -- end -- end -- end, -- } local quanyu = fk.CreateTriggerSkill { name = "jy_quanyu", events = { fk.EventPhaseProceeding }, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self) and player.phase == Player.Start end, on_cost = function(self, event, target, player, data) local room = player.room local _, max = findHandCardMinMax(table.filter(room:getAlivePlayers(), function(p) return p.kingdom == "wu" end)) local max_targets = table.map(table.filter(room:getAlivePlayers(), function(p) return p.kingdom == "wu" and #p:getCardIds("h") == max end), Util.IdMapper) if #max_targets > 1 then local result = room:askForChoosePlayers(player, max_targets, 1, 1, "#jy_quanyu_discard-prompt", self.name) if #result > 0 then self.cost_data = result[1] return true end elseif #max_targets == 1 then self.cost_data = max_targets[1] return true end end, on_use = function(self, event, target, player, data) local room = player.room local p_player = room:getPlayerById(self.cost_data) local cid = room:askForCardChosen(player, p_player, "hej", self.name) room:throwCard({ cid }, self.name, p_player, player) local min, _ = findHandCardMinMax(table.filter(room:getAlivePlayers(), function(p) return p.kingdom == "wu" end)) local min_targets = table.map(table.filter(room:getAlivePlayers(), function(p) return #p:getCardIds("h") == min end), Util.IdMapper) local result = room:askForChoosePlayers(player, min_targets, 1, 1, "#jy_quanyu_draw-prompt", self.name) if #result > 0 then room:getPlayerById(result[1]):drawCards(1, self.name) end end, } local qiongtu = fk.CreateViewAsSkill { name = "jy_qiongtu", anim_type = "support", pattern = "analeptic", card_filter = Util.FalseFunc, before_use = function(self, player) local room = player.room local choices = player:getAvailableEquipSlots() if #choices == 0 then return end local choice = room:askForChoice(player, choices, self.name, "#jy_qiongtu-ask") room:abortPlayerArea(player, choice) if player.dead then return end end, view_as = function(self) local c = Fk:cloneCard("analeptic") c.skillName = self.name return c end, enabled_at_play = function(self, player) return player:usedSkillTimes(self.name, Player.HistoryTurn) < 1 and (#player:getAvailableEquipSlots() > 0) end, enabled_at_response = function(self, player, response) return player:usedSkillTimes(self.name, Player.HistoryTurn) < 1 and (#player:getAvailableEquipSlots() > 0) and not response end, } local sunquan = General(extension, "jy__sunquan", "wu", 4) sunquan:addSkill(zhiheng_2) sunquan:addSkill(qiongtu) sunquan:addSkill(quanyu) Fk:loadTranslationTable { ["jy__sunquan"] = [[谋孙权]], ["#jy__sunquan"] = [[年轻的贤君]], ["designer:jy__sunquan"] = [[rolin]], ["cv:jy__sunquan"] = [[官方]], ["illustrator:jy__sunquan"] = [[官方]], ["~jy__sunquan"] = [[父亲,大哥,仲谋愧矣!]], ["jy_zhiheng"] = [[制衡]], [":jy_zhiheng"] = [[出牌阶段限一次,你可以弃置任意张牌,然后摸等量的牌。若你以此法弃置的牌中包括所有手牌,你可以从牌堆获得一张你指定类型的牌。]], ["#jy_zhiheng_choose"] = [[制衡:选择一种类型的牌获得]], ["$jy_zhiheng1"] = [[容我三思。]], ["$jy_zhiheng2"] = [[且慢!]], ["jy_zhiheng_2"] = [[制衡]], [":jy_zhiheng_2"] = [[出牌阶段限一次,你可以弃置任意张牌,然后摸等量的牌。若你以此法弃置的牌中包括所有手牌,你可以观看牌堆顶等量张牌并获得其中一张。]], ["jy_zhiheng_2_top"] = [[置于牌堆顶]], ["jy_zhiheng_2_get"] = [[获得]], ["@@jy_zhiheng_2-inhand-turn"] = [[制衡]], ["#jy_zhiheng_2-prompt"] = [[制衡:获得一张牌]], ["$jy_zhiheng_21"] = [[容我三思。]], ["$jy_zhiheng_22"] = [[且慢!]], ["jy_wenmou"] = [[稳谋]], [":jy_wenmou"] = [[当你成为【杀】或【决斗】的目标时,若牌堆中有防具牌,你可以失去一点体力观看牌堆中所有防具牌并使用其中一张。]], ["#jy_wenmou-prompt"] = [[稳谋:选择一张防具牌使用]], ["$jy_wenmou1"] = [[好舒服啊!]], ["jy_qiongtu"] = [[穷图]], [":jy_qiongtu"] = [[每回合限一次,你可以废除一个装备栏视为使用一张【酒】。]], ["#jy_qiongtu-ask"] = [[穷图:废除一个装备栏,视为使用一张【酒】]], ["$jy_qiongtu1"] = [[好舒服啊!]], ["jy_quanyu"] = [[权御]], [":jy_quanyu"] = [[准备阶段,你可以弃置一名手牌数最多的吴势力角色区域里的一张牌,然后你可以令一名手牌数最少的吴势力角色摸一张牌。]], ["#jy_quanyu_discard-prompt"] = [[权御:你可以弃置一名手牌数最多的吴势力角色区域里的一张牌]], ["#jy_quanyu_draw-prompt"] = [[权御:你可以令一名手牌数最少的吴势力角色摸一张牌]], ["$jy_quanyu1"] = [[有汝辅佐,甚好!]], } local jianyan = fk.CreateTriggerSkill { name = "jy_jianyan", events = { fk.PreCardEffect }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and target:getMark("jy_jianyan-turn") == 1 and target.phase ~= Player.NotActive and not data.card.is_jy_jianyan and (data.card.type == Card.TypeBasic or data.card:isCommonTrick()) end, on_use = function(self, event, target, player, data) player.room:loseHp(player, 1, self.name) if player:isAlive() then if player.room:askForChoice(player, { "#jy_jianyan_1", "#jy_jianyan_2" }, self.name, "#jy_jianyan-ask:" .. target.id .. "::" .. Fk:translate(data.card.name)) == "#jy_jianyan_1" then data.card.is_jy_jianyan = true else player.room:obtainCard(player, data.card, false, fk.ReasonPrey, player.id) -- if data.card.type == Card.TypeTrick then -- player.room:changeShield(player, 1) -- end return true end end end, refresh_events = { fk.Damaged, fk.CardUsing, fk.CardUseFinished }, can_refresh = function(self, event, target, player, data) if player:hasSkill(self) then if event == fk.Damaged then return data.card and data.card.is_jy_jianyan elseif event == fk.CardUsing then return target.phase ~= Player.NotActive and (data.card.type == Card.TypeBasic or data.card:isCommonTrick()) else return target.phase ~= Player.NotActive and (data.card.type == Card.TypeBasic or data.card:isCommonTrick()) and data.card.is_jy_jianyan end end end, on_refresh = function(self, event, target, player, data) if event == fk.Damaged then player:drawCards(data.damage) elseif event == fk.CardUsing then player.room:addPlayerMark(target, "jy_jianyan-turn") else player.room:doCardUseEffect(data) data.card.is_jy_jianyan = false end end, } local jimin = fk.CreateTriggerSkill { name = "jy_jimin", events = { fk.TargetConfirmed }, frequency = Skill.Compulsory, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and data.to == player.id and player.room:getPlayerById(data.from):getMark("jy_jimin") == 0 and data.card.trueName == "slash" end, on_use = function(self, event, target, player, data) table.insertIfNeed(data.nullifiedTargets, player.id) player.room:setPlayerMark(player.room:getPlayerById(data.from), "jy_jimin", true) player:drawCards(2, self.name) end, } local luotong = General(extension, "jy__luotong", "wu", 3) luotong:addSkill(jianyan) luotong:addSkill(jimin) Fk:loadTranslationTable { ["jy__luotong"] = [[简骆统]], ["#jy__luotong"] = [[超模怪兽(但被我削了)]], ["designer:jy__luotong"] = [[贾文和]], ["cv:jy__luotong"] = [[无]], ["jy_jianyan"] = [[谏言]], [":jy_jianyan"] = [[一名角色于其回合内首次使用基本牌或普通锦囊牌时,你可以失去一点体力并选择一项:①此牌额外结算一次,其每造成一点伤害,你摸一张牌;②此牌无效,你获得此牌。]], ["#jy_jianyan_1"] = [[此牌额外结算一次,其每造成一点伤害,你摸一张牌]], ["#jy_jianyan_2"] = [[此牌无效,你获得此牌]], ["#jy_jianyan-ask"] = [[谏言:选择要对 %src 使用的 %arg 发动的效果]], ["jy_jimin"] = [[济民]], [":jy_jimin"] = [[锁定技,一名角色于其回合内首次使用【杀】指定你为目标时,此【杀】对你无效,然后你摸两张牌。]], } local guanxi = fk.CreateTriggerSkill { name = "jy_guanxi", mute = true, refresh_events = { fk.CardUseFinished }, can_refresh = function(self, event, target, player, data) return player:hasSkill(self) and target == player and player:getMark("@jy_guanxi") > 0 end, on_refresh = function(self, event, target, player, data) player.room:addPlayerMark(player, "@jy_guanxi", -1) end, events = { fk.RoundStart, fk.CardUseFinished }, can_trigger = function(self, event, target, player, data) if player:hasSkill(self) then if event == fk.RoundStart then return true else return target == player and player:getMark("@jy_guanxi") == 0 and player:getMark("jy_guanxi_used-round") == 0 end end end, on_cost = function(self, event, target, player, data) if event == fk.RoundStart then return player.room:askForSkillInvoke(player, self.name) else return true end end, on_use = function(self, event, target, player, data) local room = player.room if event == fk.RoundStart then player:broadcastSkillInvoke(self.name, math.random(2)) room:notifySkillInvoked(player, self.name, "control") local guanxing = room:askForGuanxing(player, room:getNCards(3)) if #guanxing["bottom"] > 0 then room:setPlayerMark(player, "@jy_guanxi", #guanxing["bottom"]) else room:setPlayerMark(player, "jy_guanxi_used-round", true) end else player:broadcastSkillInvoke(self.name, math.random(3, 4)) room:notifySkillInvoked(player, self.name, "support") room:setPlayerMark(player, "jy_guanxi_used-round", true) -- 必须要先设这个,不然死循环 -- 洞烛先机未必开了 room:useVirtualCard("foresight", nil, room.current, room.current, self.name) end end, } local huilan = fk.CreateViewAsSkill { name = "jy_huilan", anim_type = "defensive", pattern = "nullification", prompt = "#jy_huilan-prompt", view_as = function(self, cards) local card = Fk:cloneCard("nullification") card.skillName = self.name return card end, before_use = function(self, player, use) if #player.room:askForDiscard(player, 2, 2, true, self.name, true, nil, "#jy_huilan-ask") == 0 then player:drawCards(2, self.name) end end, after_use = function(self, player, use) local min, max = findHandCardMinMax(player.room:getAlivePlayers()) local card_num = #player:getCardIds("h") if card_num == min then player:drawCards(max - min, self.name) elseif card_num == max then player.room:askForDiscard(player, max - min, max - min, false, self.name, false, nil, "#jy_huilan-discard:::" .. min) end end, enabled_at_play = function(self, player) return player:usedSkillTimes(self.name, Player.HistoryRound) == 0 end, enabled_at_response = function(self, player, response) return player:usedSkillTimes(self.name, Player.HistoryRound) == 0 end } -- 本武将需开启gamemode包(https://gitee.com/qsgs-fans/gamemode)才能游玩 local fuxuan = General(extension, "jy__fuxuan", "qun", 3, 3, General.Female) fuxuan:addSkill(guanxi) fuxuan:addSkill(huilan) Fk:loadTranslationTable { ["jy__fuxuan"] = [[符玄]], ["#jy__fuxuan"] = [[法眼无遗]], ["designer:jy__fuxuan"] = [[三秋]], ["cv:jy__fuxuan"] = [[花玲]], ["illustrator:jy__fuxuan"] = [[米哈游]], ["~jy__fuxuan"] = [[事已前定……么……]], ["jy_guanxi"] = [[观歙]], [":jy_guanxi"] = [[每轮开始时,你可以卜算3。若如此做,本轮你使用第X张牌结算后,当前回合角色视为使用【洞烛先机】(X为你卜算时置于牌堆底的牌数)。]], ["@jy_guanxi"] = [[观歙]], ["$jy_guanxi1"] = [[以额间之眼观之……]], ["$jy_guanxi2"] = [[本座先卜上一卦。]], ["$jy_guanxi3"] = [[如我所愿。]], ["$jy_guanxi4"] = [[卦象之内。]], ["jy_huilan"] = [[会览]], [":jy_huilan"] = [[每轮限一次,你可以摸两张牌或弃两张牌,视为使用【无懈可击】。然后若你的手牌数为全场最多,你弃至全场最少;若你的手牌数为全场最少,你摸至全场最多。]], ["#jy_huilan-prompt"] = [[会览:视为使用【无懈可击】]], ["#jy_huilan-ask"] = [[会览:弃两张牌,点击取消摸两张牌]], ["#jy_huilan-discard"] = [[会览:将手牌弃至%arg张]], ["$jy_huilan1"] = [[相与为一。]], ["$jy_huilan2"] = [[上下相易。]], ["$jy_huilan3"] = [[否极泰来。]], } local zhanshu = fk.CreateTriggerSkill { name = "jy_zhanshu", anim_type = "offensive", events = { fk.EventPhaseProceeding }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and target == player and target.phase == Player.Play end, on_cost = function(self, event, target, player, data) local room = player.room local success, dat = room:askForUseActiveSkill(player, "#jy_zhanshu_viewas", "#jy_zhanshu-use", true) self.cost_data = dat return success end, on_use = function(self, event, target, player, data) local room = player.room local card = Fk:cloneCard("duel") card:addSubcards(self.cost_data.cards) card.skillName = self.name room:useCard({ from = player.id, tos = table.map(self.cost_data.targets, function(p) return { p } end), card = card, }) end, } local zhanshu_viewas = fk.CreateViewAsSkill { name = "#jy_zhanshu_viewas", anim_type = "offensive", pattern = "duel", card_filter = Util.FalseFunc, view_as = function(self, cards) local c = Fk:cloneCard("duel") c.skillName = self.name return c end, } zhanshu:addRelatedSkill(zhanshu_viewas) local zixing = fk.CreateTriggerSkill { name = "jy_zixing", anim_type = "drawcard", events = { fk.CardUseFinished, fk.CardRespondFinished }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and data.responseToEvent and data.responseToEvent.from == player.id and not target.dead end, on_cost = function(self, event, target, player, data) return player.room:askForSkillInvoke(player, self.name, data, "#jy_zixing-prompt:" .. target.id) end, on_use = function(self, event, target, player, data) player:drawCards(2, self.name) player.room:setPlayerMark(target, "jy_zixing-phase", true) end, } local zixing_prohibit = fk.CreateProhibitSkill { name = "#jy_zixing_prohibit", is_prohibited = function(self, from, to, card) return from:hasSkill(self) and to:getMark("jy_zixing-phase") ~= 0 end, } zixing:addRelatedSkill(zixing_prohibit) local yzls = General(extension, "jy__yzls", "shu", 4, 4, General.Female) yzls:addSkill(zhanshu) yzls:addSkill(zixing) Fk:loadTranslationTable { ["jy__yzls"] = [[宇泽玲纱]], ["#jy__yzls"] = [[正义自警团员]], ["designer:jy__yzls"] = [[白洲]], ["cv:jy__yzls"] = [[根本京里]], ["illustrator:jy__yzls"] = [[seu]], ["~jy__yzls"] = [[唔……抱歉……]], ["jy_zhanshu"] = [[战书]], ["#jy_zhanshu_viewas"] = [[战书]], [":jy_zhanshu"] = [[出牌阶段开始时,你可以视为使用【决斗】。]], ["#jy_zhanshu-use"] = [[战书:你可以视为使用【决斗】]], ["$jy_zhanshu1"] = [[在此参上!]], ["$jy_zhanshu2"] = [[一决胜负!]], ["jy_zixing"] = [[自省]], ["#jy_zixing-prompt"] = [[自省:%src 响应了你的牌,是否发动 自省]], [":jy_zixing"] = [[一名角色使用或打出牌响应你的牌时,你可以摸两张牌,然后本阶段其不是你使用牌的合法目标。]], ["$jy_zixing1"] = [[啊……难道说太大声了吗?影响到您了,对不起!]], ["$jy_zixing2"] = [[果……果然还是算了吧……会被认为是奇怪的人……]], } local suzhan = fk.CreateActiveSkill { name = "jy_suzhan", mute = true, prompt = "#jy_suzhan-prompt", -- 注意,can_use因为是在本地判定,所以用的是ClientPlayer,没有ServerPlayer那些函数 can_use = function(self, player) return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 and #table.filter(Fk:currentRoom().alive_players, function(p) return #p:getCardIds("h") == 0 end) > 0 end, target_num = 1, target_filter = function(self, to_select, selected, selected_cards, card, extra_data) if #selected == 1 then return false end return Fk:currentRoom():getPlayerById(to_select):isKongcheng() end, card_num = 0, card_filter = Util.FalseFunc, interaction = function(self) return UI.ComboBox { choices = { "摸一张牌", "摸两张牌" }, default = "摸两张牌" } end, on_use = function(self, room, effect) local player = room:getPlayerById(effect.from) player:broadcastSkillInvoke(self.name, math.random(3)) room:notifySkillInvoked(player, self.name, "support") local n if self.interaction.data == "摸一张牌" then n = 1 else n = 2 end local to = room:getPlayerById(effect.tos[1]) to:drawCards(n, self.name, "bottom") room:setPlayerMark(to, "jy_suzhan_" .. player.id .. "-turn", n) -- 先用这种笨办法吧,哈希表用起来不太对的样子 end, } local suzhan_trigger = fk.CreateTriggerSkill { name = "#jy_suzhan_trigger", mute = true, frequency = Skill.Compulsory, events = { fk.AfterCardsMove }, can_trigger = function(self, event, target, player, data) local room = player.room -- if not player:hasSkill(self) then return false end for _, move in ipairs(data) do local from = room:getPlayerById(move.from) if from and from:getMark("jy_suzhan_" .. player.id .. "-turn") ~= 0 then self.cost_data = from for _, info in ipairs(move.moveInfo) do if info.fromArea == Card.PlayerHand then return not from.dead and from:isKongcheng() end end end end end, on_use = function(self, event, target, player, data) local from = self.cost_data player:broadcastSkillInvoke("jy_suzhan", math.random(4, 5)) player.room:notifySkillInvoked(player, "jy_suzhan", "drawcard") player:drawCards(2 * from:getMark("jy_suzhan_" .. player.id .. "-turn"), self.name) player.room:setPlayerMark(from, "jy_suzhan_" .. player.id .. "-turn", 0) end, } suzhan:addRelatedSkill(suzhan_trigger) local zhuojing = fk.CreateViewAsSkill { name = "jy_zhuojing", anim_type = "defensive", pattern = "peach", prompt = "#jy_zhuojing-prompt", view_as = function(self) local card = Fk:cloneCard("peach") card.skillName = self.name card:addSubcards(Self:getCardIds("h")) return card end, after_use = function(self, player, use) if use.card.color == Card.NoColor then local room = player.room -- 所有我武将牌上的技能有哪些 local generals local general_skills = {} if player.deputyGeneral == "" then generals = { player.general } else generals = { player.general, player.deputyGeneral } end for _, g in ipairs(generals) do general_skills = table.connect(general_skills, Fk.generals[g].skills) end if not table.contains(general_skills, self) then return end -- 选择一名角色 local result = room:askForChoosePlayers(player, table.map(table.filter(room:getOtherPlayers(player), function(p) return #p:getCardIds("he") > 0 end), Util.IdMapper), 1, 1, "#jy_zhuojing-choose:::" .. #use.card.subcards) if #result == 0 then return end local target = room:getPlayerById(result[1]) room:askForDiscard(target, #use.card.subcards, #use.card.subcards, true, self.name, false, nil, "#jy_zhuojing-discard:" .. player.id .. "::" .. #use.card.subcards) local skill_name = room:askForChoice(target, { "jy_suzhan", "jy_zhuojing" }, self.name, "#jy_zhuojing-skill:" .. player.id) -- TODO:感觉可以用更好的UI room:askForUseActiveSkill(target, skill_name, "#jy_zhuojing-use::" .. target.id .. ":" .. Fk:translate(skill_name)) -- 这个函数会直接执行这个技能。问题是如果有的技能是有多个时机的,怎么办?如果有的是被动的,怎么办?所以我建议限定成只能用这两个技能。 end end, enabled_at_play = function(self, player) return not player:isKongcheng() and player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 end, enabled_at_response = function(self, player, response) return not player:isKongcheng() and player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 end } local luocha = General(extension, "jy__luocha", "qun", 2, 3) luocha:addSkill(suzhan) luocha:addSkill(zhuojing) Fk:loadTranslationTable { ["jy__luocha"] = [[罗刹]], ["#jy__luocha"] = [[化外羁旅]], ["designer:jy__luocha"] = [[三秋]], ["cv:jy__luocha"] = [[赵路]], ["illustrator:jy__luocha"] = [[米哈游]], ["~jy__luocha"] = [[没能……实现啊……]], ["jy_suzhan"] = [[素绽]], [":jy_suzhan"] = [[出牌阶段限一次,你可以令一名没有手牌的角色从牌堆底摸X张牌(X由你选择且至多为2)。若如此做,本回合其下次失去最后的手牌后,你摸2X张牌。]], ["#jy_suzhan-prompt"] = [[素绽:选择一名没有手牌的角色摸一或两张牌]], ["@jy_suzhan-round"] = [[素绽]], ["$jy_suzhan1"] = [[白花盛放。]], ["$jy_suzhan2"] = [[领受天赐。]], ["$jy_suzhan3"] = [[喜欢便拿去吧。]], ["$jy_suzhan4"] = [[你看,这不就回来了么。]], ["$jy_suzhan5"] = [[清算的时刻到了。]], ["jy_zhuojing"] = [[濯荆]], [":jy_zhuojing"] = [[每回合限一次,你可以将所有手牌当【桃】使用。若此【桃】无颜色且你武将牌上有该技能,你可以令一名其他角色弃置等量的牌,然后其可以视为发动〖素绽〗或〖濯荆〗。]], ["#jy_zhuojing-prompt"] = [[濯荆:你可以将所有手牌当【桃】使用]], ["#jy_zhuojing-choose"] = [[濯荆:你可以令一名目标弃置%arg张牌]], ["#jy_zhuojing-discard"] = [[濯荆:弃置%arg张牌]], ["#jy_zhuojing-skill"] = [[濯荆:选择发动〖素绽〗或〖濯荆〗]], ["#jy_zhuojing-use"] = [[濯荆:%dest 令你发动 %arg,请指定目标]], ["$jy_zhuojing1"] = [[永眠非终焉……]], ["$jy_zhuojing2"] = [[逝者将再临!]], } local zhaoyong = fk.CreateActiveSkill { name = "jy_zhaoyong", switch_skill_name = "jy_zhaoyong", anim_type = "switch", prompt = function(self, selected_cards, selected_targets) local card_name -- 因为此时还没有发动技能,所以不需要计算下一步 if Self:getSwitchSkillState(self.name) == fk.SwitchYang then card_name = Fk:translate("await_exhausted") else card_name = Fk:translate("fire_attack") end return "#jy_zhaoyong:::" .. card_name end, can_use = function(self, player) local card_name if Self:getSwitchSkillState(self.name) == fk.SwitchYang then card_name = "await_exhausted" else card_name = "fire_attack" end return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 and U.canUseCardTo(player.room, player, player, Fk:cloneCard(card_name)) -- 感觉可能用不了 end, card_filter = Util.FalseFunc, on_use = function(self, room, effect) local from = room:getPlayerById(effect.from) from:turnOver() local card_name if from:getSwitchSkillState(self.name, true) == fk.SwitchYang then card_name = "await_exhausted" else card_name = "fire_attack" end if from:isAlive() then room:useVirtualCard(card_name, nil, from, from, self.name, false) end end, } local zhaoyong_trigger = fk.CreateTriggerSkill { name = "#jy_zhaoyong_trigger", events = { fk.AfterCardsMove }, frequency = Skill.Compulsory, mute = true, can_trigger = function(self, event, target, player, data) local room = player.room if player:hasSkill(self) then -- 因为火攻或以逸待劳而弃牌,而他们的父事件是zhaoyong local e = room.logic:getCurrentEvent():findParent(GameEvent.UseCard) if e then local use = e.data[1] if use and use.card.name == "fire_attack" or use.card.name == "await_exhausted" then local ep = e.parent if ep and ep.event == GameEvent.SkillEffect then local _skill = ep.data[3] local skill = _skill.main_skill and _skill.main_skill or _skill if skill.name == "jy_zhaoyong" then for _, move in ipairs(data) do if move.from == player.id then for _, info in ipairs(move.moveInfo) do if move.toArea == Card.DiscardPile and move.moveReason == fk.ReasonDiscard and move.from and (info.fromArea == Card.PlayerHand or info.fromArea == Card.PlayerEquip) and room:getCardArea(info.cardId) == Card.DiscardPile and Fk:getCardById(info.cardId).color == Card.Red then return true end end end end end end end end end end, on_use = function(self, event, target, player, data) local choices = { "#jy_zhaoyong_draw_to_4", "#jy_zhaoyong_reset" } local hand_num = #player:getCardIds("h") if hand_num >= 4 then table.removeOne(choices, "#jy_zhaoyong_draw_to_4") end local choice = player.room:askForChoice(player, choices, "jy_zhaoyong", "#jy_zhaoyong_choose", false, { "#jy_zhaoyong_draw_to_4", "#jy_zhaoyong_reset" }) if choice == "#jy_zhaoyong_draw_to_4" then player:drawCards(4 - hand_num, self.name) else player:setSkillUseHistory("jy_zhaoyong", 0, Player.HistoryPhase) end end, } zhaoyong:addRelatedSkill(zhaoyong_trigger) local dingfei = fk.CreateTriggerSkill { name = "jy_dingfei", anim_type = "defensive", events = { fk.Damaged }, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and data.from and target == player and player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 end, on_cost = function(self, event, target, player, data) return player.room:askForSkillInvoke(player, self.name, nil, "#jy_dingfei-prompt::" .. data.from.id) end, on_use = function(self, event, target, player, data) local room = player.room -- 统计花色 local hands = player:getCardIds("h") local handsSuit = suitCount(hands) local hint = "" for c, s in ipairs(handsSuit) do if s == 0 then if c == Card.Spade then hint = hint .. [[♠]] elseif c == Card.Heart then hint = hint .. [[]] elseif c == Card.Club then hint = hint .. [[♣]] elseif c == Card.Diamond then hint = hint .. [[♦️]] end end end player:showCards(hands) local discardedSuit = suitCount(player.room:askForDiscard(data.from, 0, #data.from:getCardIds("h"), false, self.name, true, nil, "#jy_dingfei-discard:" .. player.id .. "::" .. hint)) for i = 1, 4 do if handsSuit[i] == 0 and discardedSuit[i] == 0 then room:recover({ who = player, num = 1, recoverBy = player, skillName = self.name, }) break end end end, } local gnf = General(extension, "jy__guinaifen", "qun", 3, 3, General.Female) gnf:addSkill(zhaoyong) gnf:addSkill(dingfei) Fk:loadTranslationTable { ["jy__guinaifen"] = "桂乃芬", ["#jy__guinaifen"] = "「街头行为表演艺术家」", ["designer:jy__guinaifen"] = "三秋", ["cv:jy__guinaifen"] = "小敢", ["illustrator:jy__guinaifen"] = "米哈游", ["~jy__guinaifen"] = [[哎呀,演砸了……]], ["jy_zhaoyong"] = "肇涌", [":jy_zhaoyong"] = [[转换技,出牌阶段限一次,你可以翻面并视为对自己使用①【以逸待劳】;②【火攻】。若你因此弃置了红色牌,你可以将手牌摸至四张或令此技能视为未发动过。]], ["#jy_zhaoyong"] = [[肇涌:翻面并视为对自己使用【%arg】(弃置红色牌以触发后续效果)]], ["#jy_zhaoyong_choose"] = "肇涌:选择后续效果", ["#jy_zhaoyong_draw_to_4"] = "将手牌摸至四张", ["#jy_zhaoyong_reset"] = "此技能视为未发动过", ["$jy_zhaoyong1"] = "恭喜发财!", ["$jy_zhaoyong2"] = "花开富贵!", ["jy_dingfei"] = "鼎沸", [":jy_dingfei"] = [[每回合限一次,你受到伤害后,可以展示所有手牌并令伤害来源可以弃置任意张手牌。除非其弃置的牌中每种你手牌中没有的花色至少各有一张,否则你回复一点体力。]], ["#jy_dingfei-prompt"] = [[鼎沸:是否展示手牌并令 %dest 弃牌,若其弃牌未满足条件则你回复一点体力]], ["#jy_dingfei-discard"] = [[鼎沸:弃置 %arg 手牌至少各一张,否则 %src 回复一点体力]], ["$jy_dingfei1"] = [[哎哟,您可别放水。]], ["$jy_dingfei2"] = [[幸亏我练过!]], ["$jy_dingfei3"] = [[还来劲了啊你!]], } return extension