local extension = Package:new("jy_jianyu") extension.extensionName = "jianyu" Fk:loadTranslationTable { ["jy_jianyu"] = "监狱", ["god"] = "神话再临·神", ["xjb"] = "熊", ["tym"] = "唐", ["skl"] = "尚", ["buffed"] = "加强", } -- TODO: 加入你这个包之后,测试时如果烧条偶尔会变得CPU占用率很高。只有标包没有这个问题。 -- 熊简自豪 local xjb__jianzihao = General(extension, "xjb__jianzihao", "qun", 3, 3, General.Male) -- 红温 local jy_hongwen = fk.CreateFilterSkill{ name = "jy_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 jy_zouwei = fk.CreateDistanceSkill{ name = "jy_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, } -- TODO: 没写好之前先禁用 -- -- 参考自孙尚香,formation君刘备 -- local jy_zouwei_audio = fk.CreateTriggerSkill{ -- name = "#jy_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 -- 对着抄的,开始第一个循环 -- if move.from == player.id or move.to == player.id then -- 这行对着抄的,判断是否是自己家 -- for _, info in ipairs(move.moveInfo) do -- 对着抄的,第二个循环 -- if info.fromArea == Card.PlayerEquip or info.toArea == Card.PlayerEquip then -- 对着抄的,在这里判断是去哪个区的 -- -- 不知道为啥用不了 -- if #player:getCardIds(Player.Equip) > 0 then -- 他进了你的装备区之后,你的装备数量为1 -- print("检测到装备不等于0") -- return true -- end -- -- 下面这个可以运行 -- if #player:getCardIds(Player.Equip) == 0 and info.fromArea == Card.PlayerEquip then -- 他出了你的装备区之后,你的装备数量为0 -- 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, "jy_zouwei", "offensive") -- player:broadcastSkillInvoke("jy_zouwei", 1) -- -- 无装备时,+1马 -- elseif #player:getCardIds(player.Equip) == 0 then -- room:notifySkillInvoked(player, "jy_zouwei", "defensive") -- player:broadcastSkillInvoke("jy_zouwei", 2) -- end -- end, -- } -- jy_zouwei:addRelatedSkill(jy_zouwei_audio) -- 圣弩 -- 参考自formation包的君刘备 local jy_shengnu = fk.CreateTriggerSkill{ name = "jy_shengnu", anim_type = 'drawcard', events = {fk.AfterCardsMove}, -- frequency = Skill.Compulsory, -- 我觉得还是把这个关掉比较好,因为多个简自豪的时候会混乱。 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, } -- 洗澡 local jy_xizao = fk.CreateTriggerSkill{ name = "jy_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 jy_kaiju = fk.CreateTriggerSkill{ name = "jy_kaiju", -- jy_kaiju$是主公技 anim_type = "masochism", frequency = Skill.Compulsory, events = {fk.EventPhaseStart}, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) and player.phase == Player.Start end, on_use = function(self, event, target, player, data) local room = player.room for _, p in ipairs(room:getOtherPlayers(player, true)) do if not p:isAllNude() and not player.dead then -- 如果我自己死了,那就不要继续了 -- local id = room:askForCardChosen(p, p, "he", "#jy_kaiju-choose") -- 只能和 -- room:obtainCard(player, id, false, fk.ReasonPrey) -- 一起用,原因不明。下面这个实现方法也可以。测了一圈,感觉是obtainCard的问题。 local id = room:askForCard(p, 1, 1, true, self.name, false, nil, "#jy_kaiju-choose") room:moveCardTo(id, Card.PlayerHand, player, fk.ReasonJustMove, self.name, nil, false, nil) room:useVirtualCard("slash", nil, p, player, self.name, true) -- 杀 end end end, } -- local id = room:askForCardChosen(player, p, "hej", self.name) -- 我选他一张牌 xjb__jianzihao:addSkill(jy_kaiju) xjb__jianzihao:addSkill(jy_hongwen) xjb__jianzihao:addSkill(jy_zouwei) xjb__jianzihao:addSkill(jy_shengnu) xjb__jianzihao:addSkill(jy_xizao) -- xjb__jianzihao:addSkill(jy_zhuanhui) Fk:loadTranslationTable{ ["xjb__jianzihao"] = "简自豪", ["jy_kaiju"] = "开局", [":jy_kaiju"] = [[锁定技,当你的回合开始时,所有其他有牌的角色需要交给你一张牌,并视为对你使用一张【杀】。
“从未如此美妙的开局!”——简自豪]], ["$jy_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?", ["$jy_kaiju2"] = "怎么赢啊?你别瞎说啊!", ["$jy_kaiju3"] = "打这牌怎么打?兄弟们快教我,我看着头晕!", ["$jy_kaiju4"] = "好亏呀,我每一波都。", ["$jy_kaiju5"] = "被秀了,操。", ["#jy_kaiju-choose"] = "交给简自豪一张牌,视为对他使用【杀】", ["jy_hongwen"] = "红温", [":jy_hongwen"] = "锁定技,你的♠牌视为牌,你的♣牌视为牌。", ["$jy_hongwen1"] = "唉,不该出水银的。", ["$jy_hongwen2"] = "哎,兄弟我为什么不打四带两对儿啊,兄弟?", ["$jy_hongwen3"] = "好难受啊!", ["$jy_hongwen4"] = "操,可惜!", ["$jy_hongwen5"] = "那他咋想的呀?", ["jy_zouwei"] = "走位", [":jy_zouwei"] = "锁定技,当你的装备区没有牌时,其他角色计算与你的距离时,始终+1;当你的装备区有牌时,你计算与其他角色的距离时,始终-1。", ["$jy_zouwei1"] = "玩一下,不然我是不是一张牌没有出啊兄弟?", ["$jy_zouwei2"] = "完了呀!", ["jy_shengnu"] = "圣弩", [":jy_shengnu"] = "当【诸葛连弩】移至弃牌堆或其他角色的装备区时,你可以获得此【诸葛连弩】。", ["$jy_shengnu1"] = "哎兄弟们我这个牌不能拆吧?", ["$jy_shengnu2"] = "补刀瞬间回来了!", ["jy_xizao"] = "洗澡", [":jy_xizao"] = "限定技,当你处于濒死状态时,你可以将体力恢复至1,摸三张牌,然后翻面。", ["$jy_xizao1"] = "呃啊啊啊啊啊啊啊!!", ["$jy_xizao2"] = "也不是稳赢吧,我觉得赢了!", ["~xjb__jianzihao"] = "好像又要倒下了……", } -- 第二代简自豪 local tym__jianzihao = General(extension, "tym__jianzihao", "qun", 3, 3, General.Male) local jy_sanjian = fk.CreateTriggerSkill{ name = "jy_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("ex_nihilo", nil, player, player, self.name, false) end, } local jy_kaiju_2 = fk.CreateActiveSkill{ name = "jy_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) if not player.dead then room:useVirtualCard("snatch", nil, player, p, self.name, true) -- 顺 -- 顺手牵羊,但不能被无懈可击响应(那我为啥不直接顺?) -- 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("slash", nil, p, player, self.name, true) -- 杀 end end end, } local jy_xizao_2 = fk.CreateTriggerSkill{ name = "jy_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(jy_kaiju_2) tym__jianzihao:addSkill(jy_sanjian) tym__jianzihao:addSkill("hongyan") tym__jianzihao:addSkill("jy_zouwei") tym__jianzihao:addSkill("jy_shengnu") tym__jianzihao:addSkill(jy_xizao_2) Fk:loadTranslationTable{ ["tym__jianzihao"] = "界简自豪", ["jy_kaiju_2"] = "开局", [":jy_kaiju_2"] = "出牌阶段限一次,你选择若干名角色。你对他们【顺手牵羊】,然后被他们【杀】。", ["$jy_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?", ["$jy_kaiju_22"] = "怎么赢啊?你别瞎说啊!", ["$jy_kaiju_23"] = "打这牌怎么打?兄弟们快教我,我看着头晕!", ["$jy_kaiju_24"] = "好亏呀,我每一波都。", ["$jy_kaiju_25"] = "被秀了,操。", ["jy_sanjian"] = "三件", [":jy_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]], ["$jy_sanjian1"] = "也不是稳赢吧,我觉得赢了!", ["jy_xizao_2"] = "洗澡", [":jy_xizao_2"] = "限定技,当你处于濒死状态且装备区有牌时,你可以弃掉所有装备区的牌、将体力恢复至1,然后每以此法弃掉一张牌,你摸一张牌。", ["$jy_xizao_21"] = "呃啊啊啊啊啊啊啊!!", ["$jy_xizao_22"] = "也不是稳赢吧,我觉得赢了!", ["~tym__jianzihao"] = "好像又要倒下了……", } -- 尚李元浩 local skl__liyuanhao = General(extension, "skl__liyuanhao", "qun", 3, 3, General.Male) -- 虎啸 -- 参考自铁骑,屯田,脑洞包明哲,克己(原来克己已经监视了使用和打出了,不用写那么复杂) local jy_huxiao = fk.CreateTriggerSkill{ name = "jy_huxiao", anim_type = "special", events = {fk.CardResponding, fk.TargetSpecified}, -- 包括了使用和打出 -- frequency = Skill.Compulsory, can_trigger = function(self, event, target, player, data) if player:hasSkill(self) and data.card.trueName == "slash" then -- 使用是TS,打出是CR if event == fk.TargetSpecified or event == fk.CardResponding then return target == player end end end, on_use = function(self, event, target, player, data) local room = player.room local dummy = Fk:cloneCard("dilu") dummy:addSubcards(room:getNCards(1)) player:addToPile("skl__liyuanhao_xiao", dummy, true, self.name) end, } -- 啸酒 -- 注释里是为了测试改成无中生有。保留在这里以防你后面还需要测试。 local jy_huxiao_analeptic = fk.CreateViewAsSkill{ name = "jy_huxiao_analeptic", anim_type = "defensive", pattern = "analeptic", -- pattern = "ex_nihilo", expand_pile = "skl__liyuanhao_xiao", card_filter = function(self, to_select, selected) if #selected == 1 then return false end local xiaos = Self:getPile("skl__liyuanhao_xiao") if #xiaos == 0 then return false end return Self:getPileNameOfId(to_select) == "skl__liyuanhao_xiao" end, view_as = function(self, cards) if #cards ~= 1 then return nil end local c = Fk:cloneCard("analeptic") -- local c = Fk:cloneCard("ex_nihilo") c.skillName = self.name -- print("克隆的牌c的参数:c.name ", c.name, " c.trueName ", c.trueName) c:addSubcard(cards[1]) return c end, } -- 啸闪 local jy_huxiao_jink = fk.CreateViewAsSkill{ name = "jy_huxiao_jink", anim_type = "defensive", pattern = "jink", expand_pile = "skl__liyuanhao_xiao", card_filter = function(self, to_select, selected) if #selected == 1 then return false end local xiaos = Self:getPile("skl__liyuanhao_xiao") if #xiaos == 0 then return false end return Self:getPileNameOfId(to_select) == "skl__liyuanhao_xiao" end, view_as = function(self, cards) if #cards ~= 1 then return nil end local c = Fk:cloneCard("jink") c.skillName = self.name c:addSubcard(cards[1]) return c end, } -- 二段 -- 首先BeforeCardsMove判断一次是否有牌进/出你的特殊区,然后如果有, -- 再在AfterCardsMove里判断是否这张牌是啸,而且啸的数量变成了2。 -- 参考自周泰,界周泰,国战formation守成 local jy_erduanxiao = fk.CreateTriggerSkill{ name = "jy_erduanxiao", anim_type = "negative", events = {fk.BeforeCardsMove}, -- 理论上来说每次牌的移动只有同一个方向的 -- frequency = Skill.Compulsory, mute = true, -- can_trigger = function(self, event, target, player, data) -- -- 只判断是否有牌进出了你的特殊区,而不判断它是否是啸(因为比较复杂,等确定有可能了之后再判断,节省资源) -- if player:hasSkill(self) then -- 如果是有二段啸的角色 -- local xiaos = player:getPile("skl__liyuanhao_xiao") -- player.is_xiao_changing = false -- 默认这次没有变化 -- if #xiaos == 1 or #xiaos == 3 then -- 如果啸是1或3 -- -- 1是可以触发的,3不知道为啥触发不了。难道viewas不会移动牌吗? -- -- 我觉得有可能是这个原因。明天可以改成“用完牌之后”之类的。 -- if #xiaos == 3 then print("二段笑(一段)已经检测到#xiaos为", #xiaos) end -- for _, move in ipairs(data) do -- 如果有一张牌是进入或者离开我的特殊区,那么这个函数可以触发 -- if (move.to == player.id and move.toArea == Card.PlayerSpecial) or -- (move.from == player.id and move.fromArea == Card.PlayerSpecial) then -- -- 去找一段代码,检测自己特殊区的牌离开的 -- print("二段笑(一段)已经检测有牌从特殊区变动", #xiaos) -- -- 检测不到离开 -- if move.to == player.id and move.toArea == Card.PlayerSpecial then -- print("二段笑(一段)已经检测有牌来到特殊区", #xiaos) -- end -- if move.from == player.id and move.fromArea == Card.PlayerSpecial then -- print("二段笑(一段)已经检测有牌从特殊区离开", #xiaos) -- end -- return true -- end -- end -- end -- end -- end, -- -- 根据守成改的版本,现在可以3-2了,但是不能1-2 -- -- 我真的不知道为什么了。这样吧,把两个版本综合一下,写到下一个里面,这个就算完成了。以后再改。 -- can_trigger = function(self, event, target, player, data) -- if not player:hasSkill(self) then return end -- 如果我自己没有这个技能,那就算了 -- local xiaos = player:getPile("skl__liyuanhao_xiao") -- player.is_xiao_changing = false -- for _, move in ipairs(data) do -- 第一层循环,不知道为啥 -- if move.from then -- 照着抄的,牌离开 -- print("有牌正打算离开") -- if move.from == player.id then -- print("有牌正打算从你家离开") -- if #xiaos == 3 then -- print("啸是3") -- for _, info in ipairs(move.moveInfo) do -- 还有第二层循环。我自己的代码里没有第二层 -- if info.fromArea == Card.PlayerSpecial then -- print("有牌正打算从你家特殊区离开") -- return true -- end -- end -- end -- end -- elseif move.to then -- 照着抄的,牌离开 -- print("有牌正打算来") -- if move.to == player.id then -- print("有牌正打算来你家") -- if #xiaos == 1 then -- print("啸是1") -- for _, info in ipairs(move.moveInfo) do -- 还有第二层循环。我自己的代码里没有第二层 -- if info.toArea == Card.PlayerSpecial then -- print("有牌正打算来你家特殊区") -- return true -- end -- end -- end -- end -- end -- end -- end, -- 每个参数的结尾都要逗号。can_trigger是一个参数 -- 测试通过。1-2,3-2都可以顺利触发。 -- 我猜想原因是1-2的时候可能有多张牌进出,而3-2的时候只会有一张牌出去。但我搞不懂这个数据结构, -- 不知道为什么有一个是两层循环,有一个是一层循环。 can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return end -- 如果我自己没有这个技能,那就算了 local xiaos = player:getPile("skl__liyuanhao_xiao") player.is_xiao_changing = false -- 判断是否有牌出去 for _, move in ipairs(data) do -- 第一层循环,不知道为啥 if move.from then -- 照着抄的,牌离开 -- print("有牌正打算离开") if move.from == player.id then -- print("有牌正打算从你家离开") if #xiaos == 3 then -- print("啸是3") for _, info in ipairs(move.moveInfo) do -- 还有第二层循环。我自己的代码里没有第二层 if info.fromArea == Card.PlayerSpecial then -- print("有牌正打算从你家特殊区离开") return true end end end end end end -- 判断是否有牌进来 if #xiaos == 1 then -- 如果啸是1 for _, move in ipairs(data) do -- 如果有一张牌是进入或者离开我的特殊区,那么这个函数可以触发 if (move.to == player.id and move.toArea == Card.PlayerSpecial) or (move.from == player.id and move.fromArea == Card.PlayerSpecial) then -- 去找一段代码,检测自己特殊区的牌离开的 -- print("二段笑(一段)已经检测有牌从特殊区变动", #xiaos) -- 检测不到离开 -- if move.to == player.id and move.toArea == Card.PlayerSpecial then -- print("二段笑(一段)已经检测有牌来到特殊区", #xiaos) -- end return true end end end end, -- 每个参数的结尾都要逗号。can_trigger是一个参数 on_trigger = function(self, event, target, player, data) -- 触发之后,设置变量,告诉下一个函数有没有可能在发生变化 player.is_xiao_changing = true -- print("二段笑(第一段) on_trigger已触发,现在是", player.is_xiao_changing, #player:getPile("skl__liyuanhao_xiao")) end, } local jy_erduanxiao_trigger = fk.CreateTriggerSkill{ name = "#jy_erduanxiao_trigger", events = {fk.AfterCardsMove}, anim_type = "masochism", frequency = Skill.Compulsory, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return false end return #player:getPile("skl__liyuanhao_xiao") == 2 and -- 如果啸为2 player.is_xiao_changing -- 如果啸有可能在变化 end, on_trigger = function(self, event, target, player, data) -- print("二段笑(第二段)已触发,", player.is_xiao_changing, #player:getPile("skl__liyuanhao_xiao")) local room = player.room local choice = room:askForChoice(player, {"#lose_xiao", "#lose_hp_1"}, self.name) if choice == "#lose_xiao" then local xiaos = player:getPile("skl__liyuanhao_xiao") room:throwCard(xiaos, self.name, player, player) -- 把啸全部扔掉 elseif choice == "#lose_hp_1" then room:loseHp(player, 1, self.name) -- 失去一点体力 player.is_xiao_changing = false end end, } jy_erduanxiao:addRelatedSkill(jy_erduanxiao_trigger) -- 三件 已完成 测试通过 local jy_husanjian = fk.CreateTriggerSkill{ name = "jy_husanjian", frequency = Skill.Compulsory, anim_type = "offensive", events = {fk.DamageCaused}, can_trigger = function(self, event, target, player, data) if not (target == player and player:hasSkill(self)) then return false end -- 现在 target 已经是 player,并且 player 拥有这个技能了。这个时候再来看他的装备区 local weapon = Fk:getCardById(player:getEquipment(Card.SubtypeWeapon)) local armor = Fk:getCardById(player:getEquipment(Card.SubtypeArmor)) local defensive_ride = Fk:getCardById(player:getEquipment(Card.SubtypeDefensiveRide)) local offensive_ride = Fk:getCardById(player:getEquipment(Card.SubtypeOffensiveRide)) local treasure = Fk:getCardById(player:getEquipment(Card.Treasure)) return not weapon and armor and defensive_ride and not offensive_ride and not treasure -- 有且只有防具和+1马 end, on_use = function(self, event, target, player, data) local room = player.room player:broadcastSkillInvoke(self.name) room:notifySkillInvoked(player, self.name, "masochism") -- 如果这个技能改了,建议把这里的特效也改一下。 data.damage = data.damage - 1 end, } -- TODO: 加一个触发效果器 skl__liyuanhao:addSkill(jy_huxiao) skl__liyuanhao:addSkill(jy_huxiao_analeptic) skl__liyuanhao:addSkill(jy_huxiao_jink) skl__liyuanhao:addSkill(jy_erduanxiao) skl__liyuanhao:addSkill(jy_husanjian) Fk:loadTranslationTable { ["skl__liyuanhao"] = "李元浩", ["skl__liyuanhao_xiao"] = "啸", ["jy_huxiao"] = "虎啸", [":jy_huxiao"] = [[当你使用或打出一张【杀】时,你可以将牌堆顶的一张牌置于你的角色牌上,称为【啸】。
“我希望我的后辈们能够记住,在你踏上职业道路的这一刻开始,你的目标就只有,冠军。”——李元浩]], ["jy_huxiao_analeptic"] = "横刀", [":jy_huxiao_analeptic"] = [[你可以将【啸】当作【酒】使用或打出。
“谁敢横刀立马……”——钱晨]], ["jy_huxiao_jink"] = "立马", [":jy_huxiao_jink"] = [[你可以将【啸】当作【闪】使用或打出。
“……唯我虎大将军!”——钱晨]], ["jy_erduanxiao"] = "二段", [":jy_erduanxiao"] = "锁定技,当你的角色牌上有且仅有两张【啸】时,你选择失去一点体力或失去所有【啸】。", ["#jy_erduanxiao_trigger"] = "二段", ["#lose_xiao"] = "失去所有【啸】", ["#lose_hp_1"] = "失去一点体力", ["jy_husanjian"] = "三件", [":jy_husanjian"] = [[锁定技,当你的装备区有且仅有防具和防御马时,你造成的伤害-1。
虎三件,指【中娅沙漏】、【水银之靴】、【大天使之杖】。一些人持不同的观点,但【大天使之杖】没有什么争议。]], } -- 唐李元浩 local tym__liyuanhao = General(extension, "tym__liyuanhao", "qun", 3, 3, General.Male) -- 界虎啸 -- 参考自铁骑,屯田,脑洞包明哲,克己(原来克己已经监视了使用和打出了,不用写那么复杂) local jy_huxiao_2 = fk.CreateTriggerSkill{ name = "jy_huxiao_2", anim_type = "special", events = {fk.CardResponding, fk.TargetSpecified}, -- 包括了使用和打出 -- frequency = Skill.Compulsory, can_trigger = function(self, event, target, player, data) if player:hasSkill(self) and data.card.trueName == "slash" then -- 使用是TS,打出是CR if event == fk.TargetSpecified or event == fk.CardResponding then return target == player end end end, on_use = function(self, event, target, player, data) local room = player.room local dummy = Fk:cloneCard("dilu") dummy:addSubcards(room:getNCards(1)) player:addToPile("tym__liyuanhao_xiao", dummy, true, self.name) end, } -- 界啸酒 -- 注释里是为了测试改成无中生有。保留在这里以防你后面还需要测试。 local jy_huxiao_analeptic_2 = fk.CreateViewAsSkill{ name = "jy_huxiao_analeptic_2", anim_type = "defensive", pattern = "analeptic", -- pattern = "ex_nihilo", expand_pile = "tym__liyuanhao_xiao", card_filter = function(self, to_select, selected) if #selected == 1 then return false end local xiaos = Self:getPile("tym__liyuanhao_xiao") if #xiaos == 0 then return false end return Self:getPileNameOfId(to_select) == "tym__liyuanhao_xiao" end, view_as = function(self, cards) if #cards ~= 1 then return nil end local c = Fk:cloneCard("analeptic") -- local c = Fk:cloneCard("ex_nihilo") c.skillName = self.name -- print("克隆的牌c的参数:c.name ", c.name, " c.trueName ", c.trueName) c:addSubcard(cards[1]) return c end, } -- 界啸闪 local jy_huxiao_jink_2 = fk.CreateViewAsSkill{ name = "jy_huxiao_jink_2", anim_type = "defensive", pattern = "jink", expand_pile = "tym__liyuanhao_xiao", card_filter = function(self, to_select, selected) if #selected == 1 then return false end local xiaos = Self:getPile("tym__liyuanhao_xiao") if #xiaos == 0 then return false end return Self:getPileNameOfId(to_select) == "tym__liyuanhao_xiao" end, view_as = function(self, cards) if #cards ~= 1 then return nil end local c = Fk:cloneCard("jink") c.skillName = self.name c:addSubcard(cards[1]) return c end, } -- 界二段 -- 这里的jy_erduanxiao_2全部都是抄上面普通李元浩的,因为只有数值差异。如果上面的改了,这里也得改 local jy_erduanxiao_2 = fk.CreateTriggerSkill{ name = "jy_erduanxiao_2", anim_type = "negative", events = {fk.BeforeCardsMove}, -- 理论上来说每次牌的移动只有同一个方向的 -- frequency = Skill.Compulsory, mute = true, -- 测试通过。1-2,3-2都可以顺利触发。 -- 我猜想原因是1-2的时候可能有多张牌进出,而3-2的时候只会有一张牌出去。但我搞不懂这个数据结构, -- 不知道为什么有一个是两层循环,有一个是一层循环。 can_trigger = function(self, event, target, player, data) if not player:hasSkill(self) then return end -- 如果我自己没有这个技能,那就算了 local xiaos = player:getPile("tym__liyuanhao_xiao") player.is_xiao_changing = false -- 判断是否有牌出去 for _, move in ipairs(data) do -- 第一层循环,不知道为啥 if move.from then -- 照着抄的,牌离开 -- print("有牌正打算离开") if move.from == player.id then -- print("有牌正打算从你家离开") if #xiaos == 3 then -- print("啸是3") for _, info in ipairs(move.moveInfo) do -- 还有第二层循环。我自己的代码里没有第二层 if info.fromArea == Card.PlayerSpecial then -- print("有牌正打算从你家特殊区离开") return true end end end end end end -- 判断是否有牌进来 if #xiaos == 1 then -- 如果啸是1 for _, move in ipairs(data) do -- 如果有一张牌是进入或者离开我的特殊区,那么这个函数可以触发 if (move.to == player.id and move.toArea == Card.PlayerSpecial) or (move.from == player.id and move.fromArea == Card.PlayerSpecial) then -- 去找一段代码,检测自己特殊区的牌离开的 -- print("二段笑(一段)已经检测有牌从特殊区变动", #xiaos) -- 检测不到离开 -- if move.to == player.id and move.toArea == Card.PlayerSpecial then -- print("二段笑(一段)已经检测有牌来到特殊区", #xiaos) -- end return true end end end end, -- 每个参数的结尾都要逗号。can_trigger是一个参数 on_trigger = function(self, event, target, player, data) -- 触发之后,设置变量,告诉下一个函数有没有可能在发生变化 player.is_xiao_changing = true -- print("二段笑(第一段) on_trigger已触发,现在是", player.is_xiao_changing, #player:getPile("tym__liyuanhao_xiao")) end, } local jy_erduanxiao_trigger_2 = fk.CreateTriggerSkill{ name = "#jy_erduanxiao_trigger_2", events = {fk.AfterCardsMove}, frequency = Skill.Compulsory, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and -- 如果是有二段啸的角色 #player:getPile("tym__liyuanhao_xiao") == 2 and -- 如果啸为2 player.is_xiao_changing -- 如果啸有可能在变化 end, on_cost = function(self, event, target, player, data) -- print("jy_erduanxiao_trigger 已触发,现在player.is_xiao_changing的值是", player.is_xiao_changing) local room = player.room -- 如果体力不是满的,两个选项都有;如果是满的,就黑掉【恢复体力】那个按钮。这个改动不需要改到标李元浩那边去,因为标李元浩是掉血。 if player.hp ~= player.maxHp then self.choice = room:askForChoice(player, {"#lose_xiao_2", "#lose_hp_1_2"}, self.name) else self.choice = room:askForChoice(player, {"#lose_xiao_2"}, self.name, nil, nil, {"#lose_xiao_2", "#lose_hp_1_2"}) end return true end, on_use = function(self, event, target, player, data) local xiaos = player:getPile("tym__liyuanhao_xiao") if self.choice == "#lose_xiao_2" then -- 将所有【啸】纳入自己的手牌 player.room:moveCardTo(xiaos, Card.PlayerHand, player, fk.ReasonJustMove, self.name, "tym__liyuanhao_xiao", true, player.id) elseif self.choice == "#lose_hp_1_2" then -- 弃掉所有【啸】 room:throwCard(xiaos, self.name, player, player) -- 把啸全部扔掉 -- 回复1点体力 player.room:recover({ who = player, num = 1, recoverBy = player, skillName = self.name, }) end end, } jy_erduanxiao_2:addRelatedSkill(jy_erduanxiao_trigger_2) -- 界三件 已完成 测试通过 local jy_husanjian_2 = fk.CreateTriggerSkill{ name = "jy_husanjian_2", frequency = Skill.Compulsory, anim_type = "offensive", events = {fk.DamageCaused}, can_trigger = function(self, event, target, player, data) if not (target == player and player:hasSkill(self)) then return false end -- 现在 target 已经是 player,并且 player 拥有这个技能了。这个时候再来看他的装备区 local weapon = Fk:getCardById(player:getEquipment(Card.SubtypeWeapon)) local armor = Fk:getCardById(player:getEquipment(Card.SubtypeArmor)) local defensive_ride = Fk:getCardById(player:getEquipment(Card.SubtypeDefensiveRide)) local offensive_ride = Fk:getCardById(player:getEquipment(Card.SubtypeOffensiveRide)) local treasure = Fk:getCardById(player:getEquipment(Card.Treasure)) return weapon and not armor and not defensive_ride and offensive_ride and not treasure -- 有且只有武器和-1马 end, on_use = function(self, event, target, player, data) local room = player.room player:broadcastSkillInvoke(self.name) room:notifySkillInvoked(player, self.name, "offensive") data.damage = data.damage + 1 end, } -- TODO: 加一个触发效果器 -- 因为是两个不同的角色,两个角色的特殊区是不能通用的,所以必须分开写代码。 tym__liyuanhao:addSkill(jy_huxiao_2) tym__liyuanhao:addSkill(jy_huxiao_analeptic_2) tym__liyuanhao:addSkill(jy_huxiao_jink_2) tym__liyuanhao:addSkill(jy_erduanxiao_2) -- tym__liyuanhao:addSkill(jy_husanjian_2) Fk:loadTranslationTable { ["tym__liyuanhao"] = "界李元浩", ["tym__liyuanhao_xiao"] = "", ["jy_huxiao_2"] = "虎啸", [":jy_huxiao_2"] = [[当你使用或打出一张【杀】时,你可以将牌堆顶的一张牌置于你的角色牌上,称为【啸】。
“我希望我的后辈们能够记住,在你踏上职业道路的这一刻开始,你的目标就只有,冠军。”——李元浩]], ["jy_huxiao_analeptic_2"] = "横刀", [":jy_huxiao_analeptic_2"] = [[你可以将【啸】当作【酒】使用或打出。
“谁敢横刀立马……”——钱晨]], ["jy_huxiao_jink_2"] = "立马", [":jy_huxiao_jink_2"] = [[你可以将【啸】当作【闪】使用或打出。
“……唯我虎大将军!”——钱晨]], ["jy_erduanxiao_2"] = "二段", [":jy_erduanxiao_2"] = "锁定技,当你的角色牌上有且仅有两张【啸】时,你选择:弃掉所有【啸】并恢复一点体力,或将所有【啸】纳入手牌。", ["#jy_erduanxiao_trigger_2"] = "二段", ["#lose_xiao_2"] = "将所有【啸】纳入手牌", ["#lose_hp_1_2"] = "弃掉所有【啸】并恢复一点体力", } -- -- -- 侯国玉 -- local tym__houguoyu = General(extension, "tym__houguoyu", "qun", 5, 5, General.Male) -- tym__houguoyu:addSkill(jy_husanjian_2) -- -- tym__houguoyu:addSkill("biyue") -- Fk:loadTranslationTable { -- ["tym__houguoyu"] = "侯国玉", -- ["houguoyu"] = "侯国玉", -- ["jy_husanjian_2"] = "三件", -- [":jy_husanjian_2"] = [[锁定技,当你的装备区有且仅有武器和进攻马时,你造成的伤害+1。 --
虎三件,有时也可以指【卢登的激荡】、【虚空之杖】和【灭世者的死亡之帽】。]], -- } -- 高天亮 local xjb__gaotianliang = General(extension, "xjb__gaotianliang", "qun", 4, 4, General.Male) local jy_yuyu = fk.CreateTriggerSkill{ name = "jy_yuyu", anim_type = "masochism", events = {fk.Damaged}, -- 遗计就是没有can_trigger的,遗计也不用判断player.hasSkill(self),也不用判断伤害目标是自己,因为被省略了 on_trigger = function(self, event, target, player, data) local room = player.room self.this_time_slash = false if data.card and data.from and data.card.trueName == "slash" then -- 如果是杀 if not data.from:hasMark("@jy_gaotianliang_enemy") then self.this_time_slash = true -- 如果他是因为这次伤害变成了天敌,那么写在this_time_slash里 room:setPlayerMark(data.from, "@jy_gaotianliang_enemy", "") -- 空字符串也是true end end if self.this_time_slash or not data.from:hasMark("@jy_gaotianliang_enemy") then -- 如果他不是敌人 self:doCost(event, target, player, data) end end, on_cost = function(self, event, target, player, data) if player.room:askForSkillInvoke(player, self.name, data) then -- 那么问是否要发动 return true end end, on_use = function(self, event, target, player, data) player:drawCards(3) player:turnOver() self.this_time_slash = false end, } xjb__gaotianliang:addSkill(jy_yuyu) Fk:loadTranslationTable { ["xjb__gaotianliang"] = "高天亮", ["jy_yuyu"] = "玉玉", [":jy_yuyu"] = [[锁定技,当你被没有【高天亮之敌】标记的角色使用【杀】造成了伤害时,你令其获得【高天亮之敌】标记。 受到来自没有【高天亮之敌】标记的角色或因本次伤害而获得【高天亮之敌】标记的角色造成的伤害时,你可以摸三张牌,然后翻面。]], ["@jy_gaotianliang_enemy"] = "高天亮之敌", } -- -- 赵乾熙 local tym__zhaoqianxi = General(extension, "tym__zhaoqianxi", "qun", 4, 4, General.Male) -- 参考自藤甲。要把DamageInflicted改成DamageCaused,就是你对别人造成伤害的意思。 -- 如果是DamageInflicted,就是别人对你造成伤害的意思。 local jy_yuanshen = fk.CreateTriggerSkill{ name = "jy_yuanshen", frequency = Skill.Compulsory, anim_type = "offensive", events = {fk.DamageCaused}, can_trigger = function(self, event, target, player, data) if not (target == player and player:hasSkill(self)) then return false end return data.damageType ~= fk.NormalDamage end, on_use = function(self, event, target, player, data) data.damage = data.damage + 1 end, } local jy_huoji = fk.CreateViewAsSkill{ name = "jy_huoji", anim_type = "offensive", pattern = "fire__slash", card_filter = function(self, to_select, selected) return #selected == 0 and Fk:getCardById(to_select).suit == Card.Spade and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip end, view_as = function(self, cards) if #cards ~= 1 then return end local card = Fk:cloneCard("fire__slash") card.skillName = self.name card:addSubcard(cards[1]) return card end, } tym__zhaoqianxi:addSkill(jy_yuanshen) tym__zhaoqianxi:addSkill(jy_huoji) Fk:loadTranslationTable { ["tym__zhaoqianxi"] = "赵乾熙", ["jy_yuanshen"] = "原神", [":jy_yuanshen"] = [[锁定技,你造成的属性伤害+1。]], ["jy_huoji"] = "帽猫", [":jy_huoji"] = [[你可以将一张♠手牌当作【火杀】使用或打出。
因为Beryl抽满命林尼歪了六次,所以他决定在新月杀中重拾自己的火。]], } -- 界赵乾熙 local tym__zhaoqianxi_2 = General(extension, "tym__zhaoqianxi_2", "qun", 4, 4, General.Male) -- tym__zhaoqianxi_2.hidden = true local jy_yuanshen_2 = fk.CreateTriggerSkill{ name = "jy_yuanshen_2", frequency = Skill.Compulsory, anim_type = "support", events = {fk.DamageInflicted}, can_trigger = function(self, event, target, player, data) -- player是我自己,只能让我自己播放这个动画 if not player:hasSkill(self) then return false end return data.damageType ~= fk.NormalDamage and not data.is_jy_yuanshen_2_triggered -- 如果这次没有被其他的该技能响应 end, on_use = function(self, event, target, player, data) local room = player.room if data.damageType then -- 使用for循环以方便后面添加元素反应类型。每次只会有一种反应发生。 -- element[1]是A属性类型,element[2]是A对应的附着标记, -- element[3]是A要反应的附着标记B,element[4]是要造成的效果 -- Lua 的数组从1开始 for _, element in ipairs( { {fk.FireDamage, "@jy_yuanshen_2_pyro", "@jy_yuanshen_2_electro", function(self, event, target, player, data) data.damage = data.damage + 1 end}, {fk.ThunderDamage, "@jy_yuanshen_2_electro", "@jy_yuanshen_2_pyro", function(self, event, target, player, data) player.room:askForDiscard(data.to, 2, 2, true, self.name, false, nil, "#jy_yuanshen_2_overload_discard") end}, } ) do if data.damageType == element[1] then -- 如果是A属性伤害 if data.to:getMark(element[3]) ~= 0 then -- 如果目标有B附着 room:setPlayerMark(data.to, element[3], 0) -- 将B附着解除 element[4](self, event, target, player, data) -- 造成效果 data.is_jy_yuanshen_2_triggered = true -- 如果有多个拥有这个技能的人,告诉他不用再发动了 return -- 结束了,不用判断下一个了 end if not data.to:hasMark(element[2]) then -- 如果目标没有A附着 room:setPlayerMark(data.to, element[2], 1) -- 造成A附着 return end end end end end, } -- 参考自悲歌 -- 因为如果每个无属性伤害都触发这个技能的话会极大增加等待时间,所以我的建议是更改成悲歌,只响应【杀】 local jy_fumo = fk.CreateTriggerSkill{ name = "jy_fumo", anim_type = "masochism", events = {fk.DamageInflicted}, can_trigger = function(self, event, target, player, data) return player:hasSkill(self) and data.damageType == fk.NormalDamage and data.card and data.card.trueName == "slash" and not data.to.dead and not player:isNude() end, on_cost = function(self, event, target, player, data) local room = player.room local card = room:askForDiscard(player, 1, 1, true, self.name, true, ".", "#jy_fumo-invoke::"..target.id, true) if #card > 0 then room:doIndicate(player.id, {target.id}) self.cost_data = card return true end end, on_use = function(self, event, target, player, data) local room = player.room room:throwCard(self.cost_data, self.name, player, player) if target.dead then return false end local judge = { who = data.from, reason = self.name, pattern = ".", } room:judge(judge) if judge.card.color == Card.Red then data.damageType = fk.FireDamage elseif judge.card.color == Card.Black then data.damageType = fk.ThunderDamage end end, } tym__zhaoqianxi_2:addSkill(jy_yuanshen_2) tym__zhaoqianxi_2:addSkill(jy_fumo) Fk:loadTranslationTable { ["tym__zhaoqianxi_2"] = "界赵乾熙", ["jy_yuanshen_2"] = "原神", [":jy_yuanshen_2"] = [[锁定技,所有角色的雷属性伤害都会令目标进入【雷附着】状态, 而火属性伤害会令目标进入【火附着】状态。
当一名【雷附着】状态的角色受到火属性伤害时, 本次伤害不会令目标进入【火附着】状态,而是移除【雷附着】状态并使该伤害+1; 当一名【火附着】状态的角色受到雷属性伤害时, 本次伤害不会令目标进入【雷附着】状态,而是移除【火附着】状态并弃两张牌。
这个技能对每次伤害仅生效一次,不论场上是否有多个角色拥有这个技能。]], ["@jy_yuanshen_2_pyro"] = "火附着", ["@jy_yuanshen_2_electro"] = "雷附着", ["#jy_yuanshen_2_overload_discard"] = "你在【雷附着】状态下受到了火属性伤害,需要弃置两张牌", ["jy_fumo"] = "附魔", ["#jy_fumo-invoke"] = "附魔:%dest 受到无属性伤害,你可以弃置一张牌令伤害来源判定,改为属性伤害。", [":jy_fumo"] = [[当有角色使用【杀】造成无属性伤害时,你可以弃一张牌并令伤害来源进行一次判定, 若结果为:红色,将此次伤害改为火属性;黑色,将此次伤害改为雷属性。]], } -- 阿伟罗 local xjb__aweiluo = General(extension, "xjb__aweiluo", "qun", 3, 3, General.Male) local jy_youlong = fk.CreateTriggerSkill{ name = "jy_youlong", anim_type = "support", 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:getAllPlayers(player, true)) do if not p:isKongcheng() then -- 如果他有手牌 local id = room:askForCard(p, 1, 1, true, self.name, false, nil, "#jy_youlong-choose") room:moveCardTo(id, Card.PlayerHand, p.next, fk.ReasonJustMove, self.name, nil, false, player.id) end end end, } -- 核爆 local jy_hebao = fk.CreateTriggerSkill{ name = "jy_hebao", anim_type = "special", 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_cost = function(self, event, target, player, data) local room = player.room local id = room:askForCard(player, 1, 1, false, self.name, true, nil, "#jy_hebao-choose") player:addToPile("xjb__aweiluo_dian", id, true, self.name) end, } xjb__aweiluo:addSkill(jy_youlong) xjb__aweiluo:addSkill(jy_hebao) Fk:loadTranslationTable { ["xjb__aweiluo"] = "阿伟罗", ["jy_youlong"] = "游龙", ["#jy_youlong-choose"] = "游龙:你需要选择一张牌交给下家", [":jy_youlong"] = "你的回合开始时,你可以让每一名玩家交一张手牌给其下家。", ["jy_hebao"] = "核爆", [":jy_hebao"] = "你的回合开始时,你可以将一张手牌置于你的武将牌上,称为【点】。", ["#jy_hebao-choose"] = "选择一张手牌成为【点】", ["jy_tiaoshui"] = "跳水", [":jy_tiaoshui"] = "当你失去体力时,你可以移出一张【点】。", ["jy_luojiao"] = "罗绞", [":jy_luojiao"] = "当你的【点】有4张时,视为使用一张【万箭齐发】;当你的【点】花色不同时,视为使用一张【南蛮入侵】。", ["jy_yusu"] = "玉玊", [":jy_yusu"] = "你的回合内每使用第二张基本牌结算完成后,将其置于你的武将牌上,视为【点】。", } Fk:loadTranslationTable { ["jianzihao"] = "简自豪", ["houguoyu"] = "侯国玉", ["liyuanhao"] = "李元浩", ["aweiluo"] = "阿伟罗", ["gaotianliang"] = "高天亮", ["zhaoqianxi"] = "赵乾熙", } return extension