1193 lines
49 KiB
Lua
1193 lines
49 KiB
Lua
local extension = Package:new("jy_jianyu")
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extension.extensionName = "jianyu"
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Fk:loadTranslationTable {
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["jy_jianyu"] = "<font color=\"red\"><strong>监狱</strong></font>",
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["god"] = "神话再临·神",
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["xjb"] = "熊",
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["tym"] = "唐",
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["skl"] = "尚",
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["buffed"] = "加强",
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}
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-- 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。
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-- 熊简自豪
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local xjb__jianzihao = General(extension, "xjb__jianzihao", "qun", 3, 3, General.Male)
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-- 红温
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local jy_hongwen = fk.CreateFilterSkill{
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name = "jy_hongwen",
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card_filter = function(self, to_select, player)
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return (to_select.suit == Card.Spade or to_select.suit == Card.Club) and player:hasSkill(self)
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end,
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view_as = function(self, to_select)
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if to_select.suit == Card.Club then
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return Fk:cloneCard(to_select.name, Card.Diamond, to_select.number)
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else -- Spade
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return Fk:cloneCard(to_select.name, Card.Heart, to_select.number)
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end
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end,
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}
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-- 走位
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local jy_zouwei = fk.CreateDistanceSkill{
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name = "jy_zouwei",
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correct_func = function(self, from, to)
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-- 有装备时视为-1
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if from:hasSkill(self) and #from:getCardIds(Player.Equip) ~= 0 then
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-- 请使用#from:getCardIds(Player.Equip)来代表长度,
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-- 如果你只用from:getCardIds(Player.Equip)的话是代表这个数组
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return -1
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end
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-- 没装备时视为+1
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if to:hasSkill(self) and #to:getCardIds(Player.Equip) == 0 then
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return 1
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end
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return 0
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end,
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}
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-- TODO: 没写好之前先禁用
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-- -- 参考自孙尚香,formation君刘备
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-- local jy_zouwei_audio = fk.CreateTriggerSkill{
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-- name = "#jy_zouwei_audio",
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-- refresh_events = {fk.AfterCardsMove},
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-- -- 这个函数只有在装备区牌量变动时才检测
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-- can_refresh = function(self, event, target, player, data)
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-- if not player:hasSkill(self.name) then return end
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-- for _, move in ipairs(data) do -- 对着抄的,开始第一个循环
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-- 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
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-- for _, info in ipairs(move.moveInfo) do -- 对着抄的,第二个循环
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-- 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
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-- -- 不知道为啥用不了
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-- 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
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-- print("检测到装备不等于0")
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-- return true
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-- end
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-- -- 下面这个可以运行
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-- 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
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-- return true
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end,
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-- on_refresh = function(self, event, target, player, data)
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-- local room = player.room
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-- -- 有装备时,-1马
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-- if #player:getCardIds(player.Equip) > 0 then
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-- room:notifySkillInvoked(player, "jy_zouwei", "offensive")
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-- player:broadcastSkillInvoke("jy_zouwei", 1)
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-- -- 无装备时,+1马
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-- elseif #player:getCardIds(player.Equip) == 0 then
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-- room:notifySkillInvoked(player, "jy_zouwei", "defensive")
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-- player:broadcastSkillInvoke("jy_zouwei", 2)
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-- end
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-- end,
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-- }
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-- jy_zouwei:addRelatedSkill(jy_zouwei_audio)
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-- 圣弩
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-- 参考自formation包的君刘备
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local jy_shengnu = fk.CreateTriggerSkill{
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name = "jy_shengnu",
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anim_type = 'drawcard',
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events = {fk.AfterCardsMove},
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-- 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。
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can_trigger = function(self, event, target, player, data)
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if not player:hasSkill(self) then return false end
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for _, move in ipairs(data) do
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if move.to ~= player.id and (move.toArea == Card.PlayerEquip or move.toArea == Card.DiscardPile) then
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for _, info in ipairs(move.moveInfo) do
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if Fk:getCardById(info.cardId).name == "crossbow" then
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return true
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end
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end
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end
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end
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end,
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on_use = function(self, event, target, player, data)
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local ids = {}
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for _, move in ipairs(data) do
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if move.to ~= player.id and (move.toArea == Card.PlayerEquip or move.toArea == Card.DiscardPile) then
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for _, info in ipairs(move.moveInfo) do
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if Fk:getCardById(info.cardId).name == "crossbow" then
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table.insert(ids, info.cardId)
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end
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end
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end
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end
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local dummy = Fk:cloneCard("dilu")
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dummy:addSubcards(ids)
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player.room:obtainCard(player, dummy, true, fk.ReasonPrey)
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end,
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}
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-- 洗澡
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local jy_xizao = fk.CreateTriggerSkill{
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name = "jy_xizao",
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anim_type = "defensive",
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frequency = Skill.Limited,
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events = {fk.AskForPeaches},
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can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self) and player.dying and player:usedSkillTimes(self.name, Player.HistoryGame) == 0
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end,
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on_use = function(self, event, target, player, data)
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local room = player.room
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if player.dead then return end
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-- player:reset()
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player:drawCards(3, self.name)
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if player.dead or not player:isWounded() then return end
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-- 将体力回复至1点
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room:recover({
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who = player,
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num = math.min(1, player.maxHp) - player.hp,
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recoverBy = player,
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skillName = self.name,
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})
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player:turnOver()
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end,
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}
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-- 开局
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-- 参考forest包贾诩 刘备 god包神曹操
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local jy_kaiju = fk.CreateTriggerSkill{
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name = "jy_kaiju", -- jy_kaiju$是主公技
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anim_type = "masochism",
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frequency = Skill.Compulsory,
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events = {fk.EventPhaseStart},
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can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self.name) and player.phase == Player.Start
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end,
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on_use = function(self, event, target, player, data)
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local room = player.room
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for _, p in ipairs(room:getOtherPlayers(player, true)) do
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if not p:isAllNude() and not player.dead then -- 如果我自己死了,那就不要继续了
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-- local id = room:askForCardChosen(p, p, "he", "#jy_kaiju-choose")
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-- 只能和
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-- room:obtainCard(player, id, false, fk.ReasonPrey)
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-- 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。
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local id = room:askForCard(p, 1, 1, true, self.name, false, nil, "#jy_kaiju-choose")
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room:moveCardTo(id, Card.PlayerHand, player, fk.ReasonJustMove, self.name, nil, false, nil)
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room:useVirtualCard("slash", nil, p, player, self.name, true) -- 杀
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end
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end
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end,
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}
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-- local id = room:askForCardChosen(player, p, "hej", self.name) -- 我选他一张牌
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xjb__jianzihao:addSkill(jy_kaiju)
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xjb__jianzihao:addSkill(jy_hongwen)
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xjb__jianzihao:addSkill(jy_zouwei)
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xjb__jianzihao:addSkill(jy_shengnu)
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xjb__jianzihao:addSkill(jy_xizao)
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-- xjb__jianzihao:addSkill(jy_zhuanhui)
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Fk:loadTranslationTable{
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["xjb__jianzihao"] = "简自豪",
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["jy_kaiju"] = "开局",
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[":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】。<br>
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<font size="1"><i>“从未如此美妙的开局!”——简自豪</i></font>]],
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["$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?",
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["$jy_kaiju2"] = "怎么赢啊?你别瞎说啊!",
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["$jy_kaiju3"] = "打这牌怎么打?兄弟们快教我,我看着头晕!",
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["$jy_kaiju4"] = "好亏呀,我每一波都。",
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["$jy_kaiju5"] = "被秀了,操。",
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["#jy_kaiju-choose"] = "交给简自豪一张牌,视为对他使用【杀】",
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["jy_hongwen"] = "红温",
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[":jy_hongwen"] = "锁定技,你的♠牌视为<font color='red'>♥</font>牌,你的♣牌视为<font color='red'>♦</font>牌。",
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["$jy_hongwen1"] = "唉,不该出水银的。",
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["$jy_hongwen2"] = "哎,兄弟我为什么不打四带两对儿啊,兄弟?",
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["$jy_hongwen3"] = "好难受啊!",
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["$jy_hongwen4"] = "操,可惜!",
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["$jy_hongwen5"] = "那他咋想的呀?",
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["jy_zouwei"] = "走位",
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[":jy_zouwei"] = "锁定技,当你的装备区没有牌时,其他角色计算与你的距离时,始终+1;当你的装备区有牌时,你计算与其他角色的距离时,始终-1。",
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["$jy_zouwei1"] = "玩一下,不然我是不是一张牌没有出啊兄弟?",
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["$jy_zouwei2"] = "完了呀!",
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["jy_shengnu"] = "圣弩",
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[":jy_shengnu"] = "当【诸葛连弩】移至弃牌堆或其他角色的装备区时,你可以获得此【诸葛连弩】。",
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["$jy_shengnu1"] = "哎兄弟们我这个牌不能拆吧?",
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["$jy_shengnu2"] = "补刀瞬间回来了!",
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["jy_xizao"] = "洗澡",
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[":jy_xizao"] = "限定技,当你处于濒死状态时,你可以将体力恢复至1,摸三张牌,然后翻面。",
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["$jy_xizao1"] = "呃啊啊啊啊啊啊啊!!",
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["$jy_xizao2"] = "也不是稳赢吧,我觉得赢了!",
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["~xjb__jianzihao"] = "好像又要倒下了……",
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}
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-- 第二代简自豪
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local tym__jianzihao = General(extension, "tym__jianzihao", "qun", 3, 3, General.Male)
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local jy_sanjian = fk.CreateTriggerSkill{
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name = "jy_sanjian",
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anim_type = "drawcard",
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frequency = Skill.Compulsory,
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events = {fk.EventPhaseStart}, -- 事件开始时
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can_trigger = function(self, event, target, player, data)
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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
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and player.phase == Player.Play and #player:getCardIds(Player.Equip) == 3
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end,
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on_use = function(self, event, target, player, data)
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local room = player.room
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room:useVirtualCard("analeptic", nil, player, player, self.name, false)
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room:useVirtualCard("ex_nihilo", nil, player, player, self.name, false)
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end,
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}
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local jy_kaiju_2 = fk.CreateActiveSkill{
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name = "jy_kaiju_2",
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anim_type = "offensive",
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can_use = function(self, player)
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return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
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end,
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card_filter = function(self, card)
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return false
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end,
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card_num = 0,
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target_filter = function(self, to_select, selected)
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-- 判断目标是否有谦逊
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local is_qianxun = false
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for _, s in ipairs(Fk:currentRoom():getPlayerById(to_select).player_skills) do
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if s.name == "qianxun" then
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is_qianxun = true
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end
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end
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-- 不会写这个,我想直接以顺手牵羊的形式判断能不能被顺
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-- local player = Fk:currentRoom():getPlayerById(Self.id)
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-- local snatch = Fk:cloneCard("snatch")
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-- local is_qianxun = Fk:currentRoom():getPlayerById(to_select):isProhibited(player, snatch)
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-- print(Fk:currentRoom():getPlayerById(to_select).general.name, " 的is_qianxun的值为 ", is_qianxun)
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return to_select ~= Self.id and not is_qianxun and -- 如果目标不是自己,而且没有谦逊
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not Fk:currentRoom():getPlayerById(to_select):isAllNude() -- 而且不是裸装。函数要用冒号
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end,
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min_target_num = 1,
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on_use = function(self, room, use)
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local player = room:getPlayerById(use.from)
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for _, to in ipairs(use.tos) do
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local p = room:getPlayerById(to)
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if not player.dead then
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room:useVirtualCard("snatch", nil, player, p, self.name, true) -- 顺
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-- 顺手牵羊,但不能被无懈可击响应(那我为啥不直接顺?)
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-- local snatch = Fk:cloneCard("snatch")
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-- snatch.skillName = self.name
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-- local new_use = { ---@type CardUseStruct
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-- from = use.from, -- 应该是直接传id
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-- tos = { { to } },
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-- card = snatch,
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-- prohibitedCardNames = { "nullification" },
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-- }
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-- room:useCard(new_use)
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room:useVirtualCard("slash", nil, p, player, self.name, true) -- 杀
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end
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end
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end,
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}
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local jy_xizao_2 = fk.CreateTriggerSkill{
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name = "jy_xizao_2",
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anim_type = "defensive",
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frequency = Skill.Limited,
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events = {fk.AskForPeaches},
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can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self) and player.dying and
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player:usedSkillTimes(self.name, Player.HistoryGame) == 0 and #player:getCardIds(Player.Equip) ~= 0
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end,
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on_use = function(self, event, target, player, data)
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local room = player.room
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if player.dead then return end
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-- player:reset()
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player:drawCards(3, self.name)
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if player.dead or not player:isWounded() then return end
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-- 将体力回复至3点
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room:recover({
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who = player,
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num = math.min(1, player.maxHp) - player.hp,
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recoverBy = player,
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skillName = self.name,
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})
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equip_num = #player:getCardIds(Player.Equip)
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player:throwAllCards("e")
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player:drawCards(equip_num)
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end,
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}
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tym__jianzihao:addSkill(jy_kaiju_2)
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tym__jianzihao:addSkill(jy_sanjian)
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tym__jianzihao:addSkill("hongyan")
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tym__jianzihao:addSkill("jy_zouwei")
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tym__jianzihao:addSkill("jy_shengnu")
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tym__jianzihao:addSkill(jy_xizao_2)
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Fk:loadTranslationTable{
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["tym__jianzihao"] = "界简自豪",
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||
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["jy_kaiju_2"] = "开局",
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||
[":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】。",
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["$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?",
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||
["$jy_kaiju_22"] = "怎么赢啊?你别瞎说啊!",
|
||
["$jy_kaiju_23"] = "打这牌怎么打?兄弟们快教我,我看着头晕!",
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||
["$jy_kaiju_24"] = "好亏呀,我每一波都。",
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||
["$jy_kaiju_25"] = "被秀了,操。",
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||
|
||
["jy_sanjian"] = "三件",
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||
[":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】。<br>
|
||
<font size="1"><i>“又陷入劣势了,等乌兹三件套吧!”——不知道哪个解说说的</i></font>]],
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["$jy_sanjian1"] = "也不是稳赢吧,我觉得赢了!",
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||
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||
["jy_xizao_2"] = "洗澡",
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||
[":jy_xizao_2"] = "限定技,当你处于濒死状态且装备区有牌时,你可以弃掉所有装备区的牌、将体力恢复至1,然后每以此法弃掉一张牌,你摸一张牌。",
|
||
["$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】。
|
||
<br><font size="1"><i>“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</i></font>]],
|
||
|
||
["jy_huxiao_analeptic"] = "横刀",
|
||
[":jy_huxiao_analeptic"] = [[你可以将【啸】当作【酒】使用或打出。
|
||
<br><font size="1"><i>“谁敢横刀立马……”——钱晨</i></font>]],
|
||
|
||
["jy_huxiao_jink"] = "立马",
|
||
[":jy_huxiao_jink"] = [[你可以将【啸】当作【闪】使用或打出。
|
||
<br><font size="1"><i>“……唯我虎大将军!”——钱晨</i></font>]],
|
||
|
||
["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。
|
||
<br><font size="1"><i>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。</i></font>]],
|
||
}
|
||
|
||
-- 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"] = "<font color=\"gold\">啸</font>",
|
||
|
||
["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】。
|
||
<br><font size="1"><i>“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</i></font>]],
|
||
|
||
["jy_huxiao_analeptic_2"] = "横刀",
|
||
[":jy_huxiao_analeptic_2"] = [[你可以将【啸】当作【酒】使用或打出。
|
||
<br><font size="1"><i>“谁敢横刀立马……”——钱晨</i></font>]],
|
||
|
||
["jy_huxiao_jink_2"] = "立马",
|
||
[":jy_huxiao_jink_2"] = [[你可以将【啸】当作【闪】使用或打出。
|
||
<br><font size="1"><i>“……唯我虎大将军!”——钱晨</i></font>]],
|
||
|
||
["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。
|
||
-- <br><font size="1"><i>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】。</i></font>]],
|
||
-- }
|
||
|
||
|
||
-- 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。
|
||
<br /><font size="1"><i><s>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。</s></i></font>]],
|
||
}
|
||
|
||
-- 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<font color="purple">雷属性伤害</font>都会令目标进入<font color="purple">【雷附着】</font>状态,
|
||
而<font color="red">火属性伤害</font>会令目标进入<font color="red">【火附着】</font>状态。
|
||
<br />当一名<font color="purple">【雷附着】</font>状态的角色受到<font color="red">火属性伤害</font>时,
|
||
本次伤害不会令目标进入<font color="red">【火附着】</font>状态,而是移除<font color="purple">【雷附着】</font>状态并使该伤害+1;
|
||
当一名<font color="red">【火附着】</font>状态的角色受到<font color="purple">雷属性伤害</font>时,
|
||
本次伤害不会令目标进入<font color="purple">【雷附着】</font>状态,而是移除<font color="red">【火附着】</font>状态并弃两张牌。
|
||
<br />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"] = "<font color=\"red\">火附着</font>",
|
||
["@jy_yuanshen_2_electro"] = "<font color=\"purple\">雷附着</font>",
|
||
["#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(p, 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
|