711 lines
27 KiB
Lua
711 lines
27 KiB
Lua
---@diagnostic disable: undefined-field
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local extension = Package:new("jianyu_trad")
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extension.extensionName = "jianyu"
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local U = require "packages/utility/utility"
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Fk:loadTranslationTable {
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["jianyu_trad"] = [[简浴-PVE]],
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["trad"] = [[经典]],
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}
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local rjhd = [[<font color="red">人机皇帝<br>因强度过高,本武将<br>不会出现在选将框。</font>]]
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local pve = [[<font color="red">人机皇帝<br>本武将专为PVE设计,<br>不会出现在选将框。</font>]]
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-- 初版再生!!很强!!
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local trad_zaisheng = fk.CreateTriggerSkill {
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name = "jy_trad_zaisheng",
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anim_type = "support",
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events = { fk.AfterCardsMove, fk.Damaged },
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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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if event == fk.AfterCardsMove then
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if player:usedSkillTimes(self.name, Player.HistoryRound) >= 1 then return false end
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for _, move in ipairs(data) do
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if move.moveReason ~= fk.ReasonUse and move.from then -- and move.moveVisible 可能需要加上技能描述里没有的moveVisible,因为如果是背面朝上的,你不知道这是红色,就不应该发动这个技能
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for _, info in ipairs(move.moveInfo) do
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if (info.fromArea == Card.PlayerHand or info.fromArea == Card.PlayerEquip) and
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Fk:getCardById(info.cardId).color == Card.Red then
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data.jy_zaisheng_moveFrom = move.from
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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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else -- fk.Damaged
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return target:getMark("@jy_trad_zaisheng") ~= 0 and data.to:getMark("jy_trad_zaisheng_triggered-round") == 0
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end
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end,
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on_cost = function(self, event, target, player, data)
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if event == fk.AfterCardsMove then
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return player.room:askForSkillInvoke(player, self.name, nil,
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"#jy_trad_zaisheng_prompt::" .. data.jy_zaisheng_moveFrom)
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else -- fk.Damaged
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return true
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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 room = player.room
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if event == fk.AfterCardsMove then
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room:doIndicate(player.id, { data.jy_zaisheng_moveFrom }) -- 播放指示线,代表我给你上了buff
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local jy_zaisheng_moveFrom = room:getPlayerById(data.jy_zaisheng_moveFrom)
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room:recover({
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who = jy_zaisheng_moveFrom,
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num = 1,
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recoverBy = player,
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skillName = self.name,
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})
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room:setPlayerMark(jy_zaisheng_moveFrom, "@jy_trad_zaisheng", "")
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else -- fk.Damaged
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if data.card then
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local subcards = data.card:isVirtual() and data.card.subcards or { data.card.id }
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if #subcards > 0 and table.every(subcards, function(id) return room:getCardArea(id) == Card.Processing end) then
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room:obtainCard(player.id, data.card, true, fk.ReasonJustMove)
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end
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end
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-- 该机制非常强!!警告!!
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if data.from then
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local cards = {}
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for _, i in ipairs(data.from:getCardIds(Player.Hand)) do
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if Fk:getCardById(i).is_damage_card then
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table.insert(cards, i)
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end
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end
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if #cards > 0 then
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room:obtainCard(player.id, cards[math.random(#cards)], true, fk.ReasonJustMove)
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end
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end
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room:setPlayerMark(data.to, "jy_trad_zaisheng_triggered-round", 1)
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end
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end,
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refresh_events = { fk.EventPhaseChanging },
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can_refresh = function(self, event, target, player, data)
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return target == player and player:hasSkill(self) and
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data.to == Player.Start
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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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for _, p in ipairs(room:getAlivePlayers()) do
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if p:getMark("@jy_trad_zaisheng") ~= 0 then
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room:setPlayerMark(p, "@jy_trad_zaisheng", 0)
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end
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end
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end,
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}
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local trad_zhushe = fk.CreateTriggerSkill {
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name = "jy_trad_zhushe",
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anim_type = 'drawcard',
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events = { fk.EventPhaseStart, fk.CardUsing, fk.Damage },
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mute = true,
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can_trigger = function(self, event, target, player, data)
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if player:hasSkill(self) and target == player then
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if event == fk.EventPhaseStart then
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return player.phase == Player.Start
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elseif event == fk.CardUsing then
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return player:getMark("@jy_trad_zhushe-turn") ~= 0
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else -- fk.Damage
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return player:getMark("@jy_trad_zhushe-turn") ~= 0 and not data.to.dead
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end
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end
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end,
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on_cost = function(self, event, target, player, data)
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if event == fk.EventPhaseStart then
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return player.room:askForSkillInvoke(player, self.name)
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else -- two events
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return true
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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 room = player.room
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if event == fk.EventPhaseStart then
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player:broadcastSkillInvoke(self.name)
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room:notifySkillInvoked(player, self.name, "drawcard")
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local cards = room:askForCard(player, 1, 999, true, self.name, true, nil, "#jy_trad_zhushe_prompt", nil, true)
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if #cards > 0 then
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room:throwCard(cards, self.name, player, player)
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if player:isAlive() then
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player:drawCards(#cards, self.name)
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room:setPlayerMark(player, "@jy_trad_zhushe-turn", "")
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end
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end
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elseif event == fk.CardUsing then
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-- player:broadcastSkillInvoke(self.name) -- 这个就别播语音了,不然无法响应+造成伤害一张牌播两遍语音很吵
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room:notifySkillInvoked(player, self.name, "offensive")
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data.disresponsiveList = table.map(room.alive_players, Util.IdMapper)
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else -- fk.Damaged
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room:delay(200) -- 不加delay的话,在放AOE卡牌时一瞬间有太多事件,会出现卡顿
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player:broadcastSkillInvoke(self.name)
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room:notifySkillInvoked(player, self.name, "drawcard")
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room:recover({
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who = data.to,
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num = data.damage,
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recoverBy = player,
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skillName = self.name,
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})
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data.to:drawCards(2, self.name)
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end
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end,
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}
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local trad_zhushe_mod = fk.CreateTargetModSkill {
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name = "#jy_trad_zhushe_prompt_mod",
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bypass_times = function(self, player, skill, scope, card, to)
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return player:hasSkill(self) and player:getMark("@jy_trad_zhushe-turn") ~= 0
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end,
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bypass_distances = function(self, player, skill, card, to)
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return player:hasSkill(self) and player:getMark("@jy_trad_zhushe-turn") ~= 0
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end,
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}
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trad_zhushe:addRelatedSkill(trad_zhushe_mod)
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local trad__xuyu = General(extension, "jy__trad__xuyu", "qun", 3, 3, General.Female)
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trad__xuyu.total_hidden = true
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trad__xuyu:addSkill(trad_zaisheng)
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trad__xuyu:addSkill(trad_zhushe)
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Fk:loadTranslationTable {
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["jy__trad__xuyu"] = "经典絮雨",
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["#jy__trad__xuyu"] = rjhd,
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["designer:jy__trad__xuyu"] = "emo公主",
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["cv:jy__trad__xuyu"] = "刘十四",
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["illustrator:jy__trad__xuyu"] = "未知",
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["~jy__trad__xuyu"] = [[我熟悉这死亡的气息……]],
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["jy_trad_zaisheng"] = "再生",
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["@jy_trad_zaisheng"] = "再生",
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["#jy_trad_zaisheng_prompt"] = [[是否发动〖再生〗令 %dest 回复一点体力且你获得增益效果?]],
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[":jy_trad_zaisheng"] = [[当一名角色不因使用而失去红色牌时,你可以令其回复一点体力。若如此做,直到你的下回合开始:每回合限一次,当该角色受到伤害后,你获得对其造成伤害的牌,并随机获得伤害来源手牌中一张伤害牌。]],
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["$jy_trad_zaisheng1"] = [[不要害怕。]],
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["$jy_trad_zaisheng2"] = [[让我来消除痛苦。]],
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["jy_trad_zhushe"] = "注射",
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["@jy_trad_zhushe-turn"] = "注射",
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["#jy_trad_zhushe_prompt"] = "你可以重铸任意张牌,然后本回合获得〖注射〗的效果",
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[":jy_trad_zhushe"] = [[出牌阶段开始时,你可以重铸任意张牌。若如此做,本回合:你使用牌无距离和次数限制、不可被响应;你造成伤害后,伤害目标回复X点体力并摸两张牌,X为伤害值。]],
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["$jy_trad_zhushe1"] = [[准备好注射了。]],
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["$jy_trad_zhushe2"] = [[我的治疗是不会痛的。]],
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}
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-- 我认为它设计得有新意,所以保留了(但由于强度问题,无法进入PVP池子)。
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local trad_xiuxing = fk.CreateTriggerSkill {
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name = "jy_trad_xiuxing",
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anim_type = "drawcard",
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frequency = Skill.Compulsory,
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events = { fk.Damaged, fk.AfterSkillEffect },
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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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if event == fk.Damaged then
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return data.to == player or data.from == player
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else
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return target == player and data:isSwitchSkill() and not player.dead
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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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if event == fk.Damaged then
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for _, s in ipairs(player.player_skills) do
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if s:isSwitchSkill() then
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player.room:delay(200) -- 停告诉玩家我们确实由A变B再变A动了一下。延迟降低优化手感
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player.room:setPlayerMark(player, MarkEnum.SwithSkillPreName .. s.name,
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player:getSwitchSkillState(s.name, true)) -- 经测试这个是没问题的
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player:addSkillUseHistory(s.name) -- 加这个,在UI上更新
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local t = {}
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t[0] = "阳"
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t[1] = "阴"
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player.room:doBroadcastNotify("ShowToast",
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"修行:已将 " .. Fk:translate(s.name) .. " 改为 " .. t[player:getSwitchSkillState(s.name)])
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player:drawCards(2, self.name)
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end
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end
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else
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player:drawCards(2, self.name)
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end
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end,
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}
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local trad_xiuxing_mod = fk.CreateTargetModSkill {
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name = "#jy_trad_xiuxing_mod",
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bypass_times = function(self, player, skill, scope, card, to)
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return player:hasSkill(self)
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end,
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}
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trad_xiuxing:addRelatedSkill(trad_xiuxing_mod)
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local trad_zitai = fk.CreateTriggerSkill {
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name = "jy_trad_zitai",
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anim_type = "switch",
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switch_skill_name = "jy_trad_zitai",
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frequency = Skill.Compulsory,
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events = { fk.DamageInflicted },
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can_trigger = function(self, event, target, player, data)
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return player:hasSkill(self) and (data.to == player or data.from == player)
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end,
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on_use = function(self, event, target, player, data)
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local isYang = player:getSwitchSkillState(self.name, true) ==
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fk.SwitchYang -- 这是从许攸https://gitee.com/qsgs-fans/shzl/blob/master/shadow.lua抄来的,不可能错的
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if isYang then -- 这里必须传true,因为到执行这一行代码的时候已经改变了状态
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local judge = {
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who = player,
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reason = self.name,
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pattern = ".|.|heart,diamond",
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}
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player.room:judge(judge)
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if judge.card.color == Card.Red then
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return true
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end
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else
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data.damage = data.damage + 1
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end
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end
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}
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local mumang = fk.CreateAttackRangeSkill {
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name = "jy_trad_mumang",
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correct_func = function(self, from, to)
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if from:hasSkill(self) then
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if from:getMark("jy_mumang_a-turn") > 0 then
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return -from:getMark("jy_mumang_a-turn")
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elseif from:getMark("jy_mumang_b-turn") > 0 then
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return from:getMark("jy_mumang_b-turn")
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end
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end
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end,
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}
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local mumang_trigger = fk.CreateTriggerSkill {
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name = "#jy_trad_mumang_trigger",
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mute = true,
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refresh_events = { fk.EventPhaseStart, fk.CardUseFinished },
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can_refresh = function(self, event, target, player, data)
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if player:hasSkill(self) and target == player then
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if event == fk.EventPhaseStart then
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return player.phase == Player.Start and player:getAttackRange() ~= 1
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else
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return data.card.sub_type == Card.SubtypeWeapon or data.card.sub_type == Card.SubtypeTreasure
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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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if event == fk.EventPhaseStart then
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if player:getAttackRange() > 1 then
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room:setPlayerMark(player, "jy_mumang_a-turn", player:getAttackRange() - 1)
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elseif player:getAttackRange() == 0 then
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room:setPlayerMark(player, "jy_mumang_b-turn", 1)
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end
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else
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room:setPlayerMark(player, "jy_mumang_a-turn", 0)
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room:setPlayerMark(player, "jy_mumang_b-turn", 0)
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if player:getAttackRange() > 1 then
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room:setPlayerMark(player, "jy_mumang_a-turn", player:getAttackRange() - 1)
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elseif player:getAttackRange() == 0 then
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room:setPlayerMark(player, "jy_mumang_b-turn", 1)
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end
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end
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end,
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}
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mumang:addRelatedSkill(mumang_trigger)
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local trad__guanzhe = General(extension, "jy__trad__guanzhe", "jin", 3, 3, General.Female)
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trad__guanzhe.hidden = true
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trad__guanzhe:addSkill(trad_xiuxing)
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trad__guanzhe:addSkill(trad_zitai)
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trad__guanzhe:addSkill(mumang)
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trad__guanzhe:addSkill("jy_yujian")
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Fk:loadTranslationTable {
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["jy__trad__guanzhe"] = [[经典观者]],
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["#jy__trad__guanzhe"] = rjhd,
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["designer:jy__trad__guanzhe"] = [[Kasa]],
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["cv:jy__trad__guanzhe"] = [[无]],
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["illustrator:jy__trad__guanzhe"] = [[未知]],
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["jy_trad_xiuxing"] = [[修行]],
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[":jy_trad_xiuxing"] = [[锁定技,你使用牌无次数限制;当你造成或受到伤害后,你改变你所有转换技的状态。你每以此法改变一个转换技的状态或发动一个转换技时,你摸两张牌。]],
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["jy_trad_mumang"] = [[目盲]],
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[":jy_trad_mumang"] = [[锁定技,你的攻击范围始终为1。]],
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["jy_trad_zitai"] = [[姿态]],
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[":jy_trad_zitai"] = [[转换技,锁定技,当你造成或受到伤害时,阳:你判定,若为红色,防止之;阴:该伤害+1。]],
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}
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local tiandu = fk.CreateTriggerSkill {
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name = "jy_trad_tiandu",
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anim_type = "masochism",
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frequency = Skill.Compulsory,
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mod_target_filter = Util.TrueFunc,
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events = { fk.EventPhaseStart },
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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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return target == player 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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player.room:damage({
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to = player,
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damage = 1,
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damageType = fk.NormalDamage,
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skillName = self.name,
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})
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end,
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}
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-- tenyear_sp3 周不疑:一名角色的结束阶段,若其本回合未造成伤害,你可以声明一种普通锦囊牌(每轮每种牌名限一次),其可以将一张牌当你声明的牌使用
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local yiji = fk.CreateTriggerSkill {
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name = "jy_trad_yiji",
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anim_type = "support",
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events = { fk.Damaged, fk.Death },
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can_trigger = function(self, event, target, player, data)
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if target == player then
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if event == fk.Damaged then
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return player:hasSkill(self)
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else
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return player:hasSkill(self, false, true) -- 这样写,即使我死了也能触发
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end
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end
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end,
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on_trigger = function(self, event, target, player, data)
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if event == fk.Damaged then
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for _ = 1, data.damage do
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if not player:hasSkill(self) then break end
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self:doCost(event, target, player, data)
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end
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else
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self:doCost(event, target, player, data)
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end
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end,
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on_cost = function(self, event, target, player, data)
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-- 选择一个目标
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local room = player.room
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local jy_trad_yiji_target = room:askForChoosePlayers(player, table.map(room:getAlivePlayers(), Util.IdMapper),
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1,
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1,
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"#jy_trad_yiji_prompt", self.name, true, false) -- 选择一个目标
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if #jy_trad_yiji_target > 0 then
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data.cost_data = jy_trad_yiji_target[1]
|
||
return true
|
||
else
|
||
return false
|
||
end
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
local to = room:getPlayerById(data.cost_data)
|
||
|
||
to:drawCards(2, self.name)
|
||
|
||
-- 让他选择一个牌名
|
||
local mark = player:getMark("jy_trad_yiji_names")
|
||
if type(mark) ~= "table" then
|
||
mark = {}
|
||
for _, id in ipairs(Fk:getAllCardIds()) do
|
||
local card = Fk:getCardById(id)
|
||
if card:isCommonTrick() and not card.is_derived then
|
||
table.insertIfNeed(mark, card.name)
|
||
end
|
||
end
|
||
room:setPlayerMark(player, "jy_trad_yiji_names", mark)
|
||
end
|
||
local mark2 = player:getMark("@$jy_trad_yiji-round") -- 这是禁止继续使用的
|
||
if mark2 == 0 then mark2 = {} end
|
||
local names, choices = {}, {}
|
||
for _, name in ipairs(mark) do
|
||
local card = Fk:cloneCard(name)
|
||
card.skillName = self.name
|
||
if target:canUse(card) and not target:prohibitUse(card) then
|
||
table.insert(names, name)
|
||
if not table.contains(mark2, name) then
|
||
table.insert(choices, name)
|
||
end
|
||
end
|
||
end
|
||
table.insert(names, "Cancel")
|
||
table.insert(choices, "Cancel")
|
||
local choice = room:askForChoice(to, choices, self.name, "#jy_trad_yiji-invoke::" .. to.id, false, names)
|
||
if choice == "Cancel" then
|
||
return true
|
||
else
|
||
room:doIndicate(player.id, { to.id })
|
||
end
|
||
|
||
-- 问他用哪个牌,并且要他用
|
||
mark = player:getMark("@$jy_trad_yiji-round")
|
||
if mark == 0 then mark = {} end
|
||
table.insert(mark, choice)
|
||
room:setPlayerMark(player, "@$jy_trad_yiji-round", mark)
|
||
room:doIndicate(player.id, { target.id })
|
||
room:setPlayerMark(to, "jy_trad_yiji-tmp", choice)
|
||
|
||
local success, dat = room:askForUseActiveSkill(to, "#jy_trad_yiji_viewas",
|
||
"#jy_trad_yiji-use:::" .. Fk:translate(choice))
|
||
room:setPlayerMark(to, "jy_trad_yiji-tmp", 0)
|
||
if success then
|
||
local card = Fk:cloneCard(choice)
|
||
card:addSubcards(dat.cards)
|
||
card.skillName = self.name
|
||
room:useCard {
|
||
from = to.id,
|
||
tos = table.map(dat.targets, function(p) return { p } end),
|
||
card = card,
|
||
}
|
||
room:setPlayerMark(to, "jy_trad_yiji-tmp", 0)
|
||
end
|
||
end,
|
||
}
|
||
local yiji_viewas = fk.CreateViewAsSkill {
|
||
name = "#jy_trad_yiji_viewas",
|
||
anim_type = "offensive",
|
||
card_filter = function(self, to_select, selected)
|
||
if Self:getMark("jy_trad_yiji-tmp") ~= 0 then
|
||
if #selected == 0 then return true end
|
||
if #selected == 1 then
|
||
-- 第一张如果是非基本牌,直接return false,如果不是,那就看第二张是不是基本牌,是就是对的
|
||
if Fk:getCardById(selected[1]).type ~= Card.TypeBasic then
|
||
return false
|
||
else
|
||
return Fk:getCardById(to_select).type == Card.TypeBasic
|
||
end
|
||
end
|
||
if #selected >= 2 then return false end
|
||
end
|
||
end,
|
||
view_as = function(self, cards)
|
||
if (#cards == 1 and Fk:getCardById(cards[1]).type ~= Card.TypeBasic) or #cards == 2 then
|
||
local card = Fk:cloneCard(Self:getMark("jy_trad_yiji-tmp"))
|
||
card:addSubcard(cards[1])
|
||
card.skillName = "jy_trad_yiji"
|
||
return card
|
||
end
|
||
end,
|
||
}
|
||
yiji:addRelatedSkill(yiji_viewas)
|
||
|
||
-- 董允舍宴
|
||
local yingcai = fk.CreateTriggerSkill {
|
||
name = "jy_trad_yingcai",
|
||
anim_type = "control",
|
||
events = { fk.TargetConfirming },
|
||
can_trigger = function(self, event, target, player, data)
|
||
if data.from == player.id and player:hasSkill(self) and data.card:isCommonTrick() then -- 这一段是sheyan的代码,但是因为TargetConfirming是对每一个人都生效,所以当你加了一个新目标,又会触发这个,导致触发多次,和原来的不一样。
|
||
if player:getMark("jy_trad_yingcai_used") ~= 0 then return false end
|
||
local room = player.room
|
||
local targets = U.getUseExtraTargets(room, data, true, true)
|
||
local origin_targets = U.getActualUseTargets(room, data, event)
|
||
if #origin_targets > 1 then
|
||
table.insertTable(targets, origin_targets)
|
||
end
|
||
if #targets > 0 then
|
||
self.cost_data = targets
|
||
return true
|
||
end
|
||
end
|
||
end,
|
||
on_cost = function(self, event, target, player, data)
|
||
local room = player.room
|
||
local ret = false
|
||
local plist, cid = room:askForChooseCardAndPlayers(player, self.cost_data, 1, 1, nil,
|
||
"#jy_trad_yingcai-choose:::" .. data.card:toLogString(), self.name, true)
|
||
if #plist > 0 then -- 如果他选择了目标,那就发动
|
||
self.cost_data = { plist[1], cid }
|
||
ret = true
|
||
end
|
||
room:setPlayerMark(player, "jy_trad_yingcai_used", true)
|
||
return ret
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
room:throwCard(self.cost_data[2], self.name, player, player)
|
||
if table.contains(AimGroup:getAllTargets(data.tos), self.cost_data[1]) then
|
||
AimGroup:cancelTarget(data, self.cost_data[1])
|
||
return self.cost_data[1] == player.id
|
||
else
|
||
AimGroup:addTargets(player.room, data, self.cost_data[1])
|
||
end
|
||
end,
|
||
refresh_events = { fk.CardUseFinished },
|
||
can_refresh = function(self, event, target, player, data)
|
||
return player:hasSkill(self) and player:getMark("jy_trad_yingcai_used") ~= 0
|
||
end,
|
||
on_refresh = function(self, event, target, player, data)
|
||
player.room:setPlayerMark(player, "jy_trad_yingcai_used", 0)
|
||
end,
|
||
}
|
||
|
||
local guojia = General(extension, "jy__trad__guojia", "wei", 3)
|
||
guojia.hidden = true
|
||
guojia:addSkill(tiandu)
|
||
guojia:addSkill(yiji)
|
||
guojia:addSkill(yingcai)
|
||
|
||
Fk:loadTranslationTable {
|
||
["jy__trad__guojia"] = [[经典简郭嘉]],
|
||
["#jy__trad__guojia"] = rjhd,
|
||
["designer:jy__trad__guojia"] = [[rolin]],
|
||
["cv:jy__trad__guojia"] = [[暂无]],
|
||
["illustrator:jy__trad__guojia"] = [[未知]],
|
||
["~jy__trad__guojia"] = [[咳咳……]],
|
||
|
||
["jy_trad_tiandu"] = [[天妒]],
|
||
[":jy_trad_tiandu"] = [[锁定技,回合开始时,你受到一点无来源伤害。]],
|
||
["$jy_trad_tiandu1"] = [[就这样吧。]],
|
||
["$jy_trad_tiandu2"] = [[哦?]],
|
||
|
||
["jy_trad_yiji"] = [[遗计]],
|
||
[":jy_trad_yiji"] = [[当你受到一点伤害或你死亡时,你可以令一名角色摸两张牌,然后其可以将一张非基本牌或两张基本牌当一张本轮未以此法使用过的普通锦囊牌使用。]],
|
||
["#jy_trad_yiji_prompt"] = [[遗计:你可以令一名角色摸两张牌,随后使用一张可自选的锦囊牌]],
|
||
["#jy_trad_yiji-use"] = [[遗计:你可以将一张非基本牌或两张基本牌当 %arg 使用]],
|
||
["@$jy_trad_yiji-round"] = [[遗计]],
|
||
["#jy_trad_yiji_viewas"] = [[遗计]],
|
||
["#jy_trad_yiji-invoke"] = [[遗计:选择一个牌名,你可以将一部分牌当该牌使用]],
|
||
["$jy_trad_yiji1"] = [[也好。]],
|
||
["$jy_trad_yiji2"] = [[罢了。]],
|
||
|
||
["jy_trad_yingcai"] = [[英才]],
|
||
[":jy_trad_yingcai"] = [[当你使用锦囊牌时,你可以弃一张牌,为该锦囊牌增加或减少一个目标(目标数至少为1)。]],
|
||
["#jy_trad_yingcai-choose"] = "英才:你可以弃一张牌,为 %arg 增加/减少一个目标",
|
||
}
|
||
|
||
local heiyong = fk.CreateTriggerSkill {
|
||
name = "jy_trad_heiyong",
|
||
anim_type = "drawcard",
|
||
events = { fk.CardUsing, fk.CardResponding, fk.EventPhaseProceeding },
|
||
frequency = Skill.Compulsory,
|
||
can_trigger = function(self, event, target, player, data)
|
||
if not (player:hasSkill(self) and target == player) then return false end
|
||
|
||
local mark = player:getMark("$jy_trad_heiyong-turn")
|
||
if type(mark) ~= "table" then
|
||
mark = {}
|
||
end
|
||
|
||
if event ~= fk.EventPhaseProceeding then
|
||
return not table.contains(mark, data.card.name)
|
||
else
|
||
return player.phase == Player.Finish and #mark > player.maxHp
|
||
end
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
if event ~= fk.EventPhaseProceeding then
|
||
local mark = player:getMark("$jy_trad_heiyong-turn")
|
||
if type(mark) ~= "table" then
|
||
mark = {}
|
||
player.room:setPlayerMark(player, "$jy_trad_heiyong-turn", mark)
|
||
end
|
||
|
||
player:drawCards(1, self.name)
|
||
table.insert(mark, data.card.name)
|
||
player.room:setPlayerMark(player, "$jy_trad_heiyong-turn", mark)
|
||
else
|
||
player.room:loseHp(player, 1)
|
||
end
|
||
end,
|
||
}
|
||
|
||
local silie = fk.CreateTriggerSkill {
|
||
name = "jy_trad_silie",
|
||
anim_type = "offensive",
|
||
events = { fk.HpLost, fk.DamageInflicted },
|
||
frequency = Skill.Compulsory,
|
||
can_trigger = function(self, event, target, player, data)
|
||
if not player:hasSkill(self) then return false end
|
||
if event == fk.HpLost then
|
||
return target == player
|
||
else
|
||
return data.from and data.from == player and player:getMark("@jy_trad_silie") ~= 0
|
||
end
|
||
end,
|
||
on_trigger = function(self, event, target, player, data)
|
||
if event == fk.HpLost then
|
||
for _ = 1, data.num do
|
||
self:doCost(event, target, player, data)
|
||
end
|
||
else
|
||
self:doCost(event, target, player, data)
|
||
end
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
if event == fk.HpLost then
|
||
player.room:addPlayerMark(player, "@jy_trad_silie")
|
||
else
|
||
data.damage = data.damage + 1
|
||
player.room:addPlayerMark(player, "@jy_trad_silie", -1)
|
||
end
|
||
end,
|
||
}
|
||
|
||
local juewu = fk.CreateTriggerSkill {
|
||
name = "jy_juewu",
|
||
anim_type = "offensive",
|
||
events = { fk.DamageInflicted },
|
||
frequency = Skill.Compulsory,
|
||
can_trigger = function(self, event, target, player, data)
|
||
return player:hasSkill(self) and data.from and data.from == player and data.to.maxHp >= 6
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
data.damage = data.damage + data.to.maxHp // 6
|
||
end,
|
||
}
|
||
|
||
local tjzs = General(extension, "jy__trad__tjzs", "shu", 3, 3, General.Female)
|
||
tjzs.total_hidden = true
|
||
tjzs:addSkill(heiyong)
|
||
-- tjzs:addSkill(silie)
|
||
tjzs:addSkill(juewu)
|
||
|
||
Fk:loadTranslationTable {
|
||
["jy__trad__tjzs"] = [[经典铁甲战士]],
|
||
["#jy__trad__tjzs"] = pve,
|
||
["designer:jy__trad__tjzs"] = [[Kasa]],
|
||
["cv:jy__trad__tjzs"] = [[高达一号]],
|
||
["illustrator:jy__trad__tjzs"] = [[未知]],
|
||
|
||
["jy_trad_heiyong"] = [[黑拥]],
|
||
[":jy_trad_heiyong"] = [[锁定技,每个牌名每回合限一次,你使用或打出一张牌时,你摸一张牌;每名角色的结束阶段,若你本回合以此法获得的牌数大于你的体力上限,你失去一点体力。]],
|
||
["$jy_trad_heiyong1"] = [[龙战于野,其血玄黄!]],
|
||
["$jy_trad_heiyong-turn"] = [[黑拥]],
|
||
|
||
["jy_trad_silie"] = [[撕裂]],
|
||
[":jy_trad_silie"] = [[锁定技,你失去一点体力时,获得1枚“撕裂”;你造成伤害时,弃1枚“撕裂”令此伤害+1。]],
|
||
["@jy_trad_silie"] = [[撕裂]],
|
||
|
||
["jy_juewu"] = [[决舞]],
|
||
[":jy_juewu"] = [[锁定技,你造成伤害时,目标每有6点体力上限,该伤害+1。]],
|
||
}
|
||
|
||
local otto = General(extension, "jy__trad__god", "god", 3)
|
||
otto.hidden = true
|
||
|
||
local jy_fuzhu = fk.CreateTriggerSkill {
|
||
name = "jy_fuzhu",
|
||
anim_type = "support",
|
||
events = { fk.EventPhaseChanging },
|
||
can_trigger = function(self, event, target, player, data)
|
||
return target == player and player:hasSkill(self)
|
||
and data.to == Player.Finish and player:usedSkillTimes(self.name, Player.HistoryGame) < 2
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
-- TODO:UI变好看一点
|
||
local skill_name = room:askForCustomDialog(player, self.name,
|
||
"packages/jianyu/qml/fuzhu.qml")
|
||
if #skill_name > 15 then return false end
|
||
local sk = Fk.skills[skill_name] -- 可以用 Util.Name2SkillMapper(skill_name),原理一样
|
||
if sk then
|
||
room:handleAddLoseSkills(player, skill_name, nil, true, false)
|
||
end
|
||
end,
|
||
}
|
||
|
||
otto:addSkill(jy_fuzhu)
|
||
|
||
Fk:loadTranslationTable {
|
||
["jy__trad__god"] = [[侯国玉]],
|
||
["#jy__trad__god"] = rjhd,
|
||
["designer:jy__trad__god"] = [[是沐沐]],
|
||
["cv:jy__trad__god"] = [[无]],
|
||
["illustrator:jy__trad__god"] = [[未知]],
|
||
|
||
["jy_fuzhu"] = "牛逼",
|
||
[":jy_fuzhu"] = [[每局游戏限两次,你的回合结束时,你可以获得一个想要的技能。<br><font color="grey">你需要知道这个技能的name参数(如:paoxiao、jy_lingfu、mou__tieji)。name参数长度不得超过15。若输入错误,你不会获得技能。</font>]],
|
||
}
|
||
|
||
return extension
|