1685 lines
68 KiB
Lua
1685 lines
68 KiB
Lua
local extension = Package:new("jy_jianyu")
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extension.extensionName = "jianyu"
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-- DIY真诚意见:所有你这个包的东西都加一个你自己的开头,这样防止和别人的重名。比如我的"huxiao"一开始就和别人重名了。
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local U = require "packages/utility/utility"
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Fk:loadTranslationTable {
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["jy_jianyu"] = "简浴",
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["xjb"] = "导演",
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["tym"] = "反赌专家",
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["skl"] = "拂却心尘",
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["zer"] = "敏敏",
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}
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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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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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-- 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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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) 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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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,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!”</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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["$jy_kaiju6"] = "从未如此美妙的开局!请为我欢呼,为我喝,喝,喝彩,OK?",
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["$jy_kaiju7"] = "如此美妙的开局,这是我近两天来第一次啊!",
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["$jy_kaiju8"] = "Oh my God,我要珍惜这段时光,我要好好地将它珍惜!",
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["#jy_kaiju-choose"] = "交给简自豪一张牌,视为对他使用【杀】",
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["jy_hongwen"] = "红温",
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[":jy_hongwen"] = "锁定技,你的♠牌视为<font color='red'>♥</font>牌,你的♣牌视为<font color='red'>♦</font>牌。",
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["$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,当装备区没有牌时,其他角色计算与你的距离时,始终+1;当装备区有牌时,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,你可以获得之。",
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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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["$jy_shengnu3"] = "恶心我,我也恶心你啊,互恶心呗!",
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["jy_xizao"] = "洗澡",
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[":jy_xizao"] = "限定技,处于濒死状态时,你可以将体力恢复至1,摸三张牌,然后翻面。",
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["$jy_xizao1"] = "呃啊啊啊啊啊啊啊!!",
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["$jy_xizao2"] = "也不是稳赢吧,我觉得赢了!",
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["$jy_xizao3"] = "真的我是真玩不了,这跟变态没关系,我好他妈的气!",
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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) -- 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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-- 判断目标是否不能成为【顺手牵羊】的目标
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s = Fk:currentRoom():getPlayerById(to_select)
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local snatch = Fk:cloneCard("snatch")
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if Self:isProhibited(s, snatch) then -- 前面的是自己,后面的是别人!
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return false
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end
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return to_select ~= Self.id and -- 如果目标不是自己
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not s:isAllNude() -- 而且不是啥也没有,那就可以对他用这个技能
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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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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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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") -- 这个技能要加风火林山包才能触发!
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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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["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。按照你选择的顺序,视为你对他们各使用一张【顺手牵羊】,然后被他们各使用一张【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!",
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["$jy_kaiju_23"] = "打这牌怎么打?兄弟们快教我,我看着头晕!",
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["$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_kaiju_26"] = "从未如此美妙的开局!请为我欢呼,为我喝,喝,喝彩,OK?",
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["$jy_kaiju_27"] = "如此美妙的开局,这是我近两天来第一次啊!",
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["$jy_kaiju_28"] = "Oh my God,我要珍惜这段时光,我要好好地将它珍惜!",
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["jy_sanjian"] = "三件",
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[":jy_sanjian"] = [[锁定技,出牌阶段开始时,若装备区有且仅有3张牌,你视为使用一张【酒】和一张【无中生有】。]],
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["$jy_sanjian1"] = "也不是稳赢吧,我觉得赢了!",
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["jy_xizao_2"] = "洗澡",
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[":jy_xizao_2"] = "限定技,处于濒死状态且装备区有牌时,你可以弃置所有装备区的牌、将体力恢复至1,然后每以此法弃置一张牌,你摸一张牌。",
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["$jy_xizao_21"] = "呃啊啊啊啊啊啊啊!!",
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["$jy_xizao_22"] = "也不是稳赢吧,我觉得赢了!",
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["$jy_xizao_23"] = "真的我是真玩不了,这跟变态没关系,我好他妈的气!",
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["~tym__jianzihao"] = "好像又要倒下了……",
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}
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-- 尚李元浩
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local skl__liyuanhao = General(extension, "skl__liyuanhao", "qun", 3, 3, General.Male)
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-- 虎啸
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-- 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)
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local jy_huxiao = fk.CreateTriggerSkill{
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name = "jy_huxiao",
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anim_type = "special",
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events = {fk.CardResponding, fk.TargetSpecified}, -- 包括了使用和打出
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can_trigger = function(self, event, target, player, data)
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if player:hasSkill(self) and data.card and data.card.trueName == "slash" then
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return target == player
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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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local dummy = Fk:cloneCard("dilu")
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dummy:addSubcards(room:getNCards(1))
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player:addToPile("skl__liyuanhao_xiao", dummy, true, self.name)
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end,
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}
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-- 啸酒
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local jy_huxiao_analeptic = fk.CreateViewAsSkill{
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name = "jy_huxiao_analeptic",
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anim_type = "defensive",
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pattern = "analeptic",
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expand_pile = "skl__liyuanhao_xiao",
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card_filter = function(self, to_select, selected)
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if #selected == 1 then return false end
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local xiaos = Self:getPile("skl__liyuanhao_xiao")
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if #xiaos == 0 then return false end
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return Self:getPileNameOfId(to_select) == "skl__liyuanhao_xiao"
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end,
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view_as = function(self, cards)
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if #cards ~= 1 then
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return nil
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end
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local c = Fk:cloneCard("analeptic")
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-- local c = Fk:cloneCard("ex_nihilo")
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c.skillName = self.name
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-- print("克隆的牌c的参数:c.name ", c.name, " c.trueName ", c.trueName)
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c:addSubcard(cards[1])
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return c
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end,
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}
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|
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-- 啸闪
|
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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,
|
||
|
||
-- 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 = nil
|
||
|
||
-- 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 and
|
||
move.specialName == "skl__liyuanhao_xiao" then
|
||
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
|
||
local xiaos = player:getPile("skl__liyuanhao_xiao")
|
||
player.is_xiao_changing = #xiaos
|
||
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)
|
||
local xiaos = player:getPile("skl__liyuanhao_xiao")
|
||
-- 如果卡牌移动前和移动后【点】相同,那就证明是其他的特殊区的牌,直接return
|
||
if player.is_xiao_changing == #xiaos then return false end
|
||
|
||
if not player:hasSkill(self) then return false end
|
||
return #xiaos == 2 -- 如果啸为2
|
||
end,
|
||
on_trigger = function(self, event, target, player, data)
|
||
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,
|
||
}
|
||
|
||
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,可以将牌堆顶的一张牌置于武将牌上,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。”</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,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
|
||
-- 建议删除,太强了。但是在活动服环境里,也许没那么强?
|
||
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
|
||
can_trigger = function(self, event, target, player, data)
|
||
if player:hasSkill(self) and data.card and data.card.trueName == "slash" then
|
||
return target == player
|
||
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
|
||
local jy_huxiao_analeptic_2 = fk.CreateViewAsSkill{
|
||
name = "jy_huxiao_analeptic_2",
|
||
anim_type = "defensive",
|
||
pattern = "analeptic",
|
||
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 = "support",
|
||
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 = nil
|
||
|
||
-- 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 -- 出去的时候不需要判断specialName,因为去的是弃牌堆
|
||
-- 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
|
||
if move.to == player.id and move.toArea == Card.PlayerSpecial and
|
||
move.specialName == "tym__liyuanhao_xiao" then
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
end,
|
||
|
||
on_trigger = function(self, event, target, player, data)
|
||
local xiaos = player:getPile("skl__liyuanhao_xiao")
|
||
player.is_xiao_changing = #xiaos
|
||
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)
|
||
local xiaos = player:getPile("skl__liyuanhao_xiao")
|
||
if #xiaos == player.is_xiao_changing then return false end
|
||
return player:hasSkill(self) and -- 如果是有二段啸的角色
|
||
#player:getPile("tym__liyuanhao_xiao") == 2 -- 如果啸为2
|
||
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")
|
||
local room = player.room
|
||
if self.choice == "#lose_xiao_2" then
|
||
-- 将所有【啸】纳入自己的手牌
|
||
room:moveCardTo(xiaos, Card.PlayerHand, player, fk.ReasonJustMove, self.name, "tym__liyuanhao_xiao", true, player.id)
|
||
elseif self.choice == "#lose_hp_1_2" then
|
||
-- 弃置所有【啸】
|
||
room:throwCard(xiaos, self.name, player, player) -- 把啸全部扔掉
|
||
-- 回复1点体力
|
||
room:recover({
|
||
who = player,
|
||
num = 1,
|
||
recoverBy = player,
|
||
skillName = self.name,
|
||
})
|
||
end
|
||
end,
|
||
}
|
||
jy_erduanxiao_2:addRelatedSkill(jy_erduanxiao_trigger_2)
|
||
|
||
-- 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)
|
||
|
||
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,可以将牌堆顶的一张牌置于武将牌上,称为<font color="gold">【啸】</font>。
|
||
<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。”</i></font>]],
|
||
|
||
["jy_huxiao_analeptic_2"] = "横刀",
|
||
[":jy_huxiao_analeptic_2"] = [[你可以将<font color="gold">【啸】</font>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<font color="gold">【啸】</font>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,有且仅有两张<font color="gold">【啸】</font>时,
|
||
选择:弃置所有<font color="gold">【啸】</font>并恢复一点体力;将所有<font color="gold">【啸】</font>纳入手牌。]],
|
||
["#jy_erduanxiao_trigger_2"] = "二段",
|
||
["#lose_xiao_2"] = [[将所有<font color="gold">【啸】</font>纳入手牌]],
|
||
["#lose_hp_1_2"] = [[弃置所有<font color="gold">【啸】</font>并恢复一点体力]],
|
||
}
|
||
|
||
|
||
-- -- 侯国玉
|
||
local tym__houguoyu = General(extension, "tym__houguoyu", "qun", 8, 8, General.Male)
|
||
|
||
-- 界三件 已完成 测试通过
|
||
local jy_waao = fk.CreateTriggerSkill{
|
||
name = "jy_waao",
|
||
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,
|
||
}
|
||
|
||
tym__houguoyu:addSkill(jy_waao)
|
||
tym__houguoyu:addSkill("zhiheng")
|
||
tym__houguoyu:addSkill("benghuai")
|
||
tym__houguoyu:addSkill("baonve")
|
||
|
||
Fk:loadTranslationTable {
|
||
["tym__houguoyu"] = "侯国玉",
|
||
["houguoyu"] = "侯国玉",
|
||
|
||
["jy_waao"] = "哇袄",
|
||
[":jy_waao"] = [[锁定技,装备区有且仅有武器和进攻马时,你造成的伤害+1。]],
|
||
}
|
||
|
||
-- 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)
|
||
local room = player.room
|
||
local cost = room:askForSkillInvoke(player, self.name, data)
|
||
if cost then
|
||
local choices = {"#jy_yuyu_draw3", "#jy_yuyu_draw4turnover"}
|
||
self.choice = room:askForChoice(player, choices, self.name, "#jy_yuyu_ask_which") -- 如果玩家确定使用,询问用哪个
|
||
end
|
||
return cost
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
if self.choice == "#jy_yuyu_draw3" then
|
||
player:drawCards(3)
|
||
else
|
||
player:drawCards(4)
|
||
player:turnOver()
|
||
end
|
||
self.this_time_slash = false
|
||
end,
|
||
}
|
||
|
||
xjb__gaotianliang:addSkill(jy_yuyu)
|
||
|
||
Fk:loadTranslationTable {
|
||
["xjb__gaotianliang"] = "高天亮",
|
||
|
||
["jy_yuyu"] = "玉玉",
|
||
[":jy_yuyu"] = [[1. 锁定技,当有角色对你使用【杀】造成了伤害时,其获得【高天亮之敌】标记;<br>
|
||
2. 受到没有【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,你可以选择一项:摸三张牌;摸四张牌并翻面。]],
|
||
["@jy_gaotianliang_enemy"] = "高天亮之敌",
|
||
["#jy_yuyu_ask_which"] = "玉玉:请选择你要触发的效果",
|
||
["#jy_yuyu_draw3"] = "摸三张牌",
|
||
["#jy_yuyu_draw4turnover"] = "摸四张牌并翻面",
|
||
["$jy_yuyu1"] = "我……我真的很想听到你们说话……",
|
||
["$jy_yuyu2"] = "我天天被队霸欺负,他们天天骂我。",
|
||
["$jy_yuyu3"] = "有什么话是真的不能讲的……为什么一定……每次都是……一个人在讲……",
|
||
|
||
["~xjb__gaotianliang"] = "顶不住啦!我每天都活在水深火热里面。",
|
||
}
|
||
|
||
-- -- 赵乾熙
|
||
local tym__zhaoqianxi = General(extension, "tym__zhaoqianxi", "qun", 3, 3, 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",
|
||
refresh_events = {fk.DamageCaused},
|
||
can_refresh = 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_refresh = function(self, event, target, player, data)
|
||
data.damage = data.damage + 1
|
||
end,
|
||
}
|
||
|
||
local jy_cathat = fk.CreateViewAsSkill{
|
||
name = "jy_cathat",
|
||
anim_type = "offensive",
|
||
pattern = "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,
|
||
}
|
||
|
||
local jy_hatcat = fk.CreateViewAsSkill{
|
||
name = "jy_hatcat",
|
||
anim_type = "offensive",
|
||
pattern = "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("thunder__slash")
|
||
card.skillName = self.name
|
||
card:addSubcard(cards[1])
|
||
return card
|
||
end,
|
||
}
|
||
|
||
tym__zhaoqianxi:addSkill(jy_yuanshen)
|
||
tym__zhaoqianxi:addSkill(jy_cathat)
|
||
tym__zhaoqianxi:addSkill(jy_hatcat)
|
||
|
||
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。
|
||
<font size="1"><br>提示:<br>
|
||
1. 当你对被横置的角色造成属性伤害时,所有其他被横置的角色会受到的伤害+2,
|
||
因为【铁锁连环】的效果是将你对主目标造成的伤害值(触发【原神】,+1)记录,然后令你对其他所有被横置的角色也造成一次这个值的伤害(再次触发【原神】,+1)。<br>
|
||
2. 当你是双将且另一个武将是界赵乾熙、你发动了【附魔】转化成属性伤害时,
|
||
不会触发这个技能。</font>]],
|
||
|
||
["jy_cathat"] = "猫帽",
|
||
[":jy_cathat"] = [[你可以将一张♠手牌当作【火杀】使用或打出。]],
|
||
|
||
["jy_hatcat"] = "帽猫",
|
||
[":jy_hatcat"] = [[你可以将一张♠手牌当作【雷杀】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为自己设计一套林尼的技能。</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
|
||
|
||
-- TODO:被铁锁连环的目标如果因为这次伤害受到了元素反应,那么不会让其他被铁锁连环的目标受到附着效果。(已修复)
|
||
-- 这是因为is_jy_yuanshen_2_triggered。目前已经删除了这个变量,但是这样的问题是:
|
||
-- 如果场上有多个有这个技能的角色,那么既会附着又会负面效果;铁索连环的副目标会受到2点额外伤害
|
||
local jy_yuanshen_2 = fk.CreateTriggerSkill{
|
||
name = "jy_yuanshen_2",
|
||
frequency = Skill.Compulsory,
|
||
anim_type = "offensive",
|
||
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
|
||
return data.damageType ~= fk.NormalDamage
|
||
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
|
||
-- element[5]是这个反应需要造成的广播提示
|
||
-- 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,
|
||
"#jy_yuanshen_2_reaction_1",
|
||
},
|
||
{fk.ThunderDamage, "@jy_yuanshen_2_electro", "@jy_yuanshen_2_pyro",
|
||
function(self, event, target, player, data)
|
||
data.to:turnOver() -- 受到伤害的人翻面
|
||
end,
|
||
"#jy_yuanshen_2_reaction_2",
|
||
},
|
||
}) 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
|
||
room:doBroadcastNotify("ShowToast", Fk:translate(element[5])) -- 广播发生了元素反应。先广播再造成效果!
|
||
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,不用判断下面的了
|
||
end
|
||
if data.to:getMark(element[2]) == 0 then -- 如果目标没有A附着
|
||
room:setPlayerMark(data.to, element[2], "") -- 造成A附着
|
||
return
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end,
|
||
}
|
||
|
||
-- 参考自悲歌
|
||
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 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}) -- 播放指示线
|
||
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
|
||
card = Fk:getCardById(self.cost_data[1]) -- 这张被弃置的牌是通过self.cost_data传过来的,是一个int table,你得转化成一张card
|
||
if card.color == Card.Red then
|
||
data.damageType = fk.FireDamage
|
||
elseif 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,当有角色受到<font color="red">火焰</font>或<font color="Fuchsia">雷电</font>伤害时,若其没有该技能造成的属性标记,令其获得对应属性标记;
|
||
若其拥有该技能造成的属性标记且与此次伤害属性不同,则依据伤害属性造成对应效果并移除标记:<font color="Fuchsia">雷电伤害</font>其翻面;<font color="red">火焰伤害</font>该伤害+1。]],
|
||
["#jy_yuanshen_2_reaction_1"] = [[<font color="red">火焰伤害</font>与<font color="Fuchsia">【雷电】</font>发生反应,伤害+1]],
|
||
["#jy_yuanshen_2_reaction_2"] = [[<font color="Fuchsia">雷电伤害</font>与<font color="red">【火焰】</font>发生反应,目标翻面]],
|
||
|
||
["@jy_yuanshen_2_pyro"] = [[<font color="red">火焰</font>]],
|
||
["@jy_yuanshen_2_electro"] = [[<font color="Fuchsia">雷电</font>]],
|
||
|
||
["jy_fumo"] = "附魔",
|
||
["#jy_fumo-invoke"] = "附魔:%dest 受到伤害,你可以弃置一张牌,改为属性伤害",
|
||
[":jy_fumo"] = [[当有角色受到无属性伤害时,
|
||
你可以弃置一张牌,根据颜色变更伤害属性:
|
||
<font color="red">红色</font>,改为<font color="red">火焰</font>;
|
||
黑色,改为<font color="Fuchsia">雷电</font>。]],
|
||
}
|
||
|
||
-- 阿威罗
|
||
local xjb__aweiluo = General(extension, "xjb__aweiluo", "qun", 3, 3, General.Male)
|
||
|
||
-- 游龙
|
||
local jy_youlong = fk.CreateTriggerSkill{
|
||
name = "jy_youlong",
|
||
anim_type = "support",
|
||
frequency = Skill.Compulsory,
|
||
events = {fk.EventPhaseStart},
|
||
can_trigger = function(self, event, target, player, data)
|
||
return target == player and player:hasSkill(self)
|
||
and player.phase == Player.Start
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
for _, p in ipairs(room:getAlivePlayers(player, true)) do
|
||
if not p:isKongcheng() then -- 如果他有手牌
|
||
local id = room:askForCard(p, 1, 1, false, self.name, false, nil, "#jy_youlong-choose")
|
||
local next = p.next -- 下家
|
||
while next.dead do -- 一直找,直到找到一个活的下家
|
||
next = next.next
|
||
end
|
||
room:moveCardTo(id, Card.PlayerHand, 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.EventPhaseProceeding},
|
||
can_trigger = function(self, event, target, player, data)
|
||
return target == player and player:hasSkill(self) and player.phase == Player.Start
|
||
end,
|
||
on_cost = function(self, event, target, player, data)
|
||
local room = player.room
|
||
local id = room:askForCard(player, 1, 1, false, self.name, true, nil, "#jy_hebao-choose")
|
||
player:addToPile("xjb__aweiluo_dian", id, true, self.name)
|
||
end,
|
||
}
|
||
|
||
-- 跳水
|
||
local jy_tiaoshui = fk.CreateTriggerSkill{
|
||
name = "jy_tiaoshui",
|
||
anim_type = "special",
|
||
events = {fk.Damaged},
|
||
can_trigger = function(self, event, target, player, data)
|
||
local dians = player:getPile("xjb__aweiluo_dian")
|
||
return target == player and target:hasSkill(self.name) and
|
||
#dians ~= 0
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
local dians = player:getPile("xjb__aweiluo_dian")
|
||
-- 以后“选择一张特殊区的牌并且弃置”这个要求就这么写。
|
||
local id = room:askForCard(player, 1, 1, false, self.name, true, ".|.|.|xjb__aweiluo_dian|.|.|.", "#jy_tiaoshui", "xjb__aweiluo_dian", true)
|
||
room:throwCard(id, self.id, player, player)
|
||
-- askForDiscard 函数是不能对特殊区的牌生效的
|
||
-- local id = room:askForDiscard(player, 1, 1, false, self.name, true, ".|.|.|xjb__aweiluo_dian|.|.|.", "#jy_tiaoshui", false, true)
|
||
end,
|
||
}
|
||
|
||
-- 罗绞
|
||
-- 这个技能难以实现。目前好像还没看到其他的武将是“特殊区牌量变化时立即执行效果”的,一般都是某个特定的时机触发,
|
||
-- 如邓艾,在回合开始阶段才判断有几张。所以我注释写详细一点,方便其他开发者参考。
|
||
-- 其实前面的两个李元浩也是这样。不过这个技能比那两个更复杂,解释这个会比较好。
|
||
--
|
||
-- 新月杀现有的函数无法判断一张牌移动时,如果是离开特殊区,离开的是否是某特定的特殊区(在这个技能里,是【点】)。我们作如下设计:
|
||
-- 罗绞主技能监视“卡牌移动前”事件,将卡牌移动前的【点】数量记录,并传给另一个关联技能,其监视“卡牌移动后”事件,也记录一次移动后【点】的数量。
|
||
-- 如果卡牌移动之后【点】数没有变化,那么不要触发。
|
||
-- 这样就能防止当其他人给我挂上或丢掉其他特殊区的牌时,也触发我们的技能。
|
||
local jy_luojiao = fk.CreateTriggerSkill{
|
||
name = "jy_luojiao",
|
||
anim_type = "offensive",
|
||
refresh_events = {fk.BeforeCardsMove}, -- 在每次牌移动之前
|
||
mute = true, -- 不声明使用了这个技能
|
||
|
||
can_refresh = function(self, event, target, player, data) -- 使用refresh而不是trigger,是因为这个技能不需要询问玩家是否触发
|
||
if not player:hasSkill(self) then return end -- 如果我自己没有这个技能,那就不触发了
|
||
|
||
local dians = player:getPile("xjb__aweiluo_dian") -- dians是【点】的牌
|
||
|
||
-- 判断是否有牌进出特殊区
|
||
player.is_luojiao_archery_attack_may_be_triggered = false -- 先清理自家变量
|
||
-- 为什么不用data传参数,因为这里是BeforeCardsMove,后面是AfterCardsMove,两个不是同一个事件,data不一样。用player
|
||
|
||
-- 判断是否有牌出去
|
||
for _, move in ipairs(data) do
|
||
if move.from then
|
||
if move.from == player.id then
|
||
for _, info in ipairs(move.moveInfo) do
|
||
if info.fromArea == Card.PlayerSpecial then -- 出去的时候不需要判断,因为去的是弃牌堆
|
||
-- 如果点是5,那么有可能可以触发万箭齐发
|
||
if #dians == 5 then player.is_luojiao_archery_attack_may_be_triggered = true end
|
||
return true
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- 判断是否有牌进来
|
||
for _, move in ipairs(data) do
|
||
if move.to == player.id and move.toArea == Card.PlayerSpecial and move.specialName == "xjb__aweiluo_dian" then
|
||
-- 如果点是3,那么有可能可以触发万箭齐发
|
||
if #dians == 3 then player.is_luojiao_archery_attack_may_be_triggered = true end
|
||
return true
|
||
end
|
||
end
|
||
end,
|
||
|
||
on_refresh = 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
|
||
local dians = player:getPile("xjb__aweiluo_dian")
|
||
player.is_dian_may_changing = #dians
|
||
-- 必须使用player来储存该变量,因为后面的事件使用的是另一个函数jy_luojiao_after,如果你用self,那个函数是看不到的
|
||
end,
|
||
}
|
||
-- 使用同一个函数来判断是否触发了南蛮和万箭
|
||
local jy_luojiao_after = fk.CreateTriggerSkill{
|
||
name = "#jy_luojiao_after", -- 这个技能的名字
|
||
events = {fk.AfterCardsMove}, -- 卡牌移动之后,如果can_trigger返回真,那就可以发动这个技能
|
||
|
||
-- can_trigger是用来判断是否能触发这个技能的,返回真就能触发,返回假就不能触发
|
||
can_trigger = function(self, event, target, player, data)
|
||
if not player:hasSkill(self) then return false end
|
||
if not player.is_dian_may_changing then return false end -- 如果【点】有可能在变化
|
||
|
||
local dians = player:getPile("xjb__aweiluo_dian")
|
||
-- 如果卡牌移动前和移动后【点】相同,那就证明是其他的特殊区的牌,直接return
|
||
if player.is_dian_may_changing == #dians then return false end
|
||
|
||
-- 判断是否有两张同样花色的【点】,若有返回false,若没有返回true
|
||
if #dians == 0 then return false end -- 设计者说1张也可以发动南蛮
|
||
dict = {}
|
||
local is_luojiao_suit_satisfied = true
|
||
for _, c in ipairs(dians) do
|
||
local suit = Fk:getCardById(c).suit
|
||
if dict[suit] then
|
||
-- 有相同的花色,不执行
|
||
is_luojiao_suit_satisfied = false
|
||
break
|
||
else
|
||
dict[suit] = true
|
||
end
|
||
end
|
||
|
||
-- 万箭需要满足的条件:点数为4,且之前已经告诉我有可能触发
|
||
player.is_archery_attack =
|
||
player.is_luojiao_archery_attack_may_be_triggered and
|
||
#player:getPile("xjb__aweiluo_dian") == 4
|
||
|
||
-- 南蛮需要满足的条件:花色全部不同,且本回合未使用过
|
||
player.is_savage_assault = is_luojiao_suit_satisfied and
|
||
player:usedSkillTimes(self.name) == 0
|
||
|
||
-- 万箭或南蛮满足,返回真
|
||
return player.is_archery_attack or player.is_savage_assault
|
||
end,
|
||
|
||
-- on_cost代表执行该技能时要做什么事情
|
||
on_cost = function(self, event, target, player, data)
|
||
local room = player.room
|
||
self.first = nil -- 如果两个条件都满足,这个变量存储谁是第一个使用的牌
|
||
|
||
-- 如果两个条件都满足
|
||
if player.is_archery_attack and player.is_savage_assault then
|
||
if room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_both_ask") then -- 都触发了,询问是否要使用罗绞
|
||
local choices = {"archery_attack", "savage_assault"}
|
||
self.first = room:askForChoice(player, choices, self.name, "#jy_luojiao_ask_which") -- 如果玩家确定使用,询问先用哪张牌
|
||
return true
|
||
end
|
||
end
|
||
|
||
-- 因为南蛮触发的比万箭多,所以把南蛮放到前面提高效率
|
||
|
||
-- 如果南蛮的条件满足
|
||
if player.is_savage_assault then
|
||
if room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_savage_assault_ask") then -- 那么问是否要发动
|
||
self.do_savage_assault = true
|
||
return true
|
||
end
|
||
end
|
||
|
||
-- 如果万箭的条件满足
|
||
if player.is_archery_attack then
|
||
if room:askForSkillInvoke(player, self.name, nil, "#jy_luojiao_archery_attack_ask") then -- 那么问是否要发动
|
||
self.do_archery_attack = true
|
||
return true
|
||
end
|
||
end
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
|
||
if self.first then -- 如果self.first这个值有,那就代表两个条件同时满足
|
||
local cards
|
||
local skills
|
||
-- 这样写方便以后扩展,也可以更好地移植到别的代码里去
|
||
if self.first == "archery_attack" then -- 如果玩家选择先用万箭
|
||
cards = { "archery_attack", "savage_assault"}
|
||
skill_names = {"#jy_luojiao_archery_attack", "#jy_luojiao_savage_assault"}
|
||
else
|
||
cards = { "savage_assault", "archery_attack"}
|
||
skill_names = {"#jy_luojiao_savage_assault", "#jy_luojiao_archery_attack"}
|
||
end
|
||
-- assert(#cards == #skill_names)
|
||
-- 对于
|
||
for i = 1, #cards do
|
||
if room:askForSkillInvoke(player, skill_names[i]) then -- 如果同意发动这个技能
|
||
room:notifySkillInvoked(player, skill_names[i], "offensive") -- 在武将上显示这个技能的名字
|
||
player:broadcastSkillInvoke("jy_luojiao") -- 播放这个技能的语音
|
||
room:useVirtualCard(cards[i], nil, player, room:getOtherPlayers(player, true), self.name, true)
|
||
end
|
||
end
|
||
else -- 如果没有两个条件同时满足,那满足谁就执行谁
|
||
-- 满足万箭,执行万箭
|
||
if self.do_archery_attack then
|
||
room:notifySkillInvoked(player, "jy_luojiao", "offensive")
|
||
player:broadcastSkillInvoke("jy_luojiao")
|
||
room:useVirtualCard("archery_attack", nil, player, room:getOtherPlayers(player, true), self.name, true)
|
||
end
|
||
-- 满足南蛮,执行南蛮
|
||
if self.do_savage_assault then
|
||
room:notifySkillInvoked(player, "jy_luojiao", "offensive")
|
||
player:broadcastSkillInvoke("jy_luojiao")
|
||
room:setPlayerMark(player, "@jy_is_luojiao_savage_assault_used", "#jy_luojiao_used")
|
||
room:useVirtualCard("savage_assault", nil, player, room:getOtherPlayers(player, true), self.name, true)
|
||
end
|
||
end
|
||
-- 一次【点】的变化结算完成,把所有变量都设为初始
|
||
self.do_archery_attack = false
|
||
self.do_savage_assault = false
|
||
self.first = nil
|
||
player.is_dian_may_changing = false
|
||
player.is_archery_attack = false
|
||
player.is_savage_assault = false
|
||
end
|
||
}
|
||
local jy_luojiao_set_0 = fk.CreateTriggerSkill{
|
||
name = "#jy_luojiao_set_0",
|
||
mute = true,
|
||
frequency = Skill.Compulsory,
|
||
visible = false,
|
||
refresh_events = {fk.EventPhaseEnd},
|
||
can_refresh = function(self, event, target, player, data)
|
||
-- 任何一个人回合都要发动
|
||
return player:hasSkill(self)
|
||
and target.phase == Player.Finish and -- 如果是这个人的回合结束阶段
|
||
player:getMark("@jy_is_luojiao_savage_assault_used") ~= 0
|
||
end,
|
||
on_refresh = function(self, event, target, player, data)
|
||
player.room:setPlayerMark(player, "@jy_is_luojiao_savage_assault_used", 0) -- 将罗绞南蛮发动过的标记设为0(也就是取消显示)
|
||
end,
|
||
}
|
||
jy_luojiao:addRelatedSkill(jy_luojiao_after)
|
||
jy_luojiao:addRelatedSkill(jy_luojiao_set_0)
|
||
|
||
-- 玉玊
|
||
local jy_yusu = fk.CreateTriggerSkill{
|
||
name = "jy_yusu",
|
||
anim_type = "special",
|
||
events = {fk.CardUsing},
|
||
can_trigger = function(self, event, target, player, data)
|
||
if not player:hasSkill(self) then return false end
|
||
if player.phase ~= Player.NotActive and data.card and
|
||
data.card.type == Card.TypeBasic and target == player then -- target == player:使用者是你自己
|
||
return true
|
||
end
|
||
end,
|
||
on_cost = function(self, event, target, player, data)
|
||
local room = player.room
|
||
room:addPlayerMark(player, "@jy_yusu_basic_count")
|
||
basic_count = player:getMark("@jy_yusu_basic_count")
|
||
if basic_count % 2 == 0 and basic_count ~= 0 then -- 每第二张基本牌
|
||
return room:askForSkillInvoke(player, self.name)
|
||
end
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
local id = data.card
|
||
player:addToPile("xjb__aweiluo_dian", id, true, self.name)
|
||
end,
|
||
}
|
||
local jy_yusu_set_0 = fk.CreateTriggerSkill{
|
||
name = "#jy_yusu_set_0",
|
||
mute = true,
|
||
frequency = Skill.Compulsory,
|
||
visible = false,
|
||
refresh_events = {fk.EventPhaseEnd},
|
||
can_refresh = function(self, event, target, player, data)
|
||
return target == player and player:hasSkill(self)
|
||
and (player.phase == Player.Play or player.phase == Player.Play)
|
||
end,
|
||
on_refresh = function(self, event, target, player, data)
|
||
local room = player.room
|
||
room:setPlayerMark(player, "@jy_yusu_basic_count", 0)
|
||
end,
|
||
}
|
||
jy_yusu:addRelatedSkill(jy_yusu_set_0)
|
||
|
||
xjb__aweiluo:addSkill(jy_youlong)
|
||
xjb__aweiluo:addSkill(jy_hebao)
|
||
xjb__aweiluo:addSkill(jy_tiaoshui)
|
||
xjb__aweiluo:addSkill(jy_yusu)
|
||
xjb__aweiluo:addSkill(jy_luojiao)
|
||
|
||
Fk:loadTranslationTable {
|
||
["xjb__aweiluo"] = "阿威罗",
|
||
["xjb__aweiluo_dian"] = "点",
|
||
|
||
["jy_youlong"] = "游龙",
|
||
["#jy_youlong-choose"] = "游龙:选择一张牌交给下家",
|
||
[":jy_youlong"] = "锁定技,回合开始时,有手牌的角色依次将一张手牌交给下家。",
|
||
["$jy_youlong1"] = "翩若惊鸿!婉若游龙!",
|
||
|
||
["jy_hebao"] = "核爆",
|
||
[":jy_hebao"] = "回合开始时,可以将一张手牌置于武将牌上,称为【点】。",
|
||
["#jy_hebao-choose"] = "核爆:选择一张手牌成为【点】",
|
||
["$jy_hebao1"] = "Siu~",
|
||
|
||
["jy_tiaoshui"] = "跳水",
|
||
[":jy_tiaoshui"] = "受到伤害时,可以弃置一张【点】。",
|
||
["#jy_tiaoshui"] = "弃置一张【点】",
|
||
["$jy_tiaoshui1"] = "Siu, hahahaha!",
|
||
|
||
["jy_luojiao"] = "罗绞",
|
||
[":jy_luojiao"] = [[当【点】的数量变化后:<br>
|
||
1. 若你没有两张及以上相同花色的【点】,可以视为立即使用一张【南蛮入侵】,每回合限一次;<br>
|
||
2. 若你有4张【点】,可以视为立即使用一张【万箭齐发】。]],
|
||
["$jy_luojiao1"] = "Muchas gracias afición, esto es para vosotros, Siuuu!!",
|
||
["#jy_luojiao_after"] = "罗绞",
|
||
["#jy_luojiao_archery_attack"] = "罗绞·万箭",
|
||
["#jy_luojiao_savage_assault"] = "罗绞·南蛮",
|
||
["#jy_luojiao_archery_attack_ask"] = "【点】数量为4,是否发动 罗绞·万箭",
|
||
["#jy_luojiao_savage_assault_ask"] = "【点】花色不同,是否发动 罗绞·南蛮,每回合限一次",
|
||
["@jy_is_luojiao_savage_assault_used"] = "罗绞",
|
||
["#jy_luojiao_both_ask"] = "罗绞 两个条件同时达成,是否发动",
|
||
["#jy_luojiao_ask_which"] = "罗绞 两个条件同时达成并发动,请选择要先视为使用的卡牌",
|
||
["#jy_luojiao_used"] = "已发动",
|
||
|
||
["jy_yusu"] = "玉玊",
|
||
[":jy_yusu"] = "出牌阶段,每使用第二张基本牌时,可以将其作为【点】置于武将牌上。",
|
||
["@jy_yusu_basic_count"] = "玉玊",
|
||
["$jy_yusu1"] = "Siu...",
|
||
|
||
["~xjb__aweiluo"] = "Messi, Messi, Messi, Messi...",
|
||
|
||
}
|
||
|
||
-- 水晶哥
|
||
|
||
-- 失去技能:原创之魂2017薛综
|
||
-- 觉醒技:山包邓艾
|
||
-- 受到伤害:一将2013曹冲
|
||
-- 没有次数距离限制:星火燎原刘焉
|
||
-- 无法被响应:tenyear_huicui1 #gonghu_delay
|
||
|
||
local zer__yangfan = General(extension, "zer__yangfan", "qun", 4, 4, General.Male)
|
||
|
||
-- 四吃的选牌规则
|
||
-- TODO:写成zer那样的
|
||
Fk:addPoxiMethod{
|
||
name = "jy_sichi_count",
|
||
card_filter = function(to_select, selected)
|
||
local n = Fk:getCardById(to_select).number
|
||
for _, id in ipairs(selected) do
|
||
n = n + Fk:getCardById(id).number
|
||
end
|
||
return n <= 28
|
||
end,
|
||
feasible = function(selected)
|
||
return #selected > 0
|
||
end,
|
||
prompt = function ()
|
||
return Fk:translate("#chengxiang-choose")
|
||
end
|
||
}
|
||
-- 四吃
|
||
local jy_sichi = fk.CreateTriggerSkill{
|
||
name = "jy_sichi",
|
||
anim_type = "masochism",
|
||
events = {fk.Damaged},
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
|
||
-- 亮出四张牌
|
||
local cards = room:getNCards(4)
|
||
|
||
-- 放到过程区
|
||
room:moveCards({
|
||
ids = cards,
|
||
toArea = Card.Processing,
|
||
moveReason = fk.ReasonPut,
|
||
})
|
||
|
||
-- 看花色有多少种,测试通过
|
||
dict = {false, false, false, false}
|
||
local suit_count = 0
|
||
for _, c in ipairs(cards) do
|
||
local suit = Fk:getCardById(c).suit
|
||
if not dict[suit] then
|
||
dict[suit] = true
|
||
suit_count = suit_count + 1
|
||
end
|
||
end
|
||
local s = "有" .. suit_count .. "种花色"
|
||
room:doBroadcastNotify("ShowToast", Fk:translate(s))
|
||
|
||
assert(suit_count <= 4 and suit_count >= 1)
|
||
|
||
-- suit_count = 2 -- 测试用的
|
||
|
||
-- 一种花色:全部给一个人,测试通过
|
||
if suit_count == 1 then
|
||
-- 不能直接用room:getOtherPlayers(player),因为这个函数返回的是player,而askForChoosePlayers需要的是id(integer)。
|
||
local targets = table.map(table.filter(room:getAlivePlayers(), function(p)
|
||
return true end), Util.IdMapper)
|
||
local result = room:askForChoosePlayers(player, targets, 1, 1, "#jy_sichi_1", self.name) -- 这玩意返回的是id列表
|
||
room:moveCardTo(cards, Player.Hand, room:getPlayerById(result[1]), fk.ReasonGive, self.name, nil, false, player.id)
|
||
|
||
-- 两种花色:判断是否有可以使用的牌。如果有,要求使用其中一张牌,如果没有,弃置一张牌
|
||
elseif suit_count == 2 then
|
||
-- TODO
|
||
-- 3种花色:选牌,然后所有人各摸一张
|
||
elseif suit_count == 3 then
|
||
-- TODO: 三张同类型的牌或其中两张不同类型的牌
|
||
local get = room:askForPoxi(player, "jy_sichi_count", {
|
||
{ self.name, cards },
|
||
}, nil, true)
|
||
if #get > 0 then
|
||
local dummy = Fk:cloneCard("dilu")
|
||
dummy:addSubcards(get)
|
||
room:obtainCard(player.id, dummy, true, fk.ReasonPrey)
|
||
end
|
||
-- 所有其他人各摸一张
|
||
for _, p in ipairs(room:getOtherPlayers(player)) do
|
||
p:drawCards(1, self.name)
|
||
end
|
||
|
||
-- 4种花色:选择至多3个角色,你和他们各失去一点体力
|
||
elseif suit_count == 4 then
|
||
-- 业炎
|
||
-- 这里只能选择除了自己以外的角色,因为自己肯定是要掉血的
|
||
local targets = table.map(table.filter(room:getOtherPlayers(player), function(p)
|
||
return true end), Util.IdMapper)
|
||
local result = room:askForChoosePlayers(player, targets, 0, 3, "#jy_sichi_4", self.name) -- 这玩意返回的是id列表
|
||
room:loseHp(player, 1, self.name)
|
||
for _, p in ipairs(result) do
|
||
local p_player = room:getPlayerById(p)
|
||
if not p_player.dead then room:loseHp(p_player, 1, self.name) end
|
||
end
|
||
end
|
||
|
||
-- 移动到弃牌堆
|
||
cards = table.filter(cards, function(id) return room:getCardArea(id) == Card.Processing end)
|
||
if #cards > 0 then
|
||
room:moveCards({
|
||
ids = cards,
|
||
toArea = Card.DiscardPile,
|
||
moveReason = fk.ReasonPutIntoDiscardPile,
|
||
})
|
||
end
|
||
end,
|
||
}
|
||
|
||
-- ol_sp1 sheyan
|
||
local jy_huapen = fk.CreateTriggerSkill{
|
||
name = "jy_huapen",
|
||
anim_type = "control",
|
||
events = {fk.TargetConfirming},
|
||
frequency = Skill.Compulsory,
|
||
can_trigger = function(self, event, target, player, data)
|
||
if player:hasSkill(self) and data.from ~= player.id and data.card and
|
||
data.card.suit == Card.Club and
|
||
(data.card:isCommonTrick() or data.card.type == Card.TypeBasic) then
|
||
local previous_targets = AimGroup:getAllTargets(data.tos)
|
||
-- 如果目标里面已经有我自己了,那就不要判定了
|
||
for _, v in pairs(previous_targets) do
|
||
if v == player.id then
|
||
return false
|
||
end
|
||
end
|
||
return true
|
||
end
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
local targets = {}
|
||
local previous_targets = AimGroup:getAllTargets(data.tos)
|
||
|
||
local judge = {
|
||
who = player,
|
||
reason = self.name,
|
||
pattern = ".|.|heart",
|
||
}
|
||
room:judge(judge)
|
||
if judge.card.suit == Card.Heart then
|
||
room:doIndicate(data.from, {player.id}) -- 播放指示线
|
||
if #AimGroup:getAllTargets(data.tos) == 1 then
|
||
table.insertTable(targets, AimGroup:getAllTargets(data.tos))
|
||
end
|
||
TargetGroup:pushTargets(data.targetGroup, player.id)
|
||
end
|
||
end,
|
||
}
|
||
|
||
local jy_boshi = fk.CreateTriggerSkill{
|
||
name = "jy_boshi",
|
||
frequency = Skill.Wake,
|
||
events = {fk.EventPhaseStart},
|
||
can_trigger = function(self, event, target, player, data)
|
||
return target == player and player:hasSkill(self) and
|
||
player:usedSkillTimes(self.name, Player.HistoryGame) == 0 and
|
||
player.phase == Player.Start
|
||
end,
|
||
can_wake = function(self, event, target, player, data)
|
||
return player:getMark("@jy_boshi_judge_count") >= 10
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
room:changeMaxHp(player, 1)
|
||
room:recover({
|
||
who = player,
|
||
num = 3,
|
||
recoverBy = player,
|
||
skillName = self.name,
|
||
})
|
||
player:drawCards(3, self.name)
|
||
room:handleAddLoseSkills(player, "-jy_huapen", nil, true, true)
|
||
|
||
room:handleAddLoseSkills(player, "jy_boshi_count", nil, true, true) -- 不用再看判定了多少次了
|
||
room:setPlayerMark(player, "@jy_boshi_judge_count", 0)
|
||
|
||
room:handleAddLoseSkills(player, "jy_jiangbei", nil, true, true)
|
||
end,
|
||
}
|
||
local jy_boshi_count = fk.CreateTriggerSkill{
|
||
name = "#jy_boshi_count",
|
||
mute = true,
|
||
refresh_events = {fk.AskForRetrial},
|
||
can_refresh = function(self, event, target, player, data)
|
||
return target == player and player:hasSkill(self)
|
||
end,
|
||
on_refresh = function(self, event, target, player, data)
|
||
local room = player.room
|
||
room:addPlayerMark(player, "@jy_boshi_judge_count")
|
||
end,
|
||
}
|
||
jy_boshi:addRelatedSkill(jy_boshi_count)
|
||
|
||
-- 测了一遍,没什么问题
|
||
local jy_jiangbei = fk.CreateTriggerSkill{
|
||
-- TODO 建议把这个技能写成记录用了多少张梅花和红桃牌
|
||
name = "jy_jiangbei",
|
||
frequency = Skill.Compulsory,
|
||
events = {},
|
||
}
|
||
-- ♥无法被响应
|
||
local jy_jiangbei_heart = fk.CreateTriggerSkill{
|
||
name = "#jy_jiangbei_heart",
|
||
frequency = Skill.Compulsory,
|
||
events = {fk.CardUsing},
|
||
can_trigger = function(self, event, target, player, data)
|
||
if not player:hasSkill(self) then return false end
|
||
if target == player and data.card.suit == Card.Heart then
|
||
return data.card.type == Card.TypeBasic or data.card.type == Card.TypeTrick
|
||
end
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
player:broadcastSkillInvoke(jy_jiangbei.name)
|
||
data.disresponsiveList = table.map(room.alive_players, Util.IdMapper)
|
||
end,
|
||
}
|
||
-- ♣没有距离次数限制
|
||
local jy_jiangbei_club = fk.CreateTargetModSkill{
|
||
name = "#jy_jiangbei_club",
|
||
bypass_times = function(self, player, skill, scope, card, to)
|
||
return player:hasSkill(self) and card.suit == Card.Club and to
|
||
end,
|
||
bypass_distances = function(self, player, skill, card, to)
|
||
return player:hasSkill(self) and card.suit == Card.Club and to
|
||
end,
|
||
}
|
||
-- ♣无视防具
|
||
local jy_jiangbei_club_2 = fk.CreateTriggerSkill{
|
||
name = "#jy_jiangbei_club_2",
|
||
frequency = Skill.Compulsory,
|
||
events = { fk.TargetSpecified },
|
||
can_trigger = function(self, event, target, player, data)
|
||
if not player:hasSkill(self) then return false end
|
||
if target == player and data.card and data.card.suit == Card.Club then
|
||
return data.card.type == Card.TypeBasic or data.card.type == Card.TypeTrick
|
||
end
|
||
end,
|
||
on_use = function(self, event, target, player, data)
|
||
local room = player.room
|
||
local to = room:getPlayerById(data.to)
|
||
local use_event = room.logic:getCurrentEvent():findParent(GameEvent.UseCard, true)
|
||
if use_event == nil then return end
|
||
room:addPlayerMark(to, fk.MarkArmorNullified)
|
||
use_event:addCleaner(function()
|
||
room:removePlayerMark(to, fk.MarkArmorNullified)
|
||
end)
|
||
end,
|
||
}
|
||
jy_jiangbei:addRelatedSkill(jy_jiangbei_heart)
|
||
jy_jiangbei:addRelatedSkill(jy_jiangbei_club)
|
||
jy_jiangbei:addRelatedSkill(jy_jiangbei_club_2)
|
||
-- TODO:出牌阶段结束时摸牌
|
||
|
||
local jy_ceshi_des = fk.CreateTriggerSkill{
|
||
name = "jy_ceshi_des",
|
||
}
|
||
zer__yangfan:addSkill(jy_ceshi_des) -- 开发好之后,这一行是需要去掉的
|
||
|
||
zer__yangfan:addSkill(jy_sichi)
|
||
zer__yangfan:addSkill(jy_huapen)
|
||
zer__yangfan:addSkill(jy_boshi)
|
||
-- zer__yangfan:addSkill(jy_jiangbei) -- 开发好之后,这一行是需要去掉的
|
||
zer__yangfan:addRelatedSkill(jy_jiangbei)
|
||
|
||
Fk:loadTranslationTable {
|
||
["zer__yangfan"] = "杨藩开发版",
|
||
["zer__yangfan_judge"] = "判定",
|
||
|
||
["jy_ceshi_des"] = "测试",
|
||
[":jy_ceshi_des"] = [[<strong>这个武将正在开发中,可能会有bug、和设计者描述的技能不一样,但基本上已经实现了现在描述的技能。如果游玩时发现bug请反馈给开发者。<\strong>]],
|
||
|
||
["jy_sichi"] = "四吃",
|
||
[":jy_sichi"] = [[受到伤害后,你可以展示牌堆顶的4张牌,根据花色数量触发效果:<br>
|
||
1,将这些牌交给一名角色;<br>
|
||
2,还没写,所以什么效果也没有;<br>
|
||
3,获得其中的任意张点数之和小于28的牌,其余角色各摸一张牌;<br>
|
||
4,选择至多3名角色,你与其各失去一点体力。<br>
|
||
将未被获得的牌置入弃牌堆。]],
|
||
|
||
["#jy_sichi_1"] = "四吃:选择一个角色,将牌交给其",
|
||
["#jy_sichi_2"] = "四吃:没有效果",
|
||
["#jy_sichi_3"] = "四吃:选择其中的任意张点数之和小于28的牌获得之,其余角色各摸一张牌",
|
||
["#jy_sichi_4"] = "四吃:选择至多3名角色,你和他们各失去一点体力",
|
||
|
||
["jy_boshi"] = "搏时",
|
||
[":jy_boshi"] = [[觉醒技,准备阶段开始时,若你已判定过至少10次,你增加一点体力上限、回复3点体力、摸3张牌、失去技能【花盆】,然后获得技能【奖杯】。]],
|
||
["@jy_boshi_judge_count"] = "搏时",
|
||
|
||
["jy_huapen"] = "花盆",
|
||
[":jy_huapen"] = [[锁定技,其他角色使用♣非延时锦囊牌或基本牌、指定了有且仅有一个不为你的目标时,你进行一次判定,若为<font color="red">♥</font>,额外指定你为目标。]],
|
||
|
||
["jy_jiangbei"] = "奖杯",
|
||
[":jy_jiangbei"] = [[锁定技,你使用基本牌和锦囊牌时,根据花色获得额外效果。♣:无视距离、防具和次数限制;<font color="red">♥</font>:无法被响应。]],
|
||
["#jy_jiangbei_heart"] = "奖杯·红桃",
|
||
["#jy_jiangbei_club"] = "奖杯·梅花",
|
||
["#jy_jiangbei_club_2"] = "奖杯·梅花",
|
||
-- TODO:改一下这里,按照sp公孙瓒义从改,只提示触发了义从。
|
||
}
|
||
|
||
Fk:loadTranslationTable {
|
||
["jianzihao"] = "简自豪",
|
||
["houguoyu"] = "侯国玉",
|
||
["liyuanhao"] = "李元浩",
|
||
["aweiluo"] = "阿威罗",
|
||
["gaotianliang"] = "高天亮",
|
||
["zhaoqianxi"] = "赵乾熙",
|
||
}
|
||
|
||
return extension
|