代码拉取完成,页面将自动刷新
同步操作将从 Qsgs-Fans/shzl 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
local extension = Package:new("mountain")
extension.extensionName = "shzl"
local U = require "packages/utility/utility"
Fk:loadTranslationTable{
["mountain"] = "神话再临·山",
}
local zhanghe = General(extension, "zhanghe", "wei", 4)
local qiaobian = fk.CreateTriggerSkill{
name = "qiaobian",
anim_type = "offensive",
events = {fk.EventPhaseChanging},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and not player:isKongcheng() and
data.to > Player.Start and data.to < Player.Finish
end,
on_cost = function(self, event, target, player, data)
local phase_name_table = {
[3] = "phase_judge",
[4] = "phase_draw",
[5] = "phase_play",
[6] = "phase_discard",
}
local card = player.room:askForDiscard(player, 1, 1, false, self.name, true, ".", "#qiaobian-invoke:::" .. phase_name_table[data.to], true)
if #card > 0 then
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)
player:skip(data.to)
if data.to == Player.Draw then
local targets = table.map(table.filter(room:getOtherPlayers(player), function(p)
return not p:isKongcheng() end), Util.IdMapper)
if #targets > 0 then
local n = math.min(2, #targets)
local tos = room:askForChoosePlayers(player, targets, 1, n, "#qiaobian-choose:::"..n, self.name, true)
if #tos > 0 then
room:sortPlayersByAction(tos)
for _, id in ipairs(tos) do
local p = room:getPlayerById(id)
if not p:isKongcheng() then
local card_id = room:askForCardChosen(player, p, "h", self.name)
room:obtainCard(player, card_id, false, fk.ReasonPrey)
end
end
end
end
elseif data.to == Player.Play then
local targets = room:askForChooseToMoveCardInBoard(player, "#qiaobian-move", self.name, true, nil)
if #targets ~= 0 then
targets = table.map(targets, function(id) return room:getPlayerById(id) end)
room:askForMoveCardInBoard(player, targets[1], targets[2], self.name)
end
end
return true
end,
}
zhanghe:addSkill(qiaobian)
Fk:loadTranslationTable{
["zhanghe"] = "张郃",
["qiaobian"] = "巧变",
[":qiaobian"] = "你的阶段开始前(准备阶段和结束阶段除外),你可以弃置一张手牌跳过该阶段。若以此法跳过摸牌阶段,"..
"你可以获得至多两名其他角色的各一张手牌;若以此法跳过出牌阶段,你可以将场上的一张牌移动至另一名角色相应的区域内。",
["#qiaobian-invoke"] = "巧变:你可以弃一张手牌,跳过 %arg",
["#qiaobian-choose"] = "巧变:你可以依次获得%arg名角色的各一张手牌",
["#qiaobian-move"] = "巧变:请选择两名角色,移动场上的一张牌",
["$qiaobian1"] = "兵无常势,水无常形。",
["$qiaobian2"] = "用兵之道,变化万千。",
["~zhanghe"] = "啊……膝盖……中箭了……",
}
local dengai = General(extension, "dengai", "wei", 4)
local tuntian = fk.CreateTriggerSkill{
name = "tuntian",
anim_type = "special",
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and player.phase == Player.NotActive then
for _, move in ipairs(data) do
if move.from == player.id then
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.PlayerHand or info.fromArea == Card.PlayerEquip then
return true
end
end
end
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local judge = {
who = player,
reason = self.name,
pattern = ".|.|spade,club,diamond",
}
room:judge(judge)
end,
refresh_events = {fk.FinishJudge},
can_refresh = function(self, event, target, player, data)
return player:hasSkill(self) and data.reason == self.name
end,
on_refresh = function(self, event, target, player, data)
if data.card.suit ~= Card.Heart and player.room:getCardArea(data.card) == Card.Processing then
player:addToPile("dengai_field", data.card, true, self.name)
end
end,
}
local tuntian_distance = fk.CreateDistanceSkill{
name = "#tuntian_distance",
correct_func = function(self, from, to)
if from:hasSkill(self) then
return -#from:getPile("dengai_field")
end
end,
}
local zaoxian = fk.CreateTriggerSkill{
name = "zaoxian",
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:getPile("dengai_field") > 2
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:changeMaxHp(player, -1)
room:handleAddLoseSkills(player, "jixi", nil, true, false)
end,
}
local jixi = fk.CreateViewAsSkill{ --FIXME: 用来急袭的那张田不应产生-1距离
name = "jixi",
anim_type = "control",
pattern = "snatch",
expand_pile = "dengai_field",
card_filter = function(self, to_select, selected)
return #selected == 0 and Self:getPileNameOfId(to_select) == "dengai_field"
end,
view_as = function(self, cards)
if #cards ~= 1 then
return nil
end
local c = Fk:cloneCard("snatch")
c.skillName = self.name
c:addSubcard(cards[1])
return c
end,
}
tuntian:addRelatedSkill(tuntian_distance)
dengai:addSkill(tuntian)
dengai:addSkill(zaoxian)
dengai:addRelatedSkill(jixi)
Fk:loadTranslationTable{
["dengai"] = "邓艾",
["tuntian"] = "屯田",
[":tuntian"] = "当你于回合外失去牌后,你可以进行判定:若结果不为<font color='red'>♥</font>,你将生效后的判定牌置于你的武将牌上,称为“田”;"..
"你计算与其他角色的距离-X(X为“田”的数量)。",
["zaoxian"] = "凿险",
[":zaoxian"] = "觉醒技,准备阶段,若“田”的数量不少于3张,你减1点体力上限,然后获得〖急袭〗。",
["jixi"] = "急袭",
[":jixi"] = "你可以将一张“田”当【顺手牵羊】使用。",
["dengai_field"] = "田",
["$tuntian1"] = "休养生息,备战待敌。",
["$tuntian2"] = "锄禾日当午,汗滴禾下土。",
["$zaoxian1"] = "屯田日久,当建奇功!",
["$zaoxian2"] = "开辟险路,奇袭敌军!",
["$jixi1"] = "偷渡阴平,直取蜀汉!",
["$jixi2"] = "攻其无备,出其不意!",
["~dengai"] = "吾破蜀克敌,竟葬于奸贼之手!",
}
local jiangwei = General(extension, "jiangwei", "shu", 4)
local tiaoxin = fk.CreateActiveSkill{
name = "tiaoxin",
anim_type = "control",
card_num = 0,
target_num = 1,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end,
card_filter = Util.FalseFunc,
target_filter = function(self, to_select, selected)
return #selected == 0 and Fk:currentRoom():getPlayerById(to_select):inMyAttackRange(Self)
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
local use = room:askForUseCard(target, "slash", "slash", "#tiaoxin-use", true, {exclusive_targets = {player.id}})
if use then
room:useCard(use)
else
if not target:isNude() then
local card = room:askForCardChosen(player, target, "he", self.name)
room:throwCard({card}, self.name, target, player)
end
end
end
}
local zhiji = fk.CreateTriggerSkill{
name = "zhiji",
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:isKongcheng()
end,
on_use = function(self, event, target, player, data)
local room = player.room
local choices = {"draw2"}
if player:isWounded() then
table.insert(choices, "recover")
end
local choice = room:askForChoice(player, choices, self.name)
if choice == "draw2" then
player:drawCards(2)
else
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name
})
end
room:changeMaxHp(player, -1) --yes, lose maxhp after choice
room:handleAddLoseSkills(player, "guanxing", nil, true, false)
end,
}
jiangwei:addSkill(tiaoxin)
jiangwei:addSkill(zhiji)
jiangwei:addRelatedSkill("guanxing")
Fk:loadTranslationTable{
["jiangwei"] = "姜维",
["tiaoxin"] = "挑衅",
[":tiaoxin"] = "出牌阶段限一次,你可以指定一名你在其攻击范围内的角色,其需包括你在内的角色使用一张【杀】,否则你弃置其一张牌。",
["zhiji"] = "志继",
[":zhiji"] = "觉醒技,准备阶段,若你没有手牌,你回复1点体力或摸两张牌,减1点体力上限,然后获得〖观星〗。",
["#tiaoxin-use"] = "挑衅:对其使用一张【杀】,否则其弃置你一张牌",
["draw1"] = "摸一张牌",
["draw2"] = "摸两张牌",
["recover"] = "回复1点体力",
["$tiaoxin1"] = "汝等小儿,可敢杀我?",
["$tiaoxin2"] = "贼将早降,可免一死。",
["$zhiji1"] = "先帝之志,丞相之托,不可忘也!",
["$zhiji2"] = "丞相厚恩,维万死不能相报。",
["$guanxing_jiangwei1"] = "继丞相之遗志,讨篡汉之逆贼!",
["$guanxing_jiangwei2"] = "克复中原,指日可待!",
["~jiangwei"] = "我计不成,乃天命也……",
}
local liushan = General(extension, "liushan", "shu", 3)
local xiangle = fk.CreateTriggerSkill{
name = "xiangle",
events = {fk.TargetConfirming},
anim_type = "defensive",
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.card.trueName == "slash"
end,
on_use = function(self, event, target, player, data)
local room = player.room
if #room:askForDiscard(room:getPlayerById(data.from), 1, 1, false, self.name, true, ".|.|.|.|.|basic", "#xiangle-discard:"..player.id) == 0 then
table.insertIfNeed(data.nullifiedTargets, player.id)
end
end,
}
local fangquan = fk.CreateTriggerSkill{
name = "fangquan",
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.Play
end,
on_use = function(self, event, target, player, data)
player:skip(Player.Play)
player.room:setPlayerMark(player, "fangquan_extra", 1)
return true
end,
refresh_events = {fk.TurnEnd},
can_refresh = function(self, event, target, player, data)
return target == player and player:getMark("fangquan_extra") > 0
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
room:setPlayerMark(player, "fangquan_extra", 0)
local tos, id = room:askForChooseCardAndPlayers(player, table.map(room:getOtherPlayers(player), function(p)
return p.id end), 1, 1, ".|.|.|hand", "#fangquan-give", self.name, true)
if #tos > 0 then
room:throwCard({id}, self.name, player, player)
room:getPlayerById(tos[1]):gainAnExtraTurn()
end
end,
}
local ruoyu = fk.CreateTriggerSkill{
name = "ruoyu$",
frequency = Skill.Wake,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and
player:usedSkillTimes(self.name, Player.HistoryGame) == 0 and
player.phase == Player.Start
end,
can_wake = function(self, event, target, player, data)
return table.every(player.room:getOtherPlayers(player), function(p) return p.hp >= player.hp end)
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:changeMaxHp(player, 1)
if player:isWounded() then --小心王衍
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name,
})
end
room:handleAddLoseSkills(player, "jijiang", nil, true, false)
end,
}
liushan:addSkill(xiangle)
liushan:addSkill(fangquan)
liushan:addSkill(ruoyu)
liushan:addRelatedSkill("jijiang")
Fk:loadTranslationTable{
["liushan"] = "刘禅",
["xiangle"] = "享乐",
[":xiangle"] = "锁定技,每当你成为【杀】的目标时,【杀】的使用者须弃置一张基本牌,否则此【杀】对你无效。",
["#xiangle-discard"] = "享乐:你须弃置一张基本牌,否则此【杀】对 %src 无效",
["fangquan"] = "放权",
[":fangquan"] = "你可以跳过你的出牌阶段,然后此回合结束时,你可以弃置一张手牌并选择一名其他角色:若如此做,该角色进行一个额外的回合。",
["#fangquan-give"] = "你可以弃置一张手牌令一名其他角色进行一个额外的回合",
["ruoyu"] = "若愚",
[":ruoyu"] = "主公技,觉醒技,准备阶段开始时,若你的体力值为场上最少(或之一),你增加1点体力上限,回复1点体力,然后获得“激将”。",
["$xiangle1"] = "打打杀杀,真没意思。",
["$xiangle2"] = "我爸爸是刘备!",
["$fangquan1"] = "唉,这可如何是好啊!",
["$fangquan2"] = "哎,你办事儿,我放心~",
["$ruoyu1"] = "不装疯卖傻,岂能安然无恙?",
["$ruoyu2"] = "世人皆错看我,唉!",
["$jijiang_liushan1"] = "我蜀汉岂无人乎!",
["$jijiang_liushan2"] = "匡扶汉室,谁敢出战!",
["~liushan"] = "哎,别打脸,我投降还不行吗?",
}
local sunce = General(extension, "sunce", "wu", 4)
local jiang = fk.CreateTriggerSkill{
name = "jiang",
anim_type = "drawcard",
events ={fk.TargetSpecified, fk.TargetConfirmed},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.firstTarget and
((data.card.trueName == "slash" and data.card.color == Card.Red) or data.card.name == "duel")
end,
on_use = function(self, event, target, player, data)
player:drawCards(1, self.name)
end,
}
local hunzi = fk.CreateTriggerSkill{
name = "hunzi",
frequency = Skill.Wake,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and
player:usedSkillTimes(self.name, Player.HistoryGame) == 0 and
player.phase == Player.Start
end,
can_wake = function(self, event, target, player, data)
return player.hp == 1
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:changeMaxHp(player, -1)
room:handleAddLoseSkills(player, "yingzi|yinghun", nil, true, false)
end,
}
local zhiba = fk.CreateTriggerSkill{
name = "zhiba$",
mute = true,
frequency = Skill.Compulsory,
refresh_events = {fk.GameStart, fk.EventAcquireSkill, fk.EventLoseSkill, fk.Deathed},
can_refresh = function(self, event, target, player, data)
if event == fk.GameStart then
return player:hasSkill(self.name, true)
elseif event == fk.EventAcquireSkill or event == fk.EventLoseSkill then
return data == self and target == player
else
return target == player and player:hasSkill(self.name, true, true)
end
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
--[[
local targets = table.filter(room:getOtherPlayers(player), function(p)
return p.kingdom == "wu"
end)
]]
local targets = room.alive_players
if event == fk.GameStart or event == fk.EventAcquireSkill then
if player:hasSkill(self.name, true) then
table.forEach(targets, function(p)
room:handleAddLoseSkills(p, "zhiba_other&", nil, false, true)
end)
end
elseif event == fk.EventLoseSkill or event == fk.Deathed then
table.forEach(targets, function(p)
room:handleAddLoseSkills(p, "-zhiba_other&", nil, false, true)
end)
end
end,
}
local zhiba_other = fk.CreateActiveSkill{
name = "zhiba_other&",
anim_type = "special",
mute = true,
can_use = function(self, player)
if player:usedSkillTimes(self.name, Player.HistoryPhase) < 1 and player.kingdom == "wu" and not player:isKongcheng() then
return table.find(Fk:currentRoom().alive_players, function(p) return p:hasSkill("zhiba") and p ~= player and not p:isKongcheng() end)
end
return false
end,
card_num = 0,
card_filter = Util.FalseFunc,
target_num = 0,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local targets = table.filter(room.alive_players, function(p) return p:hasSkill("zhiba") and p ~= player and not p:isKongcheng() end)
local target
if #targets == 1 then
target = targets[1]
else
target = room:getPlayerById(room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, 1, nil, self.name, false)[1])
end
if not target then return false end
room:notifySkillInvoked(player, "zhiba")
player:broadcastSkillInvoke("zhiba")
room:doIndicate(effect.from, { target.id })
if target:usedSkillTimes("hunzi", Player.HistoryGame) > 0 and room:askForChoice(target, {"zhiba_yes", "zhiba_no"}, self.name, "#zhiba-ask:" .. player.id) == "zhiba_no" then
return false
end
local pindian = player:pindian({target}, self.name)
if not pindian.results[target.id].winner or pindian.results[target.id].winner ~= player then
local dummy = Fk:cloneCard("dilu")
local leftFromCardIds = room:getSubcardsByRule(pindian.fromCard, { Card.DiscardPile })
if #leftFromCardIds > 0 then
dummy:addSubcards(leftFromCardIds)
end
local leftToCardIds = room:getSubcardsByRule(pindian.results[target.id].toCard, { Card.DiscardPile })
if #leftToCardIds > 0 then
dummy:addSubcards(leftToCardIds)
end
if #dummy.subcards > 0 then
room:obtainCard(target, dummy, true, fk.ReasonJustMove)
end
end
end,
}
sunce:addSkill(jiang)
sunce:addSkill(hunzi)
sunce:addRelatedSkill("yingzi")
sunce:addRelatedSkill("yinghun")
sunce:addSkill(zhiba)
Fk:addSkill(zhiba_other)
Fk:loadTranslationTable{
["sunce"] = "孙策",
["jiang"] = "激昂",
[":jiang"] = "当你使用【决斗】或红色【杀】指定目标后,或成为【决斗】或红色【杀】的目标后,你可以摸一张牌。",
["hunzi"] = "魂姿",
[":hunzi"] = "觉醒技,准备阶段,若你的体力值为1,你减1点体力上限,然后获得〖英姿〗和〖英魂〗。",
["zhiba"] = "制霸",
[":zhiba"] = "主公技,其他吴势力角色的出牌阶段限一次,其可以与你拼点(若你发动过〖魂姿〗,你可以拒绝此拼点),若其没赢,你可以获得拼点的两张牌。",
["zhiba_other&"] = "制霸",
[":zhiba_other&"] = "出牌阶段限一次,你可与孙策拼点(若其发动过〖魂姿〗,其可以拒绝此拼点),若你没赢,其可以获得拼点的两张牌。",
["#zhiba-ask"] = "%src发起“制霸”拼点,是否拒绝",
["zhiba_yes"] = "进行“制霸”拼点",
["zhiba_no"] = "拒绝“制霸”拼点",
["$jiang1"] = "吾乃江东小霸王孙伯符!",
["$jiang2"] = "江东子弟,何惧于天下!",
["$hunzi1"] = "父亲在上,魂佑江东;公瑾在旁,智定天下!",
["$hunzi2"] = "愿承父志,与公瑾共谋天下!",
["$zhiba1"] = "我若怕你,非孙伯符也!",
["$zhiba2"] = "是友是敌,一探便知。",
["$yingzi_sunce1"] = "公瑾,助我决一死战!",
["$yingzi_sunce2"] = "尔等看好了!",
["$yinghun_sunce1"] = "父亲,助我背水一战!",
["$yinghun_sunce2"] = "孙氏英烈,庇佑江东!",
["~sunce"] = "内事不决问张昭,外事不决问周瑜……",
}
local zhangzhaozhanghong = General(extension, "zhangzhaozhanghong", "wu", 3)
local zhijian = fk.CreateActiveSkill{
name = "zhijian",
anim_type = "support",
card_num = 1,
target_num = 1,
can_use = Util.TrueFunc,
card_filter = function(self, to_select, selected)
return #selected == 0 and Fk:getCardById(to_select).type == Card.TypeEquip and
Fk:currentRoom():getCardArea(to_select) ~= Card.PlayerEquip
end,
target_filter = function(self, to_select, selected, selected_cards)
return #selected == 0 and #selected_cards == 1 and
Fk:currentRoom():getPlayerById(to_select):hasEmptyEquipSlot(Fk:getCardById(selected_cards[1]).sub_type)
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
room:moveCards({
ids = effect.cards,
from = effect.from,
to = effect.tos[1],
toArea = Card.PlayerEquip,
moveReason = fk.ReasonPut,
})
player:drawCards(1, self.name)
end,
}
local guzheng = fk.CreateTriggerSkill{
name = "guzheng",
anim_type = "support",
events = {fk.EventPhaseEnd},
can_trigger = function(self, event, target, player, data)
if target ~= player and player:hasSkill(self) and target.phase == Player.Discard then
local room = player.room
local guzheng_hand, guzheng_all, cards = {}, {}, {}
local phase_event = room.logic:getCurrentEvent():findParent(GameEvent.Phase, true)
if phase_event == nil then return false end
local end_id = phase_event.id
U.getEventsByRule(room, GameEvent.MoveCards, 1, function (e)
for _, move in ipairs(e.data) do
for _, info in ipairs(move.moveInfo) do
local id = info.cardId
if not table.contains(cards, id) then
table.insert(cards, id)
if move.toArea == Card.DiscardPile and move.moveReason == fk.ReasonDiscard and
room:getCardArea(id) == Card.DiscardPile then
table.insert(guzheng_all, id)
if move.from == target.id and info.fromArea == Card.PlayerHand then
table.insert(guzheng_hand, id)
end
end
end
end
end
return false
end, end_id)
if #guzheng_hand > 0 then
self.cost_data = {guzheng_hand, guzheng_all}
return true
end
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
if room:askForSkillInvoke(player, self.name, nil, "#guzheng-invoke::"..target.id) then
room:doIndicate(player.id, {target.id})
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local guzheng_hand, guzheng_all = self.cost_data[1], self.cost_data[2]
guzheng_all = table.reverse(guzheng_all)
local to_return = {guzheng_hand[1]}
local choice = "guzheng_no"
if #guzheng_all > 1 then
to_return, choice = U.askforChooseCardsAndChoice(player, guzheng_hand, {"guzheng_yes", "guzheng_no"},
self.name, "#guzheng-title::" .. target.id, {}, 1, 1, guzheng_all)
end
local moveInfos = {}
table.insert(moveInfos, {
ids = to_return,
to = target.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonGive,
proposer = player.id,
skillName = self.name,
})
table.removeOne(guzheng_all, to_return[1])
if choice == "guzheng_yes" and #guzheng_all > 0 then
table.insert(moveInfos, {
ids = guzheng_all,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonPrey,
proposer = player.id,
skillName = self.name,
})
end
room:moveCards(table.unpack(moveInfos))
end,
}
zhangzhaozhanghong:addSkill(zhijian)
zhangzhaozhanghong:addSkill(guzheng)
Fk:loadTranslationTable{
["zhangzhaozhanghong"] = "张昭张纮",
["zhijian"] = "直谏",
[":zhijian"] = "出牌阶段,你可以将手牌中的一张装备牌置于其他角色的装备区里,然后摸一张牌。",
["guzheng"] = "固政",
[":guzheng"] = "其他角色的弃牌阶段结束时,你可以将此阶段中其弃置的一张手牌交给该角色,然后你可以获得其余此阶段内弃置的牌。",
["#guzheng-invoke"] = "你可以发动固政,令%dest获得其此次弃置的牌中的一张,然后你可获得剩余牌",
["#guzheng-title"] = "固政:选择一张牌还给 %dest",
["guzheng_yes"] = "确定,获得剩余牌",
["guzheng_no"] = "确定,不获得剩余牌",
["$zhijian1"] = "请恕老臣直言!",
["$zhijian2"] = "为臣者,当冒死以谏!",
["$guzheng1"] = "固国安邦,居当如是。",
["$guzheng2"] = "今当稳固内政,以御外患。",
["~zhangzhaozhanghong"] = "竭力尽智,死而无憾……",
}
local zuoci = General(extension, "zuoci", "qun", 3)
local function DoHuanshen(player)
local room = player.room
local huashens = player:getMark("@&huanshen")
if huashens == 0 or #huashens == 0 then return end
local name = room:askForGeneral(player, huashens, 1)
local general = Fk.generals[name]
local kingdom = general.kingdom
if general.kingdom == "god" or general.subkingdom then
local allKingdoms = {}
if general.kingdom == "god" then
allKingdoms = {"wei", "shu", "wu", "qun", "jin"}
elseif general.subkingdom then
allKingdoms = { general.kingdom, general.subkingdom }
end
kingdom = room:askForChoice(player, allKingdoms, "AskForKingdom", "#ChooseInitialKingdom")
end
player.kingdom = kingdom
room:broadcastProperty(player, "kingdom")
player.gender = general.gender
room:broadcastProperty(player, "gender")
local original_general = player.general
player.general = general.name
room:broadcastProperty(player, "general")
local skills = {}
for _, s in ipairs(general.skills) do
if not (s.lordSkill or s.switchSkillName or s.frequency > 3) then
if #s.attachedKingdom == 0 or table.contains(s.attachedKingdom, player.kingdom) then
table.insert(skills, s.name)
end
end
end
if #skills == 0 then return end
local skill = room:askForChoice(player, skills, "huashen", "#huashen", true)
local huanshen_skill = skill
if player:getMark("@huanshen_skill") ~= 0 then huanshen_skill = "-"..player:getMark("@huanshen_skill").."|"..skill end
player.general = original_general
room:broadcastProperty(player, "general")
room:setPlayerMark(player, "@huanshen_skill", skill)
room:handleAddLoseSkills(player, huanshen_skill, nil, true, false)
end
local huashen = fk.CreateTriggerSkill{
name = "huashen",
anim_type = "special",
events = {fk.GamePrepared, fk.TurnStart, fk.TurnEnd},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if event == fk.GamePrepared then
return true
else
return target == player and player:getMark("@&huanshen") ~= 0
end
end
end,
on_cost = function(self, event, target, player, data)
if event == fk.GamePrepared then
return true
else
return player.room:askForSkillInvoke(player, self.name)
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.GamePrepared then
local generalPile = room:getTag("generalPile") or {}
if #generalPile == 0 then
for _, general in pairs(Fk:getAllGenerals()) do
if (not general.hidden and not general.total_hidden) and
not table.find(generalPile, function(g) return Fk.generals[g].trueName == general.trueName end) and
not table.find(room.alive_players, function(p)
return Fk.generals[p.general].trueName == general.trueName or
(p.deputyGeneral ~= "" and Fk.generals[p.deputyGeneral].trueName == general.trueName)
--TODO: 国战暗将不考虑
end) then
table.insert(generalPile, general.name)
end
end
if #generalPile > 0 then
room:setTag("generalPile", generalPile)
end
end
local generals = table.random(room:getTag("generalPile"), 2)
if #generals == 0 then return end
for _, g in ipairs(generals) do
table.removeOne(room:getTag("generalPile"), g)
end
room:setPlayerMark(player, "@&huanshen", generals)
end
DoHuanshen(player)
end,
}
local xinsheng = fk.CreateTriggerSkill{
name = "xinsheng",
anim_type = "masochism",
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.room:getTag("generalPile") and #player.room:getTag("generalPile") > 0
end,
on_trigger = function(self, event, target, player, data)
self.cancel_cost = false
for i = 1, data.damage do
if self.cancel_cost or #player.room:getTag("generalPile") == 0 then break end
self:doCost(event, target, player, data)
end
end,
on_cost = function(self, event, target, player, data)
if player.room:askForSkillInvoke(player, self.name, data) then
return true
end
self.cancel_cost = true
end,
on_use = function(self, event, target, player, data)
local room = player.room
local general = table.random(room:getTag("generalPile"))
table.removeOne(room:getTag("generalPile"), general)
local generals = player:getMark("@&huanshen")
if generals == 0 then generals = {} end
table.insert(generals, general)
room:setPlayerMark(player, "@&huanshen", generals)
end,
}
zuoci:addSkill(huashen)
zuoci:addSkill(xinsheng)
Fk:loadTranslationTable{
["zuoci"] = "左慈",
["huashen"] = "化身",
[":huashen"] = "游戏开始前,你获得两张未加入游戏的武将牌,称为“化身”,然后选择一张“化身”的一个技能(主公技、限定技、觉醒技除外)。"..
"回合开始时和回合结束后,你可以重新选择一张“化身”的一个技能。你获得你以此法选择的技能且性别与势力改为与此“化身”相同。",
["xinsheng"] = "新生",
[":xinsheng"] = "当你受到1点伤害后,你可以获得一张“化身”。",
["@&huanshen"] = "化身",
["#huashen"] = "化身:请选择要化身的技能",
["@huanshen_skill"] = "化身",
["$huashen1"] = "哼,肉眼凡胎,岂能窥视仙人变幻?",
["$huashen2"] = "万物苍生,幻化由心。",
["$xinsheng1"] = "幻幻无穷,生生不息。",
["$xinsheng2"] = "吐故纳新,师法天地。",
["~zuoci"] = "腾云跨风,飞升太虚……",
}
local caiwenji = General(extension, "caiwenji", "qun", 3, 3, General.Female)
local beige = fk.CreateTriggerSkill{
name = "beige",
anim_type = "masochism",
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and data.card and data.card.trueName == "slash" and not data.to.dead and not player:isNude()
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local card = room:askForDiscard(player, 1, 1, true, self.name, true, ".", "#beige-invoke::"..target.id, true)
if #card > 0 then
room:doIndicate(player.id, {target.id})
self.cost_data = card
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:throwCard(self.cost_data, self.name, player, player)
if target.dead then return false end
local judge = {
who = target,
reason = self.name,
pattern = ".",
}
room:judge(judge)
if judge.card.suit == Card.Heart then
if not target.dead and target:isWounded() then
room:recover{
who = target,
num = 1,
recoverBy = player,
skillName = self.name
}
end
elseif judge.card.suit == Card.Diamond then
if not target.dead then
target:drawCards(2, self.name)
end
elseif judge.card.suit == Card.Club then
if data.from and not data.from.dead then
room:askForDiscard(data.from, 2, 2, true, self.name, false)
end
elseif judge.card.suit == Card.Spade then
if data.from and not data.from.dead then
data.from:turnOver()
end
end
end,
}
local duanchang = fk.CreateTriggerSkill{
name = "duanchang",
anim_type = "control",
frequency = Skill.Compulsory,
events = {fk.Death},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name, false, true) and data.damage and data.damage.from and not data.damage.from.dead
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = data.damage.from
local skills = {}
for _, s in ipairs(to.player_skills) do
if not (s.attached_equip or s.name[#s.name] == "&") then
table.insertIfNeed(skills, s.name)
end
end
if room.settings.gameMode == "m_1v2_mode" and to.role == "lord" then
table.removeOne(skills, "m_feiyang")
table.removeOne(skills, "m_bahu")
end
if #skills > 0 then
room:handleAddLoseSkills(to, "-"..table.concat(skills, "|-"), nil, true, false)
end
end,
}
caiwenji:addSkill(beige)
caiwenji:addSkill(duanchang)
Fk:loadTranslationTable{
["caiwenji"] = "蔡文姬",
["beige"] = "悲歌",
[":beige"] = "当一名角色受到【杀】造成的伤害后,你可以弃置一张牌,然后令其进行判定,若结果为:<font color='red'>♥</font>,其回复1点体力;"..
"<font color='red'>♦</font>,其摸两张牌;♣,伤害来源弃置两张牌;♠,伤害来源翻面。",
["duanchang"] = "断肠",
[":duanchang"] = "锁定技,当你死亡时,杀死你的角色失去所有武将技能。",
["#beige-invoke"] = "悲歌:%dest 受到伤害,你可以弃置一张牌令其判定,根据花色执行效果",
["$beige1"] = "悲歌可以当泣,远望可以当归。",
["$beige2"] = "制兹八拍兮拟排忧,何知曲成兮心转愁。",
["$duanchang1"] = "流落异乡愁断肠。",
["$duanchang2"] = "日东月西兮徒相望,不得相随兮空断肠。",
["~caiwenji"] = "人生几何时,怀忧终年岁。",
}
return extension
此处可能存在不合适展示的内容,页面不予展示。您可通过相关编辑功能自查并修改。
如您确认内容无涉及 不当用语 / 纯广告导流 / 暴力 / 低俗色情 / 侵权 / 盗版 / 虚假 / 无价值内容或违法国家有关法律法规的内容,可点击提交进行申诉,我们将尽快为您处理。