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local extension = Package:new("tenyear1v2_cards", Package.CardPack)
extension.extensionName = "MahjongSoul"
extension.game_modes_whitelist = { "tenyear_1v2" }
Fk:loadTranslationTable {
["tenyear1v2_cards"] = "兵临城下拓展牌",
}
local U = require "packages/utility/utility"
local sw_ssqj_skill = fk.CreateActiveSkill {
name = "sw_ssqj_skill",
prompt = "#sw_ssqj_skill",
min_target_num = 1,
max_target_num = 2,
mod_target_filter = Util.TrueFunc,
target_filter = function(self, to_select, selected, selected_cards, card)
if #selected < self:getMaxTargetNum(Self, card) then
return self:modTargetFilter(to_select, selected, Self.id, card)
end
end,
on_use = function(self, room, cardUseEvent)
if cardUseEvent.tos == nil or #cardUseEvent.tos == 0 then return end
cardUseEvent.extra_data = cardUseEvent.extra_data or {}
cardUseEvent.extra_data.firstTargetOfTYDrowning = cardUseEvent.tos[1][1]
end,
on_effect = function(self, room, effect)
local from = room:getPlayerById(effect.from)
local to = room:getPlayerById(effect.to)
room:damage({
from = from,
to = to,
card = effect.card,
damage = 1,
damageType = fk.ThunderDamage,
skillName = self.name
})
if not to.dead then
if effect.extra_data and effect.extra_data.firstTargetOfTYDrowning == effect.to then
room:askForDiscard(to, 1, 1, true, self.name, false)
else
to:drawCards(1, self.name)
end
end
end,
}
local ssqj = fk.CreateTrickCard {
name = "ssqj",
skill = sw_ssqj_skill,
is_damage_card = true,
suit = Card.Spade,
number = 13,
}
extension:addCards {
ssqj,
ssqj:clone(Card.Club, 12),
ssqj:clone(Card.Spade, 1),
ssqj:clone(Card.Spade, 8),
}
Fk:loadTranslationTable {
["ssqj"] = "水淹七军",
[":ssqj"] = "锦囊牌<br/><b>时机</b>:出牌阶段<br/><b>目标</b>:一至两名角色<br/><b>效果</b>:这些角色按选择顺序依次受到一点雷电伤害,第一名角色弃置一张牌,第二名角色摸一张牌",
["sw_ssqj_skill"] = "水淹七军",
["#sw_ssqj_skill"] = "选择两名角色,这些角色按顺位依次受到一点雷电伤害,第一名角色弃置一张牌,第二名角色摸一张牌",
}
local ljxs_skill = fk.CreateActiveSkill {
name = "ljxs_skill",
prompt = "#ljxs_skill",
can_use = Util.AoeCanUse,
on_use = Util.AoeOnUse,
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
return user ~= to_select
end,
on_effect = function(self, room, effect)
if room:getPlayerById(effect.to):getLostHp() > 0 then
room:damage({
from = room:getPlayerById(effect.from),
to = room:getPlayerById(effect.to),
card = effect.card,
damage = 1,
damageType = fk.NormalDamage,
skillName = self.name,
})
end
end
}
local ljxs = fk.CreateTrickCard {
name = "ljxs",
suit = Card.Spade,
number = 8,
is_damage_card = true,
multiple_targets = true,
skill = ljxs_skill,
}
extension:addCards({
ljxs,
ljxs:clone(Card.Club, 8),
ljxs:clone(Card.Club, 13),
})
Fk:loadTranslationTable {
["ljxs"] = "落井下石",
[":ljxs"] = "锦囊牌<br/><b>时机</b>:出牌阶段<br/><b>目标</b>:所有其他角色<br/><b>效果</b>:若目标已受伤,对其造成一点伤害",
["ljxs_skill"] = "落井下石",
["#ljxs_skill"] = "对所有角色使用,对受伤的角色造成一点伤害",
}
--兵临城下
local binglinchengxia_Skill = fk.CreateActiveSkill {
name = "binglinchengxia_skill",
prompt = "#binglinchengxia_skill",
mod_target_filter = function(self, to_select, selected, user, card, distance_limited)
return user ~= to_select
end,
target_filter = function(self, to_select, selected, _, card)
return #selected == 0 and self:modTargetFilter(to_select, selected, Self.id, card, true)
end,
target_num = 1,
on_effect = function(self, room, effect)
local to = room:getPlayerById(effect.to)
local judge = {
who = to,
reason = "binglinchengxia",
pattern = ".|.|^diamond",
}
room:judge(judge)
local result = judge.card
if result.suit ~= Card.Diamond then
local chc = { "losehp" }
if #to.player_cards[Player.Equip] > 0 then
table.insert(chc, "throw_equips")
end
local chs = room:askForChoice(to, chc, self.name)
if chs == "throw_equips" then
to:throwAllCards("e")
else
-- room:loseHp(to,1,self.name)
room:damage({
from = nil,
to = to,
-- card = effect.card,
damage = 1,
damageType = fk.FireDamage,
skillName = self.name
})
end
else
if effect.card:isVirtual() then
to:addVirtualEquip(effect.card)
end
-- room:moveCards{
-- ids = room:getSubcardsByRule(effect.card, { Card.Processing }),
-- to = effect.to,
-- toArea = Card.PlayerJudge,
-- moveReason = fk.ReasonPut }
end
self:onNullified(room, effect)
end,
on_nullified = function(self, room, effect)
room:moveCards {
ids = room:getSubcardsByRule(effect.card, { Card.Processing }),
toArea = Card.DiscardPile,
moveReason = fk.ReasonUse
}
end,
}
local binglinchengxia = fk.CreateDelayedTrickCard {
name = "binglinchengxia",
suit = Card.Diamond,
number = 6,
skill = binglinchengxia_Skill,
}
extension:addCards({
binglinchengxia,
binglinchengxia:clone(Card.Spade, 5),
})
Fk:loadTranslationTable {
["binglinchengxia"] = "兵临城下",
["binglinchengxia_skill"] = "兵临城下",
["throw_equips"] = "失去所有装备",
["losehp"] = "受到1点火属性伤害",
[":binglinchengxia"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名其他角色<br /><b>效果</b>:将此牌置入目标的判定区,其判定阶段进行判定,若不为方片,其选择弃置所有装备或受到一点火属性伤害(无装备直接受伤),然后将此牌置入弃牌堆",
}
local bydj_skill = fk.CreateActiveSkill {
name = "bydj_skill",
prompt = "#bydj_skill",
target_num = 1,
target_filter = function(self, to_select, selected, _, card)
return Fk:currentRoom():getPlayerById(to_select).role == "lord"
end,
on_effect = function(self, room, effect)
local target = room:getPlayerById(effect.to)
local player = room:getPlayerById(effect.from)
local chc = { "bydj_drawcard", "bydj2_discard" }
local chs = room:askForChoice(player, chc, self.name)
if chs == "bydj_drawcard" then
if #table.filter(room:getOtherPlayers(player), function(p)
return #p:getCardIds(Player.Hand) > #player:getCardIds(Player.Hand)
end) then
local draw = 0
for _, p in ipairs(room:getOtherPlayers(target)) do
draw = math.max(draw, p:getHandcardNum())
end
target:drawCards(draw - target:getHandcardNum(), self.name)
end
else
if #table.filter(room:getOtherPlayers(target), function(p)
return #p:getCardIds(Player.Hand) < #target:getCardIds(Player.Hand)
end) then
local disc = 0
for _, p in ipairs(room:getOtherPlayers(target)) do
local n = target:getHandcardNum() - p:getHandcardNum()
disc = math.max(disc, n)
end
room:askForDiscard(target, disc, disc, false, self.name, false, nil, "#bydj-ask:::" .. disc)
end
end
end
}
Fk:addSkill(bydj_skill)
local bydj = fk.CreateTrickCard {
name = "bydj",
skill = bydj_skill,
special_skills = { "recast" },
}
extension:addCards({
bydj:clone(Card.Heart, 6),
bydj:clone(Card.Diamond, 6),
})
Fk:loadTranslationTable {
["bydj"] = "白衣渡江",
["bydj_skill"] = "白衣渡江",
["bydj_drawcard"] = "令其摸至全场最多",
["bydj2_discard"] = "令其弃至全场最少",
["#bydj-ask"] = "弃置至少 %arg 张牌",
[":bydj"] = "锦囊牌<br/><b>时机</b>:出牌阶段<br/><b>目标</b>:城主<br /><b>效果</b>:令其将手牌摸至全场最多或弃至全场最少",
["#bydj_skill"] = "令城主将手牌摸至全场最多或弃至最少",
}
local tsc_skill = fk.CreateTriggerSkill {
name = "#tsc_skill",
attached_equip = "sw_tsc",
events = { fk.EventPhaseStart },
can_trigger = function(self, event, target, player, data)
return player == target and player.phase == Player.Finish and player:hasSkill(self.name) and
table.find(player.room.alive_players, function(p)
return p:getHandcardNum() > player:getHandcardNum()
end)
end,
on_cost = function(self, event, target, player, data)
local room = player.room
if room:askForSkillInvoke(player, self.name, data) then
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local targets = {}
local x = player:getHandcardNum()
for _, p in ipairs(room:getAlivePlayers()) do
if p:getHandcardNum() > x then
table.insert(targets, p)
end
end
room:doIndicate(player.id, table.map(targets, Util.IdMapper))
for _, p in ipairs(targets) do
if not p.dead then
room:askForDiscard(p, 1, 1, false, self.name, false, nil, "#tsc-askdis")
end
end
end,
}
Fk:addSkill(tsc_skill)
local sw_tsc = fk.CreateWeapon {
name = "sw_tsc",
suit = Card.Diamond,
number = 12,
attack_range = 4,
equip_skill = tsc_skill,
}
extension:addCards({
sw_tsc,
})
Fk:loadTranslationTable {
["sw_tsc"] = "投石车",
[":sw_tsc"] = "武器牌·武器<br /><b>攻击范围</b>:4<br /><b>武器技能</b>:结束阶段,若有角色手牌大于你,你可以令这些角色弃置一张手牌",
["#tsc-askdis"] = "投石车:弃置一张手牌",
["#tsc_skill"] = "投石车",
}
local lianjun_skill = fk.CreateActiveSkill {
name = "lianjun_skill",
prompt = "#lianjun_skill",
min_target_num = 1,
max_target_num = 2,
target_filter = function(self, to_select, selected, _, card)
return Fk:currentRoom():getPlayerById(to_select).role == "rebel"
end,
on_effect = function(self, room, effect)
local target = room:getPlayerById(effect.to)
if target:isWounded() then
room:recover { who = target, num = 1, skillName = self.name }
target:drawCards(2)
else
target:drawCards(3)
end
end
}
local lianjun = fk.CreateTrickCard {
name = "lianjun",
skill = lianjun_skill,
suit = Card.Heart,
number = 1,
special_skills = { "recast" },
}
extension:addCards({
lianjun,
bydj:clone(Card.Diamond, 13),
})
Fk:loadTranslationTable {
["lianjun"] = "联军盛宴",
[":lianjun"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:任意联军<br /><b>效果</b>:回复一点体力,摸两张牌,若其没有受伤则改为摸三张",
["#lianjun_skill"] = "选择任意名联军,令其回复一点体力,摸两张牌,若其没有受伤则改为摸三张",
}
return extension
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