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同步操作将从 Qsgs-Fans/joym 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!!!
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local extension = Package("joy_ty")
extension.extensionName = "joym"
Fk:loadTranslationTable{
["joy_ty"] = "欢乐-十周年改",
}
local U = require "packages/utility/utility"
-- 在十周年武将基础上修改的武将
local zhoufang = General(extension, "joy__zhoufang", "wu", 3)
local joy__youdi = fk.CreateTriggerSkill{
name = "joy__youdi",
anim_type = "control",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Finish and not player:isKongcheng()
end,
on_cost = function(self, event, target, player, data)
local to = player.room:askForChoosePlayers(player, table.map(player.room:getOtherPlayers(player), function(p)
return p.id end), 1, 1, "#joy__youdi-choose", self.name, true)
if #to > 0 then
self.cost_data = to[1]
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = room:getPlayerById(self.cost_data)
local card = room:askForCardChosen(to, player, "h", self.name)
room:throwCard({card}, self.name, player, to)
if player.dead or to.dead then return end
if Fk:getCardById(card).trueName ~= "slash" and not to:isNude() then
local card2 = room:askForCardChosen(player, to, "he", self.name)
room:obtainCard(player, card2, false, fk.ReasonPrey)
if player.dead then return end
player:drawCards(1, self.name)
end
if Fk:getCardById(card).color ~= Card.Black and player.maxHp < 5 and not player.dead then
room:changeMaxHp(player, 1)
end
end,
}
zhoufang:addSkill("duanfa")
zhoufang:addSkill(joy__youdi)
Fk:loadTranslationTable{
["joy__zhoufang"] = "周鲂",
["joy__youdi"] = "诱敌",
[":joy__youdi"] = "结束阶段,你可以令一名其他角色弃置你一张手牌,若弃置的牌不是【杀】,则你获得其一张牌并摸一张牌;若弃置的牌不是黑色,且你的体力上限小于5,则你增加1点体力上限。",
["#joy__youdi-choose"] = "诱敌:令一名角色弃置你手牌,若不是【杀】,你获得其一张牌并摸一张牌;若不是黑色,你加1点体力上限",
}
local tangji = General(extension, "joy__tangji", "qun", 3, 3, General.Female)
local joy__kangge = fk.CreateTriggerSkill{
name = "joy__kangge",
events = {fk.TurnStart, fk.AfterCardsMove, fk.EnterDying},
mute = true,
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if event == fk.TurnStart then
return target == player
elseif event == fk.AfterCardsMove then
if player:getMark("joy__kangge_draw-turn") < 3 then
local n = 0
for _, move in ipairs(data) do
if move.to and move.toArea == Card.PlayerHand and player.room:getPlayerById(move.to):getMark("@@joy__kangge") > 0
and player.room:getPlayerById(move.to).phase == Player.NotActive then
n = n + #move.moveInfo
end
end
if n > 0 then
self.cost_data = n
return true
end
end
else
return target.dying and target:getMark("@@joy__kangge") > 0 and player:getMark("joy__kangge_help-round") == 0
end
end
end,
on_cost = function(self, event, target, player, data)
if event == fk.EnterDying then
return player.room:askForSkillInvoke(player, self.name, nil, "#joy__kangge-invoke::"..target.id)
end
return true
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke(self.name)
if event == fk.TurnStart then
room:notifySkillInvoked(player, self.name, "special")
local targets = table.map(room:getOtherPlayers(player), Util.IdMapper)
if #targets == 0 then return end
for _, p in ipairs(room:getOtherPlayers(player)) do
if p:getMark("@@joy__kangge") > 0 then
room:setPlayerMark(p, "@@joy__kangge", 0)
end
end
local tos = room:askForChoosePlayers(player, targets, 1, 1, "#joy__kangge-choose", self.name, false)
room:setPlayerMark(room:getPlayerById(tos[1]), "@@joy__kangge", 1)
elseif event == fk.AfterCardsMove then
room:notifySkillInvoked(player, self.name, "drawcard")
local n = math.min(self.cost_data, 3 - player:getMark("joy__kangge_draw-turn"))
room:addPlayerMark(player, "joy__kangge_draw-turn", n)
player:drawCards(n, self.name)
else
room:notifySkillInvoked(player, "joy__kangge", "support")
room:doIndicate(player.id, {target.id})
room:setPlayerMark(player, "joy__kangge_help-round", 1)
room:recover({
who = target,
num = 1 - target.hp,
recoverBy = player,
skillName = self.name,
})
end
end,
}
local joy__jielie = fk.CreateTriggerSkill{
name = "joy__jielie",
anim_type = "defensive",
events = {fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self)
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, nil, "#joy__jielie-invoke")
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = table.filter(room:getOtherPlayers(player), function(p) return p:getMark("@@joy__kangge") > 0 end)[1]
local suit
if to then
local suits = {"spade", "heart", "club", "diamond"}
local choices = table.map(suits, function(s) return "log_"..s end)
local choice = room:askForChoice(player, choices, self.name, "#joy__jielie-choice::"..to.id..":"..data.damage)
suit = suits[table.indexOf(choices, choice)]
room:doIndicate(player.id, {to.id})
end
room:loseHp(player, 1, self.name)
if to and not to.dead then
local cards = room:getCardsFromPileByRule(".|.|"..suit, data.damage, "discardPile")
if #cards > 0 then
room:moveCards({
ids = cards,
to = to.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonJustMove,
proposer = player.id,
skillName = self.name,
})
end
end
return true
end,
}
tangji:addSkill(joy__kangge)
tangji:addSkill(joy__jielie)
Fk:loadTranslationTable{
["joy__tangji"] = "唐姬",
["joy__kangge"] = "抗歌",
[":joy__kangge"] = "回合开始时,你令一名其他角色获得“抗歌”标记(若已有此标记则转移给其):当该角色于其回合外获得手牌时,你摸等量的牌(每回合最多摸3张);每轮限一次,当该角色进入濒死状态时,你可以令其将体力回复至1点。",
["joy__jielie"] = "节烈",
[":joy__jielie"] = "当你受到伤害时,你可以防止此伤害并选择一种花色,然后你失去1点体力,令“抗歌”角色从弃牌堆中随机获得X张此花色的牌(X为伤害值)。",
["#joy__kangge-choose"] = "抗歌:请选择“抗歌”角色",
["@@joy__kangge"] = "抗歌",
["#joy__kangge-invoke"] = "抗歌:你可以令 %dest 回复体力至1",
["#joy__jielie-invoke"] = "节烈:你可以防止你受到的伤害并失去1点体力",
["#joy__jielie-choice"] = "节烈:选择一种花色,令“抗歌”角色 %dest 从弃牌堆获得%arg张此花色牌",
}
local zhangxuan = General(extension, "joy__zhangxuan", "wu", 4, 4, General.Female)
local joy__tongli = fk.CreateTriggerSkill{
name = "joy__tongli",
anim_type = "offensive",
events = {fk.TargetSpecified},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) and player.phase == Player.Play and data.firstTarget and
(data.card.type == Card.TypeBasic or data.card:isCommonTrick()) then
local suits = {}
for _, id in ipairs(player:getCardIds("h")) do
if Fk:getCardById(id).suit ~= Card.NoSuit then
table.insertIfNeed(suits, Fk:getCardById(id).suit)
end
end
return #suits == player:getMark("@joy__tongli-turn")
end
end,
on_use = function(self, event, target, player, data)
data.additionalEffect = (data.additionalEffect or 0) + player:getMark("@joy__tongli-turn")
end,
refresh_events = {fk.AfterCardUseDeclared},
can_refresh = function(self, event, target, player, data)
return target == player and player:hasSkill(self, true) and player.phase == Player.Play
end,
on_refresh = function(self, event, target, player, data)
player.room:addPlayerMark(player, "@joy__tongli-turn")
end,
}
local joy__shezang = fk.CreateTriggerSkill{
name = "joy__shezang",
anim_type = "drawcard",
events = {fk.EnterDying},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and (target == player or player == player.room.current) and
player:usedSkillTimes(self.name, Player.HistoryTurn) == 0
end,
on_use = function(self, event, target, player, data)
local room = player.room
local suits = {1, 2, 3, 4}
local cards = {}
local pile = table.simpleClone(room.draw_pile)
while #pile > 0 and #cards < 4 do
local id = table.remove(pile, math.random(#pile))
if table.removeOne(suits, Fk:getCardById(id).suit) then
table.insert(cards, id)
end
end
if #cards > 0 then
room:moveCards({
ids = cards,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonPrey,
proposer = player.id,
skillName = self.name,
moveVisible = true
})
end
end,
}
zhangxuan:addSkill(joy__tongli)
zhangxuan:addSkill(joy__shezang)
Fk:loadTranslationTable{
["joy__zhangxuan"] = "张嫙",
["joy__tongli"] = "同礼",
[":joy__tongli"] = "当你于出牌阶段内使用基本牌或普通锦囊牌指定目标后,若你手牌中的花色数等于你此阶段已使用牌的张数,你可令此牌效果额外执行X次(X为你手牌中的花色数)。",
["joy__shezang"] = "奢葬",
[":joy__shezang"] = "每回合限一次,当你或你回合内有角色进入濒死状态时,你可以从牌堆获得不同花色的牌各一张。",
["@joy__tongli-turn"] = "同礼",
}
local joy__guansuo = General(extension, "joy__guansuo", "shu", 4)
local joy__zhengnan = fk.CreateTriggerSkill{
name = "joy__zhengnan",
anim_type = "drawcard",
events = {fk.EnterDying},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and (player:getMark(self.name) == 0 or not table.contains(player:getMark(self.name), target.id))
end,
on_use = function(self, event, target, player, data)
local room = player.room
local mark = player:getMark(self.name)
local n = 0
if target == player and player:hasSkill(self) then
n = 1
end
if mark == 0 then mark = {} end
table.insert(mark, target.id)
room:setPlayerMark(player, self.name, mark)
if player:isWounded() then
room:recover({
who = player,
num = 1+n,
recoverBy = player,
skillName = self.name
})
end
local choices = {"joy__wusheng", "joyex__dangxian", "ty_ex__zhiman"}
for i = 3, 1, -1 do
if player:hasSkill(choices[i], true) then
table.removeOne(choices, choices[i])
end
end
if #choices > 0 then
player:drawCards(1+n, self.name)
local choice = room:askForChoice(player, choices, self.name, "#joy__zhengnan-choice", true)
room:handleAddLoseSkills(player, choice, nil)
else
player:drawCards(3+n, self.name)
end
end,
}
local joy__xiefang = fk.CreateDistanceSkill{
name = "joy__xiefang",
correct_func = function(self, from, to)
if from:hasSkill(self) then
local n = 0
for _, p in ipairs(Fk:currentRoom().alive_players) do
if p:isFemale() then
n = n + 1
end
end
local m = math.max(n,1)
return -m
end
return 0
end,
}
local joy__xiefang_maxcards = fk.CreateMaxCardsSkill{
name = "#joy__xiefang_maxcards",
correct_func = function(self, player)
if player:hasSkill(self) then
local n = 0
for _, p in ipairs(Fk:currentRoom().alive_players) do
if p:isFemale() then
n = n + 1
end
end
local m = math.max(n,1)
return m
end
return 0
end,
}
local joy__wusheng = fk.CreateTriggerSkill{
name = "joy__wusheng",
anim_type = "offensive",
pattern = "slash",
events = {fk.TurnStart, fk.AfterCardUseDeclared},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) then
return (event == fk.TurnStart) or (data.card.trueName == "slash" and data.card.color == Card.Red)
end
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.TurnStart then
room:notifySkillInvoked(player, "joy__wusheng", "drawcard")
local ids = room:getCardsFromPileByRule("slash|.|heart,diamond", 1, "allPiles")
if #ids > 0 then
room:obtainCard(player, ids[1], false, fk.ReasonPrey)
end
else
room:notifySkillInvoked(player, "joy__wusheng", "offensive")
data.additionalDamage = (data.additionalDamage or 0) + 1
end
end,
}
joy__xiefang:addRelatedSkill(joy__xiefang_maxcards)
joy__guansuo:addSkill(joy__zhengnan)
joy__guansuo:addSkill(joy__xiefang)
joy__guansuo:addRelatedSkill(joy__wusheng)
joy__guansuo:addRelatedSkill("joyex__dangxian")
joy__guansuo:addRelatedSkill("ty_ex__zhiman")
Fk:loadTranslationTable{
["joy__guansuo"] = "关索",
["#joy__guansuo"] = "倜傥孑侠",
["joy__zhengnan"] = "征南",
[":joy__zhengnan"] = "每名角色限一次,当一名角色进入濒死状态时,你可以回复1点体力,然后摸一张牌并选择获得下列技能中的一个:"..
"〖武圣〗,〖当先〗和〖制蛮〗(若技能均已获得,则改为摸三张牌),若自己濒死,则回复体力数和摸牌数+1。",
["joy__xiefang"] = "撷芳",
[":joy__xiefang"] = "锁定技,你计算与其他角色的距离-X,你的手牌上限+X(X为全场女性角色数且至少为1)。",
["#joy__zhengnan-choice"] = "征南:选择获得的技能",
["joy__wusheng"] = "武圣",
[":joy__wusheng"] = "回合开始时,你获得一张红色【杀】,你的红色【杀】伤害+1。",
["$joy__wusheng_joy__guansuo"] = "我敬佩你的勇气。",
["$joyex__dangxian_joy__guansuo"] = "时时居先,方可快人一步。",
["$ty_ex__zhiman_joy__guansuo"] = "败军之将,自当纳贡!",
}
local joy__zhaoxiang = General(extension, "joy__zhaoxiang", "shu", 4, 4, General.Female)
local joy__fuhan = fk.CreateTriggerSkill{
name = "joy__fuhan",
events = {fk.TurnStart},
frequency = Skill.Limited,
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player:getMark("@meiying") > 0 and
player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, nil, "#joy__fuhan-invoke")
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n = player:getMark("@meiying")
room:setPlayerMark(player, "@meiying", 0)
player:drawCards(n, self.name)
if player.dead then return end
local generals, same_g = {}, {}
for _, general_name in ipairs(room.general_pile) do
same_g = Fk:getSameGenerals(general_name)
table.insert(same_g, general_name)
same_g = table.filter(same_g, function (g_name)
local general = Fk.generals[g_name]
return (general.kingdom == "shu" or general.subkingdom == "shu") and general.package.extensionName == "joym"
end)
if #same_g > 0 then
table.insert(generals, table.random(same_g))
end
end
if #generals == 0 then return false end
generals = table.random(generals, math.max(4, #room.alive_players))
local skills = {}
local choices = {}
for _, general_name in ipairs(generals) do
local g_skills = {}
for _, s in ipairs(Fk.generals[general_name]:getSkillNameList()) do
local skill = Fk.skills[s]
if skill.frequency < 4 and
(#skill.attachedKingdom == 0 or (table.contains(skill.attachedKingdom, "shu") and player.kingdom == "shu")) then
table.insertIfNeed(g_skills, skill.name)
end
end
table.insertIfNeed(skills, g_skills)
if #choices == 0 and #g_skills > 0 then
choices = {g_skills[1]}
end
end
if #choices > 0 then
local result = player.room:askForCustomDialog(player, self.name,
"packages/tenyear/qml/ChooseGeneralSkillsBox.qml", {
generals, skills, 1, 2, "#joy__fuhan-choice", false
})
if result ~= "" then
choices = json.decode(result)
end
room:handleAddLoseSkills(player, table.concat(choices, "|"), nil)
end
if not player.dead and player:isWounded() and
table.every(room.alive_players, function(p) return p.hp >= player.hp end) then
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name
})
end
end,
}
joy__zhaoxiang:addSkill("ty__fanghun")
joy__zhaoxiang:addSkill(joy__fuhan)
Fk:loadTranslationTable{
["joy__zhaoxiang"] = "赵襄",
["#joy__zhaoxiang"] = "拾梅鹊影",
["joy__fuhan"] = "扶汉",
[":joy__fuhan"] = "限定技,回合开始时,若你有“梅影”标记,你可以移去所有“梅影”标记并摸等量的牌,然后从X张(X为存活人数且至少为4)蜀势力"..
"武将牌中选择并获得至多两个技能(限定技、觉醒技、主公技除外)。若此时你是体力值最低的角色,你回复1点体力。"..
'<br /><font color="red">(村:欢杀包特色,只会获得欢杀池内武将的技能)</font>',
["#joy__fuhan-invoke"] = "扶汉:你可以移去“梅影”标记,获得两个蜀势力武将的技能!",
["#joy__fuhan-choice"] = "扶汉:选择你要获得的至多2个技能",
}
local baosanniang = General(extension, "joy__baosanniang", "shu", 3, 3, General.Female)
local joy__wuniang = fk.CreateTriggerSkill{
name = "joy__wuniang",
anim_type = "control",
events = {fk.CardUsing, fk.CardResponding},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.card.trueName == "slash" and
not table.every(player.room:getOtherPlayers(player), function(p) return p:isNude() end)
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local prompt = "#joy__wuniang1-choose"
if player:usedSkillTimes("joy__xushen", Player.HistoryGame) > 0 and
table.find(room.alive_players, function(p) return string.find(p.general, "guansuo") end) then
prompt = "#joy__wuniang2-choose"
end
local to = room:askForChoosePlayers(player, table.map(table.filter(room:getOtherPlayers(player), function(p)
return not p:isNude() end), Util.IdMapper), 1, 1, prompt, self.name, true)
if #to > 0 then
self.cost_data = to[1]
return true
end
end,
on_use = function(self, event, player, target, data)
local room = player.room
local to = room:getPlayerById(self.cost_data)
local id = room:askForCardChosen(player, to, "he", self.name)
room:obtainCard(player.id, id, false, fk.ReasonPrey)
if not to.dead then
to:drawCards(1, self.name)
end
if player:usedSkillTimes("joy__xushen", Player.HistoryGame) > 0 then
for _, p in ipairs(room.alive_players) do
if string.find(p.general, "guansuo") and not p.dead then
p:drawCards(1, self.name)
end
end
end
end,
}
local joy__xushen = fk.CreateTriggerSkill{
name = "joy__xushen",
anim_type = "defensive",
frequency = Skill.Limited,
events = {fk.EnterDying},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.dying and player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name
})
room:handleAddLoseSkills(player, "ty__zhennan", nil, true, false)
if player.dead or table.find(room.alive_players, function(p) return string.find(p.general, "guansuo") end) then return end
local targets = table.map(room:getOtherPlayers(player), Util.IdMapper)
local to = room:askForChoosePlayers(player, targets, 1, 1, "#joy__xushen-choose", self.name, true)
if #to > 0 then
to = room:getPlayerById(to[1])
if room:askForSkillInvoke(to, self.name, nil, "#joy__xushen-invoke") then
room:changeHero(to, "joy__guansuo", false, false, true)
end
if not to.dead then
to:drawCards(3, self.name)
end
end
end,
}
baosanniang:addSkill(joy__wuniang)
baosanniang:addSkill(joy__xushen)
baosanniang:addRelatedSkill("ty__zhennan")
Fk:loadTranslationTable{
["joy__baosanniang"] = "鲍三娘",
["#joy__baosanniang"] = "南中武娘",
["joy__wuniang"] = "武娘",
[":joy__wuniang"] = "当你使用或打出【杀】时,你可以获得一名其他角色的一张牌,若如此做,其摸一张牌。若你已发动〖许身〗,则关索也摸一张牌。",
["joy__xushen"] = "许身",
[":joy__xushen"] = "限定技,当你进入濒死状态后,你可以回复1点体力并获得技能〖镇南〗,然后如果你脱离濒死状态且关索不在场,"..
"你可令一名其他角色选择是否用关索代替其武将并令其摸三张牌",
["joy__zhennan"] = "镇南",
[":joy__zhennan"] = "当有角色使用普通锦囊牌指定目标后,若此牌目标数大于1,你可以对一名其他角色造成1点伤害。",
["#joy__wuniang1-choose"] = "武娘:你可以获得一名其他角色的一张牌,其摸一张牌",
["#joy__wuniang2-choose"] = "武娘:你可以获得一名其他角色的一张牌,其摸一张牌,关索摸一张牌",
["#joy__xushen-choose"] = "许身:你可以令一名其他角色摸三张牌并选择是否变身为欢乐杀关索!",
["#joy__xushen-invoke"]= "许身:你可以变身为欢乐杀关索!",
}
local zhangqiying = General(extension, "joy__zhangqiying", "qun", 3, 3, General.Female)
local zhenyi = fk.CreateViewAsSkill{
name = "joy__zhenyi",
anim_type = "support",
pattern = "peach",
prompt = "#joy__zhenyi2",
card_num = 1,
card_filter = function(self, to_select, selected)
return #selected == 0
end,
before_use = function(self, player)
player.room:removePlayerMark(player, "@@faluclub", 1)
end,
view_as = function(self, cards)
if #cards ~= 1 then return nil end
local c = Fk:cloneCard("peach")
c.skillName = self.name
c:addSubcard(cards[1])
return c
end,
enabled_at_play = Util.FalseFunc,
enabled_at_response = function(self, player)
return player.phase == Player.NotActive and player:getMark("@@faluclub") > 0
end,
}
local zhenyi_trigger = fk.CreateTriggerSkill {
name = "#joy__zhenyi_trigger",
main_skill = zhenyi,
events = {fk.AskForRetrial, fk.DamageCaused, fk.Damaged},
mute = true,
can_trigger = function(self, event, target, player, data)
if player:hasSkill(zhenyi) then
if event == fk.AskForRetrial then
return player:getMark("@@faluspade") > 0
elseif event == fk.DamageCaused then
return target == player and player:getMark("@@faluheart") > 0 and data.to ~= player
elseif event == fk.Damaged then
return target == player and player:getMark("@@faludiamond") > 0
end
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local prompt
if event == fk.AskForRetrial then
prompt = "#joy__zhenyi1::"..target.id
elseif event == fk.DamageCaused then
prompt = "#joy__zhenyi3::"..data.to.id
elseif event == fk.Damaged then
prompt = "#joy__zhenyi4"
end
return room:askForSkillInvoke(player, zhenyi.name, nil, prompt)
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke(zhenyi.name)
if event == fk.AskForRetrial then
room:notifySkillInvoked(player, zhenyi.name, "control")
room:removePlayerMark(player, "@@faluspade", 1)
local choice = room:askForChoice(player, {"joy__zhenyi_spade", "joy__zhenyi_heart"}, zhenyi.name)
local new_card = Fk:cloneCard(data.card.name, choice == "joy__zhenyi_spade" and Card.Spade or Card.Heart, 5)
new_card.skillName = zhenyi.name
new_card.id = data.card.id
data.card = new_card
room:sendLog{
type = "#ChangedJudge",
from = player.id,
to = { data.who.id },
arg2 = new_card:toLogString(),
arg = zhenyi.name,
}
elseif event == fk.DamageCaused then
room:notifySkillInvoked(player, zhenyi.name, "offensive")
room:removePlayerMark(player, "@@faluheart", 1)
data.damage = data.damage + 1
elseif event == fk.Damaged then
room:notifySkillInvoked(player, zhenyi.name, "masochism")
room:removePlayerMark(player, "@@faludiamond", 1)
local cards = {}
table.insertTable(cards, room:getCardsFromPileByRule(".|.|.|.|.|basic"))
table.insertTable(cards, room:getCardsFromPileByRule(".|.|.|.|.|trick"))
table.insertTable(cards, room:getCardsFromPileByRule(".|.|.|.|.|equip"))
if #cards > 0 then
room:moveCards({
ids = cards,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonJustMove,
proposer = player.id,
skillName = zhenyi.name,
})
end
end
end,
}
local dianhua = fk.CreateTriggerSkill{
name = "joy__dianhua",
anim_type = "control",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and (player.phase == Player.Start or player.phase == Player.Finish)
end,
on_cost = function(self, event, target, player, data)
local n = 1
for _, suit in ipairs({"spade", "club", "heart", "diamond"}) do
if player:getMark("@@falu"..suit) > 0 then
n = n + 1
end
end
if player.room:askForSkillInvoke(player, self.name) then
self.cost_data = n
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:askForGuanxing(player, room:getNCards(self.cost_data), nil, {0, 0}, self.name)
end,
}
zhenyi:addRelatedSkill(zhenyi_trigger)
zhangqiying:addSkill("falu")
zhangqiying:addSkill(zhenyi)
zhangqiying:addSkill(dianhua)
Fk:loadTranslationTable{
["joy__zhangqiying"] = "张琪瑛",
["#joy__zhangqiying"] = "禳祷西东",
["joy__zhenyi"] = "真仪",
[":joy__zhenyi"] = "你可以在以下时机弃置相应的标记来发动以下效果:<br>"..
"当一张判定牌生效前,你可以弃置“紫微”,然后将判定结果改为♠5或<font color='red'>♥5</font>;<br>"..
"当你于回合外需要使用【桃】时,你可以弃置“后土”,然后将你的一张手牌当【桃】使用;<br>"..
"当你对其他角色造成伤害时,你可以弃置“玉清”,此伤害+1;<br>"..
"当你受到伤害后,你可以弃置“勾陈”,然后你从牌堆中随机获得三种类型的牌各一张。",
["joy__dianhua"] = "点化",
[":joy__dianhua"] = "准备阶段或结束阶段,你可以观看牌堆顶的X张牌(X为你的标记数+1)。若如此做,你将这些牌以任意顺序放回牌堆顶。",
["#joy__zhenyi1"] = "真仪:你可以弃置♠紫微,将 %dest 的判定结果改为♠5或<font color='red'>♥5</font>",
["#joy__zhenyi2"] = "真仪:你可以弃置♣后土,将一张手牌当【桃】使用",
["#joy__zhenyi3"] = "真仪:你可以弃置<font color='red'>♥</font>玉清,对 %dest 造成的伤害+1",
["#joy__zhenyi4"] = "真仪:你可以弃置<font color='red'>♦</font>勾陈,从牌堆中随机获得三种类型的牌各一张",
["#joy__zhenyi_trigger"] = "真仪",
["joy__zhenyi_spade"] = "将判定结果改为♠5",
["joy__zhenyi_heart"] = "将判定结果改为<font color='red'>♥</font>5",
}
local joy__sunru = General(extension, "joy__sunru", "wu", 3, 3, General.Female)
local joy__xiecui = fk.CreateTriggerSkill{
name = "joy__xiecui",
anim_type = "offensive",
events = {fk.DamageCaused},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and target and not target.dead and target == player.room.current and data.card then
return player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 and
#player.room.logic:getActualDamageEvents(1, function(e) return e.data[1].from == target end) == 0
end
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, data, "#joy__xiecui-invoke:"..data.from.id..":"..data.to.id)
end,
on_use = function(self, event, target, player, data)
local room = player.room
data.damage = data.damage + 1
if not target.dead and target:getHandcardNum() > target.hp and room:getCardArea(data.card) == Card.Processing then
room:addPlayerMark(target, MarkEnum.AddMaxCardsInTurn, 1)
room:moveCardTo(data.card, Card.PlayerHand, target, fk.ReasonPrey, self.name)
end
end,
}
joy__sunru:addSkill(joy__xiecui)
joy__sunru:addSkill("youxu")
Fk:loadTranslationTable{
["joy__sunru"] = "孙茹",
["#joy__sunru"] = "呦呦鹿鸣",
["joy__xiecui"] = "撷翠",
[":joy__xiecui"] = "每当一名角色于其回合内使用牌首次造成伤害时,你可令此伤害+1。若该角色手牌数大于等于体力值,其获得此伤害牌且本回合手牌上限+1。",
["#joy__xiecui-invoke"] = "撷翠:你可以令 %src 对 %dest造成的伤害+1",
}
local sunyi = General(extension, "joy__sunyi", "wu", 5)
local xiongyis = fk.CreateTriggerSkill{
name = "joy__xiongyis",
anim_type = "defensive",
frequency = Skill.Limited,
events = {fk.AskForPeaches},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.dying and player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
on_cost = function(self, event, target, player, data)
local prompt = "#xiongyis1-invoke:::"..tostring(math.min(3, player.maxHp))
if table.find(player.room.alive_players, function(p)
return p.general == "joy__xushi" or p.deputyGeneral == "joy__xushi" end)
then
prompt = "#xiongyis2-invoke"
end
if player.room:askForSkillInvoke(player, self.name, nil, prompt) then
self.cost_data = prompt
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n = tonumber(string.sub(self.cost_data, 10, 10))
if n == 1 then
local maxHp = player.maxHp
room:recover({
who = player,
num = math.min(3, maxHp) - player.hp,
recoverBy = player,
skillName = self.name
})
room:changeHero(player, "joy__xushi", false, false, true, false)
else
room:recover({
who = player,
num = 1 - player.hp,
recoverBy = player,
skillName = self.name
})
room:handleAddLoseSkills(player, "joy__hunzi", nil, true, false)
end
end,
}
local hunzi = fk.CreateTriggerSkill{
name = "joy__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, "ex__yingzi|joy__yinghun", nil, true, false)
end,
}
sunyi:addSkill("jiqiaos")
sunyi:addSkill(xiongyis)
sunyi:addRelatedSkill(hunzi)
sunyi:addRelatedSkill("ex__yingzi")
sunyi:addRelatedSkill("joy__yinghun")
Fk:loadTranslationTable{
["joy__sunyi"] = "孙翊",
["#joy__sunyi"] = "虓风快意",
["joy__xiongyis"] = "凶疑",
[":joy__xiongyis"] = "限定技,当你处于濒死状态时,若徐氏:不在场,你可以将体力值回复至3点并将武将牌替换为徐氏;"..
"在场,你可以将体力值回复至1点并获得技能〖魂姿〗。",
["joy__hunzi"] = "魂姿",
[":joy__hunzi"] = "觉醒技,准备阶段,若你的体力为1,你减一点体力上限,然后获得“英姿”和“英魂”",
["$ex__yingzi_joy__sunyi"] = "骁悍果烈,威震江东!",
}
local panjun = General(extension, "joy__panjun", "wu", 3)
local guanwei = fk.CreateTriggerSkill{
name = "joy__guanwei",
anim_type = "support",
events = {fk.EventPhaseEnd},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and target.phase == Player.Play and
player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 and not player:isNude() then
local suits = {}
local events = player.room.logic:getEventsOfScope(GameEvent.UseCard, 1, function (e)
local use = e.data[1]
if use.from == target.id then
if table.contains(suits, use.card.suit) then
return true
else
table.insert(suits, use.card.suit)
end
end
return false
end, Player.HistoryTurn)
return #events > 0
end
end,
on_cost = function(self, event, target, player, data)
local cards = player.room:askForDiscard(player, 1, 1, true, self.name, true, ".", "#joy__guanwei-invoke::"..target.id, true)
if #cards > 0 then
player.room:doIndicate(player.id, {target.id})
self.cost_data = cards
return true
end
end,
on_use = function(self, event, target, player, data)
player.room:throwCard(self.cost_data, self.name, player, player)
if not target.dead then
target:drawCards(2, self.name)
target:gainAnExtraPhase(Player.Play)
end
end,
}
local gongqing = fk.CreateTriggerSkill{
name = "joy__gongqing",
mute = true,
frequency = Skill.Compulsory,
events = {fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) and data.from then
return data.from:getAttackRange() >= 3 or data.damage > 1
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if data.from:getAttackRange() < 3 then
data.damage = 1
player:broadcastSkillInvoke(self.name, 1)
room:notifySkillInvoked(player, self.name, "defensive")
elseif data.from:getAttackRange() > 3 then
player:drawCards(1, self.name)
player:broadcastSkillInvoke(self.name, 2)
room:notifySkillInvoked(player, self.name, "drawcard")
end
end,
}
panjun:addSkill(guanwei)
panjun:addSkill(gongqing)
Fk:loadTranslationTable{
["joy__panjun"] = "潘濬",
["#joy__panjun"] = "方严疾恶",
["joy__guanwei"] = "观微",
[":joy__guanwei"] = "每回合限一次,一名角色的出牌阶段结束时,若其于此回合内使用过相同花色的牌,你可弃置一张牌,令其摸两张牌,然后其获得一个额外的出牌阶段。",
["joy__gongqing"] = "公清",
[":joy__gongqing"] = "锁定技,当你受到伤害时,若伤害来源攻击范围小于3,则你只受到1点伤害;若伤害来源攻击范围不小于3,你摸一张牌。",
["#joy__guanwei-invoke"] = "观微:你可以弃置一张牌,令 %dest 摸两张牌并执行一个额外的出牌阶段",
}
local xushao = General(extension, "joy__xushao", "qun", 4)
local pingjian_skills = {
-- 出牌阶段
["play"] =
{
"nya__lijian","nya__guose","nya__jieyi","joy__daoyao","joy__tuantu","joyex__lijian","joy__shenglun","joyex__qiangxi",
"joy__jueyan","joy__huairou","joy__qice","joy__kuangbi","joy__mingjian","joy__huoxin","joy__poxi","shencai","joy__yingba","ol__xuehen",
"joy__xingwu","joy__guolun","joysp__juesi","joy__lihun","joy_mou__kurou","xieju","duanfa","jiezhen","joy__mingjian",
"ty__gushe","anzhi","zhuren","jinghe","jinhui","joy__wengua","kurou","joy__duwu","joy__anguo","joy__god_huishi","joy__zuoxing",
"zhanhuo","joy__jianshu","zunwei","joysp__weikui","joy__manwang","joy__jixu","joy__xiaowu","joy__channi","joy__quanji","joy__paiyi",
"ty__zhongjian","joy__weilie","joy__yanjiao","joyex__zhiheng","joyex__jieyi","joyex__wanrong","joyex__qixi","joy__xianzhu","joy__youyan",
"limu","joy_mou__duojing","joy_mou__luanji","joyex__qingnang","joy__difa","ty_ex__wurong","joyex__changbiao","joy_mou__qingzheng","joy__chenglue","joy_mou__rende",
},
--受到伤害后
[fk.Damaged] =
{
"joyex__fankui","ex__yiji","joyex__jianxiong","joy__fangzhu","joy__zhiyu","huituo","joy__jieying","joy__guixin",
"joy__chouce","ex__jianxiong","yuqi","qianlong","lundao","joy_mou__jianxiong","joy__shunshi","joy__chengxiang",
"wangxi","joy__jilei","joy__xingshen","ex__ganglie","joy__benyu","joy__shefu","joy__baobian","zhichi","joy__quanji","joy__jiushi",
},
--结束阶段
[fk.EventPhaseStart] =
{
"nya__biyue","nya__miji","joyex__biyue","ty_ex__zhenjun","joy__jujian","joy__jieying","joy__meihun","joy__shenfu","joy__benghuai",
"mozhi","joy__youdi","joy__fujian","joy__dianhua","gongxiu","guanyue","ex__biyue","zhiyan","zhukou","fuxue","nya__luoshen",
"zhengu","joy__zuilun","joy__yingyu","joy__guanxing","joysp__kunfen","joysp__lizhan","joy__xunxun","joy__shefu","joy__yishe","joy_mou__shipo","joy__zhuihuan",
}
}
local getPingjianSkills = function (player, event)
local used_skills = player:getTableMark("joy__pingjian_used")
local e = event and event or "play"
return table.filter(pingjian_skills[e], function (skill_name)
local sk = Fk.skills[skill_name]
return sk and not table.contains(used_skills, skill_name) and not player:hasSkill(sk, true)
end)
end
---@param player ServerPlayer
local addTYPingjianSkill = function(player, skill_name)
local room = player.room
local skill = Fk.skills[skill_name]
if skill == nil or player:hasSkill(skill_name, true) then return false end
room:handleAddLoseSkills(player, skill_name, nil)
local skills = player:getTableMark("joy__pingjian_skills")
table.insertIfNeed(skills, skill_name)
room:setPlayerMark(player, "joy__pingjian_skills", skills)
local pingjian_skill_times = player:getTableMark("joy__pingjian_skill_times")
table.insert(pingjian_skill_times, {skill_name, player:usedSkillTimes(skill_name)})
for _, s in ipairs(skill.related_skills) do
table.insert(pingjian_skill_times, {s.name, player:usedSkillTimes(s.name)})
end
room:setPlayerMark(player, "joy__pingjian_skill_times", pingjian_skill_times)
end
---@param player ServerPlayer
local removeTYPingjianSkill = function(player, skill_name)
local room = player.room
local skill = Fk.skills[skill_name]
if skill == nil then return false end
room:handleAddLoseSkills(player, "-" .. skill_name, nil)
local skills = player:getTableMark("joy__pingjian_skills")
table.removeOne(skills, skill_name)
room:setPlayerMark(player, "joy__pingjian_skills", skills)
local invoked = false
local pingjian_skill_times = player:getTableMark("joy__pingjian_skill_times")
local record_copy = {}
for _, pingjian_record in ipairs(pingjian_skill_times) do
if #pingjian_record == 2 then
local record_name = pingjian_record[1]
if record_name == skill_name or not table.every(skill.related_skills, function (s)
return s.name ~= record_name end) then
if player:usedSkillTimes(record_name) > pingjian_record[2] then
invoked = true
end
else
table.insert(record_copy, pingjian_record)
end
end
end
room:setPlayerMark(player, "joy__pingjian_skill_times", record_copy)
if invoked then
local used_skills = player:getTableMark("joy__pingjian_used")
table.insertIfNeed(used_skills, skill_name)
room:setPlayerMark(player, "joy__pingjian_used", used_skills)
end
end
local joy__pingjian = fk.CreateActiveSkill{
name = "joy__pingjian",
prompt = "#joy__pingjian-active",
card_num = 0,
target_num = 0,
card_filter = Util.FalseFunc,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local skills = getPingjianSkills(player)
if #skills == 0 then return false end
local choices = table.random(skills, 3)
local skill_name = room:askForChoice(player, choices, self.name, "#joy__pingjian-choice", true)
local phase_event = room.logic:getCurrentEvent():findParent(GameEvent.Phase)
if phase_event ~= nil then
addTYPingjianSkill(player, skill_name)
phase_event:addCleaner(function()
removeTYPingjianSkill(player, skill_name)
end)
end
end,
}
local joy__pingjian_trigger = fk.CreateTriggerSkill{
name = "#joy__pingjian_trigger",
events = {fk.Damaged, fk.EventPhaseStart},
main_skill = joy__pingjian,
mute = true,
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(joy__pingjian) or player ~= target then return false end
if event == fk.Damaged then
return true
elseif event == fk.EventPhaseStart then
return player.phase == Player.Finish
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:notifySkillInvoked(player, joy__pingjian.name)
player:broadcastSkillInvoke(joy__pingjian.name)
local skills = getPingjianSkills(player, event)
if #skills == 0 then return false end
local choices = table.random(skills, 3)
local skill_name = room:askForChoice(player, choices, joy__pingjian.name, "#joy__pingjian-choice", true)
local skill = Fk.skills[skill_name]
if skill == nil then return false end
local _skill = skill
if not _skill:isInstanceOf(TriggerSkill) then
_skill = table.find(_skill.related_skills, function (s)
return s:isInstanceOf(TriggerSkill)
end)
if not _skill then return end
end
addTYPingjianSkill(player, skill_name)
if _skill:triggerable(event, target, player, data) then
_skill:trigger(event, target, player, data)
end
removeTYPingjianSkill(player, skill_name)
end,
refresh_events = {fk.DamageInflicted},
can_refresh = function(self, event, target, player, data)
return target == player and not player.faceup
end,
on_refresh = function(self, event, target, player, data)
data.extra_data = data.extra_data or {}
data.extra_data.jiushi_check = true
end,
}
local joy__pingjian_invalidity = fk.CreateInvaliditySkill {
name = "#joy__pingjian_invalidity",
invalidity_func = function(self, player, skill)
local pingjian_skill_times = player:getTableMark("joy__pingjian_skill_times")
return table.find(pingjian_skill_times, function (pingjian_record)
if #pingjian_record == 2 then
local skill_name = pingjian_record[1]
if skill.name == skill_name or not table.every(skill.related_skills, function (s)
return s.name ~= skill_name end) then
return player:usedSkillTimes(skill_name) > pingjian_record[2]
end
end
end)
end
}
joy__pingjian:addRelatedSkill(joy__pingjian_trigger)
joy__pingjian:addRelatedSkill(joy__pingjian_invalidity)
xushao:addSkill(joy__pingjian)
Fk:loadTranslationTable{
["joy__xushao"] = "许劭",
["#joy__xushao"] = "识人读心",
["joy__pingjian"] = "评荐",
["#joy__pingjian_trigger"] = "评荐",
[":joy__pingjian"] = "出牌阶段,或结束阶段,或当你受到伤害后,你可以从对应时机的技能池中随机抽取三个技能,"..
"然后你选择并视为拥有其中一个技能直到时机结束(每个技能限发动一次)。",
["#joy__pingjian-active"] = "评荐:从三个出牌阶段的技能中选择一个学习",
["#joy__pingjian-choice"] = "评荐:选择要学习的技能",
}
return extension
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