代码拉取完成,页面将自动刷新
同步操作将从 Qsgs-Fans/tenyear 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("tenyear_sp3")
extension.extensionName = "tenyear"
local U = require "packages/utility/utility"
Fk:loadTranslationTable{
["tenyear_sp3"] = "十周年-限定专属3",
}
--神·武:姜维 马超 张飞 张角 邓艾 典韦 许褚
local godjiangwei = General(extension, "godjiangwei", "god", 4)
local tianren = fk.CreateTriggerSkill {
name = "tianren",
anim_type = "drawcard",
frequency = Skill.Compulsory,
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
for _, move in ipairs(data) do
if move.toArea == Card.DiscardPile and move.moveReason ~= fk.ReasonUse then
for _, info in ipairs(move.moveInfo) do
local card = Fk:getCardById(info.cardId)
if card.type == Card.TypeBasic or card:isCommonTrick() then
return true
end
end
end
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local x = 0
for _, move in ipairs(data) do
if move.toArea == Card.DiscardPile and move.moveReason ~= fk.ReasonUse then
for _, info in ipairs(move.moveInfo) do
local card = Fk:getCardById(info.cardId)
if card.type == Card.TypeBasic or card:isCommonTrick() then
x = x + 1
end
end
end
end
room:addPlayerMark(player, "@tianren", x)
while player:getMark("@tianren") >= player.maxHp do
room:removePlayerMark(player, "@tianren", player.maxHp)
room:changeMaxHp(player, 1)
if player.dead then return false end
player:drawCards(2, self.name)
if player.dead then return false end
end
end,
refresh_events = {fk.EventLoseSkill},
can_refresh = function(self, event, target, player, data)
return player == target and data == self and player:getMark("@tianren") ~= 0
end,
on_refresh = function(self, event, target, player, data)
player.room:setPlayerMark(player, "@tianren", 0)
end,
}
Fk:addPoxiMethod{
name = "jiufa",
card_filter = function(to_select, selected, data)
if table.contains(data[2], to_select) then return true end
local number = Fk:getCardById(to_select).number
return table.every(data[2], function (id)
return Fk:getCardById(id).number ~= number
end) and not table.every(data[1], function (id)
return id == to_select or Fk:getCardById(id).number ~= number
end)
end,
feasible = function(selected)
return true
end,
}
local jiufa = fk.CreateTriggerSkill{
name = "jiufa",
events = {fk.CardUsing, fk.CardResponding},
anim_type = "drawcard",
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and
not table.contains(player:getTableMark("@$jiufa"), data.card.trueName)
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local mark = player:getTableMark("@$jiufa")
table.insertIfNeed(mark, data.card.trueName)
room:setPlayerMark(player, "@$jiufa", mark)
if #mark < 9 or not room:askForSkillInvoke(player, self.name, nil, "#jiufa-invoke") then return false end
room:setPlayerMark(player, "@$jiufa", 0)
local card_ids = room:getNCards(9)
local get, throw = {}, {}
room:moveCards({
ids = card_ids,
toArea = Card.Processing,
moveReason = fk.ReasonJustMove,
skillName = self.name,
proposer = player.id,
})
local number_table = {}
for _ = 1, 13, 1 do
table.insert(number_table, 0)
end
for _, id in ipairs(card_ids) do
local x = Fk:getCardById(id).number
number_table[x] = number_table[x] + 1
if number_table[x] == 2 then
table.insert(get, id)
else
table.insert(throw, id)
end
end
local result = room:askForArrangeCards(player, self.name, {card_ids},
"#jiufa", false, 0, {9, 9}, {0, #get}, ".", "jiufa", {throw, get})
throw = result[1]
get = result[2]
if #get > 0 then
room:moveCardTo(get, Player.Hand, player, fk.ReasonJustMove, self.name, "", true, player.id)
end
if #throw > 0 then
room:moveCards({
ids = throw,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
end
end,
refresh_events = {fk.EventLoseSkill},
can_refresh = function(self, event, target, player, data)
return player == target and data == self and player:getMark("@$jiufa") ~= 0
end,
on_refresh = function(self, event, target, player, data)
player.room:setPlayerMark(player, "@$jiufa", 0)
end,
}
local pingxiang = fk.CreateActiveSkill{
name = "pingxiang",
anim_type = "offensive",
card_num = 0,
target_num = 0,
prompt = "#pingxiang",
frequency = Skill.Limited,
can_use = function(self, player)
return player.maxHp > 9 and player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
card_filter = Util.FalseFunc,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
room:changeMaxHp(player, -9)
if player.dead then return end
room:handleAddLoseSkills(player, "-jiufa", nil, true, false)
for i = 1, 9, 1 do
if player.dead or not U.askForUseVirtualCard(room, player, "fire__slash", nil, self.name, "#pingxiang-slash:::" .. i, true, true) then
break
end
end
end,
}
local pingxiang_maxcards = fk.CreateMaxCardsSkill{
name = "#pingxiang_maxcards",
fixed_func = function(self, player)
if player:usedSkillTimes("pingxiang", Player.HistoryGame) > 0 then
return player.maxHp
end
end
}
pingxiang:addRelatedSkill(pingxiang_maxcards)
godjiangwei:addSkill(tianren)
godjiangwei:addSkill(jiufa)
godjiangwei:addSkill(pingxiang)
Fk:loadTranslationTable{
["godjiangwei"] = "神姜维",
["#godjiangwei"] = "怒麟布武",
["designer:godjiangwei"] = "韩旭",
["illustrator:godjiangwei"] = "匠人绘",
["tianren"] = "天任",
[":tianren"] = "锁定技,当一张基本牌或普通锦囊牌不因使用而置入弃牌堆后,你获得1个“天任”标记,"..
"然后若“天任”标记数不小于X,你移去X个“天任”标记,加1点体力上限并摸两张牌(X为你的体力上限)。",
["jiufa"] = "九伐",
[":jiufa"] = "当你每累计使用或打出九张不同牌名的牌后,你可以亮出牌堆顶的九张牌,然后若其中有点数相同的牌,你选择并获得其中每个重复点数的牌各一张。",
["pingxiang"] = "平襄",
[":pingxiang"] = "限定技,出牌阶段,若你的体力上限大于9,你可以减9点体力上限。"..
"若如此做,你失去技能〖九伐〗且本局游戏内你的手牌上限等于体力上限,然后你可以视为使用至多九张火【杀】。",
["@tianren"] = "天任",
["@$jiufa"] = "九伐",
["#jiufa-invoke"] = "九伐:是否亮出牌堆顶九张牌,获得重复点数的牌各一张!",
["#pingxiang"] = "平襄:你可以减9点体力上限,视为使用至多九张火【杀】!",
["#pingxiang-slash"] = "平襄:你可以视为使用火【杀】(第%arg张,共9张)!",
["#jiufa"] = "九伐:从亮出的牌中选择并获得其中每个重复点数的牌各一张",
["AGCards"] = "亮出的牌",
["toGetCards"] = "获得的牌",
["$tianren1"] = "举石补苍天,舍我更复其谁?",
["$tianren2"] = "天地同协力,何愁汉道不昌?",
["$jiufa1"] = "九伐中原,以圆先帝遗志。",
["$jiufa2"] = "日日砺剑,相报丞相厚恩。",
["$pingxiang1"] = "策马纵慷慨,捐躯抗虎豺。",
["$pingxiang2"] = "解甲事仇雠,竭力挽狂澜。",
["~godjiangwei"] = "武侯遗志,已成泡影矣……",
}
local godmachao = General(extension, "godmachao", "god", 4)
local shouli = fk.CreateViewAsSkill{
name = "shouli",
pattern = "slash,jink",
prompt = function(self, card, selected_targets)
return "#shouli-" .. self.interaction.data
end,
interaction = function()
local names = {}
local pat = Fk.currentResponsePattern
if pat == nil and table.find(Fk:currentRoom().alive_players, function(p)
return p:getEquipment(Card.SubtypeOffensiveRide) ~= nil end) then
local slash = Fk:cloneCard("slash")
slash.skillName = "shouli"
if Self:canUse(slash) and not Self:prohibitUse(slash) then
table.insert(names, "slash")
end
else
if Exppattern:Parse(pat):matchExp("slash") and table.find(Fk:currentRoom().alive_players, function(p)
return p:getEquipment(Card.SubtypeOffensiveRide) ~= nil end) then
table.insert(names, "slash")
end
if Exppattern:Parse(pat):matchExp("jink") and table.find(Fk:currentRoom().alive_players, function(p)
return p:getEquipment(Card.SubtypeDefensiveRide) ~= nil end) then
table.insert(names, "jink")
end
end
if #names == 0 then return end
return UI.ComboBox {choices = names} --FIXME: 体验很不好!
end,
view_as = function(self, cards)
if self.interaction.data == nil then return end
local card = Fk:cloneCard(self.interaction.data)
card.skillName = self.name
return card
end,
before_use = function(self, player, use)
local room = player.room
local horse_type = use.card.trueName == "slash" and Card.SubtypeOffensiveRide or Card.SubtypeDefensiveRide
local horse_name = use.card.trueName == "slash" and "offensive_horse" or "defensive_horse"
local targets = table.filter(room.alive_players, function (p)
return p:getEquipment(horse_type) ~= nil
end)
if #targets > 0 then
local tos = room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, 1, "#shouli-horse:::" .. horse_name, self.name, false, true)
if #tos > 0 then
local to = room:getPlayerById(tos[1])
room:addPlayerMark(to, "@@shouli-turn")
if to ~= player then
room:addPlayerMark(player, "@@shouli-turn")
room:addPlayerMark(to, MarkEnum.UncompulsoryInvalidity .. "-turn")
end
local horse = to:getEquipment(horse_type)
if horse then
-- room:obtainCard(player.id, horse, false, fk.ReasonPrey)
-- if room:getCardOwner(horse) == player and room:getCardArea(horse) == Player.Hand then
use.card:addSubcard(horse)
use.extraUse = true
return
-- end
end
end
end
return ""
end,
enabled_at_play = function(self, player)
return table.find(Fk:currentRoom().alive_players, function(p)
return p:getEquipment(Card.SubtypeOffensiveRide) ~= nil end)
end,
enabled_at_response = function(self, player)
local pat = Fk.currentResponsePattern
return pat and table.find(Fk:currentRoom().alive_players, function(p)
return (Exppattern:Parse(pat):matchExp("slash") and p:getEquipment(Card.SubtypeOffensiveRide) ~= nil) or
(Exppattern:Parse(pat):matchExp("jink") and p:getEquipment(Card.SubtypeDefensiveRide) ~= nil)
end)
end,
}
local shouli_trigger = fk.CreateTriggerSkill{
name = "#shouli_trigger",
events = {fk.GameStart},
mute = true,
main_skill = shouli,
can_trigger = function(self, event, target, player, data)
return player:hasSkill(shouli)
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke(shouli.name)
room:notifySkillInvoked(player, shouli.name)
local temp = player.next
local players = {}
while temp ~= player do
if not temp.dead then
table.insert(players, temp)
end
temp = temp.next
end
table.insert(players, player)
room:doIndicate(player.id, table.map(players, Util.IdMapper))
for _, p in ipairs(players) do
if not p.dead then
local cards = {}
for i = 1, #room.draw_pile, 1 do
local card = Fk:getCardById(room.draw_pile[i])
if (card.sub_type == Card.SubtypeOffensiveRide or card.sub_type == Card.SubtypeDefensiveRide) and
p:canUse(card) and not p:prohibitUse(card) then
table.insertIfNeed(cards, card)
end
end
if #cards > 0 then
local horse = cards[math.random(1, #cards)]
room:useCard{
from = p.id,
card = horse,
}
end
end
end
end,
}
local shouli_delay = fk.CreateTriggerSkill{
name = "#shouli_delay",
events = {fk.DamageInflicted},
mute = true,
can_trigger = function(self, event, target, player, data)
return target == player and player:getMark("@@shouli-turn") > 0
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
data.damage = data.damage + 1
data.damageType = fk.ThunderDamage
end,
}
local shouli_targetmod = fk.CreateTargetModSkill{
name = "#shouli_targetmod",
bypass_times = function(self, player, skill, scope, card)
return card and scope == Player.HistoryPhase and table.contains(card.skillNames, shouli.name)
end,
}
shouli:addRelatedSkill(shouli_trigger)
shouli:addRelatedSkill(shouli_delay)
shouli:addRelatedSkill(shouli_targetmod)
local hengwu = fk.CreateTriggerSkill{
name = "hengwu",
anim_type = "drawcard",
events = {fk.CardUsing, fk.CardResponding},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) then
local suit = data.card.suit
return table.every(player.player_cards[Player.Hand], function (id)
return Fk:getCardById(id).suit ~= suit end) and table.find(player.room.alive_players, function (p)
return table.find(p.player_cards[Player.Equip], function (id)
return Fk:getCardById(id).suit == suit end) end)
end
end,
on_use = function(self, event, target, player, data)
local x = 0
local suit = data.card.suit
for _, p in ipairs(player.room.alive_players) do
for _, id in ipairs(p.player_cards[Player.Equip]) do
if Fk:getCardById(id).suit == suit then
x = x + 1
end
end
end
if x > 0 then
player:drawCards(x, self.name)
end
end,
}
godmachao:addSkill(shouli)
godmachao:addSkill(hengwu)
Fk:loadTranslationTable{
["godmachao"] = "神马超",
["#godmachao"] = "神威天将军",
["cv:godmachao"] = "张桐铭",
["designer:godmachao"] = "七哀",
["illustrator:godmachao"] = "君桓文化",
["shouli"] = "狩骊",
[":shouli"] = "游戏开始时,从下家开始所有角色随机使用牌堆中的一张坐骑。你可以将场上的一张进攻马当【杀】(无次数限制)、"..
"防御马当【闪】使用或打出,以此法失去坐骑的其他角色本回合非锁定技失效,你与其本回合受到的伤害+1且改为雷电伤害。",
["hengwu"] = "横骛",
[":hengwu"] = "当你使用或打出牌时,若你没有该花色的手牌,你可以摸X张牌(X为场上与此牌花色相同的装备数量)。",
["#shouli-slash"] = "发动狩骊,将场上的一张进攻马当【杀】使用或打出,选择【杀】的目标角色",
["#shouli-jink"] = "发动狩骊,将场上的一张防御马当【闪】使用或打出",
["@@shouli-turn"] = "狩骊",
["#shouli-horse"] = "狩骊:选择一名装备着 %arg 的角色",
["#shouli_trigger"] = "狩骊",
["#shouli_delay"] = "狩骊",
["$shouli1"] = "赤骊骋疆,巡狩八荒!",
["$shouli2"] = "长缨在手,百骥可降!",
["$hengwu1"] = "横枪立马,独啸秋风!",
["$hengwu2"] = "世皆彳亍,唯我纵横!",
["~godmachao"] = "离群之马,虽强亦亡……",
}
local godzhangfei = General(extension, "godzhangfei", "god", 4)
local shencai = fk.CreateActiveSkill{
name = "shencai",
prompt = "#shencai-active",
anim_type = "offensive",
card_num = 0,
target_num = 1,
times = function(self)
return Self.phase == Player.Play and 1 + Self:getMark("xunshi") - Self:usedSkillTimes(self.name, Player.HistoryPhase) or -1
end,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) < 1 + player:getMark("xunshi")
end,
card_filter = Util.FalseFunc,
target_filter = function(self, to_select, selected)
return #selected == 0 and to_select ~= Self.id
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
local data = {
who = target,
reason = self.name,
pattern = ".",
extra_data = {shencaiSource = effect.from}
}
room:judge(data)
local result = {}
if table.contains({"peach", "analeptic", "silver_lion", "god_salvation", "celestial_calabash"}, data.card.trueName) then
table.insert(result, "@@shencai_chi")
end
if data.card.sub_type == Card.SubtypeWeapon or data.card.name == "collateral" then
table.insert(result, "@@shencai_zhang")
end
if table.contains({"savage_assault", "archery_attack", "duel", "spear", "eight_diagram", "raid_and_frontal_attack"}, data.card.trueName) then
table.insert(result, "@@shencai_tu")
end
if data.card.sub_type == Card.SubtypeDefensiveRide or data.card.sub_type == Card.SubtypeOffensiveRide or
table.contains({"snatch", "supply_shortage", "chasing_near"}, data.card.trueName) then
table.insert(result, "@@shencai_liu")
end
if #result == 0 then
table.insert(result, "@shencai_si")
end
if result[1] ~= "@shencai_si" then
for _, mark in ipairs({"@@shencai_chi", "@@shencai_zhang", "@@shencai_tu", "@@shencai_liu"}) do
room:setPlayerMark(data.who, mark, 0)
end
end
for _, mark in ipairs(result) do
room:addPlayerMark(data.who, mark, 1)
if mark == "@shencai_si" and not data.who:isNude() then
local card = room:askForCardChosen(player, target, "he", "shencai")
room:obtainCard(player.id, card, false, fk.ReasonPrey)
end
end
end,
}
local shencai_delay = fk.CreateTriggerSkill{
name = "#shencai_delay",
anim_type = "offensive",
events = {fk.FinishJudge, fk.Damaged, fk.TargetConfirmed, fk.AfterCardsMove, fk.EventPhaseStart, fk.TurnEnd},
mute = true,
can_trigger = function(self, event, target, player, data)
if player.dead then return false end
if event == fk.FinishJudge then
return data.extra_data and data.extra_data.shencaiSource == player.id and player.room:getCardArea(data.card) == Card.Processing
elseif event == fk.Damaged then
return player == target and player:getMark("@@shencai_chi") > 0
elseif event == fk.TargetConfirmed then
return player == target and data.card.trueName == "slash" and player:getMark("@@shencai_zhang") > 0
elseif event == fk.AfterCardsMove and player:getMark("@@shencai_tu") > 0 and not player:isKongcheng() then
for _, move in ipairs(data) do
if move.skillName ~= shencai.name and move.from == player.id then
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.PlayerHand then
return true
end
end
end
end
elseif event == fk.EventPhaseStart then
return player == target and player:getMark("@@shencai_liu") > 0 and player.phase == Player.Finish
elseif event == fk.TurnEnd then
return player == target and player:getMark("@shencai_si") > #player.room.alive_players
end
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.FinishJudge then
if room:getCardArea(data.card) == Card.Processing then
room:obtainCard(player.id, data.card, true, fk.ReasonJustMove)
end
return false
end
room:notifySkillInvoked(player, shencai.name, "negative")
player:broadcastSkillInvoke(shencai.name)
if event == fk.Damaged then
room:loseHp(player, data.damage, shencai.name)
elseif event == fk.TargetConfirmed then
data.disresponsive = true
elseif event == fk.AfterCardsMove then
local cards = table.filter(player.player_cards[Player.Hand], function (id)
return not player:prohibitDiscard(Fk:getCardById(id))
end)
if #cards > 0 then
room:throwCard(table.random(cards, 1), shencai.name, player, player)
end
elseif event == fk.EventPhaseStart then
player:turnOver()
elseif event == fk.TurnEnd then
room:killPlayer({who = player.id})
end
end,
refresh_events = {fk.EventLoseSkill},
can_refresh = function(self, event, target, player, data)
return player == target and data == shencai
end,
on_refresh = function(self, event, target, player, data)
player.room:setPlayerMark(player, "xunshi", 0)
end,
}
local shencai_maxcards = fk.CreateMaxCardsSkill {
name = "#shencai_maxcards",
correct_func = function(self, player)
return -player:getMark("@shencai_si")
end,
}
local xunshi = fk.CreateFilterSkill{
name = "xunshi",
mute = true,
frequency = Skill.Compulsory,
card_filter = function(self, card, player)
return player:hasSkill(self) and card.multiple_targets and table.contains(player.player_cards[Player.Hand], card.id)
end,
view_as = function(self, card)
return Fk:cloneCard("slash", Card.NoSuit, card.number)
end,
}
local xunshi_trigger = fk.CreateTriggerSkill{
name = "#xunshi_trigger",
anim_type = "offensive",
frequency = Skill.Compulsory,
events = {fk.CardUsing},
mute = true,
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(xunshi) and data.card.color == Card.NoColor
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:notifySkillInvoked(player, xunshi.name)
player:broadcastSkillInvoke(xunshi.name)
if player:getMark("xunshi") < 4 then
room:addPlayerMark(player, "xunshi", 1)
end
local targets = room:getUseExtraTargets(data)
local n = #targets
if n == 0 then return false end
local tos = room:askForChoosePlayers(player, targets, 1, n, "#xunshi-choose:::"..data.card:toLogString(), xunshi.name, true)
if #tos > 0 then
table.forEach(tos, function (id)
table.insert(data.tos, {id})
end)
room:sendLog{ type = "#AddTargetsBySkill", from = target.id, to = tos, arg = xunshi.name, arg2 = data.card:toLogString() }
end
end,
refresh_events = {fk.PreCardUse},
can_refresh = function(self, event, target, player, data)
return player == target and data.card.color == Card.NoColor and player:hasSkill(xunshi)
end,
on_refresh = function(self, event, target, player, data)
data.extraUse = true
end,
}
local xunshi_targetmod = fk.CreateTargetModSkill{
name = "#xunshi_targetmod",
bypass_times = function(self, player, skill, scope, card)
return card and card.color == Card.NoColor and player:hasSkill(xunshi)
end,
bypass_distances = function(self, player, skill, card)
return card and card.color == Card.NoColor and player:hasSkill(xunshi)
end,
}
shencai:addRelatedSkill(shencai_delay)
shencai:addRelatedSkill(shencai_maxcards)
xunshi:addRelatedSkill(xunshi_trigger)
xunshi:addRelatedSkill(xunshi_targetmod)
godzhangfei:addSkill(shencai)
godzhangfei:addSkill(xunshi)
Fk:loadTranslationTable{
["godzhangfei"] = "神张飞",
["#godzhangfei"] = "两界大巡环使",
["designer:godzhangfei"] = "星移",
["illustrator:godzhangfei"] = "荧光笔工作室",
["shencai"] = "神裁",
["#shencai_delay"] = "神裁",
[":shencai"] = "出牌阶段限一次,你可以令一名其他角色进行判定,你获得判定牌。若判定牌包含以下内容,其获得(已有标记则改为修改)对应标记:<br>"..
"体力:“笞”标记,每次受到伤害后失去等量体力;<br>"..
"武器:“杖”标记,无法响应【杀】;<br>"..
"打出:“徒”标记,以此法外失去手牌后随机弃置一张手牌;<br>"..
"距离:“流”标记,结束阶段将武将牌翻面;<br>"..
"若判定牌不包含以上内容,该角色获得一个“死”标记且手牌上限减少其身上“死”标记个数,然后你获得其区域内一张牌。"..
"“死”标记个数大于场上存活人数的角色回合结束时,其直接死亡。",
["xunshi"] = "巡使",
["#xunshi_trigger"] = "巡使",
[":xunshi"] = "锁定技,你的多目标锦囊牌均视为无色【杀】。你使用无色牌无距离和次数限制且可以额外指定任意个目标,然后〖神裁〗的发动次数+1(至多为5)。",
["@@shencai_chi"] = "笞",
["@@shencai_zhang"] = "杖",
["@@shencai_tu"] = "徒",
["@@shencai_liu"] = "流",
["@shencai_si"] = "死",
["#shencai-active"] = "发动神裁,选择一名其他角色,令其判定",
["#xunshi-choose"] = "巡使:可为此 %arg 额外指定任意个目标",
["$shencai1"] = "我有三千炼狱,待汝万世轮回!",
["$shencai2"] = "纵汝王侯将相,亦须俯首待裁!",
["$xunshi1"] = "秉身为正,辟易万邪!",
["$xunshi2"] = "巡御两界,路寻不平!",
["~godzhangfei"] = "尔等,欲复斩我头乎?",
}
local godzhangjiao = General(extension, "godzhangjiao", "god", 3)
local yizhao = fk.CreateTriggerSkill{
name = "yizhao",
anim_type = "drawcard",
frequency = Skill.Compulsory,
events = {fk.CardUsing, fk.CardResponding},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player:getMark("@zhangjiao_huang") < 184 and data.card.number > 0
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n1 = tostring(player:getMark("@zhangjiao_huang"))
room:addPlayerMark(player, "@zhangjiao_huang", math.min(data.card.number, 184 - player:getMark("@zhangjiao_huang")))
local n2 = tostring(player:getMark("@zhangjiao_huang"))
if #n1 == 1 then
if #n2 == 1 then return end
else
if n1:sub(#n1 - 1, #n1 - 1) == n2:sub(#n2 - 1, #n2 - 1) then return end
end
local x = n2:sub(#n2 - 1, #n2 - 1)
if x == 0 then x = 10 end --yes, tenyear is so strange
local card = room:getCardsFromPileByRule(".|"..x)
if #card > 0 then
room:moveCards({
ids = card,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonJustMove,
proposer = player.id,
skillName = self.name,
})
end
end,
refresh_events = {fk.EventLoseSkill},
can_refresh = function(self, event, target, player, data)
return player == target and data == self and player:getMark("@zhangjiao_huang") ~= 0
end,
on_refresh = function(self, event, target, player, data)
player.room:setPlayerMark(player, "@zhangjiao_huang", 0)
end,
}
local sanshou = fk.CreateTriggerSkill{
name = "sanshou",
anim_type = "defensive",
events = {fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self)
end,
on_use = function(self, event, target, player, data)
local room = player.room
local cards = room:getNCards(3)
room:moveCards({
ids = cards,
toArea = Card.Processing,
moveReason = fk.ReasonJustMove,
skillName = self.name,
proposer = player.id,
})
local mark = player:getTableMark("sanshou-turn")
if #mark ~= 3 then
mark = {0, 0, 0}
end
if not table.every(mark, function (value) return value == 1 end) then
local turn_event = room.logic:getCurrentEvent():findParent(GameEvent.Turn, true)
if turn_event ~= nil then
local mark_change = false
room.logic:getEventsByRule(GameEvent.UseCard, 1, function (e)
local use = e.data[1]
if mark[use.card.type] == 0 then
mark_change = true
mark[use.card.type] = 1
end
end, turn_event.id)
if mark_change then
room:setPlayerMark(player, "sanshou-turn", mark)
end
end
end
local yes = false
for _, id in ipairs(cards) do
if mark[Fk:getCardById(id).type] == 0 then
room:setCardEmotion(id, "judgegood")
yes = true
else
room:setCardEmotion(id, "judgebad")
end
end
room:delay(1000)
room:moveCards({
ids = cards,
fromArea = Card.Processing,
toArea = Card.DiscardPile,
moveReason = fk.ReasonJustMove,
skillName = self.name,
})
return yes
end,
}
local sijun = fk.CreateTriggerSkill{
name = "sijun",
anim_type = "drawcard",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Start and
player:getMark("@zhangjiao_huang") > #player.room.draw_pile
end,
on_use = function(self, event, tar, player, data)
local room = player.room
room:setPlayerMark(player, "@zhangjiao_huang", 0)
room:shuffleDrawPile()
local cards = {}
if #room.draw_pile > 3 then
local ret = {}
local total = 36
local numnums = {}
local maxs = {}
local pileToSearch = {}
for i = 1, 13, 1 do
table.insert(numnums, 0)
table.insert(maxs, 36//i)
table.insert(pileToSearch, {})
end
for _, id in ipairs(room.draw_pile) do
local x = Fk:getCardById(id).number
if x > 0 and x < 14 then
table.insert(pileToSearch[x], id)
if numnums[x] < maxs[x] then
numnums[x] = numnums[x] + 1
end
end
end
local nums = {}
for index, value in ipairs(numnums) do
for _ = 1, value, 1 do
table.insert(nums, index)
end
end
local postsum = {}
local nn = #nums
postsum[nn+1] = 0
for i = nn, 1, -1 do
postsum[i] = postsum[i+1] + nums[i]
end
local function nSum(n, l, r, target)
local _ret = {}
if n == 1 then
for i = l, r, 1 do
if nums[i] == target then
table.insert(_ret, {target})
break
end
end
elseif n == 2 then
while l < r do
local now = nums[l] + nums[r]
if now > target then
r = r - 1
elseif now < target then
l = l + 1
else
table.insert(_ret, {nums[l], nums[r]})
l = l + 1
r = r - 1
while l < r and nums[l] == nums[l-1] do
l = l + 1
end
while l < r and nums[r] == nums[r+1] do
r = r - 1
end
end
end
else
for i = l, r-(n-1), 1 do
if (i > l and nums[i] == nums[i-1]) or
(nums[i] + postsum[r - (n-1) + 1] < target) then
else
if postsum[i] - postsum[i+n] > target then
break
end
local v = nSum(n-1, i+1, r, target - nums[i])
for j = 1, #v, 1 do
table.insert(v[j], nums[i])
table.insert(_ret, v[j])
end
end
end
end
return _ret
end
for i = 3, total, 1 do
table.insertTable(ret, nSum(i, 1, #nums, total))
end
if #ret > 0 then
local compare = table.random(ret)
table.sort(compare)
local x = 0
local current_n = compare[1]
for _, value in ipairs(compare) do
if value == current_n then
x = x + 1
else
table.insertTable(cards, table.random(pileToSearch[current_n], x))
x = 1
current_n = value
end
end
table.insertTable(cards, table.random(pileToSearch[current_n], x))
end
end
if #cards == 0 then
local tmp_drawPile = table.simpleClone(room.draw_pile)
local sum = 0
while sum < 36 and #tmp_drawPile > 0 do
local id = table.remove(tmp_drawPile, math.random(1, #tmp_drawPile))
sum = sum + Fk:getCardById(id).number
table.insert(cards, id)
end
end
if #cards > 0 then
room:moveCardTo(cards, Card.PlayerHand, player, fk.ReasonJustMove, self.name, nil, false, player.id)
end
end,
}
local tianjie = fk.CreateTriggerSkill{
name = "tianjie",
anim_type = "offensive",
events = {fk.TurnEnd},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if player:getMark(self.name) > 0 then
player.room:setPlayerMark(player, self.name, 0)
return true
end
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local tos = room:askForChoosePlayers(player, table.map(room:getOtherPlayers(player, false), Util.IdMapper), 1, 3,
"#tianjie-choose", self.name, true)
if #tos > 0 then
room:sortPlayersByAction(tos)
self.cost_data = {tos = tos}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
for _, id in ipairs(self.cost_data.tos) do
local p = room:getPlayerById(id)
if not p.dead then
local n = math.max(1, #table.filter(p:getCardIds("h"), function(c) return Fk:getCardById(c).trueName == "jink" end))
room:damage{
from = player,
to = p,
damage = n,
damageType = fk.ThunderDamage,
skillName = self.name,
}
end
end
end,
refresh_events = {fk.AfterDrawPileShuffle},
can_refresh = function(self, event, target, player, data)
return player:hasSkill(self, true)
end,
on_refresh = function(self, event, target, player, data)
player.room:addPlayerMark(player, self.name, 1)
end,
}
godzhangjiao:addSkill(yizhao)
godzhangjiao:addSkill(sanshou)
godzhangjiao:addSkill(sijun)
godzhangjiao:addSkill(tianjie)
Fk:loadTranslationTable{
["godzhangjiao"] = "神张角",
["#godzhangjiao"] = "末世的起首",
["cv:godzhangjiao"] = "虞晓旭",
["designer:godzhangjiao"] = "韩旭",
["illustrator:godzhangjiao"] = "黯荧岛工作室",
["yizhao"] = "异兆",
[":yizhao"] = "锁定技,当你使用或打出一张牌后,获得等同于此牌点数的“黄”标记,然后若“黄”标记数的十位数变化,你随机获得牌堆中一张点数为变化后十位数的牌。",
["sanshou"] = "三首",
[":sanshou"] = "当你受到伤害时,你可以亮出牌堆顶的三张牌,若其中有本回合所有角色均未使用过的牌的类型,防止此伤害。",
["sijun"] = "肆军",
[":sijun"] = "准备阶段,若“黄”标记数大于牌堆里的牌数,你可以移去所有“黄”标记并洗牌,然后获得随机张点数之和为36的牌。",
["tianjie"] = "天劫",
[":tianjie"] = "一名角色的回合结束时,若本回合牌堆进行过洗牌,你可以对至多三名其他角色各造成X点雷电伤害(X为其手牌中【闪】的数量且至少为1)。",
["@zhangjiao_huang"] = "黄",
["#tianjie-choose"] = "天劫:你可以对至多三名其他角色各造成X点雷电伤害(X为其手牌中【闪】数,至少为1)",
["$yizhao1"] = "苍天已死,此黄天当立之时。",
["$yizhao2"] = "甲子尚水,显炎汉将亡之兆。",
["$sanshou1"] = "三公既现,领大道而立黄天。",
["$sanshou2"] = "天地三才,载厚德以驱魍魉。",
["$sijun1"] = "联九州黎庶,撼一家之王庭。",
["$sijun2"] = "吾以此身为药,欲医天下之疾。",
["$tianjie1"] = "苍天既死,贫道当替天行道。",
["$tianjie2"] = "贫道张角,请大汉赴死!",
["~godzhangjiao"] = "诸君唤我为贼,然我所窃何物?",
}
local goddengai = General(extension, "goddengai", "god", 4)
local tuoyu = fk.CreateTriggerSkill{
name = "tuoyu",
anim_type = "special",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart, fk.EventPhaseEnd},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Play and not player:isKongcheng() and
table.find({"1", "2", "3"}, function(n) return player:getMark("tuoyu"..n) > 0 end)
end,
on_use = function(self, event, target, player, data)
local room = player.room
local cards = player.player_cards[Player.Hand]
local markedcards = {{}, {}, {}}
local card
for _, id in ipairs(cards) do
card = Fk:getCardById(id)
for i = 1, 3, 1 do
if card:getMark("@@tuoyu" .. tostring(i) .. "-inhand") > 0 then
table.insert(markedcards[i], id)
break
end
end
end
local result = room:askForCustomDialog(player, self.name,
"packages/tenyear/qml/TuoyuBox.qml", {
cards,
markedcards[1], player:getMark("tuoyu1") > 0,
markedcards[2], player:getMark("tuoyu2") > 0,
markedcards[3], player:getMark("tuoyu3") > 0,
})
if result ~= "" then
local d = json.decode(result)
for _, id in ipairs(cards) do
card = Fk:getCardById(id)
for i = 1, 3, 1 do
room:setCardMark(card, "@@tuoyu"..i .. "-inhand", table.contains(d[i], id) and 1 or 0)
end
end
end
end,
refresh_events = {fk.EventLoseSkill},
can_refresh = function(self, event, target, player, data)
return target == player and data == self
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
local card
for _, id in ipairs(player.player_cards[Player.Hand]) do
card = Fk:getCardById(id)
room:setCardMark(card, "@@tuoyu1-inhand", 0)
room:setCardMark(card, "@@tuoyu2-inhand", 0)
room:setCardMark(card, "@@tuoyu3-inhand", 0)
end
end,
}
local tuoyu_targetmod = fk.CreateTargetModSkill{
name = "#tuoyu_targetmod",
bypass_times = function(self, player, skill, scope, card)
return player:hasSkill(tuoyu) and card:getMark("@@tuoyu2-inhand") > 0
end,
bypass_distances = function(self, player, skill, card)
return player:hasSkill(tuoyu) and card:getMark("@@tuoyu2-inhand") > 0
end,
}
local tuoyu_trigger = fk.CreateTriggerSkill{
name = "#tuoyu_trigger",
refresh_events = {fk.PreCardUse},
can_refresh = function(self, event, target, player, data)
return target == player and not data.card:isVirtual() and player:hasSkill(tuoyu) and
(data.card:getMark("@@tuoyu1-inhand") > 0 or data.card:getMark("@@tuoyu2-inhand") > 0 or data.card:getMark("@@tuoyu3-inhand") > 0)
end,
on_refresh = function(self, event, target, player, data)
if data.card:getMark("@@tuoyu1-inhand") > 0 then
if data.card.is_damage_card then
data.additionalDamage = (data.additionalDamage or 0) + 1
elseif data.card.name == "peach" then
data.additionalRecover = (data.additionalRecover or 0) + 1
elseif data.card.name == "analeptic" then
if data.extra_data and data.extra_data.analepticRecover then
data.additionalRecover = (data.additionalRecover or 0) + 1
else
data.extra_data = data.extra_data or {}
data.extra_data.additionalDrank = (data.extra_data.additionalDrank or 0) + 1
end
end
elseif data.card:getMark("@@tuoyu2-inhand") > 0 then
data.extraUse = true
elseif data.card:getMark("@@tuoyu3-inhand") > 0 then
data.disresponsiveList = table.map(player.room.alive_players, Util.IdMapper)
end
end,
}
local xianjin = fk.CreateTriggerSkill{
name = "xianjin",
anim_type = "drawcard",
frequency = Skill.Compulsory,
events = {fk.Damage, fk.Damaged},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player:getMark("xianjin_damage") > 1
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:setPlayerMark(player, "xianjin_damage", 0)
local choices = table.map(table.filter({"1", "2", "3"}, function(n)
return player:getMark("tuoyu"..n) == 0 end), function(n) return "tuoyu"..n end)
if #choices > 0 then
local choice = room:askForChoice(player, choices, self.name, "#xianjin-choice", true)
room:setPlayerMark(player, choice, 1)
end
if table.every(room.alive_players, function(p) return player:getHandcardNum() >= p:getHandcardNum() end) then
player:drawCards(1, self.name)
else
player:drawCards(#table.filter({"1", "2", "3"}, function(n) return player:getMark("tuoyu"..n) > 0 end), self.name)
end
end,
refresh_events = {fk.Damage, fk.Damaged},
can_refresh = function(self, event, target, player, data)
return target == player and player:hasSkill(self, true)
end,
on_refresh = function(self, event, target, player, data)
player.room:addPlayerMark(player, "xianjin_damage")
end,
}
local qijing = fk.CreateTriggerSkill{
name = "qijing",
frequency = Skill.Wake,
events = {fk.TurnEnd},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
can_wake = function(self, event, target, player, data)
return player:getMark("tuoyu1") > 0 and player:getMark("tuoyu2") > 0 and player:getMark("tuoyu3") > 0
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:changeMaxHp(player, -1)
if player.dead then return false end
room:handleAddLoseSkills(player, "cuixin", nil, true, false)
local tos = table.filter(room.alive_players, function (p)
return p ~= player and p:getNextAlive(true) ~= player
--无视被调虎吧……
end)
if #tos > 0 then
local to = room:askForChoosePlayers(player, table.map(tos, Util.IdMapper), 1, 1, "#qijing-choose", self.name, true, true)
if #to > 0 then
to = room:getPlayerById(to[1])
local players = table.simpleClone(room.players)
local n = 1
for i, v in ipairs(room.players) do
if v == to and i < #room.players then
n = i + 1
break
end
end
players[n] = player
repeat
local nextIndex = n + 1 > #room.players and 1 or n + 1
players[nextIndex] = room.players[n]
n = nextIndex
until room.players[n] == player
room.players = players
local player_circle = {}
for i = 1, #room.players do
room.players[i].seat = i
table.insert(player_circle, room.players[i].id)
end
for i = 1, #room.players - 1 do
room.players[i].next = room.players[i + 1]
end
room.players[#room.players].next = room.players[1]
room:doBroadcastNotify("ArrangeSeats", json.encode(player_circle))
end
end
player:gainAnExtraTurn(true)
end,
}
local cuixin = fk.CreateTriggerSkill{
name = "cuixin",
anim_type = "offensive",
events = {fk.CardUseFinished},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.extra_data and data.extra_data.cuixin_tos
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local targets = {}
if #data.extra_data.cuixin_tos == 1 then
if #data.extra_data.cuixin_adjacent == 1 then
if not player:isProhibited(player:getNextAlive(), data.card) then
table.insert(targets, player:getNextAlive().id)
else
return
end
else
for _, id in ipairs(data.extra_data.cuixin_adjacent) do
if id ~= data.extra_data.cuixin_tos[1] then
local p = room:getPlayerById(id)
if not p.dead and not player:isProhibited(p, data.card) then
table.insert(targets, id)
break
end
end
end
end
else
for _, id in ipairs(data.extra_data.cuixin_adjacent) do
local p = room:getPlayerById(id)
if not p.dead and not player:isProhibited(p, data.card) then
table.insert(targets, id)
end
end
end
if #targets == 0 then
return
elseif #targets == 1 then
if room:askForSkillInvoke(player, self.name, nil, "#cuixin-invoke::"..targets[1]..":"..data.card.name) then
self.cost_data = targets[1]
return true
end
elseif #targets == 2 then
local to = room:askForChoosePlayers(player, targets, 1, 1, "#cuixin2-choose:::"..data.card.name, self.name, true)
if #to > 0 then
self.cost_data = to[1]
return true
end
end
end,
on_use = function(self, event, target, player, data)
player.room:useVirtualCard(data.card.name, nil, player, player.room:getPlayerById(self.cost_data), self.name, true)
end,
refresh_events = {fk.PreCardUse},
can_refresh = function(self, event, target, player, data)
return target == player and player:hasSkill(self, true) and not table.contains(data.card.skillNames, self.name) and
data.card.type ~= Card.TypeEquip and data.card.sub_type ~= Card.SubtypeDelayedTrick
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
local tos, adjacent = {}, {}
for _, p in ipairs(room.alive_players) do
if player:getNextAlive() == p or p:getNextAlive() == player then
table.insertIfNeed(adjacent, p.id)
if table.contains(TargetGroup:getRealTargets(data.tos), p.id) then
table.insertIfNeed(tos, p.id)
end
end
end
if #tos > 0 then
data.extra_data = data.extra_data or {}
data.extra_data.cuixin_tos = tos
data.extra_data.cuixin_adjacent = adjacent
end
end,
}
tuoyu:addRelatedSkill(tuoyu_targetmod)
tuoyu:addRelatedSkill(tuoyu_trigger)
goddengai:addSkill(tuoyu)
goddengai:addSkill(xianjin)
goddengai:addSkill(qijing)
goddengai:addRelatedSkill(cuixin)
Fk:loadTranslationTable{
["goddengai"] = "神邓艾",
["#goddengai"] = "带砺山河",
["designer:goddengai"] = "步穗",
["illustrator:goddengai"] = "黯荧岛工作室",
["tuoyu"] = "拓域",
[":tuoyu"] = "锁定技,你的手牌区域添加三个未开发的副区域:<br>丰田:伤害和回复值+1;<br>清渠:无距离和次数限制;<br>峻山:不能被响应。<br>"..
"出牌阶段开始时和结束时,你将手牌分配至已开发的副区域中,每个区域至多五张。",
["xianjin"] = "险进",
[":xianjin"] = "锁定技,当你造成或受到两次伤害后开发一个手牌副区域,摸X张牌(X为你已开发的手牌副区域数,若你手牌全场最多则改为1)。",
["qijing"] = "奇径",
[":qijing"] = "觉醒技,每个回合结束时,若你的手牌副区域均已开发,你减1点体力上限,获得技能“摧心”,然后将座次移动至相邻的两名其他角色之间并执行一个额外回合。",
["cuixin"] = "摧心",
[":cuixin"] = "当你不以此法对上家/下家使用的牌结算后,你可以视为对下家/上家使用一张同名牌。",
["tuoyu1"] = "丰田",
["@@tuoyu1-inhand"] = "丰田",
[":tuoyu1"] = "伤害和回复值+1",
["tuoyu2"] = "清渠",
["@@tuoyu2-inhand"] = "清渠",
[":tuoyu2"] = "无距离和次数限制",
["tuoyu3"] = "峻山",
["@@tuoyu3-inhand"] = "峻山",
[":tuoyu3"] = "不能被响应",
["#tuoyu"] = "拓域:将手牌分配至已开发的副区域中(每个区域至多5张)",
["#xianjin-choice"] = "险进:选择你要开发的手牌副区域",
["#qijing-choose"] = "奇径:选择一名角色,你移动座次成为其下家",
["#cuixin-invoke"] = "摧心:你可以视为对 %dest 使用【%arg】",
["#cuixin2-choose"] = "摧心:你可以视为对其中一名角色使用【%arg】",
["$tuoyu1"] = "本尊目之所及,皆为麾下王土。",
["$tuoyu2"] = "擎五丁之神力,碎万仞之高山。",
["$xianjin1"] = "大风!大雨!大景!!",
["$xianjin2"] = "行役沙场,不战胜,则战死!",
["$qijing1"] = "今神兵于天降,贯奕世之长虹!",
["$qijing2"] = "辟罗浮之险径,捣伪汉之黄龙!",
["$cuixin1"] = "今兵临城下,其王庭可摧。",
["$cuixin2"] = "四面皆奏楚歌,问汝降是不降?",
["~goddengai"] = "灭蜀者,邓氏士载也!",
}
local godxuchu = General(extension, "godxuchu", "god", 5)
local zhengqing = fk.CreateTriggerSkill{
name = "zhengqing",
anim_type = "drawcard",
frequency = Skill.Compulsory,
events = {fk.RoundEnd},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self)
end,
on_use = function(self, event, target, player, data)
local room = player.room
for _, p in ipairs(room.players) do
if p:getMark("@zhengqing_qing") then
room:setPlayerMark(p, "@zhengqing_qing", 0)
end
end
local phases = room.logic:getEventsOfScope(GameEvent.Turn, 999, Util.TrueFunc, Player.HistoryRound)
local damageEvents = room.logic:getActualDamageEvents(999, Util.TrueFunc, Player.HistoryRound)
if #phases > 0 and #damageEvents > 0 then
local curIndex = 1
local bestRecord = {}
for i = 1, #phases do
local records = {}
for j = curIndex, #damageEvents do
curIndex = j
local phaseEvent = phases[i]
local damageEvent = damageEvents[j]
if phaseEvent.id < damageEvent.id and (i == #phases or phases[i + 1].id > damageEvent.id) then
local damageData = damageEvent.data[1]
if damageData.from then
records[damageData.from.id] = (records[damageData.from.id] or 0) + damageData.damage
end
end
if i < #phases and phases[i + 1].id < damageEvent.id then
break
end
end
for playerId, damage in pairs(records) do
local curDMG = bestRecord.damage or 0
if damage > curDMG then
bestRecord = { playerIds = { playerId }, damage = damage }
elseif damage == curDMG then
table.insertIfNeed(bestRecord.playerIds, playerId)
end
end
end
local winnerId = table.find(bestRecord.playerIds, function(id) return id == player.id end) or table.random(bestRecord.playerIds)
if winnerId and room:getPlayerById(winnerId):isAlive() then
local winner = room:getPlayerById(winnerId)
local preRecord = (player.tag["zhengqing_best"] or 0)
room:addPlayerMark(winner, "@zhengqing_qing", bestRecord.damage)
player.tag["zhengqing_best"] = bestRecord.damage
if winner == player and bestRecord.damage > preRecord then
player:drawCards(math.min(bestRecord.damage, 5), self.name)
else
local players = { winnerId, player.id }
room:sortPlayersByAction(players)
for _, p in ipairs(players) do
room:getPlayerById(p):drawCards(1, self.name)
end
end
end
end
end,
}
godxuchu:addSkill(zhengqing)
local zhuangpo = fk.CreateViewAsSkill{
name = "zhuangpo",
anim_type = "offensive",
prompt = "#zhuangpo",
pattern = "duel",
card_filter = function(self, to_select, selected)
return
#selected == 0 and
(
Fk:getCardById(to_select).trueName == "slash" or
string.find(Fk:translate(":" .. Fk:getCardById(to_select).name, "zh_CN"), "【杀】")
)
end,
view_as = function(self, cards)
if #cards ~= 1 then return end
local c = Fk:cloneCard("duel")
c.skillName = self.name
c:addSubcard(cards[1])
return c
end,
enabled_at_play = function(self, player)
return not player:isNude()
end,
}
local zhuangpoBuff = fk.CreateTriggerSkill{
name = "#zhuangpo_buff",
anim_type = "offensive",
events = {fk.TargetSpecified},
can_trigger = function(self, event, target, player, data)
return
target == player and player:hasSkill(self) and
table.contains(data.card.skillNames, zhuangpo.name) and
(
player:getMark("@zhengqing_qing") > 0 or
(
data.firstTarget and
table.find(AimGroup:getAllTargets(data.tos), function(p)
return player.room:getPlayerById(p):getMark("@zhengqing_qing") > 0
end)
)
)
end,
on_cost = function(self, event, target, player, data)
local room = player.room
if player:getMark("@zhengqing_qing") > 0 and room:getPlayerById(data.to):isAlive() then
local choices = {}
for i = 1, player:getMark("@zhengqing_qing") do
table.insert(choices, tostring(i))
end
table.insert(choices, "Cancel")
local choice = room:askForChoice(player, choices, zhengqing.name, "#zhuangpo-choice::" .. data.to)
if choice == "Cancel" then
return (
data.firstTarget and
table.find(AimGroup:getAllTargets(data.tos), function(p)
return room:getPlayerById(p):getMark("@zhengqing_qing") > 0
end)
)
else
self.cost_data = tonumber(choice)
end
end
return true
end,
on_use = function(self, event, target, player, data)
local room = player.room
if (self.cost_data or 0) > 0 then
local discardNum = self.cost_data
self.cost_data = nil
room:removePlayerMark(player, "@zhengqing_qing", discardNum)
room:askForDiscard(room:getPlayerById(data.to), discardNum, discardNum, true, self.name, false)
end
if
data.firstTarget and
table.find(AimGroup:getAllTargets(data.tos), function(p)
return room:getPlayerById(p):getMark("@zhengqing_qing") > 0
end)
then
data.additionalDamage = (data.additionalDamage or 0) + 1
data.extra_data = data.extra_data or {}
data.extra_data.zhengqingBuff = true
-- local e = room.logic:getCurrentEvent():findParent(GameEvent.UseCard)
-- if e then
-- local _data = e.data[1]
-- _data.additionalDamage = (_data.additionalDamage or 0) + 1
-- end
end
end,
--FIXME: 需要本体取使用流程和指定流程的附加伤害基数最大值
refresh_events = {fk.TargetSpecified},
can_refresh = function(self, event, target, player, data)
return (data.extra_data or {}).zhengqingBuff
end,
on_refresh = function(self, event, target, player, data)
data.additionalDamage = (data.additionalDamage or 0) + 1
end,
}
zhuangpo:addRelatedSkill(zhuangpoBuff)
godxuchu:addSkill(zhuangpo)
Fk:loadTranslationTable{
["godxuchu"] = "神许褚",
["#godxuchu"] = "嗜战的熊罴",
["designer:godxuchu"] = "商天害",
["illustrator:godxuchu"] = "小新",
["zhengqing"] = "争擎",
[":zhengqing"] = "锁定技,每轮结束时,移去所有“擎”标记,然后本轮单回合内造成伤害值最多的角色获得X个“擎”标记"..
"并与你各摸一张牌(X为其该回合造成的伤害数)。若是你获得“擎”且是获得数量最多的一次,你改为摸X张牌(最多摸5)。",
["@zhengqing_qing"] = "擎",
["zhuangpo"] = "壮魄",
[":zhuangpo"] = "你可将牌面信息中有【杀】字的牌当【决斗】使用。"..
"若你拥有“擎”,则此【决斗】指定目标后,你可以移去任意个“擎”,然后令其弃置等量的牌;"..
"若此【决斗】指定了有“擎”的角色为目标,则此牌伤害+1。",
["#zhuangpo_buff"] = "壮魄",
["#zhuangpo"] = "壮魄:你可将牌面信息中有【杀】字的牌当【决斗】使用",
["#zhuangpo-choice"] = "壮魄:你可移去至少一枚“擎”标记,令 %dest 弃置等量的牌",
["$zhengqing1"] = "锐势夺志,斩将者虎候是也!",
["$zhengqing2"] = "三军争勇,擎纛者舍我其谁!",
["$zhuangpo1"] = "腹吞龙虎,气撼山河!",
["$zhuangpo2"] = "神魄凝威,魍魉辟易!",
["~godxuchu"] = "猛虎归林晚,不见往来人……",
}
local godhuatuo = General(extension, "ty__godhuatuo", "god", 3)
Fk:loadTranslationTable{
["ty__godhuatuo"] = "神华佗",
["#ty__godhuatuo"] = "灵魂的医者",
["illustrator:ty__godhuatuo"] = "君桓文化",
["~ty__godhuatuo"] = "世无良医,枉死者半……",
}
local jingyu = fk.CreateTriggerSkill{
name = "jingyu",
anim_type = "drawcard",
frequency = Skill.Compulsory,
events = {fk.SkillEffect},
can_trigger = function(self, _, target, player, data)
return
player:hasSkill(self) and
data.visible and
data ~= self and
target and
target:hasSkill(data, true, true) and
not data:isEquipmentSkill(player) and
not table.contains({ "m_feiyang", "m_bahu" }, data.name) and
not table.contains(player:getTableMark("jingyu_skills-round"), data.name)
end,
on_use = function(self, _, target, player, data)
local room = player.room
local skills = player:getTableMark("jingyu_skills-round")
table.insertIfNeed(skills, data.name)
room:setPlayerMark(player, "jingyu_skills-round", skills)
player:drawCards(1, self.name)
end,
}
Fk:loadTranslationTable{
["jingyu"] = "静域",
[":jingyu"] = "锁定技,每项技能每轮限一次,当一名角色发动除“静域”外的技能时,你摸一张牌。" ..
"<br/><font color='red'><b>注</b>:请不要反馈此技能相关的任何问题。</font>",
["$jingyu1"] = "人身疾苦,与我无异。",
["$jingyu2"] = "医以济世,其术贵在精诚。",
}
godhuatuo:addSkill(jingyu)
local lvxin = fk.CreateActiveSkill{
name = "lvxin",
anim_type = "control",
prompt = "#lvxin",
card_num = 1,
target_num = 1,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 and not player:isKongcheng()
end,
card_filter = function(self, to_select, selected)
return #selected == 0 and Fk:currentRoom():getCardArea(to_select) == Player.Hand
end,
target_filter = function(self, to_select, selected, selected_cards)
return #selected == 0 and to_select ~= Self.id
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
room:obtainCard(target, effect.cards[1], false, fk.ReasonGive, player.id)
local round = math.min(5, room:getTag("RoundCount"))
local choice = room:askForChoice(
player,
{ "lvxin_draw:::" .. round, "lvxin_discard:::" .. round },
self.name,
"#lvxin-choose::" .. target.id
)
if choice:startsWith("lvxin_discard") then
local canDiscard = table.filter(target:getCardIds("h"), function(id) return not target:prohibitDiscard(id) end)
if #canDiscard == 0 then
return false
end
local toDiscard = canDiscard
if #canDiscard > round then
toDiscard = table.random(canDiscard, round)
end
local hasSameName = table.find(
toDiscard,
function(id)
return Fk:getCardById(id).trueName == Fk:getCardById(effect.cards[1]).trueName
end
)
room:throwCard(toDiscard, self.name, target, target)
if hasSameName then
room:setPlayerMark(target, "@lvxinLoseHp", "lvxin_loseHp")
end
else
local idsDrawn = target:drawCards(round, self.name)
if table.find(idsDrawn, function(id) return Fk:getCardById(id).trueName == Fk:getCardById(effect.cards[1]).trueName end) then
room:setPlayerMark(target, "@lvxinRecover", "lvxin_recover")
end
end
end,
}
local lvxinDelayedEffect = fk.CreateTriggerSkill{
name = "#lvxin_delayed_effect",
mute = true,
events = {fk.SkillEffect},
can_trigger = function(self, _, target, player, data)
return
target == player and
data.visible and
target:hasSkill(data, true, true) and
not table.contains({ "m_feiyang", "m_bahu" }, data.name) and
(target:getMark("@lvxinLoseHp") ~= 0 or target:getMark("@lvxinRecover") ~= 0)
end,
on_cost = Util.TrueFunc,
on_use = function(self, _, target, player, data)
local room = player.room
local lvxinLoseHp = target:getMark("@lvxinLoseHp")
local lvxinRecover = target:getMark("@lvxinRecover")
room:setPlayerMark(target, "@lvxinLoseHp", 0)
room:setPlayerMark(target, "@lvxinRecover", 0)
if lvxinRecover ~= 0 then
room:recover{
who = target,
num = 1,
skillName = lvxin.name
}
end
if lvxinLoseHp ~= 0 then
room:loseHp(target, 1, lvxin.name)
end
end,
}
Fk:loadTranslationTable{
["lvxin"] = "滤心",
[":lvxin"] = "出牌阶段限一次,你可以交给一名其他角色一张手牌,然后选择一项:1.令其摸X张牌;2.令其随机弃置X张手牌(X为游戏轮数且至多为5)。" ..
"若其以此法摸到/弃置与你交给其的牌牌名相同的牌,则其下次发动技能时,其回复1点体力/失去1点体力。"..
"<br/><font color='red'><b>注</b>:请不要反馈此技能相关的任何问题。</font>",
["#lvxin"] = "滤心:你可交给其他角色手牌,令其摸牌或弃牌",
["#lvxin_delayed_effect"] = "滤心",
["lvxin_draw"] = "令其摸%arg张牌",
["lvxin_discard"] = "令其随机弃置%arg张手牌",
["@lvxinRecover"] = "滤心",
["@lvxinLoseHp"] = "滤心",
["lvxin_loseHp"] = "失去体力",
["lvxin_recover"] = "回复体力",
["$lvxin1"] = "医病非难,难在医人之心。",
["$lvxin2"] = "知人者有验于天,知天者有验于人。",
}
lvxin:addRelatedSkill(lvxinDelayedEffect)
godhuatuo:addSkill(lvxin)
local huandao = fk.CreateActiveSkill{
name = "huandao",
anim_type = "support",
prompt = "#huandao",
card_num = 0,
target_num = 1,
frequency = Skill.Limited,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
card_filter = Util.FalseFunc,
target_filter = function(self, to_select, selected, selected_cards)
return #selected == 0 and to_select ~= Self.id
end,
on_use = function(self, room, effect)
local target = room:getPlayerById(effect.tos[1])
target:reset()
local sameGenerals = Fk:getSameGenerals(target.general)
local trueName = Fk.generals[target.general].trueName
if trueName:startsWith("god") then
table.insertTableIfNeed(sameGenerals, Fk:getSameGenerals(string.sub(trueName, 4)))
else
table.insertTableIfNeed(sameGenerals, Fk:getSameGenerals("god" .. trueName))
if Fk.generals["god" .. trueName] then
table.insertIfNeed(sameGenerals, "god" .. trueName)
end
end
if target.deputyGeneral and target.deputyGeneral ~= "" then
table.insertTableIfNeed(sameGenerals, Fk:getSameGenerals(target.deputyGeneral))
trueName = Fk.generals[target.deputyGeneral].trueName
if trueName:startsWith("god") then
table.insertTableIfNeed(sameGenerals, Fk:getSameGenerals(string.sub(trueName, 4)))
else
table.insertTableIfNeed(sameGenerals, Fk:getSameGenerals("god" .. trueName))
if Fk.generals["god" .. trueName] then
table.insertIfNeed(sameGenerals, "god" .. trueName)
end
end
end
if #sameGenerals == 0 then
return
end
local randomSkill = table.random(Fk.generals[table.random(sameGenerals)]:getSkillNameList())
if room:askForSkillInvoke(target, self.name, nil, "#huandao-choose:::" .. randomSkill) then
room:handleAddLoseSkills(target, randomSkill)
local toLose = {}
for _, s in ipairs(target.player_skills) do
if s:isPlayerSkill(target) and s.name ~= randomSkill then
table.insertIfNeed(toLose, s.name)
end
end
if #toLose > 0 then
local choice = room:askForChoice(target, toLose, self.name, "#huandao-lose")
room:handleAddLoseSkills(target, "-" .. choice)
end
end
end,
}
Fk:loadTranslationTable{
["huandao"] = "寰道",
[":huandao"] = "限定技,出牌阶段,你可以选择一名其他角色,令其复原武将牌,然后其可随机获得一项同名武将的技能并选择失去一项其他技能。",
["#huandao"] = "寰道:你可令其他角色复原武将牌并获得同名武将技能",
["#huandao-choose"] = "寰道:你可以获得技能“%arg”,然后选择另一项技能失去",
["#huandao-lose"] = "寰道:请选择你要失去的技能",
["$huandao1"] = "一语一默,道尽医者慈悲。",
["$huandao2"] = "亦疾亦缓,抚平世间苦难。",
}
godhuatuo:addSkill(huandao)
local godhuangzhong = General(extension, "godhuangzhong", "god", 4)
Fk:loadTranslationTable{
["godhuangzhong"] = "神黄忠",
["#godhuangzhong"] = "战意破苍穹",
["illustrator:godhuangzhong"] = "第七个桔子",
["~godhuangzhong"] = "箭雨曾蔽日,今夕却成绝响。",
}
local lieqiong = fk.CreateTriggerSkill{
name = "lieqiong",
anim_type = "offensive",
events = {fk.Damage},
can_trigger = function(self, event, target, player, data)
return target == player and data.to ~= player and data.to:isAlive() and player:hasSkill(self)
end,
on_cost = function (self, event, target, player, data)
local choices = {
"lieqiong_upper_limb",
"lieqiong_lower_limb",
"lieqiong_chest",
"lieqiong_abdomen",
}
local victim = data.to
if table.contains(player:getTableMark("lieqiong_hitter-turn"), victim.id) then
table.insert(choices, 1, "lieqiong_head")
end
local results = player.room:askForChoices(player, choices, 1, 1, self.name, "#lieqiong-choose::" .. victim.id)
if #results > 0 then
self.cost_data = {tos = {data.to.id}, choice = results[1]}
return true
end
return false
end,
on_use = function(self, event, target, player, data)
local room = player.room
local victim = data.to
if not victim:isAlive() then
return false
end
local hitters = player:getTableMark("lieqiong_hitter-turn")
table.insertIfNeed(hitters, victim.id)
room:setPlayerMark(player, "lieqiong_hitter-turn", hitters)
local choice = self.cost_data.choice
if choice == "lieqiong_head" and victim.hp > 0 then
room:loseHp(victim, victim.hp, self.name)
if victim.dead then
room:changeMaxHp(player, 1)
end
elseif choice == "lieqiong_upper_limb" then
local toDiscard = table.random(victim:getCardIds("h"), math.ceil(#victim:getCardIds("h") / 2))
if #toDiscard > 0 then
room:throwCard(toDiscard, self.name, victim, victim)
end
else
room:setPlayerMark(victim, "@@" .. choice, 1)
end
end,
refresh_events = { fk.AfterTurnEnd },
can_refresh = function(self, event, target, player, data)
return
target == player and
table.find(
{
"@@lieqiong_lower_limb",
"@@lieqiong_chest",
"@@lieqiong_abdomen",
},
function(markName) return player:getMark(markName) ~= 0 end
)
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
for _, markName in ipairs({ "@@lieqiong_lower_limb", "@@lieqiong_chest", "@@lieqiong_abdomen" }) do
if player:getMark(markName) ~= 0 then
room:setPlayerMark(player, markName, 0)
end
end
end,
}
local lieqiongTrigger = fk.CreateTriggerSkill{
name = "#lieqiong_trigger",
anim_type = "negative",
events = {fk.CardUsing, fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
if event == fk.CardUsing then
return
target == player and
player:getMark("@@lieqiong_chest") > 0
end
return target == player and player:getMark("@@lieqiong_lower_limb") > 0
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.CardUsing then
room:setPlayerMark(player, "@@lieqiong_chest", 0)
if data.toCard then
data.toCard = nil
else
data.tos = {}
end
else
room:setPlayerMark(player, "@@lieqiong_lower_limb", 0)
data.damage = data.damage + 1
end
end,
}
local lieqiongProhibit = fk.CreateProhibitSkill{
name = "#lieqiong_prohibit",
prohibit_use = function(self, player, card)
return
player:getMark("@@lieqiong_abdomen") > 0 and card.suit == Card.Heart
end,
}
Fk:loadTranslationTable{
["lieqiong"] = "裂穹",
[":lieqiong"] = "当你对其他角色造成伤害后,你可以选择以下任一部位进行“击伤”:<br>" ..
"力烽:令其随机弃置一半手牌(向上取整)。<br>" ..
"地机:令其下次受到伤害+1直到其回合结束。<br>" ..
"中枢:令其使用下一张牌失效直到其回合结束。<br>" ..
"气海:令其不能使用<font color='red'>♥</font>牌直到其回合结束。<br>" ..
"若你本回合击伤过该角色,则额外出现“天冲”选项。<br>" ..
"天冲:令其失去所有体力,然后若其死亡,则你加1点体力上限。",
["#lieqiong-choose"] = "裂穹:你可“击伤” %dest 的其中一个部位",
["#lieqiong_trigger"] = "裂穹",
["#lieqiong_prohibit"] = "裂穹",
["lieqiong_head"] = "天冲:令其失去所有体力,若其死亡你加1体力上限",
["lieqiong_upper_limb"] = "力烽:令其随机弃置一半手牌(向上取整)",
["lieqiong_lower_limb"] = "地机:令其下次受到伤害+1直到其回合结束",
["lieqiong_chest"] = "中枢:令其使用下一张牌失效直到其回合结束",
["lieqiong_abdomen"] = "气海:令其不能使用<font color='red'>♥</font>牌直到其回合结束",
["@@lieqiong_lower_limb"] = "地机:受伤+1",
["@@lieqiong_chest"] = "中枢:牌无效",
["@@lieqiong_abdomen"] = "气海:禁<font color='red'>♥</font>",
["$lieqiong1"] = "横眉蔑风雨,引弓狩天狼。",
["$lieqiong2"] = "一箭出,万军毙!",
}
lieqiong:addRelatedSkill(lieqiongTrigger)
lieqiong:addRelatedSkill(lieqiongProhibit)
godhuangzhong:addSkill(lieqiong)
local zhanjue = fk.CreateTriggerSkill{
name = "ty_god__zhanjue",
anim_type = "offensive",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player.phase == Player.Play and player:hasSkill(self)
end,
on_cost = function (self, event, target, player, data)
local choice = player.room:askForChoice(player, { "ty_god__zhanjue_hp", "ty_god__zhanjue_losthp", "Cancel" }, self.name)
if choice ~= "Cancel" then
self.cost_data = choice
return true
end
return false
end,
on_use = function(self, event, target, player, data)
local room = player.room
if self.cost_data == "ty_god__zhanjue_hp" then
player:drawCards(player.hp, self.name)
room:setPlayerMark(player, "@ty_god__zhanjue-phase", "ty_god__zhanjue_aim")
else
player:drawCards(player:getLostHp(), self.name)
room:setPlayerMark(player, "@ty_god__zhanjue-phase", "ty_god__zhanjue_recover")
end
end,
}
local zhanjueBuff = fk.CreateTriggerSkill{
name = "#ty_god__zhanjue_buff",
mute = true,
events = {fk.CardUsing, fk.Damage},
can_trigger = function(self, event, target, player, data)
if event == fk.CardUsing then
return target == player and data.card.trueName == "slash" and player:getMark("@ty_god__zhanjue-phase") == "ty_god__zhanjue_aim"
end
return target == player and player:getMark("@ty_god__zhanjue-phase") == "ty_god__zhanjue_recover"
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
room:setPlayerMark(player, "@ty_god__zhanjue-phase", 0)
if event == fk.CardUsing then
data.disresponsiveList = table.map(room.players, Util.IdMapper)
else
room:recover{
who = player,
num = data.damage,
recoverBy = player,
skillName = "ty_god__zhanjue",
}
end
end,
}
local zhanjueUnlimited = fk.CreateTargetModSkill{
name = "#ty_god__zhanjue_unlimited",
bypass_distances = function(self, player, skill, card)
return player:getMark("@ty_god__zhanjue-phase") == "ty_god__zhanjue_aim" and skill.trueName == "slash_skill"
end,
}
Fk:loadTranslationTable{
["ty_god__zhanjue"] = "斩决",
[":ty_god__zhanjue"] = "出牌阶段开始时,你可以选择一项:1.摸体力值数量的牌,令你此阶段使用下一张【杀】无距离限制且不可被响应;" ..
"2.摸已损失体力值数量的牌,令你于此阶段下一次造成伤害后回复等量体力。",
["#ty_god__zhanjue_buff"] = "斩决",
["ty_god__zhanjue_hp"] = "摸体力值数量的牌,令你此阶段下一张【杀】无距离限制且不可被响应",
["ty_god__zhanjue_losthp"] = "摸已损失体力值数量的牌,令你此阶段下一次造成伤害后回复等量体力",
["ty_god__zhanjue_aim"] = "强中",
["ty_god__zhanjue_recover"] = "吸血",
["@ty_god__zhanjue-phase"] = "斩决",
["$ty_god__zhanjue1"] = "流不尽的英雄血,斩不尽的逆贼头!",
["$ty_god__zhanjue2"] = "长刀渴血,当饲英雄胆!",
}
zhanjue:addRelatedSkill(zhanjueBuff)
zhanjue:addRelatedSkill(zhanjueUnlimited)
godhuangzhong:addSkill(zhanjue)
--笔舌如椽:陈琳 杨修 骆统 王昶 程秉 杨彪 阮籍 崔琰毛玠
local ty__chenlin = General(extension, "ty__chenlin", "wei", 3)
local ty__songci = fk.CreateActiveSkill{
name = "ty__songci",
anim_type = "control",
mute = true,
card_num = 0,
target_num = 1,
can_use = function(self, player)
local mark = player:getTableMark(self.name)
return table.find(Fk:currentRoom().alive_players, function(p) return not table.contains(mark, p.id) end)
end,
card_filter = Util.FalseFunc,
target_filter = function(self, to_select, selected)
local mark = Self:getTableMark(self.name)
return #selected == 0 and not table.contains(mark, to_select)
end,
on_use = function(self, room, effect)
local target = room:getPlayerById(effect.tos[1])
local player = room:getPlayerById(effect.from)
local mark = player:getTableMark(self.name)
table.insert(mark, target.id)
room:setPlayerMark(player, self.name, mark)
if #target.player_cards[Player.Hand] <= target.hp then
room:notifySkillInvoked(player, self.name, "support")
player:broadcastSkillInvoke(self.name, 1)
target:drawCards(2, self.name)
else
room:notifySkillInvoked(player, self.name, "control")
player:broadcastSkillInvoke(self.name, 2)
room:askForDiscard(target, 2, 2, true, self.name, false)
end
end,
}
local ty__songci_trigger = fk.CreateTriggerSkill{
name = "#ty__songci_trigger",
mute = true,
main_skill = ty__songci,
events = {fk.EventPhaseEnd},
can_trigger = function(self, event, target, player, data)
local mark = player:getTableMark("ty__songci")
return target == player and player:hasSkill(self) and player.phase == Player.Discard
and table.every(player.room.alive_players, function (p) return table.contains(mark, p.id) end)
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
player.room:notifySkillInvoked(player, "ty__songci", "drawcard")
player:broadcastSkillInvoke("ty__songci", 3)
player:drawCards(1, "ty__songci")
end,
}
ty__chenlin:addSkill("bifa")
ty__songci:addRelatedSkill(ty__songci_trigger)
ty__chenlin:addSkill(ty__songci)
Fk:loadTranslationTable{
["ty__chenlin"] = "陈琳",
["#ty__chenlin"] = "破竹之咒",
["illustrator:ty__chenlin"] = "Thinking", -- 破竹之咒 皮肤
["ty__songci"] = "颂词",
[":ty__songci"] = "①出牌阶段,你可以选择一名角色(每名角色每局游戏限一次),若该角色的手牌数:不大于体力值,其摸两张牌;大于体力值,其弃置两张牌。②弃牌阶段结束时,若你对所有存活角色均发动过“颂词”,你摸一张牌。",
["#ty__songci_trigger"] = "颂词",
["$ty__songci1"] = "将军德才兼备,大汉之栋梁也!",
["$ty__songci2"] = "汝窃国奸贼,人人得而诛之!",
["$ty__songci3"] = "义军盟主,众望所归!",
["~ty__chenlin"] = "来人……我的笔呢……",
}
local yangxiu = General(extension, "ty__yangxiu", "wei", 3)
local ty__danlao = fk.CreateTriggerSkill{
name = "ty__danlao",
anim_type = "defensive",
events = {fk.TargetConfirmed},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and (data.card.trueName == "slash" or data.card.type == Card.TypeTrick) and not U.isOnlyTarget(player, data, event)
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, nil, "#ty__danlao-invoke:::"..data.card:toLogString())
end,
on_use = function(self, event, target, player, data)
player:drawCards(1, self.name)
table.insertIfNeed(data.nullifiedTargets, player.id)
end,
}
local ty__jilei = fk.CreateTriggerSkill{
name = "ty__jilei",
anim_type = "masochism",
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.from and not data.from.dead
end,
on_cost = function(self, event, target, player, data)
local room = player.room
if room:askForSkillInvoke(player, self.name, nil, "#ty__jilei-invoke::"..data.from.id) then
room:doIndicate(player.id, {data.from.id})
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local choice = room:askForChoice(player, {"basic", "trick", "equip"}, self.name)
local mark = data.from:getTableMark("@ty__jilei")
if table.insertIfNeed(mark, choice .. "_char") then
room:setPlayerMark(data.from, "@ty__jilei", mark)
end
end,
refresh_events = {fk.TurnStart},
can_refresh = function(self, event, target, player, data)
return target == player and player:getMark("@ty__jilei") ~= 0
end,
on_refresh = function(self, event, target, player, data)
player.room:setPlayerMark(player, "@ty__jilei", 0)
end,
}
local ty__jilei_prohibit = fk.CreateProhibitSkill{
name = "#ty__jilei_prohibit",
prohibit_use = function(self, player, card)
if table.contains(player:getTableMark("@ty__jilei"), card:getTypeString() .. "_char") then
local subcards = card:isVirtual() and card.subcards or {card.id}
return #subcards > 0 and table.every(subcards, function(id)
return table.contains(player:getCardIds(Player.Hand), id)
end)
end
end,
prohibit_response = function(self, player, card)
if table.contains(player:getTableMark("@ty__jilei"), card:getTypeString() .. "_char") then
local subcards = card:isVirtual() and card.subcards or {card.id}
return #subcards > 0 and table.every(subcards, function(id)
return table.contains(player:getCardIds(Player.Hand), id)
end)
end
end,
prohibit_discard = function(self, player, card)
return table.contains(player:getTableMark("@ty__jilei"), card:getTypeString() .. "_char")
end,
}
ty__jilei:addRelatedSkill(ty__jilei_prohibit)
yangxiu:addSkill(ty__danlao)
yangxiu:addSkill(ty__jilei)
Fk:loadTranslationTable{
["ty__yangxiu"] = "杨修",
["#ty__yangxiu"] = "恃才放旷",
["illustrator:ty__yangxiu"] = "alien", -- 传说皮 度龙品酥
["ty__danlao"] = "啖酪",
[":ty__danlao"] = "当你成为【杀】或锦囊牌的目标后,若你不是唯一目标,你可以摸一张牌,然后此牌对你无效。",
["ty__jilei"] = "鸡肋",
[":ty__jilei"] = "当你受到伤害后,你可以声明一种牌的类别,伤害来源不能使用、打出或弃置你声明的此类手牌直到其下回合开始。",
["#ty__danlao-invoke"] = "啖酪:你可以摸一张牌,令 %arg 对你无效",
["#ty__jilei-invoke"] = "鸡肋:是否令 %dest 不能使用、打出、弃置一种类别的牌直到其下回合开始?",
["@ty__jilei"] = "鸡肋",
["$ty__danlao1"] = "此酪味美,诸君何不与我共食之?",
["$ty__danlao2"] = "来来来,丞相美意,不可辜负啊。",
["$ty__jilei1"] = "今进退两难,势若鸡肋,魏王必当罢兵而还。",
["$ty__jilei2"] = "汝可令士卒收拾行装,魏王明日必定退兵。",
["~ty__yangxiu"] = "自作聪明,作茧自缚,悔之晚矣……",
}
local luotong = General(extension, "ty__luotong", "wu", 3)
local renzheng = fk.CreateTriggerSkill{
name = "renzheng",
anim_type = "drawcard",
frequency = Skill.Compulsory,
events = {fk.DamageFinished},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if not data.dealtRecorderId then return true end
if data.extra_data and data.extra_data.renzheng_maxDamage then
return data.damage < data.extra_data.renzheng_maxDamage
end
end
end,
on_use = function(self, event, target, player, data)
player:drawCards(2, self.name)
end,
refresh_events = {fk.AfterSkillEffect, fk.SkillEffect},
can_refresh = function (self, event, target, player, data)
return player == player.room.players[1]
end,
on_refresh = function(self, event, target, player, data)
local e = player.room.logic:getCurrentEvent():findParent(GameEvent.Damage, true)
if e then
local dat = e.data[1]
dat.extra_data = dat.extra_data or {}
dat.extra_data.renzheng_maxDamage = dat.extra_data.renzheng_maxDamage or 0
dat.extra_data.renzheng_maxDamage = math.max(dat.damage, dat.extra_data.renzheng_maxDamage)
end
end,
}
local jinjian = fk.CreateTriggerSkill{
name = "jinjian",
mute = true,
events = {fk.DamageCaused, 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)
if event == fk.DamageCaused then
return player:getMark("@@jinjian_plus-turn") > 0 or player.room:askForSkillInvoke(player, self.name, nil, "#jinjian1-invoke::"..data.to.id)
else
return player:getMark("@@jinjian_minus-turn") > 0 or player.room:askForSkillInvoke(player, self.name, nil, "#jinjian2-invoke")
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke(self.name)
if event == fk.DamageCaused then
if player:getMark("@@jinjian_plus-turn") > 0 then
room:notifySkillInvoked(player, self.name, "negative")
room:setPlayerMark(player, "@@jinjian_plus-turn", 0)
data.damage = data.damage - 1
else
room:notifySkillInvoked(player, self.name, "offensive")
room:setPlayerMark(player, "@@jinjian_plus-turn", 1)
data.damage = data.damage + 1
end
else
if player:getMark("@@jinjian_minus-turn") > 0 then
room:notifySkillInvoked(player, self.name, "negative")
room:setPlayerMark(player, "@@jinjian_minus-turn", 0)
data.damage = data.damage + 1
else
room:notifySkillInvoked(player, self.name, "defensive")
room:setPlayerMark(player, "@@jinjian_minus-turn", 1)
data.damage = data.damage - 1
end
end
end,
}
luotong:addSkill(renzheng)
luotong:addSkill(jinjian)
Fk:loadTranslationTable{
["ty__luotong"] = "骆统",
["#ty__luotong"] = "蹇谔匪躬",
["illustrator:ty__luotong"] = "匠人绘",
["renzheng"] = "仁政", --这两个烂大街的技能名大概率撞车叭……
[":renzheng"] = "锁定技,当有伤害被减少或防止后,你摸两张牌。",
["jinjian"] = "进谏",
[":jinjian"] = "当你造成伤害时,你可令此伤害+1,若如此做,你此回合下次造成的伤害-1且不能发动〖进谏〗;当你受到伤害时,你可令此伤害-1,"..
"若如此做,你此回合下次受到的伤害+1且不能发动〖进谏〗。",
["#jinjian1-invoke"] = "进谏:你可以令对 %dest 造成的伤害+1",
["#jinjian2-invoke"] = "进谏:你可以令受到的伤害-1",
["@@jinjian_plus-turn"] = "进谏+",
["@@jinjian_minus-turn"] = "进谏-",
["$renzheng1"] = "仁政如水,可润万物。",
["$renzheng2"] = "为官一任,当造福一方。",
["$jinjian1"] = "臣代天子牧民,闻苛自当谏之。",
["$jinjian2"] = "为将者死战,为臣者死谏!",
["~ty__luotong"] = "而立之年,奈何早逝。",
}
local wangchang = General(extension, "ty__wangchang", "wei", 3)
local ty__kaiji = fk.CreateActiveSkill{
name = "ty__kaiji",
anim_type = "switch",
switch_skill_name = "ty__kaiji",
min_card_num = function ()
if Self:getSwitchSkillState("ty__kaiji", false) == fk.SwitchYang then
return 0
else
return 1
end
end,
max_card_num = function ()
if Self:getSwitchSkillState("ty__kaiji", false) == fk.SwitchYang then
return 0
else
return Self.maxHp
end
end,
target_num = 0,
prompt = function ()
return "#ty__kaiji-"..Self:getSwitchSkillState("ty__kaiji", false, true)..":::"..Self.maxHp
end,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end,
card_filter = function(self, to_select, selected)
if Self:getSwitchSkillState(self.name, false) == fk.SwitchYang then
return false
else
return #selected < Self.maxHp and not Self:prohibitDiscard(to_select)
end
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
if player:getSwitchSkillState(self.name, true) == fk.SwitchYang then
player:drawCards(player.maxHp, self.name)
else
room:throwCard(effect.cards, self.name, player, player)
end
end,
}
local pingxi = fk.CreateTriggerSkill{
name = "pingxi",
anim_type = "control",
events = {fk.EventPhaseEnd},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Finish and
#player.room.logic:getEventsOfScope(GameEvent.MoveCards, 1, function(e)
for _, move in ipairs(e.data) do
if move.moveReason == fk.ReasonDiscard and move.toArea == Card.DiscardPile then
return true
end
end
end, Player.HistoryTurn) > 0 and
table.find(player.room:getOtherPlayers(player), function(p)
return not p:isNude() or not player:isProhibited(p, Fk:cloneCard("slash"))
end)
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local n = 0
player.room.logic:getEventsOfScope(GameEvent.MoveCards, 1, function(e)
for _, move in ipairs(e.data) do
if move.moveReason == fk.ReasonDiscard and move.toArea == Card.DiscardPile then
n = n + #move.moveInfo
end
end
end, Player.HistoryTurn)
local targets = table.map(table.filter(room:getOtherPlayers(player), function(p)
return not p:isNude() or not player:isProhibited(p, Fk:cloneCard("slash"))
end), Util.IdMapper)
local tos = room:askForChoosePlayers(player, targets, 1, n, "#pingxi-choose:::"..n, self.name, true)
if #tos > 0 then
self.cost_data = {tos = tos}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local tos = self.cost_data.tos
room:sortPlayersByAction(tos)
for _, id in ipairs(tos) do
if player.dead then return end
local p = room:getPlayerById(id)
if not p:isNude() and not p.dead then
local card = room:askForCardChosen(player, p, "he", self.name)
room:throwCard(card, self.name, p, player)
end
end
for _, id in ipairs(tos) do
if player.dead then return end
local p = room:getPlayerById(id)
if not p.dead then
room:useVirtualCard("slash", nil, player, p, self.name, true)
end
end
end,
}
wangchang:addSkill(ty__kaiji)
wangchang:addSkill(pingxi)
Fk:loadTranslationTable{
["ty__wangchang"] = "王昶",
["#ty__wangchang"] = "攥策及江",
["designer:ty__wangchang"] = "韩旭",
["illustrator:ty__wangchang"] = "游漫美绘",
["ty__kaiji"] = "开济",
[":ty__kaiji"] = "转换技,出牌阶段限一次,阳:你可以摸体力上限张数的牌;阴:你可以弃置至多体力上限张数的牌(至少一张)。",
["pingxi"] = "平袭",
[":pingxi"] = "结束阶段,你可以选择至多X名其他角色(X为本回合因弃置而进入弃牌堆的牌数),弃置这些角色各一张牌(无牌则不弃),然后视为对"..
"这些角色各使用一张【杀】。",
["#ty__kaiji-yang"] = "开济:你可以摸%arg张牌",
["#ty__kaiji-yin"] = "开济:你可以弃置至多%arg张牌",
["#pingxi-choose"] = "平袭:你可以选择至多%arg名角色,弃置这些角色各一张牌并视为对这些角色各使用一张【杀】",
["$ty__kaiji1"] = "谋虑渊深,料远若近。",
["$ty__kaiji2"] = "视昧而察,筹不虚运。",
["$pingxi1"] = "地有常险,守无常势。",
["$pingxi2"] = "国有常众,战无常胜。",
["~ty__wangchang"] = "志存开济,人亡政息……",
}
local chengbing = General(extension, "chengbing", "wu", 3)
local jingzao = fk.CreateActiveSkill{
name = "jingzao",
anim_type = "drawcard",
prompt = function ()
return "#jingzao-active:::" + tostring(3 + Self:getMark("jingzao-turn"))
end,
card_num = 0,
target_num = 1,
can_use = function(self, player)
return player:getMark("jingzao-turn") > -3
end,
card_filter = Util.FalseFunc,
target_filter = function(self, to_select, selected, selected_cards)
return #selected == 0 and to_select ~= Self.id and Fk:currentRoom():getPlayerById(to_select):getMark("jingzao-phase") == 0
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
room:setPlayerMark(target, "jingzao-phase", 1)
local n = 3 + player:getMark("jingzao-turn")
if n < 1 then return false end
local cards = room:getNCards(n)
room:moveCards({
ids = cards,
toArea = Card.Processing,
moveReason = fk.ReasonJustMove,
skillName = self.name,
proposer = player.id,
})
local pattern = table.concat(table.map(cards, function(id) return Fk:getCardById(id).trueName end), ",")
if #room:askForDiscard(target, 1, 1, true, self.name, true, pattern, "#jingzao-discard:"..player.id) > 0 then
room:addPlayerMark(player, "jingzao-turn", 1)
room:moveCards({
ids = cards,
toArea = Card.DiscardPile,
moveReason = fk.ReasonJustMove,
skillName = self.name,
})
return
end
local to_get = {}
while #cards > 0 do
local id = table.random(cards)
table.insert(to_get, id)
local name = Fk:getCardById(id).trueName
cards = table.filter(cards, function (id2)
return Fk:getCardById(id2).trueName ~= name
end)
end
room:setPlayerMark(player, "jingzao-turn", player:getMark("jingzao-turn") - #to_get)
room:moveCardTo(to_get, Player.Hand, player, fk.ReasonJustMove, self.name, nil, true, player.id)
end,
}
local enyu = fk.CreateTriggerSkill{
name = "enyu",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.TargetConfirmed},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.from ~= player.id and
(data.card.trueName == "slash" or data.card:isCommonTrick()) and
#player.room.logic:getEventsOfScope(GameEvent.UseCard, 2, function (e)
local use = e.data[1]
return use.card.trueName == data.card.trueName and table.contains(TargetGroup:getRealTargets(use.tos), player.id)
end, Player.HistoryTurn) > 1
end,
on_use = function(self, event, target, player, data)
table.insertIfNeed(data.nullifiedTargets, player.id)
end,
}
chengbing:addSkill(jingzao)
chengbing:addSkill(enyu)
Fk:loadTranslationTable{
["chengbing"] = "程秉",
["#chengbing"] = "通达五经",
["designer:chengbing"] = "韩旭",
["illustrator:chengbing"] = "匠人绘",
["jingzao"] = "经造",
[":jingzao"] = "出牌阶段每名角色限一次,你可以选择一名其他角色并亮出牌堆顶三张牌,然后该角色选择一项:"..
"1.弃置一张与亮出牌同名的牌,然后此技能本回合亮出的牌数+1;"..
"2.令你随机获得这些牌中牌名不同的牌各一张,每获得一张,此技能本回合亮出的牌数-1。",
["enyu"] = "恩遇",
[":enyu"] = "锁定技,当你成为其他角色使用【杀】或普通锦囊牌的目标后,若你本回合已成为过同名牌的目标,此牌对你无效。",
["#jingzao-active"] = "经造:选择一名其他角色,亮出牌堆顶的%arg张卡牌",
["#jingzao-discard"] = "经造:弃置一张同名牌使本回合“经造”亮出牌+1,或点“取消”令%src获得其中不同牌名各一张",
["$jingzao1"] = "闭门绝韦编,造经教世人。",
["$jingzao2"] = "著文成经,可教万世之人。",
["$enyu1"] = "君以国士待我,我必国士报之。",
["$enyu2"] = "吾本乡野腐儒,幸隆君之大恩。",
["~chengbing"] = "著经未成,此憾事也……",
}
local yangbiao = General(extension, "ty__yangbiao", "qun", 3)
local ty__zhaohan = fk.CreateTriggerSkill{
name = "ty__zhaohan",
anim_type = "drawcard",
events = {fk.DrawNCards},
on_use = function(self, event, target, player, data)
data.n = data.n + 2
end,
}
local ty__zhaohan_delay = fk.CreateTriggerSkill{
name = "#ty__zhaohan_delay",
events = {fk.EventPhaseEnd},
mute = true,
can_trigger = function(self, event, target, player, data)
return not player.dead and player:usedSkillTimes(ty__zhaohan.name, Player.HistoryPhase) > 0 and not player:isKongcheng()
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local targets = table.map(table.filter(room.alive_players, function(p)
return p:isKongcheng() end), Util.IdMapper)
if #targets > 0 then
targets = room:askForChoosePlayers(player, targets, 1, 1, "#zhaohan-choose", self.name, true, true)
end
if #targets > 0 then
local cards = player:getCardIds(Player.Hand)
if #cards > 2 then
cards = room:askForCard(player, 2, 2, false, self.name, false, ".", "#zhaohan-give::" .. targets[1])
end
if #cards > 0 then
room:moveCardTo(cards, Player.Hand, room:getPlayerById(targets[1]), fk.ReasonGive, self.name, nil, false, player.id)
end
else
room:askForDiscard(player, 2, 2, false, self.name, false, ".", "#zhaohan-discard")
end
end,
}
local jinjie = fk.CreateTriggerSkill{
name = "jinjie",
anim_type = "support",
events = {fk.EnterDying},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and not target.dead and player:usedSkillTimes(self.name, Player.HistoryRound) < 1
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local choice = room:askForChoice(player, {"draw0", "draw1", "draw2", "draw3", "Cancel"},
self.name, "#jinjie-invoke::"..target.id)
if choice ~= "Cancel" then
room:doIndicate(player.id, {target.id})
self.cost_data = tonumber(string.sub(choice, 5, 5))
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local x = self.cost_data
if x > 0 then
room:drawCards(target, x, self.name)
if player.dead or #player:getCardIds("he") < x or
#room:askForDiscard(player, x, x, true, self.name, true, ".", "#jinjie-discard::"..target.id..":"..tostring(x)) == 0 or
target.dead or not target:isWounded() then return false end
end
room:recover{
who = target,
num = 1,
recoverBy = player,
skillName = self.name
}
end,
}
local jue = fk.CreateTriggerSkill{
name = "jue",
anim_type = "offensive",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and not target.dead and target.phase == Player.Finish and
player:usedSkillTimes(self.name, Player.HistoryRound) < 1 then
local room = player.room
local turn_event = room.logic:getCurrentEvent():findParent(GameEvent.Turn, false)
if turn_event == nil then return false end
local end_id = turn_event.id
local cards = {}
room.logic:getEventsByRule(GameEvent.MoveCards, 1, function (e)
for _, move in ipairs(e.data) do
if move.toArea == Card.DiscardPile and move.moveReason == fk.ReasonDiscard then
for _, info in ipairs(move.moveInfo) do
table.insertIfNeed(cards, info.cardId)
end
end
end
return false
end, end_id)
cards = table.filter(cards, function (id)
return room:getCardArea(id) == Card.DiscardPile
end)
if #cards > 0 then
self.cost_data = #cards
return true
end
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local x = self.cost_data
if target == player then
local targets = room:askForChoosePlayers(player, table.map(room:getOtherPlayers(player, false), Util.IdMapper),
1, 1, "#jue-choose:::" .. tostring(x), self.name, true)
if #targets > 0 then
self.cost_data = {targets[1], x}
return true
end
else
x = math.min(x, target.maxHp)
if room:askForSkillInvoke(player, self.name, nil, "#jue-invoke::" .. target.id .. ":" .. tostring(x)) then
room:doIndicate(player.id, {target.id})
self.cost_data = {target.id, x}
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = room:getPlayerById(self.cost_data[1])
local x = math.min(self.cost_data[2], to.maxHp)
for i = 1, x, 1 do
local cards = {}
for _, name in ipairs({"slash", "dismantlement", "amazing_grace"}) do
local card = Fk:cloneCard(name)
card.skillName = self.name
if player:canUseTo(card, to, {bypass_distances = true, bypass_times = true}) then
table.insert(cards, card)
end
end
if #cards == 0 then break end
local tos = {{to.id}}
local card = table.random(cards)
if card.trueName == "amazing_grace" and not player:isProhibited(player, card) then
table.insert(tos, {player.id})
end
room:useCard{
from = player.id,
tos = tos,
card = card,
extraUse = true
}
if player.dead or to.dead then break end
end
end,
}
ty__zhaohan:addRelatedSkill(ty__zhaohan_delay)
yangbiao:addSkill(ty__zhaohan)
yangbiao:addSkill(jinjie)
yangbiao:addSkill(jue)
Fk:loadTranslationTable{
["ty__yangbiao"] = "杨彪",
["#ty__yangbiao"] = "德彰海内",
["cv:ty__yangbiao"] = "袁国庆",
["illustrator:ty__yangbiao"] = "DH", -- 忧心国事
["ty__zhaohan"] = "昭汉",
[":ty__zhaohan"] = "摸牌阶段,你可以多摸两张牌,然后选择一项:1.交给一名没有手牌的角色两张手牌;2.弃置两张手牌。",
["jinjie"] = "尽节",
[":jinjie"] = "一名角色进入濒死状态时,若你于此轮内未发动过此技能,你可以令其摸0-3张牌,"..
"然后你可以弃置等量的牌令其回复1点体力。",
["jue"] = "举讹",
[":jue"] = "一名角色的结束阶段,若你于此轮内未发动过此技能,你可以视为随机对其使用【过河拆桥】、【杀】或【五谷丰登】共计X次"..
"(X为弃牌堆里于此回合内因弃置而移至此区域的牌数且至多为其体力上限,若其为你,改为你选择一名其他角色)。",
["#ty__zhaohan_delay"] = "昭汉",
["#zhaohan-choose"] = "昭汉:选择一名没有手牌的角色交给其两张手牌,或点“取消”则你弃置两张牌",
["#zhaohan-discard"] = "昭汉:弃置两张手牌",
["#zhaohan-give"] = "昭汉:选择两张手牌交给 %dest",
["draw0"] = "摸零张牌",
["draw3"] = "摸三张牌",
["#jinjie-invoke"] = "你可以发动 尽节,令 %dest 摸0-3张牌,然后你可以弃等量的牌令其回复体力",
["#jinjie-discard"] = "尽节:你可以弃置%arg张手牌,令 %dest 回复1点体力",
["#jue-choose"] = "你可以发动 举讹,选择一名其他角色,视为对其随机使用%arg张牌(【过河拆桥】、【杀】或【五谷丰登】)",
["#jue-invoke"] = "你可以发动 举讹,视为对 %dest 随机使用%arg张牌(【过河拆桥】、【杀】或【五谷丰登】)",
["$ty__zhaohan1"] = "此心昭昭,惟愿汉明。",
["$ty__zhaohan2"] = "天曰昭德!天曰昭汉!",
["$jinjie1"] = "大汉养士百载,今乃奉节之时。",
["$jinjie2"] = "尔等皆忘天地君亲师乎?",
["$jue1"] = "尔等一家之言,难堵天下悠悠之口。",
["$jue2"] = "区区黄门而敛财千万,可诛其九族。",
["~ty__yangbiao"] = "愧无日磾先见之明,犹怀老牛舐犊之爱……",
}
local ruanji = General(extension, "ruanji", "wei", 3)
local zhaowen = fk.CreateViewAsSkill{
name = "zhaowen",
pattern = ".|.|.|.|.|trick|.",
prompt = "#zhaowen",
interaction = function()
local all_names = U.getAllCardNames("t")
local names = U.getViewAsCardNames(Self, "zhaowen", all_names, {}, Self:getTableMark("zhaowen-turn"))
if #names == 0 then return false end
return UI.ComboBox { choices = names, all_choices = all_names }
end,
card_filter = function(self, to_select, selected)
local card = Fk:getCardById(to_select)
return #selected == 0 and card.color == Card.Black and card:getMark("@@zhaowen-turn") > 0
end,
view_as = function(self, cards)
if #cards ~= 1 or not self.interaction.data then return nil end
local card = Fk:cloneCard(self.interaction.data)
card:addSubcard(cards[1])
card.skillName = self.name
return card
end,
before_use = function(self, player, use)
local mark = player:getMark("zhaowen-turn")
if mark == 0 then mark = {} end
table.insert(mark, use.card.trueName)
player.room:setPlayerMark(player, "zhaowen-turn", mark)
end,
enabled_at_play = function(self, player)
return not player:isKongcheng() and player:usedSkillTimes("zhaowen", Player.HistoryTurn) > 0 and
table.find(player:getCardIds("h"), function(id)
return Fk:getCardById(id).color == Card.Black and Fk:getCardById(id):getMark("@@zhaowen-turn") > 0 end)
end,
enabled_at_response = function(self, player, response)
return not response and Fk.currentResponsePattern and Exppattern:Parse(Fk.currentResponsePattern):matchExp(self.pattern) and
not player:isKongcheng() and player:usedSkillTimes("zhaowen", Player.HistoryTurn) > 0 and
table.find(player:getCardIds("h"), function(id)
return Fk:getCardById(id).color == Card.Black and Fk:getCardById(id):getMark("@@zhaowen-turn") > 0 end)
end,
}
local zhaowen_trigger = fk.CreateTriggerSkill{
name = "#zhaowen_trigger",
main_skill = zhaowen,
mute = true,
events = {fk.EventPhaseStart, fk.CardUsing},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(zhaowen) and player.phase == Player.Play then
if event == fk.EventPhaseStart then
return not player:isKongcheng()
else
return data.card.color == Card.Red and not data.card:isVirtual() and data.card:getMark("@@zhaowen-turn") > 0
end
end
end,
on_cost = function(self, event, target, player, data)
if event == fk.EventPhaseStart then
return player.room:askForSkillInvoke(player, "zhaowen", nil, "#zhaowen-invoke")
else
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke("zhaowen")
if event == fk.EventPhaseStart then
room:notifySkillInvoked(player, "zhaowen", "special")
local cards = table.simpleClone(player:getCardIds("h"))
player:showCards(cards)
if not player.dead and not player:isKongcheng() then
room:setPlayerMark(player, "zhaowen-turn", cards)
for _, id in ipairs(cards) do
room:setCardMark(Fk:getCardById(id, true), "@@zhaowen-turn", 1)
end
end
else
room:notifySkillInvoked(player, "zhaowen", "drawcard")
player:drawCards(1, "zhaowen")
end
end,
refresh_events = {fk.AfterCardsMove, fk.Death},
can_refresh = function(self, event, target, player, data)
if event == fk.Death and player ~= target then return end
return player:getMark("zhaowen-turn") ~= 0
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
local mark = player:getMark("zhaowen-turn")
if event == fk.AfterCardsMove then
for _, move in ipairs(data) do
if move.toArea ~= Card.Processing then
for _, info in ipairs(move.moveInfo) do
table.removeOne(mark, info.cardId)
room:setCardMark(Fk:getCardById(info.cardId), "@@zhaowen-turn", 0)
end
end
end
room:setPlayerMark(player, "zhaowen-turn", mark)
elseif event == fk.Death then
for _, id in ipairs(mark) do
room:setCardMark(Fk:getCardById(id), "@@zhaowen-turn", 0)
end
end
end,
}
local jiudun = fk.CreateTriggerSkill{
name = "jiudun",
anim_type = "defensive",
events = {fk.TargetConfirmed},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.card.color == Card.Black and data.from ~= player.id and
(player.drank + player:getMark("@jiudun_drank") == 0 or not player:isKongcheng())
end,
on_cost = function(self, event, target, player, data)
if player.drank + player:getMark("@jiudun_drank") == 0 then
return player.room:askForSkillInvoke(player, self.name, nil, "#jiudun-invoke")
else
local card = player.room:askForDiscard(player, 1, 1, false, self.name, true, ".|.|.|hand", "#jiudun-card:::"..data.card:toLogString(), true)
if #card > 0 then
self.cost_data = card
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if player.drank + player:getMark("@jiudun_drank") == 0 then
player:drawCards(1, self.name)
room:useVirtualCard("analeptic", nil, player, player, self.name, false)
else
room:throwCard(self.cost_data, self.name, player, player)
if data.card.sub_type == Card.SubtypeDelayedTrick then
AimGroup:cancelTarget(data, player.id)
else
table.insertIfNeed(data.nullifiedTargets, player.id)
end
end
end,
}
local jiudun__analepticSkill = fk.CreateActiveSkill{
name = "jiudun__analepticSkill",
prompt = "#analeptic_skill",
max_turn_use_time = 1,
mod_target_filter = function(self, to_select, _, _, card, _)
return not table.find(Fk:currentRoom().alive_players, function(p)
return p.dying
end)
end,
can_use = function(self, player, card, extra_data)
return ((extra_data and (extra_data.bypass_times or extra_data.analepticRecover)) or
self:withinTimesLimit(player, Player.HistoryTurn, card, "analeptic", player))
end,
on_use = function(_, _, use)
if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
use.tos = { { use.from } }
end
if use.extra_data and use.extra_data.analepticRecover then
use.extraUse = true
end
end,
on_effect = function(_, room, effect)
local to = room:getPlayerById(effect.to)
if to.dead then return end
if effect.extra_data and effect.extra_data.analepticRecover then
room:recover({
who = to,
num = 1,
recoverBy = room:getPlayerById(effect.from),
card = effect.card,
})
else
room:addPlayerMark(to, "@jiudun_drank", 1 + ((effect.extra_data or {}).additionalDrank or 0))
end
end,
}
jiudun__analepticSkill.cardSkill = true
Fk:addSkill(jiudun__analepticSkill)
local jiudun_rule = fk.CreateTriggerSkill{
name = "#jiudun_rule",
events = {fk.PreCardEffect},
mute = true,
can_trigger = function(self, event, target, player, data)
return player:hasSkill(jiudun) and data.to == player.id and data.card.trueName == "analeptic" and
not (data.extra_data and data.extra_data.analepticRecover)
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local card = data.card:clone()
local c = table.simpleClone(data.card)
for k, v in pairs(c) do
card[k] = v
end
card.skill = jiudun__analepticSkill
data.card = card
end,
refresh_events = {fk.PreCardUse},
can_refresh = function (self, event, target, player, data)
return player == target and data.card.trueName == "slash" and player:getMark("@jiudun_drank") > 0
end,
on_refresh = function (self, event, target, player, data)
data.additionalDamage = (data.additionalDamage or 0) + player:getMark("@jiudun_drank")
data.extra_data = data.extra_data or {}
data.extra_data.drankBuff = player:getMark("@jiudun_drank")
player.room:setPlayerMark(player, "@jiudun_drank", 0)
end,
}
zhaowen:addRelatedSkill(zhaowen_trigger)
jiudun:addRelatedSkill(jiudun_rule)
ruanji:addSkill(zhaowen)
ruanji:addSkill(jiudun)
Fk:loadTranslationTable{
["ruanji"] = "阮籍",
["#ruanji"] = "命世大贤",
["designer:ruanji"] = "韩旭",
["illustrator:ruanji"] = "匠人绘",
["zhaowen"] = "昭文",
[":zhaowen"] = "出牌阶段开始时,你可以展示所有手牌。若如此做,本回合其中的黑色牌可以当任意一张普通锦囊牌使用(每回合每种牌名限一次),"..
"其中的红色牌你使用时摸一张牌。",
["jiudun"] = "酒遁",
[":jiudun"] = "以使用方法①使用的【酒】对你的作用效果改为:目标角色使用的下一张[杀]的伤害值基数+1。"..
"当你成为其他角色使用黑色牌的目标后,若你未处于【酒】状态,你可以摸一张牌并视为使用一张【酒】;"..
"若你处于【酒】状态,你可以弃置一张手牌令此牌对你无效。",
["#zhaowen"] = "昭文:将一张黑色“昭文”牌当任意普通锦囊牌使用(每回合每种牌名限一次)",
["#zhaowen_trigger"] = "昭文",
["#zhaowen-invoke"] = "昭文:你可以展示手牌,本回合其中黑色牌可以当任意锦囊牌使用,红色牌使用时摸一张牌",
["@@zhaowen-turn"] = "昭文",
["#jiudun-invoke"] = "酒遁:你可以摸一张牌,视为使用【酒】",
["#jiudun-card"] = "酒遁:你可以弃置一张手牌,令%arg对你无效",
["#jiudun_rule"] = "酒遁",
["@jiudun_drank"] = "酒",
["$zhaowen1"] = "我辈昭昭,正始之音浩荡。",
["$zhaowen2"] = "正文之昭,微言之绪,绝而复续。",
["$jiudun1"] = "籍不胜酒力,恐失言失仪。",
["$jiudun2"] = "秋月春风正好,不如大醉归去。",
["~ruanji"] = "诸君,欲与我同醉否?",
}
local cuiyanmaojie = General(extension, "ty__cuiyanmaojie", "wei", 3)
local ty__zhengbi = fk.CreateTriggerSkill{
name = "ty__zhengbi",
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.Play and #player.room.alive_players > 0
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local success, dat = room:askForUseActiveSkill(player, "ex__choose_skill", "#ty__zhengbi-choose", true, {
targets = table.map(room:getOtherPlayers(player), Util.IdMapper),
min_c_num = 0,
max_c_num = 1,
min_t_num = 1,
max_t_num = 1,
pattern = ".|.|.|.|.|basic",
skillName = self.name,
}, false)
if success and dat then
if #dat.cards > 0 then
self.cost_data = {tos = dat.targets, cards = dat.cards}
else
self.cost_data = {tos = dat.targets}
end
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = room:getPlayerById(self.cost_data.tos[1])
if self.cost_data.cards then
room:moveCardTo(self.cost_data.cards, Card.PlayerHand, to, fk.ReasonGive, self.name, nil, true, player.id)
if player.dead or to.dead or to:isNude() then return end
local cards = to:getCardIds("he")
if #cards > 1 then
local choices = {}
local num = #table.filter(to:getCardIds(Player.Hand), function(id)
return Fk:getCardById(id).type == Card.TypeBasic end)
if num > 1 then
table.insert(choices, "zhengbi__basic-back:"..player.id)
end
if #to:getCardIds("he") - num > 0 then
table.insert(choices, "zhengbi__nobasic-back:"..player.id)
end
if #choices == 0 then return end
local choice = room:askForChoice(to, choices, self.name)
if choice:startsWith("zhengbi__basic-back") then
cards = room:askForCard(to, 2, 2, false, self.name, false, ".|.|.|.|.|basic", "#ld__zhengbi-give1:"..player.id)
else
cards = room:askForCard(to, 1, 1, true, self.name, false, ".|.|.|.|.|^basic", "#ld__zhengbi-give2:"..player.id)
end
end
room:moveCardTo(cards, Card.PlayerHand, player, fk.ReasonGive, self.name, nil, true, to.id)
else
room:setPlayerMark(player, "ty__zhengbi-phase", to.id)
end
end,
}
local ty__zhengbi_delay = fk.CreateTriggerSkill{
name = "#ty__zhengbi_delay",
mute = true,
events = {fk.EventPhaseEnd},
can_trigger = function(self, event, target, player, data)
if target == player and player.phase == Player.Play and player:getMark("ty__zhengbi-phase") ~= 0 then
local room = player.room
local p = room:getPlayerById(player:getMark("ty__zhengbi-phase"))
if p.dead or p:isNude() then return end
return #room.logic:getEventsOfScope(GameEvent.MoveCards, 1, function(e)
for _, move in ipairs(e.data) do
return move.to == p.id and move.toArea == Card.PlayerHand
end
end, Player.HistoryPhase) > 0
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke("ty__zhengbi")
room:notifySkillInvoked(player, "ty__zhengbi", "control")
local to = room:getPlayerById(player:getMark("ty__zhengbi-phase"))
room:doIndicate(player.id, {to.id})
local cards = U.askforCardsChosenFromAreas(player, to, "he", self.name, nil, nil, false)
room:moveCardTo(cards, Card.PlayerHand, player, fk.ReasonPrey, self.name, nil, true, player.id)
end,
}
local ty__fengying = fk.CreateActiveSkill{
name = "ty__fengying",
anim_type = "special",
frequency = Skill.Limited,
card_num = 0,
target_num = 0,
prompt = function(self, card)
return "#ty__fengying"
end,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryGame) == 0 and
table.find(player:getCardIds("h"), function(id)
return not player:prohibitDiscard(Fk:getCardById(id))
end)
end,
card_filter = Util.FalseFunc,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
player:throwAllCards("h")
if not player.dead then
player:gainAnExtraTurn(true, self.name)
end
end,
}
local ty__fengying_delay = fk.CreateTriggerSkill{
name = "#ty__fengying_delay",
mute = true,
events = {fk.TurnStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:insideExtraTurn() and player:getCurrentExtraTurnReason() == "ty__fengying" and
player:getHandcardNum() < player.maxHp and
table.every(player.room.alive_players, function (p)
return p.hp >= player.hp
end)
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
player:drawCards(player.maxHp - player:getHandcardNum(), "ty__fengying")
end,
}
ty__zhengbi:addRelatedSkill(ty__zhengbi_delay)
ty__fengying:addRelatedSkill(ty__fengying_delay)
cuiyanmaojie:addSkill(ty__zhengbi)
cuiyanmaojie:addSkill(ty__fengying)
Fk:loadTranslationTable{
["ty__cuiyanmaojie"] = "崔琰毛玠",
["#ty__cuiyanmaojie"] = "日出月盛",
["illustrator:ty__cuiyanmaojie"] = "罔両",
["~ty__cuiyanmaojie"] = "为世所痛惜,冤哉!",
["ty__zhengbi"] = "征辟",
[":ty__zhengbi"] = "出牌阶段开始时,你可以选择一名其他角色并选择一项:1.此阶段结束时,若其此阶段获得过手牌,你获得其一张手牌和装备区内"..
"一张牌;2.交给其一张基本牌,然后其交给你一张非基本牌或两张基本牌。",
["ty__fengying"] = "奉迎",
[":ty__fengying"] = "限定技,出牌阶段,你可以弃置所有手牌,若如此做,此回合结束后,你执行一个额外回合,此额外回合开始时,若你的体力值"..
"全场最少,你将手牌摸至体力上限。",
["#ty__zhengbi-choose"] = "征辟:选择一名角色<br>点“确定”,若其此阶段获得手牌,此阶段结束时你获得其牌;<br>"..
"选一张基本牌点“确定”,将此牌交给其,然后其交给你一张非基本牌或两张基本牌。",
["#ty__zhengbi_delay"] = "征辟",
["#ty__fengying"] = "奉迎:你可以弃置所有手牌,此回合结束后执行一个额外回合!",
["#ty__fengying_delay"] = "奉迎",
["$ty__zhengbi1"] = "跅弛之士,在御之而已。",
["$ty__zhengbi2"] = "内不避亲,外不避仇。",
["$ty__fengying1"] = "二臣恭奉,以迎皇嗣。",
["$ty__fengying2"] = "奉旨典选,以迎忠良。",
}
--钟灵毓秀:董贵人 滕芳兰 张瑾云 周不疑 许靖 关樾 诸葛京
local dongguiren = General(extension, "dongguiren", "qun", 3, 3, General.Female)
local lianzhi = fk.CreateTriggerSkill{
name = "lianzhi",
anim_type = "special",
events = {fk.GameStart, fk.Deathed},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if event == fk.GameStart then
return true
else
return player:getMark(self.name) == target.id
end
end
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local targets = table.map(room:getOtherPlayers(player), Util.IdMapper)
if event == fk.GameStart then
local to = room:askForChoosePlayers(player, targets, 1, 1, "#lianzhi-choose", self.name, false, true)
if #to > 0 then
to = room:getPlayerById(to[1])
else
to = room:getPlayerById(table.random(targets))
end
room:setPlayerMark(player, self.name, to.id)
else
local to = room:askForChoosePlayers(player, targets, 1, 1, "#lianzhi2-choose", self.name, true)
if #to > 0 then
to = room:getPlayerById(to[1])
room:handleAddLoseSkills(player, "shouze", nil, true, false)
room:handleAddLoseSkills(to, "shouze", nil, true, false)
room:addPlayerMark(to, "@dongguiren_jiao", math.max(player:getMark("@dongguiren_jiao"), 1))
end
end
end,
}
local lianzhi_trigger = fk.CreateTriggerSkill{
name = "#lianzhi_trigger",
mute = true,
events = {fk.EnterDying},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(lianzhi) and player:getMark("lianzhi") ~= 0 and
not player.room:getPlayerById(player:getMark("lianzhi")).dead and player:usedSkillTimes(self.name, Player.HistoryTurn) == 0
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke("lianzhi")
room:notifySkillInvoked(player, "lianzhi", "support")
local lianzhi_id = player:getMark("lianzhi")
local to = room:getPlayerById(lianzhi_id)
if player:getMark("@lianzhi") == 0 then
room:setPlayerMark(player, "@lianzhi", to.general)
end
room:doIndicate(player.id, {lianzhi_id})
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = "lianzhi"
})
if not player.dead then
player:drawCards(1, "lianzhi")
end
if not to.dead then
to:drawCards(1, "lianzhi")
end
end,
}
local lingfang = fk.CreateTriggerSkill{
name = "lingfang",
anim_type = "special",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart, fk.CardUseFinished},
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self) then return false end
if event == fk.EventPhaseStart then
return player == target and player.phase == Player.Start
elseif event == fk.CardUseFinished then
if data.card.color == Card.Black and data.tos then
if target == player then
return table.find(TargetGroup:getRealTargets(data.tos), function(id) return id ~= player.id end)
else
return table.contains(TargetGroup:getRealTargets(data.tos), player.id)
end
end
end
end,
on_use = function(self, event, target, player, data)
player.room:addPlayerMark(player, "@dongguiren_jiao", 1)
end,
}
local fengying = fk.CreateViewAsSkill{
name = "fengying",
anim_type = "special",
pattern = ".",
prompt = "#fengying",
interaction = function()
local all_names, names = Self:getTableMark("@$fengying"), {}
for _, name in ipairs(all_names) do
local to_use = Fk:cloneCard(name)
to_use.skillName = "fengying"
if ((Fk.currentResponsePattern == nil and to_use.skill:canUse(Self, to_use) and not Self:prohibitUse(to_use)) or
(Fk.currentResponsePattern and Exppattern:Parse(Fk.currentResponsePattern):match(to_use))) then
table.insertIfNeed(names, name)
end
end
if #names == 0 then return end
return UI.ComboBox {choices = names}
end,
card_filter = function(self, to_select, selected)
return #selected == 0 and Fk:getCardById(to_select).number <= Self:getMark("@dongguiren_jiao") and
Fk:currentRoom():getCardArea(to_select) ~= Card.PlayerEquip
end,
view_as = function(self, cards)
if #cards ~= 1 or not self.interaction.data then return end
local card = Fk:cloneCard(self.interaction.data)
card:addSubcard(cards[1])
card.skillName = self.name
return card
end,
enabled_at_play = function(self, player)
local names = player:getMark("@$fengying")
if player:getMark("@dongguiren_jiao") == 0 or type(names) ~= "table" then return false end
for _, name in ipairs(names) do
local to_use = Fk:cloneCard(name)
to_use.skillName = self.name
if to_use.skill:canUse(player, to_use) and not player:prohibitUse(to_use) then
return true
end
end
end,
enabled_at_response = function(self, player, response)
if response then return false end
local names = player:getMark("@$fengying")
if player:getMark("@dongguiren_jiao") == 0 or type(names) ~= "table" then return false end
for _, name in ipairs(names) do
local to_use = Fk:cloneCard(name)
to_use.skillName = self.name
if (Fk.currentResponsePattern and Exppattern:Parse(Fk.currentResponsePattern):match(to_use)) then
return true
end
end
end,
before_use = function(self, player, useData)
useData.extraUse = true
local names = player:getTableMark("@$fengying")
if table.removeOne(names, useData.card.name) then
player.room:setPlayerMark(player, "@$fengying", names)
end
end,
}
local fengying_trigger = fk.CreateTriggerSkill{
name = "#fengying_trigger",
events = {fk.TurnStart},
mute = true,
can_trigger = function(self, event, target, player, data)
return player:hasSkill(fengying)
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local names = {}
for _, id in ipairs(room.discard_pile) do
local card = Fk:getCardById(id)
if card.color == Card.Black and (card.type == Card.TypeBasic or card:isCommonTrick()) then
table.insertIfNeed(names, card.name)
end
end
room:setPlayerMark(player, "@$fengying", #names > 0 and names or 0)
end,
refresh_events = {fk.EventLoseSkill},
can_refresh = function(self, event, target, player, data)
return player == target and data == fengying
end,
on_refresh = function(self, event, target, player, data)
player.room:setPlayerMark(player, "@$fengying", 0)
end,
}
local fengying_targetmod = fk.CreateTargetModSkill{
name = "#fengying_targetmod",
bypass_distances = function(self, player, skill, card, to)
return card and table.contains(card.skillNames, "fengying")
end,
bypass_times = function(self, player, skill, scope, card)
return card and table.contains(card.skillNames, "fengying")
end,
}
local shouze = fk.CreateTriggerSkill{
name = "shouze",
anim_type = "negative",
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.Finish and player:getMark("@dongguiren_jiao") > 0
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:removePlayerMark(player, "@dongguiren_jiao", 1)
local card = room:getCardsFromPileByRule(".|.|spade,club", 1, "discardPile")
if #card > 0 then
room:moveCards({
ids = card,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonJustMove,
proposer = player.id,
skillName = self.name,
})
end
room:loseHp(player, 1, self.name)
end,
}
lianzhi:addRelatedSkill(lianzhi_trigger)
fengying:addRelatedSkill(fengying_trigger)
fengying:addRelatedSkill(fengying_targetmod)
dongguiren:addSkill(lianzhi)
dongguiren:addSkill(lingfang)
dongguiren:addSkill(fengying)
dongguiren:addRelatedSkill(shouze)
Fk:loadTranslationTable{
["dongguiren"] = "董贵人",
["#dongguiren"] = "衣雪宫柳",
["designer:dongguiren"] = "韩旭",
["illustrator:dongguiren"] = "君桓文化",
["lianzhi"] = "连枝",
[":lianzhi"] = "游戏开始时,你选择一名其他角色。每回合限一次,当你进入濒死状态时,若该角色没有死亡,你回复1点体力且与其各摸一张牌。"..
"该角色死亡时,你可以选择一名其他角色,你与其获得〖受责〗,其获得与你等量的“绞”标记(至少1个)。",
["lingfang"] = "凌芳",
[":lingfang"] = "锁定技,准备阶段或当其他角色对你使用或你对其他角色使用的黑色牌结算后,你获得一枚“绞”标记。",
["fengying"] = "风影",
["#fengying_trigger"] = "风影",
[":fengying"] = "一名角色的回合开始时,你记录弃牌堆中的黑色基本牌和黑色普通锦囊牌牌名。"..
"你可以将一张点数不大于“绞”标记数的手牌当一张记录的本回合未以此法使用过的牌使用(无距离和次数限制)。",
["shouze"] = "受责",
[":shouze"] = "锁定技,结束阶段,你弃置一枚“绞”,然后随机获得弃牌堆一张黑色牌并失去1点体力。",
["@lianzhi"] = "连枝",
["#lianzhi-choose"] = "连枝:选择一名角色成为“连枝”角色",
["#lianzhi2-choose"] = "连枝:你可以选择一名角色,你与其获得技能〖受责〗",
["@dongguiren_jiao"] = "绞",
["@$fengying"] = "风影",
["#fengying"] = "发动风影,将一张点数不大于绞标记数的手牌当一张记录的牌使用",
["$lianzhi1"] = "刘董同气连枝,一损则俱损。",
["$lianzhi2"] = "妾虽女流,然亦有忠侍陛下之心。",
["$lingfang1"] = "曹贼欲加之罪,何患无据可言。",
["$lingfang2"] = "花落水自流,何须怨东风。",
["$fengying1"] = "可怜东篱寒累树,孤影落秋风。",
["$fengying2"] = "西风落,西风落,宫墙不堪破。",
["~dongguiren"] = "陛下乃大汉皇帝,不可言乞。",
}
local tengfanglan = General(extension, "ty__tengfanglan", "wu", 3, 3, General.Female)
local ty__luochong = fk.CreateTriggerSkill{
name = "ty__luochong",
anim_type = "control",
events = {fk.RoundStart},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and player:getMark(self.name) < 4 and
not table.every(player.room.alive_players, function (p) return p:isAllNude() end)
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local total = 4 - player:getMark(self.name)
local n = total
local to, targets, cards
local luochong_map = {}
repeat
targets = table.map(table.filter(room.alive_players, function(p)
return not p:isAllNude() end), Util.IdMapper)
if #targets == 0 then break end
targets = room:askForChoosePlayers(player, targets, 1, 1,
"#ty__luochong-choose:::"..tostring(total)..":"..tostring(n), self.name, true)
if #targets == 0 then break end
to = room:getPlayerById(targets[1])
cards = room:askForCardsChosen(player, to, 1, n, "hej", self.name)
room:throwCard(cards, self.name, to, player)
luochong_map[to.id] = luochong_map[to.id] or 0
luochong_map[to.id] = luochong_map[to.id] + #cards
n = n - #cards
if n <= 0 then break end
until total == 0 or player.dead
for _, value in pairs(luochong_map) do
if value > 2 then
room:addPlayerMark(player, self.name, 1)
break
end
end
end,
refresh_events = {fk.EventLoseSkill},
can_refresh = function(self, event, target, player, data)
return player == target and data == self
end,
on_refresh = function(self, event, target, player, data)
player.room:setPlayerMark(player, self.name, 0)
end,
}
local ty__aichen = fk.CreateTriggerSkill{
name = "ty__aichen",
mute = true,
frequency = Skill.Compulsory,
events = {fk.AfterCardsMove, fk.EventPhaseChanging, fk.TargetConfirmed},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if event == fk.AfterCardsMove and #player.room.draw_pile > 80 and player:usedSkillTimes(self.name, Player.HistoryRound) == 0 then
for _, move in ipairs(data) do
if move.skillName == "ty__luochong" and move.from == player.id then
return true
end
end
elseif event == fk.EventPhaseChanging and #player.room.draw_pile > 40 then
return target == player and data.to == Player.Discard
elseif event == fk.TargetConfirmed and #player.room.draw_pile < 40 then
return target == player and data.card.type ~= Card.TypeEquip and data.card.suit == Card.Spade
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.AfterCardsMove then
player:broadcastSkillInvoke(self.name, 1)
room:notifySkillInvoked(player, self.name, "drawcard")
player:drawCards(2, self.name)
elseif event == fk.EventPhaseChanging then
player:broadcastSkillInvoke(self.name, 1)
room:notifySkillInvoked(player, self.name, "defensive")
return true
elseif event == fk.TargetConfirmed then
player:broadcastSkillInvoke(self.name, 2)
room:notifySkillInvoked(player, self.name, "negative")
data.disresponsiveList = data.disresponsiveList or {}
table.insertIfNeed(data.disresponsiveList, player.id)
end
end,
}
tengfanglan:addSkill(ty__luochong)
tengfanglan:addSkill(ty__aichen)
Fk:loadTranslationTable{
["ty__tengfanglan"] = "滕芳兰",
["#ty__tengfanglan"] = "铃兰零落",
["designer:ty__tengfanglan"] = "步穗",
["illustrator:ty__tengfanglan"] = "鬼画府",
["ty__luochong"] = "落宠",
[":ty__luochong"] = "每轮开始时,你可以弃置任意名角色区域内共计至多4张牌,若你一次性弃置了一名角色区域内至少3张牌,〖落宠〗弃置牌数-1。",
["ty__aichen"] = "哀尘",
[":ty__aichen"] = "锁定技,若剩余牌堆数大于80,当你发动〖落宠〗弃置自己区域内的牌后,你摸两张牌;"..
"若剩余牌堆数大于40,你跳过弃牌阶段;若剩余牌堆数小于40,当你成为♠牌的目标后,你不能响应此牌。",
["#ty__luochong-choose"] = "落宠:你可以依次选择角色,弃置其区域内的牌(共计至多%arg张,还剩%arg2张)",
["$ty__luochong1"] = "陛下独宠她人,奈何雨露不均。",
["$ty__luochong2"] = "妾贵于佳丽,然宠不及三千。",
["$ty__aichen1"] = "君可负妾,然妾不负君。",
["$ty__aichen2"] = "所思所想,皆系陛下。",
["~ty__tengfanglan"] = "今生缘尽,来世两宽……",
}
local zhangjinyun = General(extension, "zhangjinyun", "shu", 3, 3, General.Female)
local huizhi = fk.CreateTriggerSkill{
name = "huizhi",
anim_type = "drawcard",
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_cost = function(self, event, target, player, data)
local discard_data = {
num = 999,
min_num = 0,
include_equip = false,
skillName = self.name,
pattern = ".",
}
local success, ret = player.room:askForUseActiveSkill(player, "discard_skill", "#huizhi-invoke", true, discard_data)
if success then
self.cost_data = ret.cards
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if #self.cost_data > 0 then
room:throwCard(self.cost_data, self.name, player, player)
end
if player.dead then return end
local n = 0
for _, p in ipairs(room.alive_players) do
n = math.max(n, p:getHandcardNum())
end
room:drawCards(player, math.max(math.min(n - player:getHandcardNum(), 5), 1), self.name)
end,
}
local jijiao = fk.CreateActiveSkill{
name = "jijiao",
prompt = "#jijiao-active",
anim_type = "support",
card_num = 0,
target_num = 1,
frequency = Skill.Limited,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
card_filter = Util.FalseFunc,
target_filter = function(self, to_select, selected, selected_cards)
return #selected == 0
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
local ids = {}
local discard_pile = table.simpleClone(room.discard_pile)
local logic = room.logic
local events = logic.event_recorder[GameEvent.MoveCards] or Util.DummyTable
for i = #events, 1, -1 do
local e = events[i]
local move_by_use = false
local parentUseEvent = e:findParent(GameEvent.UseCard)
if parentUseEvent then
local use = parentUseEvent.data[1]
if use.from == effect.from then
move_by_use = true
end
end
for _, move in ipairs(e.data) do
for _, info in ipairs(move.moveInfo) do
local id = info.cardId
if table.removeOne(discard_pile, id) and Fk:getCardById(id):isCommonTrick() then
if move.toArea == Card.DiscardPile then
if move.moveReason == fk.ReasonUse and move_by_use then
table.insert(ids, id)
elseif move.moveReason == fk.ReasonDiscard and move.from == player.id then
if info.fromArea == Card.PlayerHand or info.fromArea == Card.PlayerEquip then
table.insert(ids, id)
end
end
end
end
end
end
if #discard_pile == 0 then break end
end
if #ids > 0 then
room:obtainCard(target.id, ids, false, fk.ReasonJustMove, target.id, self.name, "@@jijiao-inhand")
end
end,
}
local jijiao_delay = fk.CreateTriggerSkill{
name = "#jijiao_delay",
anim_type = "special",
events = {fk.TurnEnd},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(jijiao, true) and player:usedSkillTimes("jijiao", Player.HistoryGame) > 0 then
if player:getMark("jijiao-turn") > 0 then return true end
local logic = player.room.logic
local deathevents = logic.event_recorder[GameEvent.Death] or Util.DummyTable
local turnevents = logic.event_recorder[GameEvent.Turn] or Util.DummyTable
return #deathevents > 0 and #turnevents > 0 and deathevents[#deathevents].id > turnevents[#turnevents].id
end
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
player:setSkillUseHistory("jijiao", 0, Player.HistoryGame)
end,
refresh_events = {fk.AfterDrawPileShuffle, fk.PreCardUse},
can_refresh = function(self, event, target, player, data)
if event == fk.PreCardUse then
return player == target and not data.card:isVirtual() and data.card:getMark("@@jijiao-inhand") > 0
else
return player:getMark("jijiao-turn") == 0
end
end,
on_refresh = function(self, event, target, player, data)
if event == fk.PreCardUse then
data.unoffsetableList = table.map(player.room.alive_players, Util.IdMapper)
else
player.room:setPlayerMark(player, "jijiao-turn", 1)
end
end,
}
jijiao:addRelatedSkill(jijiao_delay)
zhangjinyun:addSkill(huizhi)
zhangjinyun:addSkill(jijiao)
Fk:loadTranslationTable{
["zhangjinyun"] = "张瑾云",
["#zhangjinyun"] = "慧秀淑德",
["designer:zhangjinyun"] = "韩旭",
["illustrator:zhangjinyun"] = "匠人绘",
["huizhi"] = "蕙质",
[":huizhi"] = "准备阶段,你可以弃置任意张手牌(可不弃),然后将手牌摸至与全场手牌最多的角色相同(至少摸一张,最多摸五张)。",
["jijiao"] = "继椒",
[":jijiao"] = "限定技,出牌阶段,你可以令一名角色获得弃牌堆中本局游戏你使用和弃置的所有普通锦囊牌,这些牌不能被抵消。"..
"每回合结束后,若此回合内牌堆洗过牌或有角色死亡,复原此技能。",
["#huizhi-invoke"] = "蕙质:你可以弃置任意张手牌,然后将手牌摸至与全场手牌最多的角色相同(最多摸五张)",
["#jijiao-active"] = "发动 继椒,令一名角色获得弃牌堆中你使用或弃置的所有普通锦囊牌",
["#jijiao_delay"] = "继椒",
["@@jijiao-inhand"] = "继椒",
["$huizhi1"] = "妾有一席幽梦,予君三千暗香。",
["$huizhi2"] = "我有玲珑之心,其情唯衷陛下。",
["$jijiao1"] = "哀吾姊早逝,幸陛下垂怜。",
["$jijiao2"] = "居椒之殊荣,妾得之惶恐。",
["~zhangjinyun"] = "陛下,妾身来陪你了……",
}
local zhoubuyi = General(extension, "zhoubuyi", "wei", 3)
local shijiz = fk.CreateTriggerSkill{
name = "shijiz",
anim_type = "support",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and target.phase == Player.Finish and not target:isNude() then
return #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)
local room = player.room
local mark = player:getMark("shijiz_names")
if type(mark) ~= "table" then
mark = U.getAllCardNames("t")
room:setPlayerMark(player, "shijiz_names", mark)
end
local used = player:getTableMark("@$shijiz-round")
local all_names, names = {}, {}
for _, name in ipairs(mark) do
local card = Fk:cloneCard(name)
card.skillName = self.name
if target:canUse(card) and not target:prohibitUse(card) then
table.insert(all_names, name)
if not table.contains(used, name) then
table.insert(names, name)
end
end
end
local choices = U.askForChooseCardNames(room, player, names, 1, 1, self.name, "#shijiz-invoke::"..target.id, all_names, true)
if #choices == 1 then
self.cost_data = {tos = {target.id}, choice = choices[1]}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local cardName = self.cost_data.choice
room:addTableMark(player, "@$shijiz-round", cardName)
local success, dat = room:askForUseActiveSkill(target, "shijiz_viewas", "#shijiz-use:::"..cardName, true,
{shijiz_name = cardName})
if dat then
local card = Fk:cloneCard(cardName)
card:addSubcards(dat.cards)
card.skillName = self.name
room:useCard{
from = target.id,
tos = table.map(dat.targets, function(p) return {p} end),
card = card,
}
end
end,
}
local shijiz_viewas = fk.CreateViewAsSkill{
name = "shijiz_viewas",
card_filter = function(self, to_select, selected)
return #selected == 0
end,
view_as = function(self, cards)
if #cards ~= 1 then return end
local card = Fk:cloneCard(self.shijiz_name)
card:addSubcard(cards[1])
card.skillName = "shijiz"
return card
end,
}
local shijiz_prohibit = fk.CreateProhibitSkill{
name = "#shijiz_prohibit",
is_prohibited = function(self, from, to, card)
return card and from == to and table.contains(card.skillNames, "shijiz")
end,
}
local silun = fk.CreateTriggerSkill{
name = "silun",
anim_type = "masochism",
events = {fk.EventPhaseStart, fk.Damaged},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) then
if event == fk.EventPhaseStart then
return player.phase == Player.Start
else
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:drawCards(4, self.name)
for i = 1, 4, 1 do
if player.dead or player:isNude() then return end
local _, dat = room:askForUseActiveSkill(player, "silun_active", "#silun-card:::" .. tostring(i), false)
local card_id = dat and dat.cards[1] or player:getCardIds("he")[1]
local choice = dat and dat.interaction or "Top"
local reset_self = room:getCardArea(card_id) == Card.PlayerEquip
if choice == "Field" then
local to = room:getPlayerById(dat.targets[1])
local card = Fk:getCardById(card_id)
if card.type == Card.TypeEquip then
room:moveCardTo(card, Card.PlayerEquip, to, fk.ReasonPut, "silun", "", true, player.id)
if not to.dead then
to:reset()
end
elseif card.sub_type == Card.SubtypeDelayedTrick then
-- FIXME : deal with visual DelayedTrick
room:moveCardTo(card, Card.PlayerJudge, to, fk.ReasonPut, "silun", "", true, player.id)
end
else
local drawPilePosition = 1
if choice == "Bottom" then
drawPilePosition = -1
end
room:moveCards({
ids = {card_id},
from = player.id,
toArea = Card.DrawPile,
moveReason = fk.ReasonPut,
skillName = "silun",
drawPilePosition = drawPilePosition,
moveVisible = true
})
end
if reset_self and not player.dead then
player:reset()
end
end
end,
}
local silun_active = fk.CreateActiveSkill{
name = "silun_active",
mute = true,
card_num = 1,
max_target_num = 1,
interaction = function()
return UI.ComboBox {choices = {"Field", "Top", "Bottom"}}
end,
card_filter = function(self, to_select, selected, targets)
if #selected == 0 then
if self.interaction.data == "Field" then
local card = Fk:getCardById(to_select)
return card.type == Card.TypeEquip or card.sub_type == Card.SubtypeDelayedTrick
end
return true
end
end,
target_filter = function(self, to_select, selected, selected_cards)
if #selected == 0 and self.interaction.data == "Field" and #selected_cards == 1 then
local card = Fk:getCardById(selected_cards[1])
local target = Fk:currentRoom():getPlayerById(to_select)
if card.type == Card.TypeEquip then
return target:hasEmptyEquipSlot(card.sub_type)
elseif card.sub_type == Card.SubtypeDelayedTrick then
return not target:isProhibited(target, card)
end
end
return false
end,
feasible = function(self, selected, selected_cards)
if #selected_cards == 1 then
if self.interaction.data == "Field" then
return #selected == 1
else
return true
end
end
end,
}
Fk:addSkill(shijiz_viewas)
shijiz:addRelatedSkill(shijiz_prohibit)
Fk:addSkill(silun_active)
zhoubuyi:addSkill(shijiz)
zhoubuyi:addSkill(silun)
Fk:loadTranslationTable{
["zhoubuyi"] = "周不疑",
["#zhoubuyi"] = "幼有异才",
["designer:zhoubuyi"] = "拔都沙皇",
["illustrator:zhoubuyi"] = "虫师",
["shijiz"] = "十计",
[":shijiz"] = "一名角色的结束阶段,若其本回合未造成伤害,你可以声明一种普通锦囊牌(每轮每种牌名限一次),其可以将一张牌当你声明的牌使用"..
"(不能指定其为目标)。",
["silun"] = "四论",
[":silun"] = "准备阶段或当你受到伤害后,你可以摸四张牌,然后将四张牌依次置于场上、牌堆顶或牌堆底,若此牌为你装备区里的牌,你复原武将牌,"..
"若你将装备牌置于一名角色装备区,其复原武将牌。",
["@$shijiz-round"] = "十计",
["#shijiz-invoke"] = "十计:选择一种锦囊,%dest 可将一张牌当此牌使用(不能指定其为目标)",
["shijiz_viewas"] = "十计",
["#shijiz-use"] = "十计:你可以将一张牌当【%arg】使用",
["silun_active"] = "四论",
["#silun-card"] = "四论:将一张牌置于场上、牌堆顶或牌堆底(第%arg张/共4张)",
["Field"] = "场上",
["$shijiz1"] = "哼~区区十丈之城,何须丞相图画。",
["$shijiz2"] = "顽垒在前,可依不疑之计施为。",
["$silun1"] = "习守静之术,行务时之风。",
["$silun2"] = "纵笔瑞白雀,满座尽高朋。",
["~zhoubuyi"] = "人心者,叵测也。",
}
local xujing = General(extension, "ty__xujing", "shu", 3)
local shangyu = fk.CreateTriggerSkill{
name = "shangyu",
anim_type = "support",
events = {fk.AfterCardsMove, fk.Damage, fk.GameStart},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self) then return false end
if event == fk.AfterCardsMove then
local cid = player:getMark("shangyu_slash")
if player.room:getCardArea(cid) ~= Card.DiscardPile then return false end
for _, move in ipairs(data) do
if move.toArea == Card.DiscardPile then
for _, info in ipairs(move.moveInfo) do
if info.cardId == cid then
return true
end
end
end
end
elseif event == fk.Damage then
if data.card and data.card.trueName == "slash" then
local cardlist = data.card:isVirtual() and data.card.subcards or {data.card.id}
if #cardlist == 1 and cardlist[1] == player:getMark("shangyu_slash") then
local room = player.room
local parentUseEvent = room.logic:getCurrentEvent():findParent(GameEvent.UseCard)
if parentUseEvent then
local use = parentUseEvent.data[1]
local from = room:getPlayerById(use.from)
if from and not from.dead then
self.cost_data = use.from
return true
end
end
end
end
elseif event == fk.GameStart then
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.AfterCardsMove then
local targets = table.map(room.alive_players, Util.IdMapper)
local marks = player:getMark("shangyu_prohibit-turn")
if type(marks) == "table" then
targets = table.filter(targets, function (pid)
return not table.contains(marks, pid)
end)
else
marks = {}
end
if #targets == 0 then return false end
local card = Fk:getCardById(player:getMark("shangyu_slash"))
local to = room:askForChoosePlayers(player, targets, 1, 1, "#shangyu-give:::" .. card:toLogString(), self.name, false)
if #to > 0 then
table.insert(marks, to[1])
room:setPlayerMark(player, "shangyu_prohibit-turn", marks)
room:moveCardTo(card, Card.PlayerHand, room:getPlayerById(to[1]), fk.ReasonGive, self.name, nil, true, player.id)
end
elseif event == fk.Damage then
local tar = room:getPlayerById(self.cost_data)
room:doIndicate(player.id, {self.cost_data})
room:drawCards(player, 1, self.name)
if not tar.dead then
room:drawCards(tar, 1, self.name)
end
elseif event == fk.GameStart then
local cards = room:getCardsFromPileByRule("slash", 1)
if #cards > 0 then
local cid = cards[1]
room:setPlayerMark(player, "shangyu_slash", cid)
local card = Fk:getCardById(cid)
room:moveCardTo(card, Card.PlayerHand, player, fk.ReasonPrey, self.name, nil, true, player.id)
if player.dead or not table.contains(player:getCardIds(Player.Hand), cid) then return false end
local to = room:askForChoosePlayers(player, table.map(room:getOtherPlayers(player, false), Util.IdMapper), 1, 1,
"#shangyu-give:::" .. card:toLogString(), self.name, true)
if #to > 0 then
room:moveCardTo(card, Card.PlayerHand, room:getPlayerById(to[1]), fk.ReasonGive, self.name, nil, true, player.id)
end
end
end
end,
refresh_events = {fk.AfterCardsMove},
can_refresh = function(self, event, target, player, data)
return not player.dead and player:getMark("shangyu_slash") ~= 0
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
local cid = player:getMark("shangyu_slash")
local card = Fk:getCardById(cid)
if room:getCardArea(cid) == Card.PlayerHand and card:getMark("@@shangyu-inhand") == 0 then
room:setCardMark(Fk:getCardById(cid), "@@shangyu-inhand", 1)
end
end,
}
local caixia = fk.CreateTriggerSkill{
name = "caixia",
events = {fk.Damage, fk.Damaged, fk.CardUsing},
mute = true,
can_trigger = function(self, event, target, player, data)
if event == fk.CardUsing then
return player == target and player:hasSkill(self, true) and player:getMark("@caixia") > 0
else
return player == target and player:hasSkill(self) and player:getMark("@caixia") == 0
end
end,
on_cost = function(self, event, target, player, data)
if event == fk.CardUsing then
return true
else
local room = player.room
local choices = {}
for i = 1, math.min(5, #room.players), 1 do
table.insert(choices, "caixia_draw" .. tostring(i))
end
table.insert(choices, "Cancel")
local choice = room:askForChoice(player, choices, self.name, "#caixia-draw")
if choice ~= "Cancel" then
self.cost_data = choice
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.CardUsing then
room:removePlayerMark(player, "@caixia")
if player:getMark("@caixia") < 1 then
room:removeTableMark(player, MarkEnum.InvalidSkills, self.name)
end
else
room:notifySkillInvoked(player, self.name, event == fk.Damaged and "masochism" or "drawcard")
player:broadcastSkillInvoke(self.name)
local x = tonumber(string.sub(self.cost_data, 12, 12))
room:setPlayerMark(player, "@caixia", x)
room:addTableMark(player, MarkEnum.InvalidSkills, self.name)
room:drawCards(player, x, self.name)
end
end,
refresh_events = {fk.EventLoseSkill},
can_refresh = function(self, event, target, player, data)
return target == player and data == self
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
room:setPlayerMark(player, "@caixia", 0)
room:removeTableMark(player, MarkEnum.InvalidSkills, self.name)
end,
}
xujing:addSkill(shangyu)
xujing:addSkill(caixia)
Fk:loadTranslationTable{
["ty__xujing"] = "许靖",
["#ty__xujing"] = "璞玉有瑕",
["designer:ty__xujing"] = "步穗",
["cv:ty__xujing"] = "虞晓旭",
["illustrator:ty__xujing"] = "黯荧岛工作室",
["shangyu"] = "赏誉",
[":shangyu"] = "锁定技,游戏开始时,你获得一张【杀】并标记之,然后可以将其交给一名角色。此【杀】:造成伤害后,你和使用者各摸一张牌;"..
"进入弃牌堆后,你将其交给一名本回合未以此法指定过的角色。",
["caixia"] = "才瑕",
[":caixia"] = "当你造成或受到伤害后,你可以摸至多X张牌(X为游戏人数且至多为5)。若如此做,此技能失效直到你累计使用了等量的牌。",
["@@shangyu-inhand"] = "赏誉",
["#shangyu-give"] = "赏誉:将“赏誉”牌【%arg】交给一名角色",
["#caixia-draw"] = "你可以发动 才瑕,选择摸牌的数量",
["caixia_draw1"] = "摸一张牌",
["caixia_draw2"] = "摸两张牌",
["caixia_draw3"] = "摸三张牌",
["caixia_draw4"] = "摸四张牌",
["caixia_draw5"] = "摸五张牌",
["@caixia"] = "才瑕",
["$shangyu1"] = "君满腹才学,当为国之大器。",
["$shangyu2"] = "一腔青云之志,正待梦日之时。",
["$caixia1"] = "吾习扫天下之术,不善净一屋之秽。",
["$caixia2"] = "玉有十色五光,微瑕难掩其瑜。",
["~ty__xujing"] = "时人如江鲫,所逐者功利尔……",
}
local guanyueg = General(extension, "guanyueg", "shu", 4)
local shouzhi = fk.CreateTriggerSkill{
name = "shouzhi",
events = {fk.TurnEnd},
frequency = Skill.Compulsory,
mute = true,
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
local x = player:getMark("@shouzhi-turn")
if x == 0 then return false end
if type(x) == "string" then x = 0 end
return x ~= player:getHandcardNum()
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local x = player:getMark("@shouzhi-turn")
if x == 0 then return false end
if type(x) == "string" then x = 0 end
x = x - player:getHandcardNum()
player:broadcastSkillInvoke(self.name)
if x > 0 then
room:notifySkillInvoked(player, self.name, "drawcard")
player:drawCards(2, self.name)
elseif x < 0 then
room:notifySkillInvoked(player, self.name, "negative")
room:askForDiscard(player, 1, 1, false, self.name, false)
end
end,
refresh_events = {fk.TurnStart},
can_refresh = function (self, event, target, player, data)
return player:hasSkill(self, true)
end,
on_refresh = function (self, event, target, player, data)
local x = player:getHandcardNum()
player.room:setPlayerMark(player, "@shouzhi-turn", x > 0 and x or "0")
end,
}
local shouzhiEX = fk.CreateTriggerSkill{
name = "shouzhiEX",
events = {fk.TurnEnd},
mute = true,
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
local x = player:getMark("@shouzhi-turn")
if x == 0 then return false end
if type(x) == "string" then x = 0 end
return x ~= player:getHandcardNum()
end
end,
on_cost = function(self, event, target, player, data)
local x = player:getMark("@shouzhi-turn")
if x == 0 then return false end
if type(x) == "string" then x = 0 end
x = x - player:getHandcardNum()
if x > 0 then
if player.room:askForSkillInvoke(player, "shouzhi", nil, "#shouzhi-draw") then
self.cost_data = {}
return true
end
else
local cards = player.room:askForDiscard(player, 1, 1, false, "shouzhi", true, ".", "#shouzhi-discard", true)
if #cards > 0 then
self.cost_data = cards
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke("shouzhi")
if #self.cost_data > 0 then
room:notifySkillInvoked(player, "shouzhi", "negative")
room:throwCard(self.cost_data, "shouzhi", player, player)
else
room:notifySkillInvoked(player, "shouzhi", "drawcard")
player:drawCards(2, "shouzhi")
end
end,
refresh_events = {fk.TurnStart},
can_refresh = function (self, event, target, player, data)
return player:hasSkill(self, true)
end,
on_refresh = function (self, event, target, player, data)
local x = player:getHandcardNum()
player.room:setPlayerMark(player, "@shouzhi-turn", x > 0 and x or "0")
end,
}
local fenhui = fk.CreateActiveSkill{
name = "fenhui",
anim_type = "offensive",
frequency = Skill.Limited,
prompt = "#fenhui-active",
interaction = function()
local choices = {"fenhui_count"}
local all_choices = {"fenhui_count"}
local x
for _, p in ipairs(Fk:currentRoom().alive_players) do
if p ~= Self then
x = math.min(p:getMark("fenhui_count"), 5)
table.insert(all_choices, "fenhui_target::" .. p.id .. ":".. tostring(x))
if x > 0 then
table.insert(choices, "fenhui_target::" .. p.id .. ":".. tostring(x))
end
end
end
return UI.ComboBox { choices = choices, all_choices = all_choices }
end,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
card_filter = Util.FalseFunc,
target_filter = function(self, to_select, selected)
return #selected == 0 and to_select ~= Self.id
and Fk:currentRoom():getPlayerById(to_select):getMark("fenhui_count") > 0
end,
target_num = 1,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
local n = math.min(target:getMark("fenhui_count"), 5)
room:setPlayerMark(target, "@fenhui_hatred", n)
room:setPlayerMark(player, "fenhui_target", target.id)
for _, p in ipairs(room.alive_players) do
room:setPlayerMark(p, "fenhui_count", 0)
end
player:drawCards(n, self.name)
end,
}
local fenhui_delay = fk.CreateTriggerSkill{
name = "#fenhui_delay",
mute = true,
events = {fk.DamageInflicted, fk.Death},
can_trigger = function(self, event, target, player, data)
if player.dead then return false end
if event == fk.DamageInflicted then
return player == target and player:getMark("@fenhui_hatred") > 0
elseif event == fk.Death then
return player:getMark("fenhui_target") == target.id and target:getMark("@fenhui_hatred") > 0
end
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
if event == fk.DamageInflicted then
player.room:removePlayerMark(player, "@fenhui_hatred")
data.damage = data.damage + 1
elseif event == fk.Death then
local room = player.room
room:notifySkillInvoked(player, "fenhui")
player:broadcastSkillInvoke("fenhui")
room:changeMaxHp(player, -1)
if player.dead then return false end
local skills = "xingmen"
if player:hasSkill(shouzhi, true) then
skills = "-shouzhi|shouzhiEX|" .. skills
end
room:handleAddLoseSkills(player, skills, nil, true, false)
end
end,
refresh_events = {fk.TargetSpecified, fk.BuryVictim},
can_refresh = function(self, event, target, player, data)
if event == fk.TargetSpecified then
return player == target and player.id ~= data.to and player:hasSkill(fenhui, true) and
player:usedSkillTimes("fenhui", Player.HistoryGame) == 0
elseif event == fk.BuryVictim then
return player:getMark("@fenhui_hatred") > 0 and table.every(player.room.alive_players, function (p)
return p:getMark("fenhui_target") ~= player.id
end)
end
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
if event == fk.TargetSpecified then
local to = room:getPlayerById(data.to)
if not to.dead then
room:addPlayerMark(to, "fenhui_count")
end
else
room:setPlayerMark(player, "@fenhui_hatred", 0)
end
end,
}
local xingmen = fk.CreateTriggerSkill{
name = "xingmen",
anim_type = "support",
events = {fk.AfterCardsMove},
mute = true,
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
local cards = {}
local recover = false
for _, move in ipairs(data) do
if move.to == player.id and move.toArea == Player.Hand and move.moveReason == fk.ReasonDraw then
for _, info in ipairs(move.moveInfo) do
table.insertIfNeed(cards, info.cardId)
end
end
if move.from == player.id and move.moveReason == fk.ReasonDiscard and
move.skillName == shouzhi.name and #move.moveInfo > 0 and player:isWounded() then
recover = true
end
end
if #cards < 2 then
cards = {}
end
cards = table.filter(cards, function (id)
return Fk:getCardById(id).color == Card.Red
end)
if #cards > 0 or recover then
self.cost_data = {cards, recover}
return true
end
end
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local cards = player:getCardIds(Player.Hand)
for _, id in ipairs(self.cost_data[1]) do
if table.contains(cards, id) then
room:setCardMark(Fk:getCardById(id), "@@xingmen-inhand", 1)
end
end
if self.cost_data[2] and room:askForSkillInvoke(player, self.name) then
room:notifySkillInvoked(player, self.name)
player:broadcastSkillInvoke(self.name)
room:recover{
who = player,
num = 1,
recoverBy = player,
skillName = self.name
}
end
end,
refresh_events = {fk.PreCardUse},
can_refresh = function(self, event, target, player, data)
return player == target and (data.card.type == Card.TypeBasic or data.card:isCommonTrick()) and
not data.card:isVirtual() and data.card:getMark("@@xingmen-inhand") > 0
end,
on_refresh = function(self, event, target, player, data)
data.disresponsiveList = table.map(player.room.players, Util.IdMapper)
end,
}
fenhui:addRelatedSkill(fenhui_delay)
guanyueg:addSkill(shouzhi)
guanyueg:addSkill(fenhui)
guanyueg:addRelatedSkill(shouzhiEX)
guanyueg:addRelatedSkill(xingmen)
Fk:loadTranslationTable{
["guanyueg"] = "关樾",
["#guanyueg"] = "动心忍性",
--["designer:guanyueg"] = "",
["illustrator:guanyueg"] = "匠人绘",
["shouzhi"] = "守执",
[":shouzhi"] = "锁定技,一名角色的回合结束时,若你的手牌数:大于此回合开始时的手牌数,你弃置一张手牌;"..
"小于此回合开始时的手牌数,你摸两张牌。",
["shouzhiEX"] = "守执",
[":shouzhiEX"] = "一名角色的回合结束时,若你的手牌数:大于此回合开始时的手牌数,你可以弃置一张手牌;"..
"小于此回合开始时的手牌数,你可以摸两张牌。",
["fenhui"] = "奋恚",
[":fenhui"] = "限定技,出牌阶段,你可以令一名其他角色获得X枚“恨”(X为你对其使用过牌的次数且至多为5),你摸等量的牌。"..
"当其受到伤害时,其弃1枚“恨”且伤害值+1;当其死亡时,若其有“恨”,你减1点体力上限,失去〖守执〗,获得〖守执〗和〖兴门〗。",
["xingmen"] = "兴门",
[":xingmen"] = "当你因执行〖守执〗的效果而弃置手牌后,你可以回复1点体力。当你因摸牌而得到牌后,"..
"若这些牌数大于1,你使用其中的红色牌不能被响应。",
["@shouzhi-turn"] = "守执",
["#shouzhi-draw"] = "是否发动 守执,摸两张牌",
["#shouzhi-discard"] = "是否发动 守执,弃置一张牌",
["#fenhui-active"] = "发动 奋恚,令一名角色获得“恨”标记",
["fenhui_count"] = "查看数值",
["fenhui_target"] = "%dest[%arg]",
["#fenhui_delay"] = "奋恚",
["@fenhui_hatred"] = "恨",
["@@xingmen-inhand"] = "兴门",
["$shouzhi1"] = "日暮且眠岗上松,散尽千金买东风。",
["$shouzhi2"] = "这沽来的酒,哪有赊的有味道。",
["$fenhui1"] = "国仇家恨,不共戴天!",
["$fenhui2"] = "手中虽无青龙吟,心有长刀仍啸月。",
["$xingmen1"] = "尔等,休道我关氏无人!",
["$xingmen2"] = "义在人心,人人皆可成关公!",
["~guanyueg"] = "提履无处归,举目山河冷……",
}
local zhugejing = General(extension, "zhugejing", "qun", 4)
zhugejing.subkingdom = "jin"
local yanzuo = fk.CreateActiveSkill{
name = "yanzuo",
anim_type = "special",
card_num = 1,
target_num = 0,
prompt = "#yanzuo",
derived_piles = "yanzuo",
times = function(self)
return 1 + Self:getMark("zuyin") - Self:usedSkillTimes(self.name, Player.HistoryPhase)
end,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) < 1 + player:getMark("zuyin")
end,
card_filter = function(self, to_select, selected)
return #selected == 0
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
player:addToPile(self.name, effect.cards, true, self.name, player.id)
if player.dead or #player:getPile(self.name) == 0 then return end
if player:getMark(self.name) == 0 then
room:setPlayerMark(player, self.name, U.getUniversalCards(room, "bt"))
end
local cards = table.filter(player:getMark(self.name), function (id)
return table.find(player:getPile("yanzuo"), function (id2)
return Fk:getCardById(id).name == Fk:getCardById(id2).name
end)
end)
if #cards > 0 then
local has_valid_target = false
for _, card_id in ipairs(cards) do
for _, target_player in ipairs(room.alive_players) do
if player:canUseTo(Fk:getCardById(card_id), target_player) then
has_valid_target = true
break
end
end
if not has_valid_target then
room:notifySkillInvoked(player, self.name)
player:broadcastSkillInvoke(self.name)
return
end
end
local use = U.askForUseRealCard(room, player, cards, nil, self.name,
"#yanzuo-ask", {expand_pile = cards, bypass_times = true}, true, false)
if use then
local card = Fk:cloneCard(use.card.name)
card.skillName = self.name
room:useCard{
card = card,
from = player.id,
tos = use.tos,
extraUse = true,
}
end
end
end,
}
local zuyin = fk.CreateTriggerSkill{
name = "zuyin",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.TargetConfirmed},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.from ~= player.id and
(data.card.trueName == "slash" or data.card:isCommonTrick())
end,
on_use = function(self, event, target, player, data)
local room = player.room
local cards = table.filter(player:getPile("yanzuo"), function (id)
return Fk:getCardById(id).trueName == data.card.trueName
end)
if #cards > 0 then
data.nullifiedTargets = table.map(room:getAlivePlayers(), Util.IdMapper)
room:moveCardTo(cards, Card.DiscardPile, nil, fk.ReasonPutIntoDiscardPile, self.name, nil, true, player.id)
else
if player:getMark(self.name) < 2 then
room:addPlayerMark(player, self.name, 1)
end
cards = room:getCardsFromPileByRule(data.card.trueName, 1, "allPiles")
if #cards > 0 then
player:addToPile("yanzuo", cards, true, self.name, player.id)
end
end
end,
}
local pijian = fk.CreateTriggerSkill{
name = "pijian",
anim_type = "offensive",
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.Finish and
#player:getPile("yanzuo") >= #player.room.alive_players
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:moveCardTo(player:getPile("yanzuo"), Card.DiscardPile, nil, fk.ReasonPutIntoDiscardPile, self.name, nil, true, player.id)
if player.dead then return end
local to = room:askForChoosePlayers(player, table.map(room.alive_players, Util.IdMapper), 1, 1,
"#pijian-choose", self.name, false)
room:damage{
from = player,
to = room:getPlayerById(to[1]),
damage = 2,
skillName = self.name,
}
end,
}
zhugejing:addSkill(yanzuo)
zhugejing:addSkill(zuyin)
zhugejing:addSkill(pijian)
Fk:loadTranslationTable{
["zhugejing"] = "诸葛京",
["#zhugejing"] = "武侯遗秀",
--["designer:zhugejing"] = "",
["illustrator:zhugejing"] = "匠人绘",
["~zhugejing"] = "子孙不肖,徒遗泪胡尘。",
["yanzuo"] = "研作",
[":yanzuo"] = "出牌阶段限一次,你可以将一张牌置于武将牌上,然后视为使用一张“研作”基本牌或普通锦囊牌。",
["zuyin"] = "祖荫",
[":zuyin"] = "锁定技,你成为其他角色使用【杀】或普通锦囊牌的目标后,若你的“研作”牌中:没有同名牌,令〖研作〗出牌阶段可发动次数+1(至多为3),"..
"然后你从牌堆或弃牌堆中将一张同名牌置为“研作”牌;有同名牌,令此牌无效并移去“研作”牌中全部同名牌。",
["pijian"] = "辟剑",
[":pijian"] = "锁定技,结束阶段,若“研作”牌数不少于存活角色数,你移去这些牌,然后对一名角色造成2点伤害。",
["#yanzuo"] = "研作:将一张基本牌或普通锦囊牌置为“研作”牌,然后视为使用一张“研作”牌",
["#yanzuo-ask"] = "研作:视为使用一张牌",
["#pijian-choose"] = "辟剑:请选择一名角色,对其造成2点伤害",
["$yanzuo1"] = "提笔欲续出师表,何日重登蜀道?",
["$yanzuo2"] = "我族以诗书传家,苑中未绝琅琅。",
["$zuyin1"] = "蒙先祖之佑,未觉春秋之寒。",
["$zuyin2"] = "我本孺子,幸得父祖遮风挡雨。",
["$pijian1"] = "神思凝慧剑,当悬宵小之颈。",
["$pijian2"] = "仗剑凌天下,汝忘武侯否!",
}
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。