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local extension = Package("rfenghou_tang")
extension.extensionName = "aaa_fenghou"
local U = require "packages/utility/utility"
local DIY = require "packages/diy_utility/diy_utility"
Fk:loadTranslationTable{
["rfenghou_tang"] = "天唐",
}
local lishimin = General(extension, "rfenghou__lishimin", "tang", 4)
local ceju = fk.CreateViewAsSkill{
name = "rfenghou__ceju",
pattern = "slash,jink",
prompt = function (self)
if Self:getMark(self.name) == 0 then
return "#rfenghou__ceju"
else
return "#rfenghou__ceju_"..Self:getMark(self.name)
end
end,
interaction = function(self)
local all_names = {"slash", "jink"}
table.removeOne(all_names, Self:getMark(self.name))
local names = U.getViewAsCardNames(Self, self.name, all_names)
if #names > 0 then
return U.CardNameBox {choices = names, all_choices = all_names}
end
end,
card_filter = Util.FalseFunc,
view_as = function(self, cards)
if not self.interaction.data 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
room:setPlayerMark(player, self.name, 0)
local equip = table.find(player:getCardIds("hej"), function (id)
return Fk:getCardById(id).type == Card.TypeEquip
end)
local trick = table.find(player:getCardIds("hej"), function (id)
return Fk:getCardById(id).type == Card.TypeTrick
end)
local targets = table.filter(room.alive_players, function (p)
if #p:getCardIds("e") > 0 and equip then
return true
end
if #p:getCardIds("j") > 0 and trick then
return true
end
end)
local prompt, flag = "#rfenghou__ceju-choose:::"..use.card.name, "ej"
if not equip then
prompt, flag = "#rfenghou__ceju_trick-choose:::"..use.card.name, "j"
end
if not trick then
prompt, flag = "#rfenghou__ceju_equip-choose:::"..use.card.name, "e"
end
local to = room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, 1, prompt, self.name, false)
to = room:getPlayerById(to[1])
if to ~= player then
room:setPlayerMark(player, self.name, use.card.name)
end
local card = #to:getCardIds(flag) == 1 and to:getCardIds(flag) or room:askForCardChosen(player, to, flag, self.name)
room:throwCard(card, self.name, to, player)
end,
enabled_at_play = function (self, player)
if player:getMark(self.name) == "slash" then return end
return table.find(Fk:currentRoom().alive_players, function (p)
if #p:getCardIds("e") > 0 and table.find(player:getCardIds("hej"), function (id)
return Fk:getCardById(id).type == Card.TypeEquip
end) then
return true
end
if #p:getCardIds("j") > 0 and table.find(player:getCardIds("hej"), function (id)
return Fk:getCardById(id).type == Card.TypeTrick
end) then
return true
end
end)
end,
enabled_at_response = function (self, player, response)
if response then return end
if table.find(Fk:currentRoom().alive_players, function (p)
if #p:getCardIds("e") > 0 and table.find(player:getCardIds("hej"), function (id)
return Fk:getCardById(id).type == Card.TypeEquip
end) then
return true
end
if #p:getCardIds("j") > 0 and table.find(player:getCardIds("hej"), function (id)
return Fk:getCardById(id).type == Card.TypeTrick
end) then
return true
end
end) then
for _, name in ipairs({"slash", "jink"}) do
if player:getMark(self.name) ~= name then
local card = Fk:cloneCard(name)
card.skillName = self.name
if (Fk.currentResponsePattern == nil and player:canUse(card)) or
(Fk.currentResponsePattern and Exppattern:Parse(Fk.currentResponsePattern):match(card)) then
return true
end
end
end
end
end,
}
local zhiwen = fk.CreateActiveSkill{
name = "rfenghou__zhiwen",
anim_type = "drawcard",
card_num = 0,
target_num = 0,
prompt = "#rfenghou__zhiwen",
can_use = function(self, player)
if player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 and not player:isKongcheng() then
local suits = {}
for _, id in ipairs(Fk:currentRoom():getBanner("@$CenterArea")) do
table.insertIfNeed(suits, Fk:getCardById(id).suit)
end
table.removeOne(suits, Card.NoSuit)
return #suits == 4
end
end,
card_filter = Util.FalseFunc,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
player:drawCards(player:getHandcardNum(), self.name)
end,
}
local shisheng = fk.CreateTriggerSkill{
name = "rfenghou__shisheng$",
}
zhiwen.CenterArea = true
lishimin:addSkill(ceju)
lishimin:addSkill(zhiwen)
lishimin:addSkill(shisheng)
Fk:loadTranslationTable{
["rfenghou__lishimin"] = "李世民",
["#rfenghou__lishimin"] = "帝范今古",
["designer:rfenghou__lishimin"] = "凡野",
["illustrator:rfenghou__lishimin"] = "NoTwoever",
["rfenghou__ceju"] = "策局",
[":rfenghou__ceju"] = "你可以弃置场上一张你区域内有相同类别的牌,视为使用一张【杀】或【闪】,若弃置的牌属于其他角色,你下一次仅能发动另一项。",
["rfenghou__zhiwen"] = "治文",
[":rfenghou__zhiwen"] = "出牌阶段限一次,若中央区花色齐全,你可以摸手牌数张牌。",
["rfenghou__shisheng"] = "始盛",
[":rfenghou__shisheng"] = "主公技。",
["#rfenghou__ceju"] = "策局:你可以视为使用【杀】或【闪】,弃置场上一张你区域内有相同类别的牌",
["#rfenghou__ceju_slash"] = "策局:你可以视为使用【闪】,弃置场上一张你区域内有相同类别的牌",
["#rfenghou__ceju_jink"] = "策局:你可以视为使用【杀】,弃置场上一张你区域内有相同类别的牌",
["#rfenghou__ceju-choose"] = "策局:弃置场上一张装备牌或锦囊牌,若不为你的牌则下次不能转化【%arg】",
["#rfenghou__ceju_trick-choose"] = "策局:弃置场上一张锦囊牌,若不为你的牌则下次不能转化【%arg】",
["#rfenghou__ceju_equip-choose"] = "策局:弃置场上一张装备牌,若不为你的牌则下次不能转化【%arg】",
["#rfenghou__zhiwen"] = "治文:你可以摸手牌数张牌",
}
local licongke = General(extension, "rfenghou__licongke", "tang", 4)
local xunge = fk.CreateActiveSkill{
name = "rfenghou__xunge",
anim_type = "offensive",
prompt = "#rfenghou__xunge",
min_card_num = 0,
target_num = 0,
interaction = function(self)
local choices = {"rfenghou__xunge_recast"}
if #table.filter(Fk:currentRoom().discard_pile, function (id)
return Fk:getCardById(id).trueName == "slash"
end) > 5 then
table.insert(choices, "rfenghou__xunge_draw")
end
if #Self:getPile(self.name) > 17 then
table.insert(choices, "rfenghou__xunge_discard")
end
return UI.ComboBox { choices = choices, all_choices = {
"rfenghou__xunge_recast",
"rfenghou__xunge_draw",
"rfenghou__xunge_discard",
} }
end,
can_use = Util.TrueFunc,
card_filter = function (self, to_select, selected)
if self.interaction.data == "rfenghou__xunge_recast" then
return Fk:getCardById(to_select).trueName == "slash"
else
return false
end
end,
feasible = function (self, selected, selected_cards)
if self.interaction.data == "rfenghou__xunge_recast" then
return #selected_cards > 0
else
return #selected_cards == 0
end
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
if self.interaction.data == "rfenghou__xunge_recast" then
room:recastCard(effect.cards, player, self.name)
elseif self.interaction.data == "rfenghou__xunge_draw" then
local cards = table.filter(room.discard_pile, function (id)
return Fk:getCardById(id).trueName == "slash"
end)
player:addToPile(self.name, table.random(cards, 6), true, self.name, player.id)
if not player.dead then
player:drawCards(3, self.name)
end
elseif self.interaction.data == "rfenghou__xunge_discard" then
local cards = table.random(player:getPile(self.name), 18)
local moves = {}
for i = 1, 18, 1 do
table.insert(moves, {
ids = {cards[i]},
from = player.id,
toArea = Card.DrawPile,
moveReason = fk.ReasonJustMove,
skillName = self.name,
drawPilePosition = math.random(#room.draw_pile),
})
end
room:moveCards(table.unpack(moves))
if player.dead then return end
local n = 9
while n > 0 and not player.dead do
local targets = table.filter(room.alive_players, function (p)
return #p:getCardIds("ej") > 0
end)
if table.find(player:getCardIds("h"), function (id)
return not player:prohibitDiscard(id)
end) then
table.insertIfNeed(targets, player)
end
if #targets == 0 then return end
local to = room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, 1,
"#rfenghou__xunge-choose:::"..n, self.name, false)
to = room:getPlayerById(to[1])
if to == player then
local all_cards = table.filter(player:getCardIds("hej"), function (id)
return not player:prohibitDiscard(id)
end)
cards = room:askForCard(player, 1, n, true, self.name, false, tostring(Exppattern{ id = all_cards }),
"#rfenghou__xunge-discard::"..to.id..":"..n, player:getCardIds("j"))
else
cards = room:askForCardsChosen(player, to, 1, n, "ej", self.name, "#rfenghou__xunge-discard::"..to.id..":"..n)
end
n = n - #cards
room:throwCard(cards, self.name, to, player)
end
end
end,
on_acquire = function (self, player, is_start)
player.room:handleAddLoseSkills(player, "rfenghou__xunge&", nil, false, true)
end,
on_lose = function (self, player, is_death)
player.room:handleAddLoseSkills(player, "-rfenghou__xunge&", nil, false, true)
end,
}
local xunge_viewas = fk.CreateViewAsSkill{
name = "rfenghou__xunge&",
pattern = "slash",
prompt = "#rfenghou__xunge&",
expand_pile = function(self)
return table.filter(Fk:currentRoom():getBanner("@$CenterArea"), function (id)
return Fk:getCardById(id).trueName == "slash"
end)
end,
card_filter = function(self, to_select, selected)
return #selected < 2 and table.contains(Fk:currentRoom():getBanner("@$CenterArea"), to_select)
end,
view_as = function(self, cards)
if #cards ~= 2 then return end
local card = Fk:cloneCard("slash")
card.skillName = "rfenghou__xunge"
self.cost_data = cards
return card
end,
before_use = function (self, player, use)
DIY.RemoveCenterCards(player, self.cost_data)
end,
}
local xunge_prohibit = fk.CreateProhibitSkill{
name = "#rfenghou__xunge_prohibit",
prohibit_use = function(self, player, card)
return player:hasSkill(xunge) and player.phase == Player.Play and card and card.trueName == "slash" and
not card:isVirtual()
end
}
local fenru = fk.CreateTriggerSkill{
name = "rfenghou__fenru$",
anim_type = "offensive",
events = {fk.Deathed},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and data.damage and data.damage.from and data.damage.from == player
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
target.role = "renegade"
room:broadcastProperty(target, "role")
end,
}
xunge.CenterArea = true
Fk:addSkill(xunge_viewas)
xunge:addRelatedSkill(xunge_prohibit)
licongke:addSkill(xunge)
licongke:addSkill(fenru)
Fk:loadTranslationTable{
["rfenghou__licongke"] = "李从珂",
["#rfenghou__licongke"] = "",
["designer:rfenghou__licongke"] = "秀丽",
["illustrator:rfenghou__licongke"] = "乱世逐鹿",
["rfenghou__xunge"] = "寻戈",
[":rfenghou__xunge"] = "出牌阶段,你的【杀】能且仅能重铸;你可以移去中央区两张【杀】视为使用或打出一张【杀】;你可以将弃牌堆六张【杀】移出游戏并"..
"摸三张牌;你可以将被移出游戏的十八张【杀】洗入牌堆再弃置你手牌区与场上共九张牌。",
["rfenghou__xunge&"] = "寻戈",
[":rfenghou__xunge&"] = "你可以移去中央区两张【杀】,视为使用或打出【杀】。",
["rfenghou__fenru"] = "焚如",
[":rfenghou__fenru"] = "主公技,你杀死角色后,其本局游戏无法获胜!",
["#rfenghou__xunge&"] = "寻戈:你可以移去中央区两张【杀】,视为使用或打出【杀】",
["#rfenghou__xunge"] = "寻戈:执行一项",
["rfenghou__xunge_recast"] = "重铸【杀】",
["rfenghou__xunge_draw"] = "移除弃牌堆的六张【杀】,摸三张牌",
["rfenghou__xunge_discard"] = "被移除的十八张【杀】洗入牌堆,弃置你手牌区与场上共九张牌",
["#rfenghou__xunge-choose"] = "寻戈:弃置你手牌区与场上的牌(共9张,还剩%arg张!)",
["#rfenghou__xunge-discard"] = "寻戈:弃置 %dest 至多%arg张牌",
}
return extension
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