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local extension = Package("rbjdingjue")
extension.extensionName = "rbaijiang"
extension.game_modes_whitelist = { "m_3v3_mode" }
local m_3v3_mode = Fk.game_modes["m_3v3_mode"]
table.insertTable(m_3v3_mode.whitelist, {"rbjdingjue"})
local U = require "packages/utility/utility"
Fk:loadTranslationTable{
["rbaijiang"] = "拜将",
["rbj"] = "拜将",
["rbjdingjue"] = "定爵",
}
local rbaijiang_rule = fk.CreateTriggerSkill{
name = "#rbaijiang_rule",
priority = 0.001,
global = true,
refresh_events = {fk.GamePrepared},
can_refresh = function(self, event, target, player, data)
return player.room.settings.gameMode == "m_3v3_mode" and
not table.every({"rbjdingjue", "rbjtianzi"}, function (p)
return table.contains(player.room.disabled_packs, p)
end)
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
for _, p in ipairs(room.players) do
for _, q in ipairs(room.players) do
if p ~= q and p.role[1] == q.role[1] then
p:addBuddy(q)
end
end
end
end,
}
Fk:addSkill(rbaijiang_rule)
local zhangyiy = General(extension, "rbj__zhangyiy", "shu", 4)
local rbj__guwang = fk.CreateTriggerSkill{
name = "rbj__guwang",
anim_type = "offensive",
events = {fk.CardUsing, fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) then
if event == fk.CardUsing then
return data.card.trueName == "slash" and not player.chained
elseif event == fk.DamageInflicted then
return player.chained or not player.faceup or player:getMark("@!action-round") > 0
end
end
end,
on_cost = function(self, event, target, player, data)
if event == fk.CardUsing then
return player.room:askForSkillInvoke(player, self.name, nil, "#rbj__guwang-invoke:::"..data.card:toLogString())
elseif event == fk.DamageInflicted then
local choices = {}
if player.chained or not player.faceup then
table.insert(choices, "rbj__guwang_reset")
end
if player:getMark("@!action-round") > 0 then
table.insert(choices, "rbj__guwang_action")
end
table.insert(choices, "Cancel")
local choice = player.room:askForChoice(player, choices, self.name,
"#rbj__guwang-choice", false, {"rbj__guwang_reset", "rbj__guwang_action", "Cancel"})
if choice ~= "Cancel" then
self.cost_data = choice
return true
end
end
end,
on_use = function(self, event, target, player, data)
if event == fk.CardUsing then
player:setChainState(true)
data.additionalEffect = (data.additionalEffect or 0) + 1
elseif event == fk.DamageInflicted then
data.damage = data.damage + 1
if self.cost_data[13] == "r" then
player:reset()
else
player.room:setPlayerMark(player, "@!action-round", 0)
end
end
end,
}
zhangyiy:addSkill(rbj__guwang)
Fk:loadTranslationTable{
["rbj__zhangyiy"] = "张翼",
["#rbj__zhangyiy"] = "佑序有炎",
["designer:rbj__zhangyiy"] = "三秋",
["illustrator:rbj__zhangyiy"] = "鬼画府",
["rbj__guwang"] = "孤往",
[":rbj__guwang"] = "当你使用【杀】时,你可以横置武将牌,令此牌额外结算一次;当你受到伤害时,你可以令此伤害+1,然后重置武将牌或身份牌。",
["#rbj__guwang-invoke"] = "孤往:是否横置武将牌,令此%arg额外结算一次?",
["#rbj__guwang-choice"] = "孤往:是否令你受到的伤害+1,重置武将牌或身份牌?",
["rbj__guwang_reset"] = "重置武将牌",
["rbj__guwang_action"] = "重置身份牌",
}
local caoren = General(extension, "rbj__caoren", "wei", 4)
local rbj__congming = fk.CreateViewAsSkill{
name = "rbj__congming",
anim_type = "control",
pattern = "nullification",
prompt = function ()
return "#rbj__congming::"..Self:getMark("rbj__congming_to")
end,
expand_pile = function(self)
return Self:getTableMark("rbj__congming_cards")
end,
card_filter = function(self, to_select, selected)
if #selected == 0 then
if Self:getMark("rbj__congming_to") == Self.id then
return table.contains(Self:getCardIds("h"), to_select)
else
return table.contains(Self:getTableMark("rbj__congming_cards"), to_select)
end
end
end,
view_as = function(self, cards)
if #cards ~= 1 then return end
local card = Fk:cloneCard("nullification")
card.skillName = self.name
card:addSubcard(cards[1])
return card
end,
before_use = function (self, player, use)
if player:getMark("rbj__congming_to") == player.id or
Fk:getCardById(use.card.subcards[1]).type == Card.TypeBasic then
use.extra_data = use.extra_data or {}
use.extra_data.rbj__congming = true
end
end,
after_use = function (self, player, use)
local room = player.room
if use.extra_data and use.extra_data.rbj__congming then
if use.toCard and room:getCardArea(use.toCard) == Card.Processing and not player.dead then
room:moveCardTo(use.toCard, Card.PlayerHand, player, fk.ReasonJustMove, self.name, nil, true, player.id)
end
end
end,
enabled_at_response = function (self, player, response)
if not response then
local room = Fk:currentRoom()
local to = nil
player:setMark("rbj__congming_to", 0)
player:setMark("rbj__congming_cards", 0)
local friends = table.filter(room.alive_players, function (p)
return p.role[1] == player.role[1]
end)
if #friends == 1 then
if not friends[1]:isKongcheng() then
to = friends[1]
end
else
local nums = {}
for _, p in ipairs(friends) do
table.insertIfNeed(nums, p:getHandcardNum())
end
if #nums == #friends then
local n = math.max(table.unpack(nums))
to = table.find(friends, function (p)
return p:getHandcardNum() == n
end)
end
end
if to then
player:setMark("rbj__congming_to", to.id)
if to ~= player then
player:setMark("rbj__congming_cards", to:getCardIds("h"))
end
end
return player:getMark("rbj__congming_to") ~= 0
end
end,
}
caoren:addSkill(rbj__congming)
Fk:loadTranslationTable{
["rbj__caoren"] = "曹仁",
["#rbj__caoren"] = "千嶂边城",
["designer:rbj__caoren"] = "三秋",
["illustrator:rbj__caoren"] = "君桓文化",
["rbj__congming"] = "琮铭",
[":rbj__congming"] = "当你需使用【无懈可击】时,若所有友方角色手牌数均不同,你可以将手牌数最多的友方角色的一张手牌当【无懈可击】使用;"..
"若为你或此牌为基本牌,你获得此【无懈可击】抵消的牌。",
["#rbj__congming"] = "琮铭:你可以将 %dest 的一张手牌当【无懈可击】使用",
}
local gongsunzan = General(extension, "rbj__gongsunzan", "qun", 4)
local rbj__dengcheng = fk.CreateTriggerSkill{
name = "rbj__dengcheng",
anim_type = "offensive",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and target.phase == Player.Start and not target.dead and not target:isNude() then
local room = player.room
if room.logic.event_recorder[GameEvent.Turn] then
local turn_event = room.logic:getCurrentEvent():findParent(GameEvent.Turn)
local turn_events = room.logic.event_recorder[GameEvent.Turn]
local last = nil
if turn_event then
if #turn_events > 1 then
last = turn_events[#turn_events - 1].data[1]
end
else
last = turn_events[#turn_events].data[1]
end
if last ~= nil and last.role[1] == target.role[1] then
return true
end
end
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local success, dat
if player:isBuddy(target) or target:isKongcheng() then
local cards = target:getCardIds("he")
room:setPlayerMark(player, "rbj__dengcheng-tmp", cards)
if target == player then
cards = {}
end
success, dat = player.room:askForUseActiveSkill(player, "rbj__dengcheng_active",
"#rbj__dengcheng-invoke::"..target.id, true, {bypass_times = true, expand_pile = cards})
room:setPlayerMark(player, "rbj__dengcheng-tmp", 0)
elseif room:askForSkillInvoke(player, self.name, nil, "#rbj__dengcheng-invoke::"..target.id) then
local card = room:askForCardChosen(player, target, "he", self.name, "#rbj__dengcheng-choose::"..target.id)
dat = U.askForUseVirtualCard(room, player, "slash", nil, self.name,
"#rbj__dengcheng-use", true, true, false, true, nil, true)
if dat then
success = true
local new_dat = {
cards = {card},
targets = TargetGroup:getRealTargets(dat.tos),
}
dat = new_dat
end
end
if success and dat then
self.cost_data = dat
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local card = Fk:cloneCard("slash")
card:addSubcards(self.cost_data.cards)
card.skillName = self.name
local use = {
from = player.id,
tos = table.map(self.cost_data.targets, function(id) return {id} end),
card = card,
extraUse = true,
}
if player:getMark("@!action-round") == 0 and
room:askForSkillInvoke(player, self.name, nil, "#rbj__dengcheng-action") then
room:setPlayerMark(player, "@!action-round", 1)
use.additionalDamage = (use.additionalDamage or 0) + 1
end
room:useCard(use)
end,
}
local rbj__dengcheng_active = fk.CreateViewAsSkill{
name = "rbj__dengcheng_active",
card_filter = function(self, to_select, selected)
return #selected == 0 and table.contains(Self:getMark("rbj__dengcheng-tmp"), to_select)
end,
view_as = function(self, cards)
if #cards ~= 1 then return end
local card = Fk:cloneCard("slash")
card:addSubcards(cards)
return card
end,
}
Fk:addSkill(rbj__dengcheng_active)
gongsunzan:addSkill(rbj__dengcheng)
Fk:loadTranslationTable{
["rbj__gongsunzan"] = "公孙瓒",
["#rbj__gongsunzan"] = "镗岩无射",
["designer:rbj__gongsunzan"] = "三秋",
["illustrator:rbj__gongsunzan"] = "fingerling",
["rbj__dengcheng"] = "镫骋",
[":rbj__dengcheng"] = "一名角色的准备阶段,若上一名执行回合的角色与该角色阵营相同,你可以将该角色的一张牌当【杀】使用,使用前你可以横置"..
"身份牌,令此牌伤害+1。",
["#rbj__dengcheng-invoke"] = "镫骋:是否将 %dest 的一张牌当【杀】使用?",
["#rbj__dengcheng-choose"] = "镫骋:选择 %dest 的一张牌",
["#rbj__dengcheng-use"] = "镫骋:选择此【杀】的目标",
["#rbj__dengcheng-action"] = "镫骋:是否横置身份牌,令此牌伤害+1?",
["rbj__dengcheng_active"] = "镫骋",
}
local zhuran = General(extension, "rbj__zhuran", "wu", 4)
local rbj__qingyu = fk.CreateTriggerSkill{
name = "rbj__qingyu",
anim_type = "drawcard",
frequency = Skill.Compulsory,
events = {fk.CardUseFinished},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.card.trueName == "slash" and
player:getHandcardNum() < player:getMaxCards()
end,
on_use = function(self, event, target, player, data)
local room = player.room
local cards = player:drawCards(player:getMaxCards() - player:getHandcardNum(), self.name)
if player.dead then return end
if not table.find(room:getOtherPlayers(player), function (p)
return p.role[1] == player.role[1]
end) then
cards = table.filter(cards, function (id)
return table.contains(player:getCardIds("h"), id)
end)
if #cards == 0 then return end
if room:askForSkillInvoke(player, self.name, nil, "#rbj__qingyu-invoke") then
for _, id in ipairs(cards) do
room:setCardMark(Fk:getCardById(id), "@@rbj__qingyu-inhand", 1)
end
end
end
end,
refresh_events = {fk.AfterTurnEnd},
can_refresh = function (self, event, target, player, data)
return player:usedSkillTimes(self.name, Player.HistoryTurn) > 0
end,
on_refresh = function (self, event, target, player, data)
local room = player.room
for _, id in ipairs(player:getCardIds("h")) do
room:setCardMark(Fk:getCardById(id), "@@rbj__qingyu-inhand", 0)
end
end,
}
local rbj__qingyu_filter = fk.CreateFilterSkill{
name = "#rbj__qingyu_filter",
card_filter = function(self, card, player)
return card:getMark("@@rbj__qingyu-inhand") > 0 and table.contains(player:getCardIds("h"), card.id)
end,
view_as = function(self, card)
return Fk:cloneCard("slash", card.suit, card.number)
end,
}
rbj__qingyu:addRelatedSkill(rbj__qingyu_filter)
zhuran:addSkill(rbj__qingyu)
Fk:loadTranslationTable{
["rbj__zhuran"] = "朱然",
["#rbj__zhuran"] = "江陵霜天",
["designer:rbj__zhuran"] = "三秋",
["illustrator:rbj__zhuran"] = "秋呆呆",
["rbj__qingyu"] = "清御",
[":rbj__qingyu"] = "锁定技,当你使用【杀】后,你将手牌摸至手牌上限。孤军:然后你可以令因此获得的牌视为【杀】直到回合结束。",
["#rbj__qingyu-invoke"] = "清御:是否令这些牌本回合视为【杀】?",
["@@rbj__qingyu-inhand"] = "清御",
["#rbj__qingyu_filter"] = "清御",
}
local zhugeke = General(extension, "rbj__zhugeke", "wu", 3)
local rbj__minliu = fk.CreateViewAsSkill{
name = "rbj__minliu",
pattern = ".|.|.|.|.|basic",
prompt = function ()
return "#rbj__minliu"
end,
interaction = function()
local names = {}
local mark = Self:getTableMark("rbj__minliu-round")
for _, id in ipairs(Fk:getAllCardIds()) do
local card = Fk:getCardById(id)
if ((Fk.currentResponsePattern == nil and Self:canUse(card)) or
(Fk.currentResponsePattern and Exppattern:Parse(Fk.currentResponsePattern):match(card))) then
if card.type == Card.TypeBasic and not table.contains(mark, card.trueName) then
table.insertIfNeed(names, card.name)
end
end
end
if #names == 0 then return false end
return UI.ComboBox {choices = names}
end,
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
if room.logic:getCurrentEvent():findParent(GameEvent.Round) and
#room.logic:getEventsOfScope(GameEvent.UseCard, 1, function(e)
local u = e.data[1]
if u.card.trueName == use.card.trueName and room:getPlayerById(u.from).role[1] ~= player.role[1] then
return true
end
end, Player.HistoryRound) == 0 then
player:drawCards(1, self.name)
end
end,
enabled_at_response = function(self, player, response)
return not response
end,
}
local rbj__minliu_trigger = fk.CreateTriggerSkill{
name = "#rbj__minliu_trigger",
refresh_events = {fk.AfterCardUseDeclared, fk.EventAcquireSkill, fk.RoundEnd},
can_refresh = function(self, event, target, player, data)
if event == fk.AfterCardUseDeclared then
return player:hasSkill("rbj__minliu", true) and target.role[1] == player.role[1]
elseif event == fk.EventAcquireSkill then
return target == player and data == rbj__minliu and player.room:getTag("RoundCount")
end
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
if event == fk.AfterCardUseDeclared then
room:addTableMark(player, "rbj__minliu-round", data.card.trueName)
elseif event == fk.EventAcquireSkill then
if room.logic:getCurrentEvent():findParent(GameEvent.Round) then
local names = {}
room.logic:getEventsOfScope(GameEvent.UseCard, 1, function(e)
local use = e.data[1]
if room:getPlayerById(use.from).role[1] == player.role[1] then
table.insertIfNeed(names, use.card.trueName)
end
return false
end, Player.HistoryRound)
room:setPlayerMark(player, "rbj__minliu-round", names)
end
end
end,
}
local rbj__quyue = fk.CreateTriggerSkill{
name = "rbj__quyue",
events = {fk.BeforeDrawCard},
anim_type = "drawcard",
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player:getMaxCards() > 0
end,
on_cost = function(self, event, target, player, data)
player.room:askForSkillInvoke(player, self.name, nil, "#rbj__quyue-invoke")
end,
on_use = function(self, event, target, player, data)
local room = player.room
data.num = data.num + 1
room:addPlayerMark(player, "@rbj__quyue-turn", 1)
room:addPlayerMark(player, MarkEnum.MinusMaxCardsInTurn, 1)
room:broadcastProperty(player, "MaxCards")
end,
refresh_events = {fk.AfterTurnEnd},
can_refresh = function(self, event, target, player, data)
return target == player and player:getMark("@rbj__quyue-turn") > 0 and
#player.room.logic:getEventsOfScope(GameEvent.MoveCards, 1, function (e)
for _, move in ipairs(e.data) do
if move.from == player.id and move.moveReason == fk.ReasonDiscard then
return true
end
end
end, Player.HistoryTurn) > 0
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
room:addPlayerMark(player, MarkEnum.MinusMaxCards, player:getMark("@rbj__quyue-turn"))
room:removePlayerMark(player, MarkEnum.MinusMaxCardsInTurn, player:getMark("@rbj__quyue-turn"))
room:broadcastProperty(player, "MaxCards")
end,
}
rbj__minliu:addRelatedSkill(rbj__minliu_trigger)
zhugeke:addSkill(rbj__minliu)
zhugeke:addSkill(rbj__quyue)
Fk:loadTranslationTable{
["rbj__zhugeke"] = "诸葛恪",
["#rbj__zhugeke"] = "才斐勘难",
["designer:rbj__zhugeke"] = "三秋",
["illustrator:rbj__zhugeke"] = "鬼画府",
["rbj__minliu"] = "敏流",
[":rbj__minliu"] = "你可以视为使用友方角色本轮未使用过的基本牌;若本轮敌方角色也未使用过,你摸一张牌。",
["rbj__quyue"] = "趋越",
[":rbj__quyue"] = "当你摸牌时,你可以令本回合你手牌上限-1,令本次摸牌数+1;回合结束时,若你本回合弃置过牌,你本回合因此减少的手牌上限不复原。",
["#rbj__minliu"] = "敏流:你可以视为使用友方角色本轮未使用过的基本牌",
["#rbj__quyue-invoke"] = "趋越:是否额外摸一张牌,本回合你手牌上限-1?",
["@rbj__quyue-turn"] = "趋越",
}
local xingcai = General(extension, "rbj__xingcai", "shu", 4, 4, General.Female)
local rbj__xianyi = fk.CreateViewAsSkill{
name = "rbj__xianyi",
pattern = "slash",
prompt = "#rbj__xianyi",
expand_pile = function () return Self:getTableMark("rbj__xianyi_discard-turn") end,
card_num = 1,
card_filter = function(self, to_select, selected)
return #selected == 0 and table.contains(Self:getMark("rbj__xianyi_discard-turn"), to_select)
end,
view_as = function(self, cards)
return Fk:getCardById(cards[1])
end,
before_use = function(self, player, use)
local room = player.room
local targets = table.filter(room.alive_players, function(p) return p.role[1] == player.role[1] and #p:getCardIds("ej") > 0 end)
if #targets == 0 then return "" end
use.extraUse = true
if not table.contains(player:getTableMark("rbj__xianyi_leaveme-turn"), use.card.id) then
use.extra_data = use.extra_data or {}
use.extra_data.rbj__xianyiGet = player.id
end
local tos = room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, 1, "#rbj__xianyi-choose", self.name, false)
local to = room:getPlayerById(tos[1])
local cid = room:askForCardChosen(player, to, "ej", self.name)
room:obtainCard(player, cid, true, fk.ReasonJustMove, player.id, self.name)
end,
enabled_at_play = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 and
table.find(Fk:currentRoom().alive_players, function(p)
return p.role[1] == player.role[1] and #p:getCardIds("ej") > 0
end)
end,
enabled_at_response = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 and
table.find(Fk:currentRoom().alive_players, function(p)
return p.role[1] == player.role[1] and #p:getCardIds("ej") > 0
end)
end,
}
local rbj__xianyi_trigger = fk.CreateTriggerSkill{
name = "#rbj__xianyi_trigger",
events = {fk.CardUsing},
can_trigger = function(self, event, target, player, data)
return not player.dead and (data.extra_data or {}).rbj__xianyiGet == player.id
and player.room:getCardArea(data.card) == Card.Processing
end,
on_cost = Util.TrueFunc,
on_use= function (self, event, target, player, data)
player.room:obtainCard(player, data.card, true, fk.ReasonJustMove, player.id, self.name)
end,
refresh_events = {fk.AfterCardsMove, fk.EventAcquireSkill, fk.AfterDrawPileShuffle},
can_refresh = function(self, event, target, player, data)
if not player:hasSkill(rbj__xianyi, true) then return false end
if event == fk.AfterCardsMove then
for _, move in ipairs(data) do
if move.from == player.id or move.toArea == Card.DiscardPile or move.fromArea == Card.DiscardPile then
return true
end
end
elseif event == fk.EventAcquireSkill then
return target == player and data == rbj__xianyi
else
return true
end
end,
on_refresh = function (self, event, target, player, data)
local room = player.room
if event == fk.AfterDrawPileShuffle then
room:setPlayerMark(player, "rbj__xianyi_discard-turn", {})
return
end
local record_data = {}
if event == fk.AfterCardsMove then
record_data = {data}
else
room.logic:getEventsOfScope(GameEvent.MoveCards, 1, function(e)
table.insert(record_data, e.data)
return false
end, Player.HistoryTurn)
end
local leaveMe = player:getTableMark("rbj__xianyi_leaveme-turn")
local inDiscard = player:getTableMark("rbj__xianyi_discard-turn")
for _, _data in ipairs(record_data) do
for _, move in ipairs(_data) do
if move.from == player.id then
for _, info in ipairs(move.moveInfo) do
if Fk:getCardById(info.cardId).trueName == "slash"
and (info.fromArea == Player.Hand or info.fromArea == Player.Equip) then
table.insertIfNeed(leaveMe, info.cardId)
end
end
end
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.DiscardPile and Fk:getCardById(info.cardId).trueName == "slash" then
table.removeOne(inDiscard, info.cardId)
end
end
if move.toArea == Card.DiscardPile then
for _, info in ipairs(move.moveInfo) do
if Fk:getCardById(info.cardId).trueName == "slash" then
table.insert(inDiscard, info.cardId)
end
end
end
end
end
room:addTableMark(player, "rbj__xianyi_leaveme-turn", leaveMe)
room:setPlayerMark(player, "rbj__xianyi_discard-turn", inDiscard)
end,
}
rbj__xianyi:addRelatedSkill(rbj__xianyi_trigger)
-- 存在隐患
local rbj__xianyi_targetmod = fk.CreateTargetModSkill{
name = "#rbj__xianyi_targetmod",
bypass_times = function(self, player, skill, scope, card, to)
return card and table.contains(player:getMark("rbj__xianyi_discard-turn"), card.id)
end,
}
rbj__xianyi:addRelatedSkill(rbj__xianyi_targetmod)
xingcai:addSkill(rbj__xianyi)
Fk:loadTranslationTable{
["rbj__xingcai"] = "张星彩",
["#rbj__xingcai"] = "眉案钦锋",
["designer:rbj__xingcai"] = "三秋",
["illustrator:rbj__xingcai"] = "M云涯",
["rbj__xianyi"] = "贤熠",
[":rbj__xianyi"] = "每回合限一次,当你需使用或打出【杀】时,你可以获得一名友方角色场上的一张牌,使用或打出一张本回合进入弃牌堆的【杀】,"..
"以此法使用的【杀】无次数限制;若你本回合未失去过此【杀】,你获得之。",
["#rbj__xianyi"] = "贤熠:你可以获得友方角色场上的一张牌,以使用或打出本回合进入弃牌堆的【杀】",
["#rbj__xianyi-choose"] = "贤熠:获得一名友方角色场上的一张牌",
["#rbj__xianyi_trigger"] = "贤熠",
}
local shenpei = General(extension, "rbj__shenpei", "qun", 3)
local rbj__beiqu = fk.CreateTriggerSkill{
name = "rbj__beiqu",
anim_type = "masochism",
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and
table.find(player.room:getOtherPlayers(player), function (p)
return p.role[1] == player.role[1] and player:canPindian(p)
end)
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local targets = table.filter(room:getOtherPlayers(player), function (p)
return p.role[1] == player.role[1] and player:canPindian(p)
end)
local to = room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, 1,
"#rbj__beiqu-choose", self.name, true)
if #to > 0 then
self.cost_data = {tos = to}
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])
local pindian = player:pindian({to}, self.name)
if player.dead then return end
local card
if pindian.results[to.id].winner == player then
card = pindian.fromCard
elseif pindian.results[to.id].winner == to then
card = pindian.results[to.id].toCard
end
if card and room:getCardArea(card) == Card.DiscardPile then
room:moveCardTo(card, Card.PlayerHand, player, fk.ReasonJustMove, self.name, nil, true, player.id)
end
if not player.dead and not to.dead and not player:isKongcheng() then
U.askForUseRealCard(room, to, player:getCardIds("h"), nil, self.name,
"#rbj__beiqu-use:"..player.id, {bypass_times = true, extraUse = true, expand_pile = player:getCardIds("h")}, false, true)
end
end,
}
local rbj__shuozu = fk.CreateTriggerSkill{
name = "rbj__shuozu",
anim_type = "special",
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 not player:isKongcheng()
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:setPlayerMark(player, self.name, player:getCardIds("h"))
for _, id in ipairs(player:getCardIds("h")) do
room:setCardMark(Fk:getCardById(id), "@@rbj__shuozu", 1)
end
player:filterHandcards()
end,
refresh_events = {fk.EventPhaseEnd},
can_refresh = function(self, event, target, player, data)
return target == player and player.phase == Player.Play and player:getMark(self.name) ~= 0
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
for _, id in ipairs(player:getMark(self.name)) do
room:setCardMark(Fk:getCardById(id), "@@rbj__shuozu", 0)
end
room:setPlayerMark(player, self.name, 0)
end,
}
local rbj__shuozu_filter = fk.CreateFilterSkill{
name = "#rbj__shuozu_filter",
card_filter = function(self, card, player)
return card:getMark("@@rbj__shuozu") > 0
end,
view_as = function(self, card)
return Fk:cloneCard("archery_attack", card.suit, card.number)
end,
}
rbj__shuozu:addRelatedSkill(rbj__shuozu_filter)
shenpei:addSkill(rbj__beiqu)
shenpei:addSkill(rbj__shuozu)
Fk:loadTranslationTable{
["rbj__shenpei"] = "审配",
["#rbj__shenpei"] = "崛城百战",
["designer:rbj__shenpei"] = "三秋",
["illustrator:rbj__shenpei"] = "YanBai",
["rbj__beiqu"] = "北趋",
[":rbj__beiqu"] = "当你受到伤害后,你可以与一名友方角色拼点,你获得赢的角色的拼点牌,然后其可以使用你的一张手牌。",
["rbj__shuozu"] = "铄镞",
[":rbj__shuozu"] = "锁定技,结束阶段,你此时手牌中的牌均视为【万箭齐发】直到你下个出牌阶段结束。",
["#rbj__beiqu-choose"] = "北趋:你可以与一名友方角色拼点,你获得赢的角色的拼点牌,然后其可以使用你的一张手牌",
["#rbj__beiqu-use"] = "北趋:你可以使用 %src 的一张手牌",
["@@rbj__shuozu"] = "铄镞",
["#rbj__shuozu_filter"] = "铄镞",
}
local yuejin = General(extension, "rbj__yuejin", "wei", 4)
local rbj__qieyun = fk.CreateTriggerSkill{
name = "rbj__qieyun",
anim_type = "drawcard",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) and player.phase == Player.Finish then
local friends = {}
player.room.logic:getActualDamageEvents(1, function(e)
local damage = e.data[1]
if damage.from and damage.from.role[1] == player.role[1] then
table.insertIfNeed(friends, damage.from)
end
end, Player.HistoryRound)
if #friends == 1 and not friends[1].dead then
self.cost_data = friends[1].id
return true
end
end
end,
on_cost = function(self, event, target, player, data)
if player.room:askForSkillInvoke(player, self.name, nil, "#rbj__qieyun-invoke::"..self.cost_data) then
self.cost_data = {tos = {self.cost_data}}
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])
local cards = to:drawCards(2, self.name)
if to == player and not player.dead then
cards = table.filter(cards, function (id)
return table.contains(player:getCardIds("h"), id)
end)
if #cards > 0 then
U.askForUseRealCard(room, player, cards, nil, self.name,
"#rbj__qieyun-use", {bypass_times = true, extraUse = true}, false, true)
end
end
end,
}
yuejin:addSkill(rbj__qieyun)
Fk:loadTranslationTable{
["rbj__yuejin"] = "乐进",
["#rbj__yuejin"] = "鏖狻陷刀崚",
["designer:rbj__yuejin"] = "三秋",
["illustrator:rbj__yuejin"] = "小北风巧绘",
["rbj__qieyun"] = "挈云",
[":rbj__qieyun"] = "结束阶段,你可以令友方本轮唯一造成过伤害的角色摸两张牌,若为你,你可以使用其中一张牌。",
["#rbj__qieyun-invoke"] = "挈云:是否令 %dest 摸两张牌?",
["#rbj__qieyun-use"] = "挈云:你可以使用其中一张牌",
}
local lvbu = General(extension, "rbj__lvbu", "qun", 4)
local rbj__linwu = fk.CreateTriggerSkill{
name = "rbj__linwu",
anim_type = "offensive",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) and player.phase == Player.Play then
return not player:prohibitUse(Fk:cloneCard("duel")) and table.find(player.room.alive_players, function(p)
return not p:isNude()
end)
end
end,
on_cost = function (self, event, target, player, data)
local room = player.room
local card = Fk:cloneCard("duel")
card.skillName = self.name
-- 未知子卡使用无色卡检测合法性
local targets = table.filter(room:getOtherPlayers(player, false), function (p)
return not player:isProhibited(p, card)
end)
if #targets == 0 then return false end
local max_num = card.skill:getMaxTargetNum(player, card)
local tos = room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, max_num, "#rbj__linwu-choose", 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 = table.map(self.cost_data.tos, Util.Id2PlayerMapper)
local moves = {}
local subcards = {}
for _, p in ipairs(room:getAlivePlayers()) do
if not p:isNude() then
local cid = room:askForCardChosen(player, p, "he", self.name)
table.insert(subcards, cid)
table.insert(moves, {
from = p.id,
ids = {cid},
toArea = Card.Processing,
moveReason = fk.ReasonUse,
skillName = self.name,
proposer = player.id,
})
end
end
if #moves == 0 then return end
room:moveCards(table.unpack(moves))
subcards = table.filter(subcards, function (id)
return room:getCardArea(id) == Card.Processing
end)
room:useVirtualCard("duel", subcards, player, tos, self.name)
end,
}
local rbj__linwu_delay = fk.CreateTriggerSkill{
name = "#rbj__linwu_delay",
mute = true,
events = { fk.AskForCardResponse },
can_trigger = function (self, event, target, player, data)
if target == player and not player.dead and data.cardName == "slash" then
local effect = data.eventData
if effect and table.contains(effect.card.skillNames, "rbj__linwu") then
return table.find(effect.card.subcards, function (id)
return player.room:getCardArea(id) == Card.Processing
end)
end
end
end,
on_cost = function (self, event, target, player, data)
local room = player.room
local effect = data.eventData
local avil_cards = table.filter(effect.card.subcards, function (id)
if room:getCardArea(id) == Card.Processing then
local c = Fk:cloneCard("slash")
c.skillName = "rbj__linwu"
c:addSubcard(id)
return not player:prohibitResponse(c)
end
end)
if #avil_cards > 0 and room:askForSkillInvoke(player, self.name, nil, "#rbj__linwu-ask") then
local cid = room:askForCardChosen(player, player, { card_data = { { self.name, avil_cards } } }, self.name, "#rbj__linwu-card")
self.cost_data = cid
return true
end
end,
on_use = function(self, event, target, player, data)
local c = Fk:cloneCard("slash")
c.skillName = "rbj__linwu"
c:addSubcard(self.cost_data)
data.result = c
return true
end,
}
rbj__linwu:addRelatedSkill(rbj__linwu_delay)
lvbu:addSkill(rbj__linwu)
Fk:loadTranslationTable{
["rbj__lvbu"] = "吕布",
["#rbj__lvbu"] = "武开穹巅",
["designer:rbj__lvbu"] = "三秋",
["illustrator:rbj__lvbu"] = "鱼仔",
["rbj__linwu"] = "凛武",
[":rbj__linwu"] = "出牌阶段开始时,你可以将所有角色各一张牌当一张【决斗】使用,且你与目标均可以用转化底牌响应之。",
["#rbj__linwu-choose"] = "凛武:选择【决斗】的目标,你将所有角色各一张牌当一张【决斗】对其使用",
["#rbj__linwu-ask"] = "凛武:你可以转化底牌响应此【决斗】",
["#rbj__linwu-card"] = "凛武:转化一张牌响应此【决斗】",
["#rbj__linwu_delay"] = "凛武",
}
local guohuai = General(extension, "rbj__guohuai", "wei", 4)
local rbj__xuzhen = fk.CreateTriggerSkill{
name = "rbj__xuzhen",
anim_type = "control",
events = {fk.TargetConfirmed},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and data.card.trueName == "slash" and not target.dead and #target:getCardIds("e") > 0
end,
on_cost = function (self, event, target, player, data)
if player.room:askForSkillInvoke(player, self.name, nil, "#rbj__xuzhen-invoke::"..target.id) then
self.cost_data = {tos = {target.id}}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local card = room:askForCardChosen(player, target, "e", self.name, "#rbj__xuzhen-choose::"..target.id)
if target:getHandcardNum() < 2 or
room:askForSkillInvoke(target, self.name, nil, "#rbj__xuzhen-choice:"..player.id..":"..Fk:getCardById(card):toLogString()) then
room:throwCard(card, self.name, target, player)
else
room:moveCardTo(card, Card.PlayerHand, player, fk.ReasonGive, self.name, nil, true, target.id)
if target.dead or target:getHandcardNum() < 2 then return end
local cards = room:askForCard(target, 2, 2, false, self.name, false, nil, "#rbj__xuzhen-recast")
room:recastCard(cards, target, self.name)
end
end,
}
guohuai:addSkill(rbj__xuzhen)
Fk:loadTranslationTable{
["rbj__guohuai"] = "郭淮",
["#rbj__guohuai"] = "挟锋崛变",
["designer:rbj__guohuai"] = "三秋",
["illustrator:rbj__guohuai"] = "游漫美绘",
["rbj__xuzhen"] = "虚阵",
[":rbj__xuzhen"] = "当一名角色成为【杀】的目标后,你可以选择其装备区一张牌,其选择一项:1.你弃置此牌;2.将此牌交给你,然后其重铸两张手牌。",
["#rbj__xuzhen-invoke"] = "虚阵:你可以选择 %dest 装备区的一张牌,其选择令你弃置之,或交给你然后其重铸两张手牌",
["#rbj__xuzhen-choose"] = "虚阵:选择 %dest 装备区的一张牌",
["#rbj__xuzhen-choice"] = "虚阵:点“确定” %src 弃置你的%arg;或点“取消”将之交给其,你重铸两张手牌",
["#rbj__xuzhen-recast"] = "虚阵:请重铸两张手牌",
}
local caoxiu = General(extension, "rbj__caoxiu", "wei", 4)
local rbj__huochi = fk.CreateTriggerSkill{
name = "rbj__huochi",
anim_type = "control",
events = {fk.CardUseFinished},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and (data.card.type == Card.TypeBasic or
table.contains(player:getTableMark("@rbj__huochi-turn"), data.card:getTypeString().."_char")) and
table.find(player.room:getOtherPlayers(player), function (p)
return player:distanceTo(p) == player:getAttackRange() and not p:isNude()
end)
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local targets = table.filter(room:getOtherPlayers(player), function (p)
return player:distanceTo(p) == player:getAttackRange() and not p:isNude()
end)
if room:askForSkillInvoke(player, self.name, nil, "#rbj__huochi-invoke") then
self.cost_data = {tos = table.map(targets, Util.IdMapper)}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:sortPlayersByAction(self.cost_data.tos)
local types = {}
for _, id in ipairs(self.cost_data.tos) do
if player.dead then return end
local p = room:getPlayerById(id)
if not p.dead and not p:isNude() then
local card = room:askForCardChosen(player, p, "he", self.name, "#rbj__huochi-discard::"..p.id)
table.insertIfNeed(types, Fk:getCardById(card):getTypeString().."_char")
room:throwCard(card, self.name, p, player)
end
end
if not player.dead and #types == 1 and types[1] ~= "basic_char" then
local mark = player:getTableMark("@rbj__huochi-turn")
table.insertIfNeed(mark, types[1])
room:setPlayerMark(player, "@rbj__huochi-turn", mark)
end
end,
}
caoxiu:addSkill(rbj__huochi)
Fk:loadTranslationTable{
["rbj__caoxiu"] = "曹休",
["#rbj__caoxiu"] = "千尘脱骥",
["designer:rbj__caoxiu"] = "三秋",
["illustrator:rbj__caoxiu"] = "西国红云",
["rbj__huochi"] = "火驰",
[":rbj__huochi"] = "当你使用基本牌后,你可以弃置所有你至其距离等于你攻击范围的角色各一张牌,若这些牌类别均相同,本回合此类别的牌也能触发"..
"〖火驰〗。",
["#rbj__huochi-invoke"] = "火驰:是否弃置所有你攻击范围边缘的角色各一张牌?",
["#rbj__huochi-discard"] = "火驰:弃置 %dest 一张牌",
["@rbj__huochi-turn"] = "火驰",
}
local xujing = General(extension, "rbj__xujing", "shu", 3)
local rbj__fuban = fk.CreateTriggerSkill{
name = "rbj__fuban",
anim_type = "support",
events = {fk.EventPhaseChanging},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and data.to == Player.Discard and not target.dead
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(target, self.name, nil, "#rbj__fuban-invoke:"..player.id)
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:doIndicate(target.id, {player.id})
player:drawCards(1, self.name)
if player.dead or player:isKongcheng() then return end
local cards = player:getCardIds("h")
local yes = false
if table.find(cards, function (id)
return Fk:getCardById(id).type ~= Card.TypeBasic
end) then
yes = true
end
player:showCards(cards)
if yes and not target.dead then
target:skip(Player.Discard)
end
end,
}
local rbj__chucai = fk.CreateTriggerSkill{
name = "rbj__chucai",
anim_type = "support",
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
local cards = {}
for _, move in ipairs(data) do
if move.to == player.id and move.moveReason == fk.ReasonDraw then
for _, info in ipairs(move.moveInfo) do
if Fk:getCardById(info.cardId).is_damage_card then
table.insertIfNeed(cards, info.cardId)
end
end
end
end
cards = U.moveCardsHoldingAreaCheck(player.room, cards)
if #cards > 0 and table.find(player.room:getOtherPlayers(player), function (p)
return p.role[1] == player.role[1]
end) then
self.cost_data = cards
return true
end
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local targets = table.filter(room:getOtherPlayers(player), function (p)
return p.role[1] == player.role[1]
end)
local to = room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, 1,
"#rbj__chucai-choose", self.name, true)
if #to > 0 then
self.cost_data = {tos = to, cards = self.cost_data}
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])
room:moveCardTo(self.cost_data.cards, Card.PlayerHand, to, fk.ReasonGive, self.name, nil, false, player.id)
if not player.dead then
room:handleAddLoseSkills(player, "-"..self.name, nil, true, false)
end
if not to.dead then
room:handleAddLoseSkills(to, self.name, nil, true, false)
end
end,
}
xujing:addSkill(rbj__fuban)
xujing:addSkill(rbj__chucai)
Fk:loadTranslationTable{
["rbj__xujing"] = "许靖",
["#rbj__xujing"] = "镜覆崖花",
["designer:rbj__xujing"] = "三秋",
["illustrator:rbj__xujing"] = "匪萌十月",
["rbj__fuban"] = "负阪",
[":rbj__fuban"] = "一名角色的弃牌阶段开始前,其可以令你摸一张牌并展示手牌,若其中有非基本牌,其跳过此阶段。",
["rbj__chucai"] = "楚才",
[":rbj__chucai"] = "当你摸牌获得伤害牌后,你可以将这些牌和此技能交给一名友方角色。",
["#rbj__fuban-invoke"] = "负阪:是否令 %src 摸一张牌并展示手牌?若其中有非基本牌,你跳过弃牌阶段",
["#rbj__chucai-choose"] = "楚才:你可以将其中的伤害牌和此技能交给一名友方角色",
}
local xurong = General(extension, "rbj__xurong", "qun", 4)
local rbj__lujin = fk.CreateTriggerSkill{
name = "rbj__lujin",
anim_type = "offensive",
events = {fk.TargetSpecified},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.firstTarget and
table.find(AimGroup:getAllTargets(data.tos), function (id)
local p = player.room:getPlayerById(id)
return not p.dead and table.every(player.room:getOtherPlayers(p), function (q)
return q:getLostHp() <= p:getLostHp()
end)
end)
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local targets = table.filter(AimGroup:getAllTargets(data.tos), function (id)
local p = room:getPlayerById(id)
return not p.dead and table.every(room:getOtherPlayers(p), function (q)
return q:getLostHp() <= p:getLostHp()
end)
end)
if #targets == 1 then
if room:askForSkillInvoke(player, self.name, nil, "#rbj__lujin-invoke::"..targets[1]) then
self.cost_data = {tos = targets}
return true
end
else
targets = room:askForChoosePlayers(player, targets, 1, 10, "#rbj__lujin-choose", self.name, true)
if #targets > 0 then
self.cost_data = {tos = targets}
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:sortPlayersByAction(self.cost_data.tos)
for _, id in ipairs(self.cost_data.tos) do
local p = room:getPlayerById(id)
if not p.dead then
room:damage{
from = player,
to = p,
damage = 1,
skillName = self.name,
}
end
if not p.dead and not p:isKongcheng() then
local cards = table.filter(p:getCardIds("he"), function (c)
return Fk:getCardById(c).trueName == data.card.trueName and not p:prohibitDiscard(id)
end)
if #cards > 0 then
if room:askForSkillInvoke(p, self.name, nil, "#rbj__lujin-discard:::"..data.card.trueName) then
room:throwCard(cards, self.name, p, p)
if not p.dead and p:isWounded() then
room:recover({
who = p,
num = math.min(#cards, p:getLostHp()),
recoverBy = p,
skillName = self.name,
})
end
end
else
room:askForDiscard(p, 1, 1, false, self.name, true, self.name, "#rbj__lujin-discard:::"..data.card.trueName) --假装询问
end
end
end
end,
}
xurong:addSkill(rbj__lujin)
Fk:loadTranslationTable{
["rbj__xurong"] = "徐荣",
["#rbj__xurong"] = "迫陷堕绝",
["designer:rbj__xurong"] = "三秋",
["illustrator:rbj__xurong"] = "biou09",
["rbj__lujin"] = "戮烬",
[":rbj__lujin"] = "当你使用牌指定第一个目标后,你可以选择目标角色中任意名已损失体力值最多的角色,这些角色依次执行:你对其造成1点伤害,"..
"然后其可以弃置所有此牌名的牌,回复等量的体力。",
["#rbj__lujin-invoke"] = "戮烬:是否对 %dest 造成1点伤害?",
["#rbj__lujin-choose"] = "戮烬:你可以对其中任意名角色造成1点伤害",
["#rbj__lujin-discard"] = "戮烬:是否弃置所有【%arg】,回复等量体力?",
}
local luxun = General(extension, "rbj__luxun", "wu", 3)
local rbj__dingrui = fk.CreateTriggerSkill{
name = "rbj__dingrui",
anim_type = "control",
events = {fk.EventPhaseChanging},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and
data.from > Player.Start and data.from < Player.Finish and not player:isKongcheng() and player.hp > 0 and
player:usedSkillTimes(self.name, Player.HistoryTurn) == 0
end,
on_cost = function(self, event, target, player, data)
local phase_name_table = {
[3] = "phase_judge",
[4] = "phase_draw",
[5] = "phase_play",
[6] = "phase_discard",
}
local cards = player.room:askForCard(player, 1, player.hp, false, self.name, true, "slash",
"#rbj__dingrui-invoke:::"..phase_name_table[data.from]..":"..player.hp)
if #cards > 0 then
self.cost_data = {cards = cards}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:recastCard(self.cost_data.cards, player, self.name)
if not player.dead then
player:gainAnExtraPhase(data.from)
end
end,
}
local rbj__qingya = fk.CreateTriggerSkill{
name = "rbj__qingya",
anim_type = "special",
frequency = Skill.Compulsory,
refresh_events = {fk.CardUsing, fk.Deathed},
can_refresh = function(self, event, target, player, data)
return player:hasSkill(self) and (event == fk.CardUsing and target == player or event == fk.Deathed)
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
if #table.filter(room:getOtherPlayers(player), function(p)
return p.role[1] == player.role[1]
end) == #room.logic:getEventsOfScope(GameEvent.UseCard, 2, function(e)
local use = e.data[1]
if use and use.from == player.id then
return true
end
end, Player.HistoryTurn) then
room:setPlayerMark(player, "rbj__qingya-turn", 1)
else
room:setPlayerMark(player, "rbj__qingya-turn", 0)
end
player:filterHandcards()
end,
}
local rbj__qingya_filter = fk.CreateFilterSkill{
name = "#rbj__qingya_filter",
card_filter = function(self, card, player)
return player:hasSkill(rbj__qingya) and player:getMark("rbj__qingya-turn") > 0 and
card.type == Card.TypeBasic and table.contains(player:getCardIds("h"), card.id)
end,
view_as = function(self, card)
return Fk:cloneCard("analeptic", card.suit, card.number)
end,
}
local rbj__qingya_maxcards = fk.CreateMaxCardsSkill{
name = "#rbj__qingya_maxcards",
exclude_from = function(self, player, card)
return player:hasSkill(rbj__qingya) and player:getMark("rbj__qingya-turn") > 0 and
card.type == Card.TypeBasic
end,
}
rbj__qingya:addRelatedSkill(rbj__qingya_filter)
rbj__qingya:addRelatedSkill(rbj__qingya_maxcards)
luxun:addSkill(rbj__dingrui)
luxun:addSkill(rbj__qingya)
Fk:loadTranslationTable{
["rbj__luxun"] = "陆逊",
["#rbj__luxun"] = "剑照儒纶",
["designer:rbj__luxun"] = "三秋",
["illustrator:rbj__luxun"] = "魔奇士",
["rbj__dingrui"] = "定锐",
[":rbj__dingrui"] = "每回合限一次,当你的阶段结束后(准备阶段和结束阶段除外),你可以重铸体力值张【杀】,再执行一个此阶段。",
["rbj__qingya"] = "青崖",
[":rbj__qingya"] = "锁定技,若你本回合已使用牌数等于友方其他角色数,你手牌中的基本牌视为不计入手牌上限的【酒】。",
["#rbj__dingrui-invoke"] = "定锐:你可以重铸至多%arg2张【杀】,再执行一个%arg",
["#rbj__qingya_filter"] = "青崖",
}
local fazheng = General(extension, "rbj__fazheng", "shu", 3)
local rbj__jingfen = fk.CreateTriggerSkill{
name = "rbj__jingfen",
anim_type = "support",
frequency = Skill.Compulsory,
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
local colors = {}
for _, move in ipairs(data) do
if move.from == player.id and move.moveReason == fk.ReasonDiscard then
for _, info in ipairs(move.moveInfo) do
local color = Fk:getCardById(info.cardId).color
if color ~= Card.NoColor then
table.insertIfNeed(colors, color)
end
end
end
end
return #colors == 2
end
end,
on_use = function (self, event, target, player, data)
local room = player.room
for _, p in ipairs(room.alive_players) do
if p.role[1] == player.role[1] and p:getMark("rbj__jingfen-round") > 0 then
room:doIndicate(player.id, {p.id})
room:setPlayerMark(p, "rbj__jingfen-round", 0)
end
end
end,
refresh_events = {fk.AfterCardUseDeclared},
can_refresh = function (self, event, target, player, data)
return target == player and data.card.trueName == "slash" and player.phase == Player.Play and not data.extraUse and
table.find(player.room.alive_players, function (p)
return p:hasSkill(self) and p.role[1] == player.role[1]
end)
end,
on_refresh = function (self, event, target, player, data)
local room = player.room
player:addCardUseHistory("slash", -1)
local card = Fk:cloneCard("slash")
for _, p in ipairs(room:getAlivePlayers()) do
if p.role[1] == player.role[1] and (card.skill:getMaxUseTime(p, Player.HistoryPhase, card, nil) or 0) > 0 then
room:addPlayerMark(p, "rbj__jingfen-round", 1)
break
end
end
end,
}
local rbj__jingfen_targetmod = fk.CreateTargetModSkill{
name = "#rbj__jingfen_targetmod",
frequency = Skill.Compulsory,
main_skill = rbj__jingfen,
residue_func = function(self, player, skill, scope)
if skill.trueName == "slash_skill" and scope == Player.HistoryPhase then
local n = 0
if player.phase == Player.Play and
table.find(Fk:currentRoom().alive_players, function (p)
return p:hasSkill(rbj__jingfen) and p.role[1] == player.role[1]
end) then
for _, p in ipairs(Fk:currentRoom().alive_players) do
if p ~= player and p.role[1] == player.role[1] then
local card = Fk:cloneCard("slash")
n = n + (card.skill:getMaxUseTime(p, Player.HistoryPhase, card, nil) or 0)
end
end
end
n = n - player:getMark("rbj__jingfen-round")
return n
end
end,
}
local rbj__zhanye = fk.CreateTriggerSkill{
name = "rbj__zhanye",
anim_type = "drawcard",
events = {fk.Damage, fk.Damaged},
can_trigger = function(self, event, target, player, data)
return target and target == player and player:hasSkill(self) and not player:isKongcheng() and
data.card and player.room:getCardArea(data.card) == Card.Processing
end,
on_cost = function (self, event, target, player, data)
local n = (player:getHandcardNum() + 1) // 2
local cards = player.room:askForDiscard(player, n, n, false, self.name, true, nil, "#rbj__zhanye-invoke:::"..n, true)
if #cards > 0 then
self.cost_data = {cards = cards}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:throwCard(self.cost_data.cards, self.name, player, player)
if player.dead then return end
if data.card and room:getCardArea(data.card) == Card.Processing then
room:moveCardTo(data.card, Card.PlayerHand, player, fk.ReasonJustMove, self.name, nil, true, player.id, "@@rbj__zhanye-inhand")
end
end,
}
local rbj__zhanye_delay = fk.CreateTriggerSkill{
name = "#rbj__zhanye_delay",
mute = true,
events = {fk.TurnEnd},
can_trigger = function(self, event, target, player, data)
return player:usedSkillTimes("rbj__zhanye", Player.HistoryTurn) > 0 and table.find(player:getCardIds("h"), function(id)
return Fk:getCardById(id):getMark("@@rbj__zhanye-inhand") > 0
end)
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke("rbj__zhanye")
room:notifySkillInvoked(player, "rbj__zhanye", "drawcard")
while not player.dead do
local cards = table.filter(player:getCardIds("h"), function(id)
return Fk:getCardById(id):getMark("@@rbj__zhanye-inhand") > 0
end)
if #cards == 0 then return end
room:delay(800)
if not room:useVirtualCard("ex_nihilo", {cards[1]}, player, player, "rbj__zhanye") then
room:setCardMark(Fk:getCardById(cards[1]), "@@rbj__zhanye-inhand", 0)
end
end
end,
}
rbj__jingfen:addRelatedSkill(rbj__jingfen_targetmod)
rbj__zhanye:addRelatedSkill(rbj__zhanye_delay)
fazheng:addSkill(rbj__jingfen)
fazheng:addSkill(rbj__zhanye)
Fk:loadTranslationTable{
["rbj__fazheng"] = "法正",
["#rbj__fazheng"] = "身睚功眦",
["designer:rbj__fazheng"] = "三秋",
["illustrator:rbj__fazheng"] = "",
["rbj__jingfen"] = "旌分",
[":rbj__jingfen"] = "锁定技,友方角色共享出牌阶段使用【杀】次数;当你一次弃置两种颜色的牌后,所有友方角色恢复以此法减少的次数上限。<br>"..
"<font color='grey'>#\"<b>共享次数</b>\":使用【杀】次数上限增加其他友方角色(不以此法增加的)次数上限之和,当声明使用计入次数限制的"..
"【杀】后,改为按行动顺序令一名友方角色本轮出牌阶段使用【杀】次数上限-1,每轮结束后恢复以此法减少的次数上限。",
["rbj__zhanye"] = "斩业",
[":rbj__zhanye"] = "当你造成或受到伤害后,你可以弃置一半手牌(向上取整)并获得造成伤害的牌,若如此做,本回合结束时,你将手牌中本回合因此"..
"获得的牌依次当【无中生有】使用。",
["#rbj__zhanye-invoke"] = "斩业:你可以弃置一半手牌(%arg张),获得造成伤害的牌",
["@@rbj__zhanye-inhand"] = "斩业",
["#rbj__zhanye_delay"] = "斩业",
}
local luotong = General(extension, "rbj__luotong", "wu", 3)
local rbj__shupu = fk.CreateTriggerSkill{
name = "rbj__shupu",
anim_type = "drawcard",
events = {fk.EventPhaseChanging},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.to == Player.Draw and not player.skipped_phases[Player.Play] and
player:getMark("@@rbj__shupu") == 0
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, nil, "#rbj__shupu-invoke")
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:skip(Player.Draw)
player:skip(Player.Play)
local friends = table.filter(room.alive_players, function (p)
return p.role[1] == player.role[1]
end)
if #friends == 1 then
player:drawCards(5, self.name)
if not player.dead then
room:setPlayerMark(player, "@@rbj__shupu", 1)
room:setPlayerMark(player, "rbj__shupu_targets", {player.id})
end
else
local total = 5
while total > 0 do
room:setPlayerMark(player, "rbj__shupu-tmp", total)
local _, dat = room:askForUseActiveSkill(player, "rbj__shupu_active",
"#rbj__shupu-num:::"..total, false, {exclusive_targets = table.map(friends, Util.IdMapper)})
local to = room:getPlayerById(dat.targets[1])
room:addPlayerMark(to, "@rbj__shupu_count", dat.interaction)
total = total - dat.interaction
end
local n = 0
for _, p in ipairs(friends) do
n = math.max(n, p:getMark("@rbj__shupu_count"))
end
local rbj__shupu_targets = {}
for _, p in ipairs(room:getAlivePlayers()) do
if p:getMark("@rbj__shupu_count") > 0 then
if p:getMark("@rbj__shupu_count") == n then
table.insert(rbj__shupu_targets, p.id)
end
p:drawCards(p:getMark("@rbj__shupu_count"), self.name)
room:setPlayerMark(p, "@rbj__shupu_count", 0)
end
end
if not player.dead and table.find(rbj__shupu_targets, function (id)
return not room:getPlayerById(id).dead
end) then
room:setPlayerMark(player, "@@rbj__shupu", 1)
room:setPlayerMark(player, "rbj__shupu_targets", rbj__shupu_targets)
end
end
end,
refresh_events = {fk.AfterCardsMove},
can_refresh = function(self, event, target, player, data)
if player:getMark("rbj__shupu_targets") ~= 0 then
for _, move in ipairs(data) do
if move.from and player.room:getPlayerById(move.from):isKongcheng() and
table.contains(player:getMark("rbj__shupu_targets"), move.from) then
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.PlayerHand then
return true
end
end
end
end
end
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
room:setPlayerMark(player, "@@rbj__shupu", 0)
room:setPlayerMark(player, "rbj__shupu_targets", 0)
end,
}
local rbj__shupu_active = fk.CreateActiveSkill{
name = "rbj__shupu_active",
card_num = 0,
target_num = 1,
interaction = function()
return UI.Spin {
from = 1,
to = Self:getMark("rbj__shupu-tmp"),
}
end,
card_filter = Util.FalseFunc,
target_filter = function (self, to_select, selected)
return #selected == 0
end,
}
local rbj__jize = fk.CreateTriggerSkill{
name = "rbj__jize",
anim_type = "masochism",
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and #player.room.alive_players > 1 and
table.find(player.room.alive_players, function (p)
return not p:isKongcheng()
end)
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local success, dat = room:askForUseActiveSkill(player, "rbj__jize_active", "#rbj__jize-invoke", true, nil, true)
if success and dat then
self.cost_data = {tos = {dat.targets[1]}, extra_data = dat.targets[2]}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local target1 = room:getPlayerById(self.cost_data.tos[1])
local target2 = room:getPlayerById(self.cost_data.extra_data)
room:doIndicate(target1.id, {target2.id})
local card
if target1 == player then
card = room:askForCard(player, 1, 1, false, self.name, false, nil, "#rbj__jize-give::"..target2.id)
else
card = room:askForCardChosen(player, target1, "h", self.name, "#rbj__jize-card:"..target1.id..":"..target2.id)
end
room:moveCardTo(card, Card.PlayerHand, target2, fk.ReasonGive, self.name, nil, false, player.id)
if player.dead or not player:isWounded() then return end
local nums = {}
for _, p in ipairs(room.alive_players) do
nums[p:getHandcardNum()] = (nums[p:getHandcardNum()] or 0) + 1
end
local yes = false
for _, count in pairs(nums) do
if count > 1 then
if yes == false then
yes = true
else
return
end
end
end
if yes then
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name,
})
end
end,
}
local rbj__jize_active = fk.CreateActiveSkill{
name = "rbj__jize_active",
card_num = 0,
target_num = 2,
card_filter = Util.FalseFunc,
target_filter = function (self, to_select, selected)
if #selected == 0 then
return not Fk:currentRoom():getPlayerById(to_select):isKongcheng()
else
return true
end
end,
}
Fk:addSkill(rbj__shupu_active)
Fk:addSkill(rbj__jize_active)
luotong:addSkill(rbj__shupu)
luotong:addSkill(rbj__jize)
Fk:loadTranslationTable{
["rbj__luotong"] = "骆统",
["#rbj__luotong"] = "施善绥安",
["designer:rbj__luotong"] = "三秋",
["illustrator:rbj__luotong"] = "鬼画府",
["rbj__shupu"] = "疏浦",
[":rbj__shupu"] = "你可以跳过摸牌和出牌阶段,令友方角色摸共计五张牌,然后此技能失效直到因此摸牌最多的角色失去最后的手牌。",
["rbj__jize"] = "及泽",
[":rbj__jize"] = "当你受到伤害后,你可以将一名角色的一张手牌交给另一名角色,然后若存活角色的手牌数中仅有一种有多名角色为此手牌数,"..
"你回复1点体力。",
["@@rbj__shupu"] = "疏浦失效",
["#rbj__shupu-invoke"] = "疏浦:是否跳过摸牌和出牌阶段,令友方角色摸共计五张牌?",
["#rbj__shupu-num"] = "疏浦:为友方角色分配摸牌数(还剩%arg张)",
["@rbj__shupu_count"] = "疏浦摸牌数",
["rbj__shupu_active"] = "疏浦",
["#rbj__jize-invoke"] = "及泽:你可以选择一名角色,将其一张手牌交给另一名角色",
["rbj__jize_active"] = "及泽",
["#rbj__jize-give"] = "及泽:选择一张手牌交给 %dest",
["#rbj__jize-card"] = "及泽:选择 %src 的一张手牌交给 %dest",
}
return extension
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