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local extension = Package("joy_ccxh")
extension.extensionName = "joy"
Fk:loadTranslationTable{
["joy_ccxh"] = "欢乐-璀璨星河",
}
local U = require "packages/utility/utility"
local dufuren = General(extension, "joy__dufuren", "wei", 3, 3, General.Female)
local yise = fk.CreateTriggerSkill{
name = "joy__yise",
anim_type = "control",
events = {fk.AfterCardsMove},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
for _, move in ipairs(data) do
if move.from == player.id and move.to and move.to ~= player.id and move.toArea == Card.PlayerHand then
self.yise_to = move.to
for _, info in ipairs(move.moveInfo) do
self.yise_color = Fk:getCardById(info.cardId).color
return true
end
end
end
end
end,
on_cost = function(self, event, target, player, data)
if self.yise_color == Card.Red then
return player.room:askForSkillInvoke(player, self.name, data, "#joy__yise-invoke1::"..self.yise_to)
else
return player.room:askForSkillInvoke(player, self.name, data, "#joy__yise-invoke3::"..self.yise_to)
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = room:getPlayerById(self.yise_to)
if self.yise_color == Card.Red then
local choices = {"joy__yiseDrawCard","joy__yisecancel"}
if to:isWounded() then
table.insert(choices,"joy__yiseCover")
end
local choice = player.room:askForChoice(player,choices,self.name)
if choice == "joy__yiseDrawCard" and not player.dead then
player:drawCards(1,self.name)
elseif choice == "joy__yiseCover" then
room:recover({
who = to,
num = 1,
recoverBy = player,
skillName = self.name
})
else
return
end
elseif self.yise_color == Card.Black then
room:addPlayerMark(to, "@joy__yise", 1)
end
end,
}
local yise_delay = fk.CreateTriggerSkill{
name = "#joy__yise_delay",
mute = true,
frequency = Skill.Compulsory,
events = {fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
return target == player and player:getMark("@joy__yise") > 0 and data.card and data.card.trueName == "slash"
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
data.damage = data.damage + player:getMark("@joy__yise")
player.room:setPlayerMark(player, "@joy__yise", 0)
end,
}
local shunshi = fk.CreateTriggerSkill{
name = "joy__shunshi",
anim_type = "control",
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 and not player:isNude() then
return player.phase == Player.Start
elseif event == fk.Damaged and not player:isNude() and player.room.current ~= player then
return true
end
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local targets = {}
for _, p in ipairs(room:getOtherPlayers(player)) do
table.insert(targets, p.id)
end
local tos, id = room:askForChooseCardAndPlayers(player, targets, 1, 1, ".", "#shunshi-cost", self.name, true)
if #tos > 0 then
self.cost_data = {tos[1], id}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:obtainCard(self.cost_data[1], self.cost_data[2], false, fk.ReasonGive)
room:addPlayerMark(player, "@joy__shunshi_drawcards", 1)
room:addPlayerMark(player, "@joy__shunshi_slash", 1)
room:addPlayerMark(player, "@joy__shunshi_maxcard", 1)
end,
refresh_events = { fk.EventPhaseEnd },
can_refresh = function(self, event, target, player, data)
return (player.phase == Player.Play and player:getMark("@joy__shunshi_slash") ~= 0) or (player.phase == Player.Discard and player:getMark("@joy__shunshi_maxcard") ~= 0)
end,
on_refresh = function(self, event, target, player, data)
if player.phase == Player.Play then
player.room:setPlayerMark(player, "@joy__shunshi_slash", 0)
elseif player.phase == Player.Discard then
player.room:setPlayerMark(player, "@joy__shunshi_maxcard", 0)
end
end,
}
local shunshi_delay = fk.CreateTriggerSkill{
name = "#joy__shunshi_delay",
mute = true,
events = {fk.DrawNCards},
can_trigger = function(self, event, target, player, data)
return target == player and player:getMark("@joy__shunshi_drawcards") > 0
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
data.n = data.n + player:getMark("@joy__shunshi_drawcards")
player.room:setPlayerMark(player, "@joy__shunshi_drawcards", 0)
end,
}
local shunshi_targetmod = fk.CreateTargetModSkill{
name = "#joy__shunshi_targetmod",
residue_func = function(self, player, skill, scope)
if skill.trueName == "slash_skill" and scope == Player.HistoryPhase then
return player:getMark("@joy__shunshi_slash")
end
end,
}
local shunshi_maxcards = fk.CreateMaxCardsSkill{
name = "#joy__shunshi_maxcards",
correct_func = function(self, player)
return player:getMark("@joy__shunshi_maxcard")
end,
}
local shunshi_armor = fk.CreateTriggerSkill{
name = "#joy__shunshi_armor",
mute = true,
main_skill = shunshi,
events = {fk.AfterCardTargetDeclared},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill("joy__shunshi") and player.phase == Player.Play and player:getMark("@joy__shunshi_slash") > 0 then
return data.card.trueName == "slash"
end
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local card_event = room.logic:getCurrentEvent():findParent(GameEvent.UseCard)
card_event.joy__shunshi_armor = true
for _, p in ipairs(room.alive_players) do
room:addPlayerMark(p, fk.MarkArmorNullified)
end
end,
refresh_events = {fk.CardUseFinished},
can_refresh = function(self, event, target, player, data)
if player ~= target then return false end
local card_event = player.room.logic:getCurrentEvent():findParent(GameEvent.UseCard, true)
return card_event and card_event.joy__shunshi_armor
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
for _, p in ipairs(room.alive_players) do
room:removePlayerMark(p, fk.MarkArmorNullified)
end
end,
}
yise:addRelatedSkill(yise_delay)
shunshi:addRelatedSkill(shunshi_delay)
shunshi:addRelatedSkill(shunshi_targetmod)
shunshi:addRelatedSkill(shunshi_maxcards)
shunshi:addRelatedSkill(shunshi_armor)
dufuren:addSkill(yise)
dufuren:addSkill(shunshi)
Fk:loadTranslationTable{
["joy__dufuren"] = "杜夫人",
["#joy__dufuren"] = "沛王太妃",
["joy__yise"] = "异色",
[":joy__yise"] = "锁定技;当其他角色获得你的牌后,若此牌为:红色,你可以摸一张牌或令其回复1点体力;黑色,你可以令其下次受到【杀】造成的伤害时,此伤害+1。",
["joy__shunshi"] = "顺世",
[":joy__shunshi"] = "准备阶段或当你于回合外受到伤害后,你可以交给一名其他角色一张牌,然后直到你获得以下效果:下个摸牌阶段多摸一张牌、"..
"下个出牌阶段使用的【杀】次数上限+1且无视防具、下个弃牌阶段手牌上限+1。",
["#joy__yise-invoke1"] = "异色:你可以选择摸一张牌或令 %dest 回复1点体力",
["#joy__yise-invoke3"] = "异色:你可以令 %dest 下次受到【杀】造成的伤害时,伤害+1",
["joy__yiseDrawCard"] = "你摸一张牌",
["joy__yiseCover"] = "令其回复1点体力",
["joy__yisecancel"] = "取消",
["#joy__shunshi-cost"] = "顺世:你可以交给一名其他角色一张牌,然后你下个对应阶段获得对应效果",
["#joy__yise_delay"] = "异色",
["#joy__shunshi_delay"] = "顺世",
["@joy__yise"] = "异色",
["@joy__shunshi_drawcards"] = "摸牌阶段",
["@joy__shunshi_slash"] = "出牌阶段",
["@joy__shunshi_maxcard"] = "弃牌阶段",
}
local zhangchangpu = General(extension, "joy__zhangchangpu", "wei", 3, 3, General.Female)
Fk:addPoxiMethod{
name = "joy__yanjiao_count",
card_filter = function(to_select, selected,data,extra_data)
local n = Fk:getCardById(to_select).number
for _, id in ipairs(selected) do
n = n + Fk:getCardById(id).number
end
return n <= extra_data//2
end,
feasible = function(selected)
return #selected > 0
end,
prompt = function ()
return Fk:translate("#joy__yanjiao-choose")
end
}
local yanjiao = fk.CreateActiveSkill{
name = "joy__yanjiao",
anim_type = "support",
card_num = 0,
target_num = 1,
prompt = "#joy__yanjiao",
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 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 n = 3 + player:getMark("@joy__yanjiao")
room:setPlayerMark(player, "@joy__yanjiao", 0)
local cards = room:getNCards(n)
room:moveCards({
ids = cards,
toArea = Card.Processing,
moveReason = fk.ReasonJustMove,
skillName = self.name,
})
local m = 0
local i = 1
for _, id in ipairs(cards) do
local card = Fk:getCardById(id)
m = m + Fk:getCardById(id).number
room:addCardMark(card,"joy_yj-phase",m)
end
local get = room:askForPoxi(target, "joy__yanjiao_count", {{ self.name, cards}}, m, true)
if #get > 0 then
local dummy = Fk:cloneCard("dilu")
dummy:addSubcards(get)
room:obtainCard(target.id, dummy, true, fk.ReasonPrey)
end
cards = table.filter(cards, function(id) return room:getCardArea(id) == Card.Processing end)
if target ~= player and not player.dead and #cards > 0 then
local dummy2 = Fk:cloneCard("dilu")
dummy2:addSubcards(cards)
room:obtainCard(player.id, dummy2, true, fk.ReasonPrey)
elseif target == player and #cards > 0 then
room:moveCards({
ids = cards,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
})
end
end,
}
local xingshen = fk.CreateTriggerSkill{
name = "joy__xingshen",
anim_type = "masochism",
events = {fk.Damaged},
on_use = function(self, event, target, player, data)
local room = player.room
if table.every(room.alive_players, function(p) return p:getHandcardNum() >= player:getHandcardNum() end) then
player:drawCards(2, self.name)
else
player:drawCards(1, self.name)
end
if player.dead or player:getMark("@joy__yanjiao") > 5 then return end
if table.every(room.alive_players, function(p) return p.hp >= player.hp end) then
room:addPlayerMark(player, "@joy__yanjiao", player:getMark("@joy__yanjiao") > 3 and 1 or 2)
else
room:addPlayerMark(player, "@joy__yanjiao", 1)
end
end,
}
zhangchangpu:addSkill(yanjiao)
zhangchangpu:addSkill(xingshen)
Fk:loadTranslationTable{
["joy__zhangchangpu"] = "张昌蒲",
["#joy__zhangchangpu"] = "矜严明训",
["joy__yanjiao"] = "严教",
[":joy__yanjiao"] = "出牌阶段限一次,你可以选择一名角色并亮出牌堆顶的三张牌,该角色选择并获得点数之和小于等于总点数一半的牌(至少获得一张),"..
" 若〖严教〗目标不为你,你获得剩余的牌;若〖严教〗目标为你,则弃置剩余的牌。",
["joy__xingshen"] = "省身",
[":joy__xingshen"] = "当你受到伤害后,你可以摸一张牌并令下一次发动〖严教〗亮出的牌数+1。若你的手牌数为全场最少,则改为摸两张牌;"..
"若你的体力值为全场最少,则下一次发动〖严教〗亮出的牌数改为+2(加值总数至多为5)。",
["#joy__yanjiao"]= "严教:选择一名角色发动“严教”",
["#joy__yanjiao-choose"] = "严教:选择获得点数和小于总点数一半的牌",
["joy__yanjiao_count"] = "严教",
["@joy__yanjiao"] = "严教",
["$joy__yanjiao1"] = " ",
["$joy__yanjiao2"] = " ",
["$joy__xingshen1"] = " ",
["$joy__xingshen2"] = " ",
["~joy__zhangchangpu"] = " ",
}
local wenqin = General(extension, "joy__wenqin", "wei", 4)
wenqin:addSkill("guangao")
wenqin:addSkill("huiqi")
wenqin:addRelatedSkill("xieju")
Fk:loadTranslationTable{
["joy__wenqin"] = "文钦",
["#joy__wenqin"] = "困兽鸱张",
}
local lijue = General(extension, "joy__lijue", "qun", 5, 6)
lijue:addSkill("langxi")
lijue:addSkill("yisuan")
Fk:loadTranslationTable{
["joy__lijue"] = "李傕",
["#joy__lijue"] = "恐怖羊袭",
}
local liangxing = General(extension, "joy__liangxing", "qun", 4)
local lulue = fk.CreateTriggerSkill{
name = "joy__lulue",
anim_type = "offensive",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Play
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local targets = table.map(table.filter(room:getOtherPlayers(player), function(p)
return (p:getHandcardNum() <= #player.player_cards[Player.Hand] and not p:isKongcheng()) end), Util.IdMapper)
if #targets == 0 then return end
local to = room:askForChoosePlayers(player, targets, 1, 1, "#joy__lulue-choose", self.name, true)
if #to > 0 then
self.cost_data = to[1]
return true
end
return false
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = room:getPlayerById(self.cost_data)
local choice = room:askForChoice(to, {"lulue_give", "lulue_slash"}, self.name, "#lulue-choice:"..player.id)
if choice == "lulue_give" then
local dummy = Fk:cloneCard("dilu")
dummy:addSubcards(to:getCardIds(Player.Hand))
room:obtainCard(player.id, dummy, false, fk.ReasonGive)
player:turnOver()
else
to:turnOver()
room:useVirtualCard("slash", nil, to, player, self.name, true)
end
end,
}
liangxing:addSkill(lulue)
liangxing:addSkill("zhuixi")
Fk:loadTranslationTable{
["joy__liangxing"] = "梁兴",
["#joy__liangxing"] = "凶豺掠豹",
["joy__lulue"] = "掳掠",
[":joy__lulue"] = "出牌阶段开始时,你可以令一名有手牌且手牌数小于等于你的其他角色选择一项:1.将所有手牌交给你,然后你翻面;2.翻面,然后视为对你使用一张【杀】。",
["#joy__lulue-choose"] = "掳掠:你可以令一名有手牌且手牌数小于等于你的其他角色选择一项",
}
local joy__zhaoxiang = General(extension, "joy__zhaoxiang", "shu", 4, 4, General.Female)
local joy__fuhan = fk.CreateTriggerSkill{
name = "joy__fuhan",
events = {fk.TurnStart},
frequency = Skill.Limited,
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player:getMark("@meiying") > 0 and
player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, nil, "#joy__fuhan-invoke")
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n = player:getMark("@meiying")
room:setPlayerMark(player, "@meiying", 0)
player:drawCards(n, self.name)
if player.dead then return end
local generals = {"joyex__zhugeliang","joyex__zhaoyun","joyex__machao","joyex__huangyueying","joyex__guanyu","joy_mou__machao","joy_mou__huangzhong","joy_mou__liubei","joy_mou__zhaoyun","joyex__zhurong","joy__yangwan",
"joy__yanyan","joyex__weiyan","joy__liushan","joy__zhugezhan","joy__jiangwei","joy__menghuo","joy__wolong","joy__maliang","joy__ganfuren","joy__guanyinping","joyex__sunqian","joyex__huangzhong","joyex__zhangfei","joy__xiahouba","joy__qinmi",
"joysp__sunshangxiang","joysp__zhangfei", "joy__puyuan","joy__baosanniang","joy__guansuo","joy__guanping", "joy__xushu","joyex__liaohua","joy__zhangsong","joy__wuyi","joy__wolongfengchu","joyex__liubei",
"nya__xingcai","nya__zhurong","joy__zhangyi",}
if #generals == 0 then return false end
generals = table.random(generals, math.max(4, #room.alive_players))
local skills = {}
local choices = {}
for _, general_name in ipairs(generals) do
local general = Fk.generals[general_name]
local g_skills = {}
for _, skill in ipairs(general.skills) do
if not (table.contains({Skill.Limited, Skill.Wake, Skill.Quest}, skill.frequency) or skill.lordSkill) and
(#skill.attachedKingdom == 0 or (table.contains(skill.attachedKingdom, "shu") and player.kingdom == "shu")) then
table.insertIfNeed(g_skills, skill.name)
end
end
for _, s_name in ipairs(general.other_skills) do
local skill = Fk.skills[s_name]
if not (table.contains({Skill.Limited, Skill.Wake, Skill.Quest}, skill.frequency) or skill.lordSkill) and
(#skill.attachedKingdom == 0 or (table.contains(skill.attachedKingdom, "shu") and player.kingdom == "shu")) then
table.insertIfNeed(g_skills, skill.name)
end
end
table.insertIfNeed(skills, g_skills)
if #choices == 0 and #g_skills > 0 then
choices = {g_skills[1]}
end
end
if #choices > 0 then
local result = player.room:askForCustomDialog(player, self.name,
"packages/tenyear/qml/ChooseGeneralSkillsBox.qml", {
generals, skills, 1, 2, "#joy__fuhan-choice", false
})
if result ~= "" then
choices = json.decode(result)
end
room:handleAddLoseSkills(player, table.concat(choices, "|"), nil)
end
if not player.dead and player:isWounded() and
table.every(room.alive_players, function(p) return p.hp >= player.hp end) then
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name
})
end
end,
}
joy__zhaoxiang:addSkill("ty__fanghun")
joy__zhaoxiang:addSkill(joy__fuhan)
Fk:loadTranslationTable{
["joy__zhaoxiang"] = "赵襄",
["#joy__zhaoxiang"] = "拾梅鹊影",
["joy__fuhan"] = "扶汉",
[":joy__fuhan"] = "限定技,回合开始时,若你有“梅影”标记,你可以移去所有“梅影”标记并摸等量的牌,然后从X张(X为存活人数且至少为4)蜀势力"..
"武将牌中选择并获得至多两个技能(限定技、觉醒技、主公技除外)。若此时你是体力值最低的角色,你回复1点体力。"..
'<br /><font color="red">(村:欢杀包特色,只会获得欢杀池内武将的技能)</font>',
["#joy__fuhan-invoke"] = "扶汉:你可以移去“梅影”标记,获得两个蜀势力武将的技能!",
["#joy__fuhan-choice"] = "扶汉:选择你要获得的至多2个技能",
}
local yangwan = General(extension, "joy__yangwan", "shu", 3, 3, General.Female)
local youyan = fk.CreateActiveSkill{
name = "joy__youyan",
anim_type = "control",
min_card_num = 1,
prompt = "#joy__youyan",
can_use = function(self, player)
return not player:isKongcheng() and player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end,
card_filter = function(self, to_select, selected)
return Fk:currentRoom():getCardArea(to_select) ~= Card.PlayerEquip
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
player.room:throwCard(effect.cards,self.name,player,player)
end,
}
local youyan_trigger = fk.CreateTriggerSkill{
name = "#joy__youyan__trigger",
anim_type = "drawcard",
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and (player.phase == Player.Play or player.phase == Player.Discard) and
player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 then
local suits = {"spade", "club", "heart", "diamond"}
local can_invoked = false
for _, move in ipairs(data) do
if move.toArea == Card.DiscardPile and move.moveReason ~= fk.ReasonUse and move.moveReason ~= fk.ReasonResonpse then
if move.from == player.id then
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.PlayerHand or info.fromArea == Card.PlayerEquip then
table.removeOne(suits, Fk:getCardById(info.cardId):getSuitString())
can_invoked = true
end
end
else
local room = player.room
local parentPindianEvent = player.room.logic:getCurrentEvent():findParent(GameEvent.Pindian, true)
if parentPindianEvent then
local pindianData = parentPindianEvent.data[1]
if pindianData.from == player then
local leftFromCardIds = room:getSubcardsByRule(pindianData.fromCard)
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.Processing and table.contains(leftFromCardIds, info.cardId) then
table.removeOne(suits, Fk:getCardById(info.cardId):getSuitString())
can_invoked = true
end
end
end
for toId, result in pairs(pindianData.results) do
if player.id == toId then
local leftToCardIds = room:getSubcardsByRule(result.toCard)
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.Processing and table.contains(leftToCardIds, info.cardId) then
table.removeOne(suits, Fk:getCardById(info.cardId):getSuitString())
can_invoked = true
end
end
end
end
end
end
end
end
if can_invoked and #suits > 0 then
self.cost_data = suits
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local suits = self.cost_data
local cards = {}
while #suits > 0 do
local pattern = table.random(suits)
table.removeOne(suits, pattern)
table.insertTable(cards, room:getCardsFromPileByRule(".|.|"..pattern))
end
if #cards > 0 then
room:moveCards({
ids = cards,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonJustMove,
proposer = player.id,
skillName = self.name,
})
end
end,
}
local zhuihuan = fk.CreateTriggerSkill{
name = "joy__zhuihuan",
anim_type = "defensive",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Finish
end,
on_cost = function(self, event, target, player, data)
local to = player.room:askForChoosePlayers(player, table.map(player.room.alive_players, Util.IdMapper), 1, 1, "#joy__zhuihuan-choose", self.name, true, true)
if #to > 0 then
self.cost_data = to[1]
return true
end
end,
on_use = function(self, event, target, player, data)
player.room:addPlayerMark(player.room:getPlayerById(self.cost_data), self.name, 1)
end,
}
local zhuihuan_delay = fk.CreateTriggerSkill{
name = "#joy__zhuihuan_delay",
anim_type = "offensive",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player.phase == Player.Start and player:getMark("joy__zhuihuan") ~= 0
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
room:setPlayerMark(player, "joy__zhuihuan", 0)
local mark = player:getTableMark("joy__zhuihuan_record")
local targets = table.filter(room:getAlivePlayers(), function (p)
return table.contains(mark, p.id)
end)
room:setPlayerMark(player, "joy__zhuihuan_record", 0)
for _, p in ipairs(targets) do
if player.dead then break end
if not p.dead then
if p.hp > player.hp then
room:damage({
from = player,
to = p,
damage = 2,
damageType = fk.NormalDamage,
skillName = "joy__zhuihuan"
})
else
local cards = table.filter(p:getCardIds(Player.Hand), function (id)
return not p:prohibitDiscard(Fk:getCardById(id))
end)
cards = table.random(cards, 2)
if #cards > 0 then
room:throwCard(cards, "joy__zhuihuan", p, p)
end
end
end
end
end,
refresh_events = {fk.Damaged},
can_refresh = function(self, event, target, player, data)
return player == target and player:getMark("joy__zhuihuan") ~= 0 and data.from
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
local mark = player:getTableMark("joy__zhuihuan_record")
table.insert(mark, data.from.id)
room:setPlayerMark(player, "joy__zhuihuan_record", mark)
end,
}
youyan:addRelatedSkill(youyan_trigger)
zhuihuan:addRelatedSkill(zhuihuan_delay)
yangwan:addSkill(youyan)
yangwan:addSkill(zhuihuan)
Fk:loadTranslationTable{
["joy__yangwan"] = "杨婉",
["#joy__yangwan"] = "融沫之鲡",
["joy__youyan"] = "诱言",
[":joy__youyan"] = "①出牌阶段限一次,你可以弃置任意张手牌<br>②你的回合内,当你的牌因使用或打出之外的方式进入弃牌堆后,你可以从牌堆中获得本次弃牌中没有的花色的牌各一张(出牌阶段、弃牌阶段各限一次)。",
["joy__zhuihuan"] = "追还",
[":joy__zhuihuan"] = "结束阶段,你可以秘密选择一名角色。直到该角色的下个准备阶段,此期间内对其造成过伤害的角色:"..
"若体力值大于该角色,则受到其造成的2点伤害;若体力值小于等于该角色,则随机弃置两张手牌。",
["#joy__zhuihuan-choose"] = "追还:选择一名角色,直到其准备阶段,对此期间对其造成过伤害的角色造成伤害或弃牌",
["#joy__zhuihuan_delay"] = "追还",
["#joy__youyan__trigger"] = "诱言",
["#joy__youyan"] = "诱言:出牌阶段限一次,你可以弃置任意张手牌",
["$joy__youyan1"] = "诱言者,为人所不齿。",
["$joy__youyan2"] = "诱言之弊,不可不慎。",
["$joy__zhuihuan1"] = "伤人者,追而还之!",
["$joy__zhuihuan2"] = "追而还击,皆为因果。",
["~joy__yangwan"] = "遇人不淑……",
}
local tangji = General(extension, "joy__tangji", "qun", 3, 3, General.Female)
local joy__kangge = fk.CreateTriggerSkill{
name = "joy__kangge",
events = {fk.TurnStart, fk.AfterCardsMove, fk.EnterDying},
mute = true,
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if event == fk.TurnStart then
return target == player
elseif event == fk.AfterCardsMove then
if player:getMark("joy__kangge_draw-turn") < 3 then
local n = 0
for _, move in ipairs(data) do
if move.to and move.toArea == Card.PlayerHand and player.room:getPlayerById(move.to):getMark("@@joy__kangge") > 0
and player.room:getPlayerById(move.to).phase == Player.NotActive then
n = n + #move.moveInfo
end
end
if n > 0 then
self.cost_data = n
return true
end
end
else
return target.dying and target:getMark("@@joy__kangge") > 0 and player:getMark("joy__kangge_help-round") == 0
end
end
end,
on_cost = function(self, event, target, player, data)
if event == fk.EnterDying then
return player.room:askForSkillInvoke(player, self.name, nil, "#joy__kangge-invoke::"..target.id)
end
return true
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke(self.name)
if event == fk.TurnStart then
room:notifySkillInvoked(player, self.name, "special")
local targets = table.map(room:getOtherPlayers(player), Util.IdMapper)
if #targets == 0 then return end
for _, p in ipairs(room:getOtherPlayers(player)) do
if p:getMark("@@joy__kangge") > 0 then
room:setPlayerMark(p, "@@joy__kangge", 0)
end
end
local tos = room:askForChoosePlayers(player, targets, 1, 1, "#joy__kangge-choose", self.name, false)
room:setPlayerMark(room:getPlayerById(tos[1]), "@@joy__kangge", 1)
elseif event == fk.AfterCardsMove then
room:notifySkillInvoked(player, self.name, "drawcard")
local n = math.min(self.cost_data, 3 - player:getMark("joy__kangge_draw-turn"))
room:addPlayerMark(player, "joy__kangge_draw-turn", n)
player:drawCards(n, self.name)
else
room:notifySkillInvoked(player, "joy__kangge", "support")
room:doIndicate(player.id, {target.id})
room:setPlayerMark(player, "joy__kangge_help-round", 1)
room:recover({
who = target,
num = 1 - target.hp,
recoverBy = player,
skillName = self.name,
})
end
end,
}
local joy__jielie = fk.CreateTriggerSkill{
name = "joy__jielie",
anim_type = "defensive",
events = {fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self)
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, nil, "#joy__jielie-invoke")
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = table.filter(room:getOtherPlayers(player), function(p) return p:getMark("@@joy__kangge") > 0 end)[1]
local suit
if to then
local suits = {"spade", "heart", "club", "diamond"}
local choices = table.map(suits, function(s) return "log_"..s end)
local choice = room:askForChoice(player, choices, self.name, "#joy__jielie-choice::"..to.id..":"..data.damage)
suit = suits[table.indexOf(choices, choice)]
room:doIndicate(player.id, {to.id})
end
room:loseHp(player, 1, self.name)
if to and not to.dead then
local cards = room:getCardsFromPileByRule(".|.|"..suit, data.damage, "discardPile")
if #cards > 0 then
room:moveCards({
ids = cards,
to = to.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonJustMove,
proposer = player.id,
skillName = self.name,
})
end
end
return true
end,
}
tangji:addSkill(joy__kangge)
tangji:addSkill(joy__jielie)
Fk:loadTranslationTable{
["joy__tangji"] = "唐姬",
["joy__kangge"] = "抗歌",
[":joy__kangge"] = "回合开始时,你令一名其他角色获得“抗歌”标记(若已有此标记则转移给其):当该角色于其回合外获得手牌时,你摸等量的牌(每回合最多摸3张);每轮限一次,当该角色进入濒死状态时,你可以令其将体力回复至1点。",
["joy__jielie"] = "节烈",
[":joy__jielie"] = "当你受到伤害时,你可以防止此伤害并选择一种花色,然后你失去1点体力,令“抗歌”角色从弃牌堆中随机获得X张此花色的牌(X为伤害值)。",
["#joy__kangge-choose"] = "抗歌:请选择“抗歌”角色",
["@@joy__kangge"] = "抗歌",
["#joy__kangge-invoke"] = "抗歌:你可以令 %dest 回复体力至1",
["#joy__jielie-invoke"] = "节烈:你可以防止你受到的伤害并失去1点体力",
["#joy__jielie-choice"] = "节烈:选择一种花色,令“抗歌”角色 %dest 从弃牌堆获得%arg张此花色牌",
}
local yangxiu = General(extension, "joy__yangxiu", "wei", 3)
local jilei = fk.CreateTriggerSkill{
name = "joy__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)
return player.room:askForSkillInvoke(player, self.name, nil, "#joy__jilei-invoke::"..data.from.id)
end,
on_use = function(self, event, target, player, data)
local room = player.room
local choice = room:askForChoice(player, {"basic", "trick", "equip"}, self.name)
local cards
if choice == "basic" then
cards = room:getCardsFromPileByRule(".|.|.|.|.|basic")
elseif choice == "trick" then
cards = room:getCardsFromPileByRule(".|.|.|.|.|trick")
elseif choice == "equip" then
cards = room:getCardsFromPileByRule(".|.|.|.|.|equip")
end
if #cards > 0 and not player.dead then
local get = cards[1]
room:obtainCard(player, get, false, fk.ReasonDraw)
end
local mark = data.from:getMark("@joy__jilei")
if mark == 0 then mark = {} end
table.insertIfNeed(mark, choice .. "_char")
room:setPlayerMark(data.from, "@joy__jilei", mark)
end,
refresh_events = {fk.TurnStart},
can_refresh = function(self, event, target, player, data)
return target == player and player:getMark("@joy__jilei") ~= 0
end,
on_refresh = function(self, event, target, player, data)
player.room:setPlayerMark(player, "@joy__jilei", 0)
end,
}
local jilei_prohibit = fk.CreateProhibitSkill{
name = "#joy__jilei_prohibit",
prohibit_use = function(self, player, card)
local mark = player:getMark("@joy__jilei")
if type(mark) == "table" and table.contains(mark, 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)
local mark = player:getMark("@joy__jilei")
if type(mark) == "table" and table.contains(mark, 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)
local mark = player:getMark("@joy__jilei")
return type(mark) == "table" and table.contains(mark, card:getTypeString() .. "_char")
end,
}
jilei:addRelatedSkill(jilei_prohibit)
yangxiu:addSkill("ty__danlao")
yangxiu:addSkill(jilei)
Fk:loadTranslationTable{
["joy__yangxiu"] = "杨修",
["#joy__yangxiu"] = "恃才放旷",
["joy__jilei"] = "鸡肋",
[":joy__jilei"] = "当你受到伤害后,你可以声明一种牌的类别,然后获得一张该类别的牌,并令伤害来源不能使用、打出或弃置你声明的此类手牌直到其下回合开始。",
["#joy__jilei-invoke"] = "鸡肋:是否获得一张指定类别的牌,并令 %dest 不能使用、打出、弃置该类别牌直到其下回合开始?",
["@joy__jilei"] = "鸡肋",
}
local quyi = General(extension, "joy__quyi", "qun", 4)
local fuji = fk.CreateTriggerSkill{
name = "joy__fuji",
anim_type = "offensive",
events = {fk.CardUsing},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and
(data.card.trueName == "slash" or data.card:isCommonTrick()) and
table.find(player.room:getOtherPlayers(player), function(p) return p:distanceTo(player) < 3 end)
end,
on_use = function(self, event, target, player, data)
local targets = table.filter(player.room:getOtherPlayers(player), function(p) return p:distanceTo(player) <3 end)
if #targets > 0 then
data.disresponsiveList = data.disresponsiveList or {}
for _, p in ipairs(targets) do
table.insertIfNeed(data.disresponsiveList, p.id)
end
end
end,
}
local fuji_mark = fk.CreateTriggerSkill{
name = "#joy__fuji_mark",
anim_type = "offensive",
mute = true,
events = {fk.Damaged},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
return target ~= player and data.from == player and player:hasSkill(self)
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:addPlayerMark(target, "@@joyfuji")
room:addPlayerMark(target, MarkEnum.UncompulsoryInvalidity)
end,
refresh_events = { fk.TurnStart },
can_refresh = function(self, event, target, player, data)
return target ~= Player
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
for _, p in ipairs(room:getAlivePlayers()) do
if p:getMark("@@joyfuji") > 0 then
room:removePlayerMark(p, "@@joyfuji")
room:removePlayerMark(p,MarkEnum.UncompulsoryInvalidity)
end
end
end,
}
local jiaozi = fk.CreateTriggerSkill{
name = "joy__jiaozi",
anim_type = "offensive",
events = {fk.DamageCaused},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and
table.every(player.room:getOtherPlayers(player), function(p)
return player:getHandcardNum() >= p:getHandcardNum() end)
end,
on_use = function(self, event, target, player, data)
data.damage = data.damage + 1
end,
}
fuji:addRelatedSkill(fuji_mark)
quyi:addSkill(fuji)
quyi:addSkill(jiaozi)
Fk:loadTranslationTable{
["joy__quyi"] = "麴义",
["#joy__quyi"] = "名门的骁将",
["joy__fuji"] = "伏骑",
["#joy__fuji_mark"] = "伏骑",
[":joy__fuji"] = "锁定技,当你使用【杀】或普通锦囊牌时,你令所有至你距离为2的角色不能响应此牌。"..
"且被你造成伤害的其他角色的非锁定技失效,其他角色的回合开始时解除",
["joy__jiaozi"] = "骄恣",
[":joy__jiaozi"] = "锁定技,当你造成伤害时,若你的手牌为全场最多,则此伤害+1。",
["@@joyfuji"] = "伏骑",
["$joy__fuji1"] = " ",
["$joy__fuji2"] = " ",
["$joy__jiaozi1"] = " ",
["$joy__jiaozi2"] = " ",
["$~joy__quyi"] = " ",
}
local joy__sunhao = General(extension, "joy__sunhao", "wu", 5)
local joy__canshi = fk.CreateTriggerSkill{
name = "joy__canshi",
anim_type = "drawcard",
events = {fk.DrawNCards},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and table.find(player.room.alive_players, function (p)
return p:isWounded() or (player:hasSkill("joy__guiming") and p.kingdom == "wu" )
end)
end,
on_cost = function (self, event, target, player, data)
local n = 0
for _, p in ipairs(player.room.alive_players) do
if p:isWounded() or (player:hasSkill("joy__guiming") and p.kingdom == "wu" ) then
n = n + 1
end
end
if player.room:askForSkillInvoke(player, self.name, nil, "#joy__canshi-invoke:::"..n) then
self.cost_data = n
return true
end
end,
on_use = function(self, event, target, player, data)
data.n = data.n + self.cost_data
end,
}
local joy__canshi_delay = fk.CreateTriggerSkill{
name = "#joy__canshi_delay",
anim_type = "negative",
events = {fk.CardUsing},
can_trigger = function(self, event, target, player, data)
return target == player and data.card.trueName == "slash" and
player:usedSkillTimes(joy__canshi.name) > 0 and not player:isNude()
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
player.room:askForDiscard(player, 1, 1, true, self.name, false)
end,
}
local joy__chouhai = fk.CreateTriggerSkill{
name = "joy__chouhai",
anim_type = "negative",
frequency = Skill.Compulsory,
events ={fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player:isKongcheng() and #player:getCardIds("e") == 0 and data.card and data.card.trueName == "slash"
end,
on_use = function(self, event, target, player, data)
data.damage = data.damage + 1
end,
}
local guiming = fk.CreateTriggerSkill{
name = "joy__guiming$",
frequency = Skill.Compulsory,
}
joy__canshi:addRelatedSkill(joy__canshi_delay)
joy__sunhao:addSkill(joy__canshi)
joy__sunhao:addSkill(joy__chouhai)
joy__sunhao:addSkill(guiming)
Fk:loadTranslationTable{
["joy__sunhao"] = "孙皓",
["#joy__sunhao"] = "时日曷丧",
["joy__canshi"] = "残蚀",
[":joy__canshi"] = "摸牌阶段,你可以多摸X张牌(X为已受伤的角色数),若如此做,当你于此回合内使用【杀】时,你弃置一张牌。",
["#joy__canshi_delay"] = "残蚀",
["joy__chouhai"] = "仇海",
[":joy__chouhai"] = "锁定技,当你受到【杀】造成的伤害时,若你没有手牌和装备,此伤害+1。",
["#joy__canshi-invoke"] = "残蚀:你可以多摸 %arg 张牌",
["joy__guiming"] = "归命",
[":joy__guiming"] = "主公技,锁定技,吴势力角色于你的回合内视为已受伤的角色。",
}
return extension
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