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local H = require "packages/hegemony/util"
local U = require "packages/utility/utility"
local extension = Package:new("zxj_heg")
extension.extensionName = "hegemony_diy"
extension.game_modes_whitelist = { 'nos_heg_mode', 'new_heg_mode' }
Fk:loadTranslationTable{
["zxj_heg"] = "国战-紫星&三设",
["zx_heg"] = "紫星",
["ss_heg"] = "三设",
}
local zhanghua = General(extension, "zx_heg__zhanghua", "wei", 3)
local fuli = fk.CreateTriggerSkill{
name = "zx_heg__fuli",
anim_type = "support",
events = {fk.DrawNCards},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and H.compareKingdomWith(player, target) and (player:hasShownSkill(self) or player == target)
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(target, "#zx_heg__fuli-invoke")
end,
on_use = function(self, event, target, player, data)
data.n = data.n + 1
end,
}
local fuli_delay = fk.CreateTriggerSkill{
name = "#zx_heg__fuli_delay",
events = {fk.AfterDrawNCards},
mute = true,
anim_type = "drawcard",
visible = false,
can_trigger = function(self, event, target, player, data)
return player:usedSkillTimes("zx_heg__fuli", Player.HistoryPhase) > 0
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local card = room:askForCardChosen(target, target, "h", self.name)
target:showCards(card)
if target ~= player and not player.dead then
room:obtainCard(player.id, card, false, fk.ReasonGive, player.id)
end
local suit = Fk:getCardById(card):getSuitString(true)
if suit ~= "log_nosuit" then
room:setPlayerMark(target, "@zx_heg__fuli-turn", suit)
end
end,
}
local fuli_prohibit = fk.CreateProhibitSkill{
name = "#zx_heg__fuli_prohibit",
prohibit_use = function(self, player, card)
return player:getMark("@zx_heg__fuli-turn") == card:getSuitString(true)
end,
prohibit_response = function(self, player, card)
return player:getMark("@zx_heg__fuli-turn") == card:getSuitString(true)
end,
}
local fengwu = fk.CreateActiveSkill{
name = "zx_heg__fengwu",
anim_type = "control",
card_num = 0,
min_target_num = 1,
max_target_num = 3,
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)
return not Fk:currentRoom():getPlayerById(to_select):isNude() and #selected < 3
end,
on_use = function (self, room, effect)
local player = room:getPlayerById(effect.from)
room:sortPlayersByAction(effect.tos)
for _, id in ipairs(effect.tos) do
local p = room:getPlayerById(id)
if not p.dead and not p:isNude() then
U.askForPlayCard(room, p, nil, ".", self.name, nil, {bypass_times = true})
end
end
local used_color = {}
room.logic:getEventsByRule(GameEvent.UseCard, 1, function (e)
local use = e.data[1]
if use.card.suit ~= 0 then
table.insertIfNeed(used_color, use.card.suit)
return #used_color == 4
end
return false
end, room.logic:getCurrentEvent():findParent(GameEvent.Turn, true).id)
if #used_color == 4 then
player:drawCards(2, self.name)
if player.hp < player.maxHp and not player.dead then
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name
})
end
end
end
}
fuli:addRelatedSkill(fuli_prohibit)
fuli:addRelatedSkill(fuli_delay)
zhanghua:addSkill(fuli)
zhanghua:addSkill(fengwu)
Fk:loadTranslationTable{
["zx_heg__zhanghua"] = "张华", --魏国
["designer:zx_heg__zhanghua"] = "聆星",
["zx_heg__fuli"] = "复礼",
[":zx_heg__fuli"] = "与你势力相同角色的摸牌阶段,其可多摸一张牌,若如此做,此阶段结束时,其展示并交给你一张牌且本回合不能使用或打出与此牌花色相同的牌。",
["zx_heg__fengwu"] = "风物",
[":zx_heg__fengwu"] = "出牌阶段限一次,你可令至多三名角色依次选择是否使用一张牌,然后若本回合所有花色的牌均被使用过,你摸两张牌并回复1点体力。",
["@zx_heg__fuli-turn"] = "复礼",
["#zx_heg__fuli_delay"] = "复礼",
["#zx_heg__fuli-invoke"] = "复礼",
["$zx_heg__fuli1"] = "辅弼天家,以扶超纲。",
["$zx_heg__fuli2"] = "为国治政,尽忠匡辅。",
["$zx_heg__fengwu1"] = "身临朝阙,腰悬太阿。",
["$zx_heg__fengwu2"] = "位登三事,当配龙泉。",
["~zx_heg__zhanghua"] = "",
}
local simafu = General(extension, "zx_heg__simafu", "wei", 3)
local zhangding = fk.CreateTriggerSkill{
name = "zx_heg__zhangding",
anim_type = "drawcard",
frequency = Skill.Compulsory,
events = {fk.DrawNCards, fk.EventPhaseStart},
can_trigger = function (self, event, target, player, data)
return player:hasSkill(self) and target == player and (event == fk.DrawNCards or player.phase == Player.Draw)
end,
on_use = function (self, event, target, player, data)
local room = player.room
if event == fk.DrawNCards then
data.n = data.n + 3
else
local num = 0
if table.every(player.room.alive_players, function(p) return player:getHandcardNum() >= p:getHandcardNum() end) then
num = num + 1
end
if table.every(player.room.alive_players, function(p) return player.hp >= p.hp end) then
num = num + 1
end
local kingdomMapper = H.getKingdomPlayersNum(room)
local n_self = kingdomMapper[H.getKingdom(player)]
local is_max = true
for _, n in pairs(kingdomMapper) do
if n > n_self then is_max = false end
end
if is_max then num = num + 1 end
room:askForDiscard(player, num, num, true, self.name, false)
if num == 0 then
player:skip(Player.Play)
player:skip(Player.Discard)
end
end
end,
}
local tongjun = fk.CreateTriggerSkill{
name = "zx_heg__tongjun",
anim_type = "special",
events = {fk.EnterDying},
can_trigger = function (self, event, target, player, data)
return player:hasSkill(self) and target ~= player and H.isBigKingdomPlayer(target) and not player:isKongcheng() and not target:isKongcheng()
end,
on_use = function (self, event, target, player, data)
local room = player.room
local id1 = room:askForCardChosen(player, target, "h", self.name)
local card = room:askForCard(player, 1, 1, false, self.name, true, ".", "#zx_heg__tongjun")
if #card > 0 then
local id2 = card[1]
if player.dead then return end
local move1 = {
from = player.id,
ids = {id2},
to = target.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonJustMove,
proposer = player.id,
skillName = self.name,
}
local move2 = {
from = target.id,
ids ={id1},
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonJustMove,
proposer = player.id,
skillName = self.name,
}
room:moveCards(move1, move2)
end
end,
}
simafu:addSkill(zhangding)
simafu:addSkill(tongjun)
Fk:loadTranslationTable{
["zx_heg__simafu"] = "司马孚", --魏国
["designer:zx_heg__simafu"] = "程昱",
["zx_heg__zhangding"] = "彰定",
[":zx_heg__zhangding"] = "锁定技,摸牌阶段,你多摸三张牌;摸牌阶段开始时,若你的手牌数、体力值、与你势力相同的角色数每有一项为全场最多,你便弃置一张牌,若你未以此法弃牌,你跳过本回合的出牌阶段和弃牌阶段。",
["zx_heg__tongjun"] = "恸君",
[":zx_heg__tongjun"] = "大势力角色进入濒死状态时,你可选择你与其各一张手牌,然后你交换这两张牌。",
["#zx_heg__tongjun"] = "恸君:选择处于濒死状态角色的一张牌",
["$zx_heg__zhangding1"] = "陛下所托,臣必尽心尽力。",
["$zx_heg__zhangding2"] = "纵吾荏弱难持,亦不推诿君命。",
["$zx_heg__tongjun1"] = "臣心怀二心,不可事君也。",
["$zx_heg__tongjun2"] = "竭力致身,以尽臣节。",
["~zx_heg__simafu"] = "",
}
local qianzhou = General(extension, "zx_heg__qiaozhou", "shu", 3)
local zhengtian = fk.CreateTriggerSkill{
name = "zx_heg__zhengtian",
events = {fk.EventPhaseStart},
can_trigger = function (self, event, target, player, data)
return player:hasSkill(self) and player:usedSkillTimes(self.name, Player.HistoryRound) == 0 and target
and H.getGeneralsRevealedNum(target) > 0 and target.phase == Player.Start
end,
on_use = function (self, event, target, player, data)
local room = player.room
local card = room:askForGuanxing(player, room:getNCards(3), nil, nil, self.name, true, {"zx_heg__zhengtian_top", "zx_heg__zhengtian_pidp"})
if #card.top > 0 then
for i = #card.top, 1, -1 do
table.insert(room.draw_pile, 1, card.top[i])
end
room:sendLog{
type = "#GuanxingResult",
from = player.id,
arg = #card.top,
arg2 = #card.bottom,
}
end
if #card.bottom > 0 then
room:moveCardTo(card.bottom, Card.DiscardPile, nil, fk.ReasonPutIntoDiscardPile, self.name, nil, false, player.id)
local choice = room:askForChoice(target, {"zx_heg__zhengtian-get", "Cancel"}, self.name)
if choice == "zx_heg__zhengtian-get" then
room:damage{
to = target,
damage = 1,
skillName = self.name,
}
local get = table.filter(card.bottom, function (id) return room:getCardArea(id) == Card.DiscardPile end)
if #get ~= 0 or not target.dead then
room:moveCardTo(get, Card.PlayerHand, target, fk.ReasonPrey, self.name, nil, false, player.id)
end
end
end
end
}
local jiguo = fk.CreateTriggerSkill{
name = "zx_heg__jiguo",
frequency = Skill.Limited,
events = {fk.AfterDying},
can_trigger = function (self, event, target, player, data)
return player:hasSkill(self) and player:usedSkillTimes(self.name, Player.HistoryGame) == 0
and target and target ~= player and target.dead and data.damage and data.damage.from
and table.find(player.room.alive_players, function (e) return H.compareKingdomWith(player, e) and e ~= data.damage.from and not e:isNude() end)
end,
on_use = function (self, event, target, player, data)
local room = player.room
local ps = table.filter(room:getAlivePlayers(), function (e) return H.compareKingdomWith(player, e) and e ~= data.damage.from end)
for _, p in ipairs(ps) do
if not p:isNude() then
local card = room:askForCardChosen(p, p, "he", self.name, "#zx_heg__jiguo-give"..data.damage.from.id)
room:moveCardTo(card, Card.PlayerHand, data.damage.from, fk.ReasonGive, self.name, nil, false, player.id)
if not p.dead then
room:recover{
who = p,
num = 1,
recoverBy = player,
skillName = self.name
}
end
end
end
end,
}
qianzhou:addSkill(zhengtian)
qianzhou:addSkill(jiguo)
Fk:loadTranslationTable{
["zx_heg__qiaozhou"] = "谯周", --蜀国
["designer:zx_heg__qiaozhou"] = "紫乔",
["zx_heg__zhengtian"] = "征天",
[":zx_heg__zhengtian"] = "已确定势力角色的准备阶段,你可观看牌堆顶三张牌并将其中任意张牌置入弃牌堆,其余的牌以任意顺序置于牌堆顶,然后此技能于本轮内失效,若你以此法将牌置入弃牌堆,其可受到1点无来源伤害,获得你以此法置入弃牌堆的牌。",
["zx_heg__jiguo"] = "寄国",
[":zx_heg__jiguo"] = "限定技,其他角色死亡后,你可令所有与你势力相同的角色依次交给伤害来源一张牌并回复1点体力。",
["zx_heg__zhengtian_top"] = "置于牌堆顶",
["zx_heg__zhengtian_pidp"] = "置入弃牌堆",
["zx_heg__zhengtian-get"] = "受到一点无来源伤害并获得这些牌",
["#zx_heg__jiguo-give"] = "寄国:你可以交给 %src 一张牌,然后回复一点体力",
["$zx_heg__zhengtian1"] = "今天命在北,我等已尽人事。",
["$zx_heg__zhengtian2"] = "益州国疲民弊,非人力可续之。",
["$zx_heg__jiguo1"] = "典午忽兮,月酉没兮。",
["$zx_heg__jiguo2"] = "周慕孔子遗风,可与刘扬同轨。",
["~zx_heg__qiaozhou"] = "",
}
local huoyi = General(extension, "zx_heg__huoyi", "shu", 4)
local jinhun = fk.CreateTriggerSkill{
name = "zx_heg__jinhun",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.DamageInflicted},
can_trigger = function (self, event, target, player, data)
return player:hasSkill(self) and player == target and (player.chained or not player.faceup) and not player:isNude()
end,
on_use = function (self, event, target, player, data)
local room = player.room
local cards = room:askForDiscard(player, 1, #player:getCardIds("he"), true, self.name, false, ".", "#zx_heg__jinhun-discard", true)
room:throwCard(cards, self.name, player, player)
if not player.dead then
data.damage = math.max(data.damage - #cards, 0)
if player:isKongcheng() or player.hp == 1 then
player:reset()
end
end
end,
}
local guyuan = fk.CreateViewAsSkill{
name = "zx_heg__guyuan",
prompt = "#zx_heg__guyuan-active",
interaction = function()
local all_names = table.filter(U.getAllCardNames("t"), function(name) return Fk:cloneCard(name).is_damage_card end)
local names = U.getViewAsCardNames(Self, "zx_heg__guyuan", all_names)
return UI.ComboBox {choices = names, all_choices = all_names}
end,
card_filter = Util.FalseFunc,
view_as = function(self, _)
local card = Fk:cloneCard(self.interaction.data)
card.skillName = self.name
return card
end,
before_use = function (self, player, use)
player:turnOver()
if H.getKingdomPlayersNum(player.room)[H.getKingdom(player)] == 1 then
use.disresponsiveList = use.disresponsiveList or {}
table.forEach(player.room.alive_players, function(p) table.insertIfNeed(use.disresponsiveList, p.id) end)
end
end,
enabled_at_play = function(self, player)
return player.faceup
end,
enabled_at_response = Util.FalseFunc,
}
huoyi:addSkill(jinhun)
huoyi:addSkill(guyuan)
Fk:loadTranslationTable{
["zx_heg__huoyi"] = "霍弋", --蜀国
["designer:zx_heg__huoyi"] = "时雨",
["zx_heg__jinhun"] = "烬魂",
[":zx_heg__jinhun"] = "锁定技,当你受到伤害时,若你横置或叠置,你弃置至少一张牌并防止等量的伤害,然后若你没有手牌或体力值为1,你复原武将牌。",
["zx_heg__guyuan"] = "孤援",
[":zx_heg__guyuan"] = "出牌阶段,若你平置,你可叠置,视为使用任意一张伤害类锦囊牌,若没有与你势力相同的其他角色,此牌不可被响应。",
["#zx_heg__guyuan-active"] = "孤援:你可叠置,视为使用任意一张伤害类锦囊牌,若没有与你势力相同的其他角色,此牌不可被响应",
["$zx_heg__jinhun1"] = "戍守孤城,其势不侵。",
["$zx_heg__jinhun2"] = "吾头可得,而城不可得",
["$zx_heg__guyuan1"] = "哀兵必胜,换吾众志成城。",
["$zx_heg__guyuan2"] = "扼守孤城,试问万夫谁开。",
["~zx_heg__huoyi"] = "",
}
local taohuang = General(extension, "zx_heg__taohuang", "wu", 4)
local luyi = fk.CreateActiveSkill{
name = "zx_heg__luyi",
card_num = 1,
target_num = 2,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end,
card_filter = function(self, to_select, selected)
return #selected == 0 and Fk:getCardById(to_select).type ~= Card.TypeBasic and Fk:currentRoom():getCardArea(to_select) == Player.Hand
end,
target_filter = function (self, to_select, selected)
local target = Fk:currentRoom():getPlayerById(to_select)
return target ~= Self and target:getHandcardNum() > 0 and #selected < 2 and Self:canPindian(target)
end,
on_use = function (self, room, effect)
local player = room:getPlayerById(effect.from)
local card = Fk:getCardById(effect.cards[1])
local target1 = room:getPlayerById(effect.tos[1])
local target2 = room:getPlayerById(effect.tos[2])
player:showCards(card)
local pindian = target1:pindian({target2}, self.name)
if pindian.results[target2.id].winner then
local winner = pindian.results[target2.id].winner == target1 and target1 or target2
if winner and not winner.dead then
room:moveCardTo(card, Card.PlayerHand, winner, fk.ReasonPrey, self.name, nil, false, player.id)
end
end
end,
}
local pofu = fk.CreateViewAsSkill{
name = "zx_heg__pofu",
anim_type = "control",
pattern = "nullification",
prompt = "#zx_heg__pofu-viewas",
card_filter = function(self, to_select, selected)
return #selected == 0 and Fk:getCardById(to_select).trueName == "jink"
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,
}
local pofu_effect = fk.CreateTriggerSkill{
name = "#zx_heg__pofu_effect",
anim_type = "special",
frequency = Skill.Compulsory,
events = {fk.CardUseFinished, fk.CardRespondFinished},
can_trigger = function(self, event, target, player, data)
if not (data.responseToEvent and data.card.skillName == pofu.name) then return false end
if table.find(TargetGroup:getRealTargets(data.responseToEvent.tos), function(id) return id ~= player.id end) then return false end
if ((data.responseToEvent and data.responseToEvent.from.dead) and player.room:getCardArea(data.responseToEvent.card) ~= Card.Processing) then return false end
if event == fk.CardUseFinished then
return data.toCard and data.toCard.trueName ~= "nullification" and data.toCard:isCommonTrick()
else
return data.responseToEvent.card and data.responseToEvent.card.trueName ~= "nullification" and data.responseToEvent.card:isCommonTrick()
end
end,
on_use = function (self, event, target, player, data)
local room = player.room
local choices = {}
if not data.responseToEvent.from.dead then
table.insert(choices, "zx_heg__pofu_effect-damage")
end
if room:getCardArea(data.responseToEvent.card) == Card.Processing then
table.insert(choices, "zx_heg__pofu_effect-getcard")
end
local choice = room:askForChoice(player, choices, self.name)
if choice == "zx_heg__pofu_effect-damage" then
room:damage{
from = player,
to = data.responseToEvent.from,
damage = 1,
skillName = self.name,
}
else
room:obtainCard(player, data.responseToEvent.card, false, fk.ReasonPrey)
end
end,
}
pofu:addRelatedSkill(pofu_effect)
taohuang:addSkill(luyi)
taohuang:addSkill(pofu)
Fk:loadTranslationTable{
["zx_heg__taohuang"] = "陶璜", --吴国
["designer:zx_heg__taohuang"] = "紫乔",
["zx_heg__luyi"] = "赂遗",
[":zx_heg__luyi"] = "出牌阶段限一次,你可展示一张非基本手牌,令其他两名角色拼点,赢的角色获得展示牌。",
["zx_heg__pofu"] = "破伏",
[":zx_heg__pofu"] = "你可将【闪】当【无懈可击】使用,若此牌的目标为指定你为唯一目标的普通锦囊牌,你选择一项:1.获得此锦囊牌;2.对此牌使用者造成1点伤害。",
["zx_heg__pofu_effect-damage"] = "造成伤害",
["zx_heg__pofu_effect-getcard"] = "获得被响应的锦囊牌",
["#zx_heg__pofu-viewas"] = "破伏:你可将【闪】当【无懈可击】使用",
["$zx_heg__luyi1"] = "",
["$zx_heg__luyi2"] = "",
["$zx_heg__pofu1"] = "",
["$zx_heg__pofu2"] = "",
["~zx_heg__taohuang"] = "",
}
local sunjun = General(extension, "zx_heg__sunjun", "wu", 4)
local suchao = fk.CreateActiveSkill{
name = "zx_heg__suchao",
anim_type = "offensive",
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end,
card_num = 0,
card_filter = Util.FalseFunc,
min_target_num = 1,
max_target_num = 3,
target_filter = function(self, to_select, selected, selected_cards)
local room = Fk:currentRoom()
local target = room:getPlayerById(to_select)
return target:getHandcardNum() > Self:getHandcardNum()
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local targets = table.clone(effect.tos)
room:sortPlayersByAction(targets)
for _, id in ipairs(targets) do
local target = room:getPlayerById(id)
if not target.dead then
room:setPlayerMark(target, "zx_heg__suchao-phase", 1)
room:damage{
from = player,
to = target,
damage = 1,
skillName = self.name
}
end
end
end,
}
local suchao_effect = fk.CreateTriggerSkill{
name = "#ld__suchao_effect",
mute = true,
events = {fk.EventPhaseEnd},
can_trigger = function(self, event, target, player, data)
return player.phase == Player.Play and player:usedSkillTimes(suchao.name, Player.HistoryPhase) > 0
end,
on_cost = Util.TrueFunc,
on_use = function(self, _, _, player, _)
local room = player.room
for _, target in ipairs(room:getAlivePlayers()) do
if target:getMark("zx_heg__suchao-phase") > 0 and not target.dead then
room:recover({
who = target,
num = 1,
recoverBy = player,
skillName = self.name,
})
end
end
for _, target in ipairs(room:getAlivePlayers()) do
if target:getMark("zx_heg__suchao-phase") > 0 and not target.dead and not player.dead then
local use = room:askForUseCard(target, "slash", "slash", "#zx_heg__suchao-ask:"..player.id, true, {exclusive_targets = {player.id}, bypass_distances = true, bypass_times = true })
if use then
room:notifySkillInvoked(player, suchao.name, "offensive")
player:broadcastSkillInvoke(suchao.name)
use.extraUse = true
room:useCard(use)
end
end
end
end,
}
local zhulian = fk.CreateTriggerSkill{
name = "zx_heg__zhulian",
anim_type = "offensive",
frequency = Skill.Compulsory,
events = {fk.DamageInflicted},
can_trigger = function (self, event, target, player, data)
return player:hasSkill(self) and player.room.current == player and target ~= player and
#player.room.logic:getEventsOfScope(GameEvent.UseCard, 1, function (e)
local use = e.data[1]
return use.card.trueName == "peach" and (use.from == target.id or TargetGroup:includeRealTargets(use.tos, target.id))
end, Player.HistoryTurn) > 0
end,
on_use = function (self, event, target, player, data)
data.damage = data.damage + 1
end,
}
sunjun:addSkill(suchao)
suchao:addRelatedSkill(suchao_effect)
sunjun:addSkill(zhulian)
Fk:loadTranslationTable{
["zx_heg__sunjun"] = "孙峻", --吴国
["designer:zx_heg__sunjun"] = "紫乔",
["zx_heg__suchao"] = "肃朝",
[":zx_heg__suchao"] = "出牌阶段限一次,你可对至多三名手牌数大于你的角色各造成1点伤害,若如此做,此阶段结束时,这些角色依次回复1点体力并可以对你使用一张无距离限制的【杀】。",
["zx_heg__zhulian"] = "株连",
[":zx_heg__zhulian"] = "锁定技,其他角色于你的回合内受到伤害时,若其此回合内使用过【桃】或成为过【桃】的目标,此伤害+1。",
["#zx_heg__suchao-ask"] = "肃朝:你可对 %src 使用一张【杀】",
["$zx_heg__suchao1"] = "不顺我意者,当填在野之壑。",
["$zx_heg__suchao2"] = "吾令不从者,当膏霜锋之锷。",
["$zx_heg__zhulian1"] = "你们,都要为我殉葬!",
["$zx_heg__zhulian2"] = "杀了我,你们也别想活!",
["~zx_heg__sunjun"] = "",
}
local liuyu = General(extension, "zx_heg__liuyu", "qun", 3)
local suifu = fk.CreateTriggerSkill{
name = "zx_heg__suifu",
anim_type = "special",
events = {fk.EventPhaseStart},
can_trigger = function (self, event, target, player, data)
if not (player:hasSkill(self) and player ~= target and target.phase == Player.Finish) then return false end
local small_damage = {}
return #player.room.logic:getActualDamageEvents(2, function(e)
if H.isSmallKingdomPlayer(e.data[1].to) then
return table.insertIfNeed(small_damage, e.data[1].to)
end
end, Player.HistoryTurn) > 1
end,
on_use = function (self, event, target, player, data)
local room = player.room
local cards = target:getCardIds("h")
room:moveCards({
ids = cards,
from = target.id,
fromArea = Card.PlayerHand,
toArea = Card.DrawPile,
moveReason = fk.ReasonJustMove,
skillName = self.name,
})
room:useVirtualCard("amazing_grace", {}, player, room:getAlivePlayers(false), self.name)
end,
}
local anjing = fk.CreateTriggerSkill{
name = "zx_heg__anjing",
anim_type = "drawcard",
events = {fk.Damaged},
can_trigger = function (self, event, target, player, data)
return player:hasSkill(self) and H.compareKingdomWith(data.to, player) and player:usedSkillTimes(self.name, Player.HistoryTurn) == 0
end,
on_use = function (self, event, target, player, data)
local room = player.room
local targets = table.map(table.filter(room.alive_players, function(p) return H.compareKingdomWith(p, player) end), Util.IdMapper)
room:doIndicate(player.id, targets)
room:sortPlayersByAction(targets)
for _, pid in ipairs(targets) do
local p = room:getPlayerById(pid)
if not p.dead then
p:drawCards(1, self.name)
end
end
end,
}
liuyu:addSkill(suifu)
liuyu:addSkill(anjing)
Fk:loadTranslationTable{
["zx_heg__liuyu"] = "刘虞", --群雄
["designer:zx_heg__liuyu"] = "紫星居",
["zx_heg__suifu"] = "绥抚",
[":zx_heg__suifu"] = "其他角色的结束阶段,若本回合有至少两名小势力角色受到过伤害,你可令其将所有手牌置于牌堆顶,然后你视为使用一张【五谷丰登】。",
["zx_heg__anjing"] = "安境",
[":zx_heg__anjing"] = "每回合限一次,与你势力相同的角色受到伤害后,你可令所有与你势力相同的角色各摸一张牌。",
["$zx_heg__suifu1"] = "以柔克刚,方是良策。",
["$zx_heg__suifu2"] = "镇抚边疆,为国家计。",
["$zx_heg__anjing1"] = "群寇来袭,愿和将军同御外侮。",
["$zx_heg__anjing2"] = "天下不宁,愿与阁下共守此州。",
["~zx_heg__liuyu"] = "",
}
local yangbiao = General(extension, "zx_heg__yangbiao", "qun", 3, 3, General.Male)
local rangjie = fk.CreateTriggerSkill{
name = "zx_heg__rangjie",
events = {fk.Damaged},
anim_type = "defensive",
can_trigger = function (self, event, target, player, data)
return player:hasSkill(self) and player == target and data.card and data.card.trueName == "slash" and not player:isKongcheng() and not data.from.dead
end,
on_use = function (self, event, target, player, data)
local room = player.room
local id = room:askForCardChosen(data.from, player, "h", self.name)
player:showCards({id})
if player.dead then return end
if Fk:getCardById(id).suit ~= Card.Heart then
room:throwCard(id, self.name, player, player)
if not player.dead and player.hp < player.maxHp then
room:recover{
who = player,
num = 1,
recoverBy = player,
skillName = self.name,
}
end
elseif player:getMark("@@zx_heg__rangjie_transform") == 0 then
room:setPlayerMark(player, "@@zx_heg__rangjie_transform", 1)
H.transformGeneral(room, player)
end
end,
}
local yichi = fk.CreateActiveSkill{
name = "zx_heg__yichi",
card_num = 0,
target_num = 1,
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)
local target = Fk:currentRoom():getPlayerById(to_select)
return target.hp > Self.hp and #selected < 1 and Self:canPindian(target)
end,
on_use = function (self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
local pindian = player:pindian({target}, self.name)
if pindian.results[target.id].winner then
local winner = pindian.results[target.id].winner ---@type ServerPlayer
local loser = winner == player and target or player
if not winner.dead and not loser:isNude() then
local card = room:askForCardChosen(winner, loser, "he", self.name)
room:obtainCard(winner, card, false, fk.ReasonPrey)
end
end
if pindian.fromCard:compareColorWith(pindian.results[target.id].toCard, true) and not player.dead then
player:drawCards(1, self.name)
end
end,
}
yangbiao:addSkill(rangjie)
yangbiao:addSkill(yichi)
Fk:loadTranslationTable{
["zx_heg__yangbiao"] = "杨彪", --群雄
["designer:zx_heg__guanning"] = "时雨",
["zx_heg__rangjie"] = "让节",
[":zx_heg__rangjie"] = "当你受到【杀】造成的伤害后,你可令伤害来源展示你一张手牌,若此牌不为红桃,你弃置之并回复1点体力,否则你变更副将。",
["zx_heg__yichi"] = "义叱",
[":zx_heg__yichi"] = "出牌阶段限一次,你可以与体力值大于你的一名角色拼点,赢的角色获得没赢的角色的一张牌,若两张拼点牌颜色不同,你摸一张牌。",
["@@zx_heg__rangjie_transform"] = "让节 已变更",
["$zx_heg__rangjie1"] = "公既执掌权柄,又何必令君臣遭乱。",
["$zx_heg__rangjie2"] = "公虽权倾朝野,亦当尊圣上之意。",
["$zx_heg__yichi1"] = "一人劫天子,一人质公卿,此可行邪?",
["$zx_heg__yichi2"] = "诸君举事,当上顺天子,奈何如是!",
["~zx_heg__yangbiao"] = "未能效死佑汉,只因宗族之踵。",
}
return extension
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