代码拉取完成,页面将自动刷新
同步操作将从 Qsgs-Fans/joym 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
local extension = Package("joy_nya")
extension.extensionName = "joym"
Fk:loadTranslationTable{
["joy_nya"] = "欢乐-喵",
["nya"] = "喵",
}
local nya__play = fk.CreateTriggerSkill{
name = "nya__play",
anim_type = "special",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and
(player.phase == Player.Start or player.phase == Player.Finish) and not player:isNude()
end,
on_cost = function(self, event, target, player, data)
if player.phase == Player.Start then
local to, card = player.room:askForChooseCardAndPlayers(player, table.map(player.room:getOtherPlayers(player), function(p)
return p.id end), 1, 1, ".", "#nya__play-choose", self.name, true)
if #to > 0 and card then
self.cost_data = {to[1], card}
return true
end
else
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if player.phase == Player.Start then
room:throwCard(self.cost_data[2], self.name, player, player)
room:handleAddLoseSkills(player, "-nya__play", nil, true, false)
local to = room:getPlayerById(self.cost_data[1])
if not to.dead then
room:handleAddLoseSkills(to, "nya__play", nil, true, false)
to:drawCards(1, self.name)
end
else
room:askForDiscard(player, 1, 1, true, self.name, false)
end
end,
}
Fk:loadTranslationTable{
["nya__play"] = "逗猫",
[":nya__play"] = "准备阶段,你可以弃置一张牌选择一名其他角色,将〖逗猫〗转移给该角色,然后其摸一张牌。结束阶段,若你有〖逗猫〗,你需弃置一张牌。",
["#nya__play-choose"] = "逗猫:你可以弃置一张牌将〖逗猫〗转移给一名角色,然后其摸一张牌",
}
local caiwenji = General(extension, "nya__caiwenji", "qun", 3, 3, General.Female)
local function NyaBeige(player, target, src, suit)
local room = player.room
local to = target
if suit == "club" or suit == "spade" then
to = src
end
if not to or to.dead then return end
if suit == "heart" then
if to:isWounded() then
room:recover{
who = to,
num = 1,
recoverBy = player,
skillName = "nya__beige",
}
end
elseif suit == "diamond" then
to:drawCards(2, "nya__beige")
elseif suit == "club" then
if #to:getCardIds("he") < 3 then
to:throwAllCards("he")
else
room:askForDiscard(to, 2, 2, true, "nya__beige", false, ".")
end
elseif suit == "spade" then
to:turnOver()
end
end
local nya__beige = fk.CreateTriggerSkill{
name = "nya__beige",
anim_type = "masochism",
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and data.card and data.card.trueName == "slash" and not data.to.dead and not player:isNude()
end,
on_cost = function(self, event, target, player, data)
local card = player.room:askForDiscard(player, 1, 1, true, self.name, true, ".", "#nya__beige-invoke::"..target.id, true)
if #card > 0 then
self.cost_data = card
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local suit = Fk:getCardById(self.cost_data[1]):getSuitString()
room:throwCard(self.cost_data, self.name, player, player)
NyaBeige(player, target, data.from, suit)
if not player.dead and not player:hasSkill("nya__play", true) then
local all_choices = {"Cancel", "nya__beige1", "nya__beige2", "nya__beige3", "nya__beige4"}
local choices = table.simpleClone(all_choices)
if target.dead then
table.removeOne(choices, "nya__beige1")
table.removeOne(choices, "nya__beige2")
elseif not target:isWounded() then
table.removeOne(choices, "nya__beige1")
end
if not data.from or data.from.dead then
table.removeOne(choices, "nya__beige3")
table.removeOne(choices, "nya__beige4")
elseif data.from:isNude() then
table.removeOne(choices, "nya__beige3")
end
local choice = room:askForChoice(player, choices, self.name, "#nya__beige-choice::"..target.id, false, all_choices)
if choice ~= "Cancel" then
local suits = {"", "heart", "diamond", "club", "spade"}
suit = suits[table.indexOf(all_choices, choice)]
NyaBeige(player, target, data.from, suit)
end
end
end,
}
local nya__duanchang = fk.CreateTriggerSkill{
name = "nya__duanchang",
anim_type = "control",
frequency = Skill.Compulsory,
events = {fk.Death, fk.EnterDying},
can_trigger = function(self, event, target, player, data)
if target == player and data.damage and data.damage.from and not data.damage.from.dead then
if event == fk.Death then
return player:hasSkill(self, false, true)
else
return player:hasSkill(self) and not player:hasSkill("nya__play", true) and not data.damage.from:isNude()
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = data.damage.from
if event == fk.Death then
local skills = {}
for _, s in ipairs(to.player_skills) do
if not (s.attached_equip or s.name[#s.name] == "&") then
table.insertIfNeed(skills, s.name)
end
end
if room.settings.gameMode == "m_1v2_mode" and to.role == "lord" then
table.removeOne(skills, "m_feiyang")
table.removeOne(skills, "m_bahu")
end
if #skills > 0 then
room:handleAddLoseSkills(to, "-"..table.concat(skills, "|-"), nil, true, false)
end
else
room:doIndicate(player.id, {to.id})
if #to:getCardIds("he") < 3 then
to:throwAllCards("he")
else
room:askForDiscard(to, 2, 2, true, self.name, false, ".")
end
end
end,
}
caiwenji:addSkill(nya__beige)
caiwenji:addSkill(nya__duanchang)
caiwenji:addSkill(nya__play)
Fk:loadTranslationTable{
["nya__caiwenji"] = "文姬喵",
["nya__beige"] = "悲歌",
[":nya__beige"] = "当一名角色受到【杀】造成的伤害后,你可以弃置一张牌,若弃置的牌为:<font color='red'>♥</font>,其回复1点体力;"..
"<font color='red'>♦</font>,其摸两张牌;♣,伤害来源弃置两张牌;♠,伤害来源翻面。然后若你没有〖逗猫〗,则你额外选择一个选项。",
["nya__duanchang"] = "断肠",
[":nya__duanchang"] = "锁定技,当你死亡时,杀死你的角色失去所有武将技能。当你进入濒死状态时,若你没有〖逗猫〗,伤害来源需弃置两张牌。",
["#nya__beige-invoke"] = "悲歌:%dest 受到伤害,你可以弃置一张牌,根据花色执行效果",
["nya__beige1"] = "回复1点体力",
["nya__beige2"] = "摸两张牌",
["nya__beige3"] = "伤害来源弃两张牌",
["nya__beige4"] = "伤害来源翻面",
["#nya__beige-choice"] = "悲歌:你可以再令 %dest 执行一项",
}
local diaochan = General(extension, "nya__diaochan", "qun", 3, 3, General.Female)
local nya__lijian = fk.CreateActiveSkill{
name = "nya__lijian",
anim_type = "offensive",
min_card_num = 1,
min_target_num = 2,
prompt = function(self)
if not Self:hasSkill("nya__play", true) then
return "#nya__lijian2"
else
return "#nya__lijian1"
end
end,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end,
card_filter = function(self, to_select, selected)
return #selected < #Fk:currentRoom().alive_players - (Self:hasSkill("nya__play", true) and 1 or 0) and
not Self:prohibitDiscard(Fk:getCardById(to_select))
end,
target_filter = function(self, to_select, selected, selected_cards)
return #selected < #selected_cards + (Self:hasSkill("nya__play", true) and 0 or 1)
end,
feasible = function (self, selected, selected_cards)
return #selected > 1 and #selected == #selected_cards + (Self:hasSkill("nya__play", true) and 0 or 1)
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
room:throwCard(effect.cards, self.name, player, player)
local tos = table.simpleClone(effect.tos)
room:sortPlayersByAction(tos, false)
local targets = table.map(tos, function(id) return room:getPlayerById(id) end)
for _, src in ipairs(targets) do
if not src.dead then
if table.contains(tos, src.id) then
local dest = src:getNextAlive()
while not table.contains(targets, dest) do
dest = dest:getNextAlive()
end
if dest == src then break end
table.removeOne(tos, src.id)
room:useVirtualCard("duel", nil, src, dest, self.name)
else
break
end
end
end
end,
}
local nya__biyue = fk.CreateTriggerSkill{
name = "nya__biyue",
frequency = Skill.Compulsory,
anim_type = "drawcard",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Finish
end,
on_use = function(self, event, target, player, data)
local tos = {}
player.room.logic:getEventsOfScope(GameEvent.ChangeHp, 999, function(e)
local damage = e.data[5]
if damage then
table.insertIfNeed(tos, damage.to.id)
end
end, Player.HistoryTurn)
local n = not player:hasSkill("nya__play", true) and 2 or 1
player:drawCards(math.min(n + #tos, 5), self.name)
end,
}
diaochan:addSkill(nya__lijian)
diaochan:addSkill(nya__biyue)
diaochan:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__diaochan"] = "貂蝉喵",
["nya__lijian"] = "离间",
[":nya__lijian"] = "出牌阶段限一次,你可以选择至少两名角色并弃置X张牌(X为你选择的角色数,若你没有〖逗猫〗则-1),这些角色依次视为对"..
"逆时针方向下一名目标角色使用一张【决斗】。",
["nya__biyue"] = "闭月",
[":nya__biyue"] = "锁定技,结束阶段,你摸X张牌(X为本回合受到过伤害的角色数+1,若你没有〖逗猫〗则改为+2,至多为5)。",
["#nya__lijian1"] = "离间:弃置任意张牌,选择等量的角色互相【决斗】!",
["#nya__lijian2"] = "离间:弃置任意张牌,选择弃牌数+1的角色互相【决斗】!",
}
local caifuren = General(extension, "nya__caifuren", "qun", 3, 3, General.Female)
local nya__qieting = fk.CreateTriggerSkill{
name = "nya__qieting",
anim_type = "control",
events = {fk.EventPhaseChanging},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and target ~= player and data.to == Player.NotActive
end,
on_use = function(self, event, target, player, data)
local room = player.room
local choices = {"draw1"}
if target:canMoveCardsInBoardTo(player, "e") then
table.insert(choices, 1, "nya__qieting_move")
end
local choice = room:askForChoice(player, choices, self.name, "#nya__qieting-choice::"..target.id)
if choice == "nya__qieting_move" then
room:doIndicate(player.id, {target.id})
room:askForMoveCardInBoard(player, target, player, self.name, "e", target)
else
player:drawCards(1, self.name)
end
if target:hasSkill("nya__play", true) and not player.dead then
choices = {"Cancel", "draw1"}
if not target:isKongcheng() then
table.insert(choices, 2, "nya__qieting_prey")
end
choice = room:askForChoice(player, choices, self.name, "#nya__qieting-choice::"..target.id)
if choice == "nya__qieting_prey" then
room:doIndicate(player.id, {target.id})
local ids = table.random(target:getCardIds("h"), 2)
local result = room:askForGuanxing(player, ids, {0, 2}, {1, 1}, self.name, true, {target.general, "nya__qieting_get"})
local id
if #result.bottom > 0 then
id = result.bottom[1]
else
id = table.random(target:getCardIds("h"))
end
room:obtainCard(player.id, id, false, fk.ReasonPrey)
elseif choice == "draw1" then
player:drawCards(1, self.name)
end
end
end,
}
local nya__xianzhou = fk.CreateActiveSkill{
name = "nya__xianzhou",
anim_type = "control",
min_card_num = 0,
target_num = 1,
frequency = Skill.Limited,
prompt = "#nya__xianzhou",
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
card_filter = function(self, to_select, selected)
return true
end,
target_filter = function(self, to_select, selected)
return #selected == 0 and to_select ~= Self.id
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
local n = #effect.cards
local dummy = Fk:cloneCard("dilu")
dummy:addSubcards(effect.cards)
room:obtainCard(target, dummy, false, fk.ReasonGive)
if target.dead then return end
local targets = table.map(table.filter(room:getOtherPlayers(target), function(p)
return target:inMyAttackRange(p) end), Util.IdMapper)
if #targets > 0 then
local tos = room:askForChoosePlayers(target, targets, 1, n, "#xianzhou-choose:"..player.id.."::"..n, self.name, true)
if #tos > 0 then
for _, p in ipairs(tos) do
room:damage{
from = target,
to = room:getPlayerById(p),
damage = 1,
skillName = self.name,
}
end
else
if player:isWounded() and not player.dead then
room:recover({
who = player,
num = math.min(n, player:getLostHp()),
recoverBy = target,
skillName = self.name
})
end
end
end
end,
}
local nya__xianzhou_trigger = fk.CreateTriggerSkill{
name = "#nya__xianzhou_trigger",
mute = true,
events = {fk.EventAcquireSkill},
can_trigger = function(self, event, target, player, data)
return target == player and player:usedSkillTimes("nya__xianzhou", Player.HistoryGame) > 0 and data.name == "nya__play"
end,
on_cost = function(self, event, target, player, data)
return true
end,
on_use = function(self, event, target, player, data)
player:setSkillUseHistory("nya__xianzhou", 0, Player.HistoryGame)
end,
}
nya__xianzhou:addRelatedSkill(nya__xianzhou_trigger)
caifuren:addSkill(nya__qieting)
caifuren:addSkill(nya__xianzhou)
caifuren:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__caifuren"] = "蔡夫人喵",
["nya__qieting"] = "窃听",
[":nya__qieting"] = "其他角色回合结束时,你可以选择一项:1.将其装备区内一张牌移至你的装备区;2.摸一张牌。若其有〖逗猫〗,你可以再选择一项:"..
"1.观看其两张手牌并获得其中一张牌;2.摸一张牌。",
["nya__xianzhou"] = "献州",
[":nya__xianzhou"] = "限定技,出牌阶段,你可以将任意张牌交给一名其他角色,然后该角色选择一项:1.令你回复X点体力;2.对其攻击范围内的至多X名"..
"角色各造成1点伤害(X为你以此法交给其的牌数)。当你获得〖逗猫〗时,〖献州〗视为未发动过。",
["#nya__xianzhou"] = "献州:将任意张牌交给一名其他角色,其选择造成伤害或令你回复体力",
["#nya__qieting-choice"] = "窃听:选择对 %dest 执行的一项",
["nya__qieting_move"] = "将其一张装备移动给你",
["nya__qieting_prey"] = "观看其两张手牌并获得一张",
["nya__qieting_get"] = "获得",
}
local xingcai = General(extension, "nya__xingcai", "shu", 3, 3, General.Female)
local nya__shenxian = fk.CreateTriggerSkill{
name = "nya__shenxian",
anim_type = "drawcard",
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 then
for _, move in ipairs(data) do
if move.extra_data and move.extra_data.nya__shenxian then
return true
end
end
end
end,
on_use = function(self, event, target, player, data)
player:drawCards(1, self.name)
end,
refresh_events = {fk.BeforeCardsMove},
can_refresh = function(self, event, target, player, data)
if player:hasSkill(self) and player:usedSkillTimes(self.name, Player.HistoryTurn) == 0 then
for _, move in ipairs(data) do
if move.from ~= player.id and move.moveReason == fk.ReasonDiscard then
return true
end
end
end
end,
on_refresh = function(self, event, target, player, data)
for _, move in ipairs(data) do
if move.from ~= player.id and move.moveReason == fk.ReasonDiscard then
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.PlayerHand then
local card = Fk:getCardById(info.cardId)
if card.type == Card.TypeBasic or (not player:hasSkill("nya__play", true) and card.type ~= Card.TypeEquip) then
move.extra_data = move.extra_data or {}
move.extra_data.nya__shenxian = true
return
end
end
end
end
end
end,
}
local nya__qiangwu = fk.CreateTargetModSkill{
name = "nya__qiangwu",
bypass_times = function(self, player, skill, scope, card, to)
return player:hasSkill(self) and card and card.trueName == "slash" and to:hasSkill("nya__play", true)
end,
bypass_distances = function(self, player, skill, card, to)
return player:hasSkill(self) and card and card.trueName == "slash" and not to:hasSkill("nya__play", true)
end,
}
local nya__qiangwu_trigger = fk.CreateTriggerSkill{
name = "#nya__qiangwu_trigger",
mute = true,
events = {fk.Damage},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill("nya__qiangwu") and data.card and data.card.trueName == "slash" and
player:hasSkill("nya__play", true)
end,
on_cost = function(self, event, target, player, data)
return true
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke("nya__qiangwu")
room:notifySkillInvoked(player, "nya__qiangwu", "drawcard")
player:drawCards(1, "nya__qiangwu")
end,
}
nya__qiangwu:addRelatedSkill(nya__qiangwu_trigger)
xingcai:addSkill(nya__shenxian)
xingcai:addSkill(nya__qiangwu)
xingcai:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__xingcai"] = "星彩喵",
["nya__shenxian"] = "甚贤",
[":nya__shenxian"] = "每回合限一次,其他角色因弃置失去基本牌后,你可以摸一张牌;若你没有〖逗猫〗,则改为弃置非装备牌即可发动。",
["nya__qiangwu"] = "枪舞",
[":nya__qiangwu"] = "你对没有〖逗猫〗的角色使用【杀】无距离限制,对有〖逗猫〗的角色使用【杀】无次数限制。若你有〖逗猫〗,当你使用【杀】"..
"造成伤害后,你摸一张牌。",
}
local zhurong = General(extension, "nya__zhurong", "shu", 4, 4, General.Female)
local nya__juxiang = fk.CreateTriggerSkill{
name = "nya__juxiang",
mute = true,
frequency = Skill.Compulsory,
events = {fk.PreCardEffect, fk.CardUseFinished, fk.AfterCardsMove, fk.AfterCardUseDeclared, fk.DamageCaused},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if event == fk.AfterCardsMove then
for _, move in ipairs(data) do
if move.from ~= player.id and move.moveReason == fk.ReasonDiscard then
for _, info in ipairs(move.moveInfo) do
if Fk:getCardById(info.cardId).trueName == "savage_assault" and player.room:getCardArea(info.cardId) == Card.DiscardPile then
return true
end
end
end
end
elseif data.card and data.card.trueName == "savage_assault" then
if event == fk.PreCardEffect then
return data.to == player.id
elseif event == fk.CardUseFinished then
return target ~= player and player.room:getCardArea(data.card) == Card.Processing
elseif event == fk.AfterCardUseDeclared then
return target == player
elseif event == fk.DamageCaused then
return target == player and not data.to:hasSkill("nya__play", true)
end
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke(self.name)
if event == fk.PreCardEffect then
room:notifySkillInvoked(player, self.name, "defensive")
return true
elseif event == fk.AfterCardsMove then
local ids = {}
for _, move in ipairs(data) do
if move.from ~= player.id and move.moveReason == fk.ReasonDiscard then
for _, info in ipairs(move.moveInfo) do
if Fk:getCardById(info.cardId).trueName == "savage_assault" and room:getCardArea(info.cardId) == Card.DiscardPile then
table.insertIfNeed(ids, info.cardId)
end
end
end
end
if #ids > 0 then
room:notifySkillInvoked(player, self.name, "drawcard")
local dummy = Fk:cloneCard("dilu")
dummy:addSubcards(ids)
room:obtainCard(player.id, dummy, true, fk.ReasonJustMove)
end
elseif event == fk.CardUseFinished then
room:notifySkillInvoked(player, self.name, "drawcard")
room:obtainCard(player.id, data.card, true, fk.ReasonJustMove)
elseif event == fk.AfterCardUseDeclared then
room:notifySkillInvoked(player, self.name, "offensive")
data.disresponsiveList = data.disresponsiveList or {}
for _, p in ipairs(room.alive_players) do
if p:hasSkill("nya__play", true) then
table.insertIfNeed(data.disresponsiveList, p.id)
end
end
elseif event == fk.DamageCaused then
room:notifySkillInvoked(player, self.name, "drawcard")
player:drawCards(1, self.name)
end
end,
}
local nya__lieren = fk.CreateTriggerSkill{
name = "nya__lieren",
anim_type = "control",
events = {fk.TargetSpecified, fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) then
if event == fk.TargetSpecified then
if data.card and data.card.trueName == "slash" and not player:isKongcheng() then
local to = player.room:getPlayerById(data.to)
return not to.dead and not to:isKongcheng()
end
else
return player.phase == Player.Play and not player:isKongcheng() and
player:usedSkillTimes("nya__play", Player.HistoryTurn) > 0 and not player:hasSkill("nya__play", true) and
table.find(player.room:getOtherPlayers(player), function(p) return not p:isKongcheng() end)
end
end
end,
on_trigger = function(self, event, target, player, data)
if event == fk.TargetSpecified then
self:doCost(event, target, player, data.to)
else
self:doCost(event, target, player, data)
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
if event == fk.TargetSpecified then
if room:askForSkillInvoke(player, self.name, nil, "#nya__lieren-invoke::"..data) then
room:doIndicate(player.id, {data})
return true
end
else
local to = room:askForChoosePlayers(player, table.map(table.filter(room:getOtherPlayers(player), function(p)
return not p:isKongcheng() end), Util.IdMapper),
1, 1, "#nya__lieren-choose", self.name, true)
if #to > 0 then
self.cost_data = to[1]
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.TargetSpecified then
local to = room:getPlayerById(data)
local pindian = player:pindian({to}, self.name)
if room:getCardArea(pindian.results[to.id].toCard) == Card.DiscardPile then
room:delay(1000)
room:obtainCard(player, pindian.results[to.id].toCard, true, fk.ReasonJustMove)
end
if pindian.results[to.id].winner == player and not player.dead and not to.dead and not to:isNude() then
local id = room:askForCardChosen(player, to, "he", self.name)
room:obtainCard(player, id, false, fk.ReasonPrey)
end
else
self:use(fk.TargetSpecified, player, player, self.cost_data)
end
end,
}
zhurong:addSkill(nya__juxiang)
zhurong:addSkill(nya__lieren)
zhurong:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__zhurong"] = "祝融喵",
["nya__juxiang"] = "巨象",
[":nya__juxiang"] = "锁定技,【南蛮入侵】对你无效;其他角色使用或弃置的【南蛮入侵】进入弃牌堆时,你获得之;你使用【南蛮入侵】不能被有〖逗猫〗"..
"的角色响应,对没有〖逗猫〗的角色造成伤害时,你摸一张牌。",
["nya__lieren"] = "烈刃",
[":nya__lieren"] = "当你使用【杀】指定目标后,你可以与其拼点并获得其拼点牌,若你赢,你获得其一张牌。出牌阶段开始时,若你本回合失去了〖逗猫〗,"..
"你可以发动〖烈刃〗。",
["#nya__lieren-invoke"] = "烈刃:你可以与 %dest 拼点并获得其拼点牌,若你赢,你获得其一张牌",
["#nya__lieren-choose"] = "烈刃:你可以对一名角色发动〖烈刃〗的拼点效果",
}
local huangyueying = General(extension, "nya__huangyueying", "shu", 3, 3, General.Female)
local nya__jizhi = fk.CreateTriggerSkill{
name = "nya__jizhi",
anim_type = "drawcard",
events = {fk.CardUsing},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.card.type == Card.TypeTrick
end,
on_use = function(self, event, target, player, data)
player:drawCards(1, self.name)
end,
}
local nya__jizhi_trigger = fk.CreateTriggerSkill{
name = "#nya__jizhi_trigger",
main_skill = nya__jizhi,
anim_type = "drawcard",
events = {fk.CardUsing},
can_trigger = function(self, event, target, player, data)
return player:hasSkill("nya__jizhi") and not player:hasSkill("nya__play", true) and target ~= player and data.card.type == Card.TypeTrick and player:usedSkillTimes(self.name, Player.HistoryTurn) == 0
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
player:drawCards(1, "nya__jizhi")
player:addSkillUseHistory(self.name, 1)
end,
}
local nya__qicai = fk.CreateTargetModSkill{
name = "nya__qicai",
frequency = Skill.Compulsory,
bypass_distances = function(self, player, skill, card)
return player:hasSkill(self) and card and card.type == Card.TypeTrick
end,
}
local nya__qicai_trigger = fk.CreateTriggerSkill{
name = "#nya__qicai_trigger",
mute = true,
events = {fk.BeforeCardsMove, fk.EventAcquireSkill},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if event == fk.BeforeCardsMove then
if player:getEquipment(Card.SubtypeArmor) then
for _, move in ipairs(data) do
if move.from == player.id and move.moveReason == fk.ReasonDiscard and move.proposer ~= player.id then
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.PlayerEquip and info.cardId == player:getEquipment(Card.SubtypeArmor) then
return true
end
end
end
end
end
else
return data.name == "nya__play" and target ~= player and player.room:getTag("RoundCount")
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke("nya__qicai")
if event == fk.BeforeCardsMove then
room:notifySkillInvoked(player, "nya__qicai", "defensive")
local ids = {}
for _, move in ipairs(data) do
if move.from == player.id and move.moveReason == fk.ReasonDiscard and move.proposer ~= player.id then
local move_info = {}
for _, info in ipairs(move.moveInfo) do
local id = info.cardId
if info.fromArea == Card.PlayerEquip and Fk:getCardById(id).sub_type == Card.SubtypeArmor then
table.insert(ids, id)
else
table.insert(move_info, info)
end
end
if #ids > 0 then
move.moveInfo = move_info
end
end
end
if #ids > 0 then
player.room:sendLog{
type = "#cancelDismantle",
card = ids,
arg = self.name,
}
end
else
room:notifySkillInvoked(player, "nya__qicai", "drawcard")
local card = room:getCardsFromPileByRule(".|.|.|.|.|trick")
if #card > 0 then
room:moveCards({
ids = card,
to = player.id,
toArea = Card.PlayerHand,
moveReason = fk.ReasonPrey,
proposer = player.id,
skillName = "nya__qicai",
})
end
end
end,
}
nya__jizhi:addRelatedSkill(nya__jizhi_trigger)
nya__qicai:addRelatedSkill(nya__qicai_trigger)
huangyueying:addSkill(nya__jizhi)
huangyueying:addSkill(nya__qicai)
huangyueying:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__huangyueying"] = "月英喵",
["nya__jizhi"] = "集智",
[":nya__jizhi"] = "当你使用锦囊牌时,你可以摸一张牌;每回合限一次,当其他角色使用锦囊牌时,若你没有〖逗猫〗,你摸一张牌。",
["#nya__jizhi_trigger"] = "集智",
["nya__qicai"] = "奇才",
[":nya__qicai"] = "锁定技,你使用锦囊牌无距离限制;其他角色不能弃置你装备区内的防具。当其他角色获得〖逗猫〗时,你从牌堆随机获得一张锦囊牌。",
["#nya__qicai_trigger"] = "奇才",
}
local daqiao = General(extension, "nya__daqiao", "wu", 3, 3, General.Female)
local nya__guose = fk.CreateActiveSkill{
name = "nya__guose",
anim_type = "control",
min_card_num = 0,
max_card_num = 1,
target_num = 1,
prompt = "#nya__guose",
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) < 4
end,
card_filter = function(self, to_select, selected)
return #selected == 0 and Fk:getCardById(to_select).suit == Card.Diamond
end,
target_filter = function(self, to_select, selected, selected_cards)
if #selected == 0 then
local target = Fk:currentRoom():getPlayerById(to_select)
if #selected_cards == 0 then
return target:hasDelayedTrick("indulgence")
else
local card = Fk:cloneCard("indulgence")
card:addSubcard(selected_cards[1])
return to_select ~= Self.id and not Self:isProhibited(target, card)
end
end
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
if #effect.cards == 0 then
for _, id in ipairs(target:getCardIds("j")) do
local card = target:getVirualEquip(id)
if not card then card = Fk:getCardById(id) end
if card.name == "indulgence" then
room:throwCard({id}, self.name, target, player)
end
end
else
room:useVirtualCard("indulgence", effect.cards, player, target, self.name)
end
if not player.dead then
if not player:hasSkill("nya__play", true) then
player:drawCards(2, self.name)
room:askForDiscard(player, 1, 1, true, self.name, false)
else
player:drawCards(1, self.name)
end
end
end,
}
local nya__liuli = fk.CreateTriggerSkill{
name = "nya__liuli",
anim_type = "defensive",
events = {fk.TargetConfirming},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.card.trueName == "slash" and
table.find(player.room.alive_players, function(p)
return p ~= player and p.id ~= data.from and player:inMyAttackRange(p) and
not player.room:getPlayerById(data.from):isProhibited(p, data.card) end)
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local targets = {}
local from = room:getPlayerById(data.from)
for _, p in ipairs(room.alive_players) do
if p ~= player and p.id ~= data.from and player:inMyAttackRange(p) and not from:isProhibited(p, data.card) then
table.insert(targets, p.id)
end
end
local n = not player:hasSkill("nya__play", true) and 2 or 1
local tos, card = room:askForChooseCardAndPlayers(player, targets, 1, n, nil,
"#nya__liuli-choose:::"..n..":"..data.card:toLogString(), self.name, true)
if #tos > 0 then
self.cost_data = {tos, card}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:throwCard(self.cost_data[2], self.name, player, player)
TargetGroup:removeTarget(data.targetGroup, player.id)
for _, id in ipairs(self.cost_data[1]) do
room:doIndicate(player.id, {id})
TargetGroup:pushTargets(data.targetGroup, id)
end
end,
}
daqiao:addSkill(nya__guose)
daqiao:addSkill(nya__liuli)
daqiao:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__daqiao"] = "大乔喵",
["nya__guose"] = "国色",
[":nya__guose"] = "出牌阶段限四次,你可以将一张<font color='red'>♦</font>牌当【乐不思蜀】使用,或弃置场上一张【乐不思蜀】;然后你摸一张牌。"..
"若你没有〖逗猫〗,则改为摸两张牌并弃置一张牌。",
["nya__liuli"] = "流离",
[":nya__liuli"] = "当你成为【杀】的目标时,你可以弃置一张牌转移给你攻击范围内一名其他角色;若你没有〖逗猫〗,则可以选择两名。",
["#nya__guose"] = "国色:将一张<font color='red'>♦</font>牌当【乐不思蜀】使用;或弃置场上一张【乐不思蜀】",
["#nya__liuli-choose"] = "流离:你可以弃置一张牌,将此%arg2转移给%arg名角色",
}
local xiaoqiao = General(extension, "nya__xiaoqiao", "wu", 3, 3, General.Female)
local nya__tianxiang = fk.CreateTriggerSkill{
name = "nya__tianxiang",
anim_type = "offensive",
events = {fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and not player:isKongcheng()
end,
on_cost = function(self, event, target, player, data)
local to, card = player.room:askForChooseCardAndPlayers(player, table.map(player.room:getOtherPlayers(player), function(p)
return p.id end), 1, 1, ".|.|heart|hand", "#nya__tianxiang-choose", self.name, true)
if #to > 0 and card then
self.cost_data = {to[1], card}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = room:getPlayerById(self.cost_data[1])
room:obtainCard(to.id, self.cost_data[2], true, fk.ReasonGive)
local damage = table.simpleClone(data)
damage.to = to
room:damage(damage)
if not to.dead then
if to:hasSkill("nya__play", true) then
room:damage{
from = player,
to = to,
damage = 1,
skillName = self.name,
}
elseif not to:isNude() and not player.dead then
local id = room:askForCardChosen(player, to, "he", self.name)
room:throwCard({id}, self.name, to, player)
end
end
return true
end,
}
local nya__hongyan = fk.CreateFilterSkill{
name = "nya__hongyan",
frequency = Skill.Compulsory,
card_filter = function(self, to_select, player)
return player:hasSkill(self) and to_select.suit == Card.Spade
end,
view_as = function(self, to_select)
return Fk:cloneCard(to_select.name, Card.Heart, to_select.number)
end,
}
local nya__hongyan_trigger = fk.CreateTriggerSkill{
name = "#nya__hongyan_trigger",
mute = true,
frequency = Skill.Compulsory,
events = {fk.FinishJudge},
can_trigger = function(self, event, target, player, data)
return player:hasSkill("nya__hongyan") and not target:hasSkill("nya__play", true) and data.card.suit == Card.Heart
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke("nya__hongyan")
room:notifySkillInvoked(player, "nya__hongyan", "support")
if player:isWounded() then
room:recover{
who = player,
num = 1,
recoverBy = player,
skillName = "nya__hongyan",
}
end
if not player.dead then
player:drawCards(1, "nya__hongyan")
end
end,
}
nya__hongyan:addRelatedSkill(nya__hongyan_trigger)
xiaoqiao:addSkill(nya__tianxiang)
xiaoqiao:addSkill(nya__hongyan)
xiaoqiao:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__xiaoqiao"] = "小乔喵",
["nya__tianxiang"] = "天香",
[":nya__tianxiang"] = "当你受到伤害时,你可以交给一名其他角色一张<font color='red'>♥</font>手牌,将此伤害转移给其。然后若其有〖逗猫〗,"..
"你对其造成1点伤害;没有〖逗猫〗,你弃置其一张牌。",
["nya__hongyan"] = "红颜",
[":nya__hongyan"] = "锁定技,你的♠牌视为<font color='red'>♥</font>牌。没有〖逗猫〗的角色判定牌生效后,若结果为<font color='red'>♥</font>,"..
"你回复1点体力并摸一张牌。",
["#nya__tianxiang-choose"] = "天香:你可以交给一名其他角色一张<font color='red'>♥</font>手牌,将此伤害转移给其",
}
local sunshangxiang = General(extension, "nya__sunshangxiang", "wu", 3, 3, General.Female)
local nya__jieyi = fk.CreateActiveSkill{
name = "nya__jieyi",
anim_type = "support",
card_num = 1,
target_num = 1,
prompt = "#nya__jieyi",
can_use = function(self, player)
return player:usedSkillTimes(self.name) == 0 and not player:isNude()
end,
card_filter = function(self, to_select, selected)
return #selected == 0
end,
target_filter = function(self, to_select, selected, selected_cards)
if #selected == 0 and to_select ~= Self.id and #selected_cards == 1 then
if Fk:currentRoom():getCardArea(selected_cards[1]) == Player.Hand then
return true
else
local target = Fk:currentRoom():getPlayerById(to_select)
local card = Fk:getCardById(selected_cards[1])
return #target:getAvailableEquipSlots(card.sub_type) > 0
end
end
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
if room:getCardArea(effect.cards[1]) == Player.Hand then
room:obtainCard(target, effect.cards[1], false, fk.ReasonGive)
else
room:moveCards({
ids = effect.cards,
from = effect.from,
to = effect.tos[1],
toArea = Card.PlayerEquip,
skillName = self.name,
moveReason = fk.ReasonPut,
})
end
if player.dead then return end
if player:isWounded() then
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name
})
end
player:drawCards(1, self.name)
if player.dead or target.dead then return end
if not player:hasSkill("nya__play", true) and room:askForSkillInvoke(player, self.name, nil, "#nya__jieyi-invoke::"..target.id) then
room:doIndicate(player.id, {target.id})
if target:isWounded() then
room:recover({
who = target,
num = 1,
recoverBy = player,
skillName = self.name
})
end
target:drawCards(1, self.name)
end
end,
}
local nya__xiaoji = fk.CreateTriggerSkill{
name = "nya__xiaoji",
anim_type = "drawcard",
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self) then return end
for _, move in ipairs(data) do
if move.from == player.id then
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.PlayerEquip then
return true
end
end
end
end
end,
on_trigger = function(self, event, target, player, data)
local n = 0
for _, move in ipairs(data) do
if move.from == player.id then
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Card.PlayerEquip then
n = n + 1
end
end
end
end
self.cancel_cost = false
for i = 1, n, 1 do
if self.cancel_cost or not player:hasSkill(self) or player.dead then break end
self:doCost(event, target, player, data)
end
end,
on_cost = function(self, event, target, player, data)
if player.room:askForSkillInvoke(player, self.name) then
return true
end
self.cancel_cost = true
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:drawCards(2, self.name)
if not player.dead and not player:hasSkill("nya__play", true) then
local targets = table.map(table.filter(room.alive_players, function(p)
return #p:getCardIds("ej") > 0 end), Util.IdMapper)
if #targets == 0 then return end
local to = room:askForChoosePlayers(player, targets, 1, 1, "#nya__xiaoji-choose", self.name)
if #to > 0 then
to = room:getPlayerById(to[1])
local id = room:askForCardChosen(player, to, "ej", self.name)
room:throwCard({id}, self.name, to, player)
end
end
end,
}
sunshangxiang:addSkill(nya__jieyi)
sunshangxiang:addSkill(nya__xiaoji)
sunshangxiang:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__sunshangxiang"] = "香香喵",
["nya__jieyi"] = "结谊",
[":nya__jieyi"] = "出牌阶段限一次,你可以选择一名其他角色,交给其一张手牌或将装备区内一张装备牌置入其装备区,然后你回复1点体力并摸一张牌;"..
"若你没有〖逗猫〗,你可以令其也回复1点体力并摸一张牌。",
["nya__xiaoji"] = "枭姬",
[":nya__xiaoji"] = "当你失去装备区内一张牌后,你可以摸两张牌,然后若你没有〖逗猫〗,你可以弃置场上一张牌。",
["#nya__jieyi"] = "结谊:你可以交给一名其他角色一张手牌,或将装备区内一张装备置入其装备区",
["#nya__jieyi-invoke"] = "结谊:你可以令 %dest 也回复1点体力并摸一张牌",
["#nya__xiaoji-choose"] = "枭姬:你可以弃置场上一张牌",
}
local zhenji = General(extension, "nya__zhenji", "wei", 3, 3, General.Female)
local nya__luoshen = fk.CreateTriggerSkill{
name = "nya__luoshen",
anim_type = "drawcard",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and
(player.phase == Player.Start or (player.phase == Player.Finish and not player:hasSkill("nya__play", true)))
end,
on_use = function(self, event, target, player, data)
local room = player.room
while true do
local judge = {
who = player,
reason = self.name,
pattern = ".|.|spade,club",
}
room:judge(judge)
if judge.card.color ~= Card.Black or not room:askForSkillInvoke(player, self.name) then
break
end
end
end,
}
local nya__luoshen_obtain = fk.CreateTriggerSkill{
name = "#nya__luoshen_obtain",
mute = true,
frequency = Skill.Compulsory,
events = {fk.FinishJudge},
can_trigger = function(self, event, target, player, data)
return target == player and not player.dead and data.reason == "nya__luoshen" and
player.room:getCardArea(data.card) == Card.Processing
end,
on_use = function(self, event, target, player, data)
player.room:obtainCard(player.id, data.card)
end,
}
nya__luoshen:addRelatedSkill(nya__luoshen_obtain)
local nya__qingguo = fk.CreateViewAsSkill{
name = "nya__qingguo",
anim_type = "defensive",
pattern = "jink,peach",
interaction = function()
local names = {}
for _, name in ipairs({"jink","peach"}) do
local card = Fk:cloneCard(name)
if not (name == "peach" and Self:hasSkill("nya__play", true)) then
if (Fk.currentResponsePattern == nil and Self:canUse(card)) or
(Fk.currentResponsePattern and Exppattern:Parse(Fk.currentResponsePattern):match(card)) then
table.insertIfNeed(names, name)
end
end
end
if #names == 0 then return end
return UI.ComboBox {choices = names}
end,
card_filter = function(self, to_select, selected)
if #selected == 1 or not self.interaction.data then return false end
if self.interaction.data == "jink" then
return Fk:getCardById(to_select).color == Card.Black
elseif not Self:hasSkill("nya__play", true) then
return Fk:getCardById(to_select).name == "jink"
end
end,
view_as = function(self, cards)
if #cards ~= 1 then return end
local c = Fk:cloneCard(self.interaction.data)
c.skillName = self.name
c:addSubcard(cards[1])
return c
end,
enabled_at_play = function(self, player)
return not player:hasSkill("nya__play", true) and not player:isNude()
end,
enabled_at_response = function(self, player, response)
return not player:isNude()
end,
}
zhenji:addSkill(nya__luoshen)
zhenji:addSkill(nya__qingguo)
zhenji:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__zhenji"] = "甄姬喵",
["nya__luoshen"] = "洛神",
[":nya__luoshen"] = "准备阶段,你可以进行判定:若为黑色,你获得之,然后可以重复此流程;若为红色,你获得之。若你没有〖逗猫〗,结束阶段你也可以"..
"发动〖洛神〗。",
["nya__qingguo"] = "倾国",
[":nya__qingguo"] = "你可以将一张黑色牌当【闪】使用或打出;若你没有〖逗猫〗,你可以将一张【闪】当【桃】使用。",
["nya__luoshen_obtain"] = "洛神",
}
local zhangchunhua = General(extension, "nya__zhangchunhua", "wei", 3, 3, General.Female)
local nya__jueqing = fk.CreateTriggerSkill{
name = "nya__jueqing",
anim_type = "offensive",
events = {fk.PreDamage},
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 true
end,
on_use = function(self, event, target, player, data)
local room = player.room
if room:askForSkillInvoke(player, self.name, nil, "#nya__jueqing-invoke::"..data.to.id..":"..data.damage) then
room:loseHp(player, data.damage, self.name)
data.damage = data.damage * 2
end
room:loseHp(data.to, data.damage, self.name)
return true
end,
}
local nya__shangshi = fk.CreateTriggerSkill{
name = "nya__shangshi",
anim_type = "drawcard",
events = {fk.HpChanged, fk.MaxHpChanged, fk.AfterCardsMove, fk.EventAcquireSkill, fk.EventLoseSkill},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
if event == fk.EventAcquireSkill or event == fk.EventLoseSkill then
if target == player and data.name == "nya__play" then
return player.room:getTag("RoundCount") --防止游戏开始添加技能时触发
end
elseif event == fk.EventLoseSkill then
return target == player and data.name == "nya__play"
elseif player:getHandcardNum() < math.max(player:getLostHp(), 1) then
if event == fk.AfterCardsMove then
for _, move in ipairs(data) do
return move.from == player.id
end
elseif event == fk.HpChanged or event == fk.MaxHpChanged then
return target == player
end
end
end
end,
on_cost = function(self, event, target, player, data)
return true
end,
on_use = function(self, event, target, player, data)
if event == fk.EventAcquireSkill then
player.room:changeMaxHp(player, -1)
elseif event == fk.EventLoseSkill then
player.room:changeMaxHp(player, 1)
else
player:drawCards(math.max(player:getLostHp(), 1) - player:getHandcardNum(), self.name)
end
end,
}
zhangchunhua:addSkill(nya__jueqing)
zhangchunhua:addSkill(nya__shangshi)
zhangchunhua:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__zhangchunhua"] = "春华喵",
["nya__jueqing"] = "绝情",
[":nya__jueqing"] = "当你即将造成伤害时,你可以失去等量体力,令此伤害翻倍。你即将造成的伤害视为体力流失。",
["nya__shangshi"] = "伤逝",
[":nya__shangshi"] = "当你的手牌数小于X时,你将手牌摸至X张(X为你已损失体力值,至少为1);当你失去〖逗猫〗时,你加1点体力上限;当你获得〖逗猫〗时,"..
"你减1点体力上限。",
["#nya__jueqing-invoke"] = "绝情:你可以失去%arg点体力,令你对 %dest 造成的伤害翻倍",
}
local wangyi = General(extension, "nya__wangyi", "wei", 4, 4, General.Female)
local nya__zhenlie = fk.CreateTriggerSkill{
name = "nya__zhenlie",
anim_type = "defensive",
events = {fk.TargetConfirmed},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and (data.card:isCommonTrick() or data.card.trueName == "slash")
end,
on_cost = function(self, event, target, player, data)
local prompt = "#nya__zhenlie-invoke"
if not player:hasSkill("nya__play", true) then
prompt = "#nya__zhenlie2-invoke"
end
return player.room:askForSkillInvoke(player, self.name, nil, prompt.."::"..data.from..":"..data.card:toLogString())
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:loseHp(player, 1, self.name)
if player.dead then return end
table.insertIfNeed(data.nullifiedTargets, player.id)
local to = room:getPlayerById(data.from)
if to.dead or to:isNude() then return end
room:doIndicate(player.id, {data.from})
local id = room:askForCardChosen(player, to, "he", self.name)
if not player:hasSkill("nya__play", true) then
room:obtainCard(player, id, false, fk.ReasonPrey)
else
room:throwCard({id}, self.name, to, player)
end
end,
}
local nya__miji = fk.CreateTriggerSkill{
name = "nya__miji",
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
if not player:hasSkill("nya__play", true) then
return table.find(player.room.alive_players, function(p) return p:isWounded() end)
else
return player:isWounded()
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n = player:getLostHp()
if not player:hasSkill("nya__play", true) then
n = math.max(table.unpack(table.map(room.alive_players, function(p) return p:getLostHp() end)))
end
player:drawCards(n, self.name)
if not player.dead and player:getHandcardNum() >= n then
room:setPlayerMark(player, self.name, n)
local success, dat = room:askForUseActiveSkill(player, "nya__miji_active", "#nya__miji-give:::"..n, true)
room:setPlayerMark(player, self.name, 0)
if success then
local dummy = Fk:cloneCard("dilu")
dummy:addSubcards(dat.cards)
room:obtainCard(dat.targets[1], dummy, false, fk.ReasonGive)
end
end
end,
}
local nya__miji_active = fk.CreateActiveSkill{
name = "nya__miji_active",
mute = true,
card_num = function()
return Self:getMark("nya__miji")
end,
target_num = 1,
can_use = function(self, player)
return not player:isKongcheng()
end,
card_filter = function(self, to_select, selected, targets)
return #selected < Self:getMark("nya__miji") and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip
end,
target_filter = function(self, to_select, selected, selected_cards)
return #selected == 0 and to_select ~= Self.id
end,
}
Fk:addSkill(nya__miji_active)
wangyi:addSkill(nya__zhenlie)
wangyi:addSkill(nya__miji)
wangyi:addSkill("nya__play")
Fk:loadTranslationTable{
["nya__wangyi"] = "王异喵",
["nya__zhenlie"] = "贞烈",
[":nya__zhenlie"] = "当你成为【杀】或普通锦囊牌的目标后,你可以失去1点体力使此牌对你无效,然后你弃置使用者一张牌;若你没有〖逗猫〗,"..
"则改为获得使用者一张牌。",
["nya__miji"] = "秘计",
[":nya__miji"] = "结束阶段,你可以摸至多X张牌(X为你已损失的体力值),然后你可以将等量的手牌交给一名其他角色;若你没有〖逗猫〗,"..
"X改为场上已损失体力值最多的角色的已损失体力值且至多为5。",
["#nya__zhenlie-invoke"] = "贞烈:%dest 对你使用%arg,你可以失去1点体力令此牌对你无效,然后弃置其一张牌",
["#nya__zhenlie2-invoke"] = "贞烈:%dest 对你使用%arg,你可以失去1点体力令此牌对你无效,然后获得其一张牌",
["#nya__miji-give"] = "秘计:你可以将%arg张手牌交给一名其他角色",
["nya__miji_active"] = "秘计",
}
return extension
此处可能存在不合适展示的内容,页面不予展示。您可通过相关编辑功能自查并修改。
如您确认内容无涉及 不当用语 / 纯广告导流 / 暴力 / 低俗色情 / 侵权 / 盗版 / 虚假 / 无价值内容或违法国家有关法律法规的内容,可点击提交进行申诉,我们将尽快为您处理。