mirror of
https://github.com/Qsgs-Fans/FreeKill.git
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Enchance Mouxusheng (#235)
1. 谋徐盛增加大离间、复活,可以变更副将 2. 修改CardEffecting等时机的承载者 3. 修复changeHero 4. 给moveCardTo堆一个proposer 5. 修复一些标准版武将和装备
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parent
cc0228dc03
commit
35477c0ea1
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@ -337,7 +337,11 @@ GameEvent.functions[GameEvent.CardEffect] = function(self)
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self.logic:breakEvent()
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self.logic:breakEvent()
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end
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end
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if cardEffectEvent.from and self.logic:trigger(event, self:getPlayerById(cardEffectEvent.from), cardEffectEvent) then
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if event == fk.PreCardEffect then
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if cardEffectEvent.from and self.logic:trigger(event, self:getPlayerById(cardEffectEvent.from), cardEffectEvent) then
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self.logic:breakEvent()
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end
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elseif cardEffectEvent.to and self.logic:trigger(event, self:getPlayerById(cardEffectEvent.to), cardEffectEvent) then
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self.logic:breakEvent()
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self.logic:breakEvent()
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end
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end
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@ -570,7 +570,7 @@ function Room:setDeputyGeneral(player, general)
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end
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end
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---@param player ServerPlayer @ 要换将的玩家
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---@param player ServerPlayer @ 要换将的玩家
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---@param new_general string @ 要变更的武将,若不存在则变身为孙策,孙策也不存在则nil错
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---@param new_general string @ 要变更的武将,若不存在则变身为孙策,孙策不存在变身为士兵
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---@param full boolean|nil @ 是否血量满状态变身
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---@param full boolean|nil @ 是否血量满状态变身
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---@param isDeputy boolean|nil @ 是否变的是副将
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---@param isDeputy boolean|nil @ 是否变的是副将
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---@param sendLog boolean|nil @ 是否发Log
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---@param sendLog boolean|nil @ 是否发Log
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@ -580,7 +580,7 @@ function Room:changeHero(player, new_general, full, isDeputy, sendLog)
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orig = Fk.generals[orig]
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orig = Fk.generals[orig]
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local orig_skills = orig and orig:getSkillNameList() or Util.DummyTable
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local orig_skills = orig and orig:getSkillNameList() or Util.DummyTable
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local new = Fk.generals[new_general] or Fk.generals["sunce"]
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local new = Fk.generals[new_general] or Fk.generals["sunce"] or Fk.generals["blank_shibing"]
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local new_skills = table.map(orig_skills, function(e)
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local new_skills = table.map(orig_skills, function(e)
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return "-" .. e
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return "-" .. e
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end)
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end)
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@ -590,24 +590,16 @@ function Room:changeHero(player, new_general, full, isDeputy, sendLog)
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self:handleAddLoseSkills(player, table.concat(new_skills, "|"), nil, false)
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self:handleAddLoseSkills(player, table.concat(new_skills, "|"), nil, false)
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if isDeputy then
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if isDeputy then
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player.deputyGeneral = new_general
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self:setPlayerProperty(player, "deputyGeneral", new_general)
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self:broadcastProperty(player, "deputyGeneral")
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else
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else
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player.general = new_general
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self:setPlayerProperty(player, "general", new_general)
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self:broadcastProperty(player, "general")
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self:setPlayerProperty(player, "gender", new.gender)
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self:setPlayerProperty(player, "kingdom", new.kingdom)
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end
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end
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player.gender = new.gender
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self:setPlayerProperty(player, "maxHp", player:getGeneralMaxHp())
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self:broadcastProperty(player, "gender")
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player.kingdom = new.kingdom
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self:broadcastProperty(player, "kingdom")
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player.maxHp = player:getGeneralMaxHp()
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self:broadcastProperty(player, "maxHp")
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if full or player.hp > player.maxHp then
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if full or player.hp > player.maxHp then
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player.hp = player.maxHp
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self:setPlayerProperty(player, "hp", player.maxHp)
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self:broadcastProperty(player, "hp")
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end
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end
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end
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end
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@ -1080,7 +1072,7 @@ Room.askForUseViewAsSkill = Room.askForUseActiveSkill
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function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName, cancelable, pattern, prompt, skipDiscard, no_indicate)
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function Room:askForDiscard(player, minNum, maxNum, includeEquip, skillName, cancelable, pattern, prompt, skipDiscard, no_indicate)
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cancelable = (cancelable == nil) and true or cancelable
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cancelable = (cancelable == nil) and true or cancelable
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no_indicate = no_indicate or false
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no_indicate = no_indicate or false
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pattern = pattern or ""
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pattern = pattern or "."
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local canDiscards = table.filter(
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local canDiscards = table.filter(
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player:getCardIds{ Player.Hand, includeEquip and Player.Equip or nil }, function(id)
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player:getCardIds{ Player.Hand, includeEquip and Player.Equip or nil }, function(id)
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@ -1200,7 +1192,7 @@ function Room:askForCard(player, minNum, maxNum, includeEquip, skillName, cancel
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end
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end
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cancelable = (cancelable == nil) and true or cancelable
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cancelable = (cancelable == nil) and true or cancelable
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no_indicate = no_indicate or false
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no_indicate = no_indicate or false
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pattern = pattern or ""
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pattern = pattern or "."
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local chosenCards = {}
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local chosenCards = {}
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local data = {
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local data = {
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@ -1305,7 +1297,7 @@ function Room:askForGeneral(player, generals, n)
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end
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end
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--- 询问玩家若为神将、双势力需选择一个势力。
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--- 询问玩家若为神将、双势力需选择一个势力。
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---@param player ServerPlayer[]|nil @ 询问目标
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---@param players ServerPlayer[]|nil @ 询问目标
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function Room:askForChooseKingdom(players)
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function Room:askForChooseKingdom(players)
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players = players or self.alive_players
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players = players or self.alive_players
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local specialKingdomPlayers = table.filter(players, function(p)
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local specialKingdomPlayers = table.filter(players, function(p)
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@ -2023,7 +2015,8 @@ function Room:askForMoveCardInBoard(player, targetOne, targetTwo, skillName, fla
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fk.ReasonPut,
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fk.ReasonPut,
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skillName,
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skillName,
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nil,
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nil,
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true
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true,
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player.id
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)
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)
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return { card = cardToMove, from = from.id, to = to.id }
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return { card = cardToMove, from = from.id, to = to.id }
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@ -2615,16 +2608,18 @@ end
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---@param skill_name string|nil @ 技能名
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---@param skill_name string|nil @ 技能名
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---@param special_name string|nil @ 私人牌堆名
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---@param special_name string|nil @ 私人牌堆名
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---@param visible boolean|nil @ 是否明置
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---@param visible boolean|nil @ 是否明置
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function Room:moveCardTo(card, to_place, target, reason, skill_name, special_name, visible)
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---@param proposer integer
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function Room:moveCardTo(card, to_place, target, reason, skill_name, special_name, visible, proposer)
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reason = reason or fk.ReasonJustMove
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reason = reason or fk.ReasonJustMove
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skill_name = skill_name or ""
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skill_name = skill_name or ""
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special_name = special_name or ""
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special_name = special_name or ""
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proposer = proposer or nil
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local ids = Card:getIdList(card)
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local ids = Card:getIdList(card)
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local to
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local to
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if table.contains(
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if table.contains(
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{Card.PlayerEquip, Card.PlayerHand,
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{Card.PlayerEquip, Card.PlayerHand,
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Card.PlayerJudge, Card.PlayerSpecial}, to_place) then
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Card.PlayerJudge, Card.PlayerSpecial}, to_place) then
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to = target.id
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to = target.id
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end
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end
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@ -2637,6 +2632,7 @@ function Room:moveCardTo(card, to_place, target, reason, skill_name, special_nam
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skillName = skill_name,
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skillName = skill_name,
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specialName = special_name,
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specialName = special_name,
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moveVisible = visible,
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moveVisible = visible,
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proposer = proposer,
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}
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}
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end
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end
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@ -7,6 +7,10 @@ local discardSkill = fk.CreateActiveSkill{
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return false
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return false
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end
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end
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if Fk:currentRoom():getCardArea(to_select) == Player.Special then
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return false
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end
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local checkpoint = true
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local checkpoint = true
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local card = Fk:getCardById(to_select)
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local card = Fk:getCardById(to_select)
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@ -46,6 +50,10 @@ local chooseCardsSkill = fk.CreateActiveSkill{
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return false
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return false
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end
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end
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if Fk:currentRoom():getCardArea(to_select) == Player.Special then
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return false
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end
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local checkpoint = true
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local checkpoint = true
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local card = Fk:getCardById(to_select)
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local card = Fk:getCardById(to_select)
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@ -12,13 +12,10 @@ local jianxiong = fk.CreateTriggerSkill{
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can_trigger = function(self, event, target, player, data)
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can_trigger = function(self, event, target, player, data)
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local room = target.room
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local room = target.room
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return target == player and player:hasSkill(self.name) and data.card and
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return target == player and player:hasSkill(self.name) and data.card and
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table.find(data.card:isVirtual() and data.card.subcards or {data.card.id}, function(id) return room:getCardArea(id) == Card.Processing end)
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table.every(data.card:isVirtual() and data.card.subcards or {data.card.id}, function(id) return room:getCardArea(id) == Card.Processing end)
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end,
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end,
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on_use = function(self, event, target, player, data)
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on_use = function(self, event, target, player, data)
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local room = player.room
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player.room:obtainCard(player.id, data.card, true, fk.ReasonJustMove)
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local dummy = Fk:cloneCard("jueying")
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dummy:addSubcards(table.filter(data.card:isVirtual() and data.card.subcards or {data.card.id}, function(id) return room:getCardArea(id) == Card.Processing end))
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room:obtainCard(player.id, dummy, false, fk.ReasonJustMove)
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end,
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end,
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}
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}
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@ -386,7 +383,7 @@ local qingguo = fk.CreateViewAsSkill{
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card_filter = function(self, to_select, selected)
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card_filter = function(self, to_select, selected)
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if #selected == 1 then return false end
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if #selected == 1 then return false end
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return Fk:getCardById(to_select).color == Card.Black
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return Fk:getCardById(to_select).color == Card.Black
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and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip
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and Fk:currentRoom():getCardArea(to_select) ~= Player.Hand
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end,
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end,
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view_as = function(self, cards)
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view_as = function(self, cards)
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if #cards ~= 1 then
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if #cards ~= 1 then
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@ -406,7 +403,7 @@ local rende = fk.CreateActiveSkill{
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name = "rende",
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name = "rende",
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anim_type = "support",
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anim_type = "support",
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card_filter = function(self, to_select, selected)
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card_filter = function(self, to_select, selected)
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return Fk:currentRoom():getCardArea(to_select) ~= Card.PlayerEquip
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return Fk:currentRoom():getCardArea(to_select) == Card.PlayerHand
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end,
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end,
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target_filter = function(self, to_select, selected)
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target_filter = function(self, to_select, selected)
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return #selected == 0 and to_select ~= Self.id
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return #selected == 0 and to_select ~= Self.id
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@ -418,9 +415,7 @@ local rende = fk.CreateActiveSkill{
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local player = room:getPlayerById(effect.from)
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local player = room:getPlayerById(effect.from)
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local cards = effect.cards
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local cards = effect.cards
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local marks = player:getMark("_rende_cards-phase")
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local marks = player:getMark("_rende_cards-phase")
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local dummy = Fk:cloneCard'slash'
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room:moveCardTo(cards, Player.Hand, target, fk.ReasonGive, self.name, nil, false, player.id)
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dummy:addSubcards(cards)
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room:obtainCard(target.id, dummy, false, fk.ReasonGive)
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room:addPlayerMark(player, "_rende_cards-phase", #cards)
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room:addPlayerMark(player, "_rende_cards-phase", #cards)
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if marks < 2 and marks + #cards >= 2 and player:isWounded() then
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if marks < 2 and marks + #cards >= 2 and player:isWounded() then
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room:recover{
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room:recover{
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@ -877,20 +872,27 @@ local liuli = fk.CreateTriggerSkill{
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local ret = target == player and player:hasSkill(self.name) and
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local ret = target == player and player:hasSkill(self.name) and
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data.card.trueName == "slash"
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data.card.trueName == "slash"
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if ret then
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if ret then
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self.target_list = {}
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local room = player.room
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local room = player.room
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for _, p in ipairs(room:getOtherPlayers(player)) do
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local from = room:getPlayerById(data.from)
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if p.id ~= data.from and player:inMyAttackRange(p) then
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for _, p in ipairs(room.alive_players) do
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table.insert(self.target_list, p.id)
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if p ~= player and p.id ~= data.from and player:inMyAttackRange(p) and not from:isProhibited(p, data.card) then
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return true
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end
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end
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end
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end
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return #self.target_list > 0
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end
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end
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end,
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end,
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on_cost = function(self, event, target, player, data)
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on_cost = function(self, event, target, player, data)
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local room = player.room
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local room = player.room
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local prompt = "#liuli-target"
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local prompt = "#liuli-target"
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local plist, cid = room:askForChooseCardAndPlayers(player, self.target_list, 1, 1, nil, prompt, self.name, true)
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local targets = {}
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local from = room:getPlayerById(data.from)
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for _, p in ipairs(room.alive_players) do
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if p ~= player and p.id ~= data.from and player:inMyAttackRange(p) and not from:isProhibited(p, data.card) then
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table.insert(targets, p.id)
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end
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end
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if #targets == 0 then return false end
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local plist, cid = room:askForChooseCardAndPlayers(player, targets, 1, 1, nil, prompt, self.name, true)
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if #plist > 0 then
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if #plist > 0 then
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self.cost_data = {plist[1], cid}
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self.cost_data = {plist[1], cid}
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return true
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return true
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@ -979,7 +981,7 @@ local jieyin = fk.CreateActiveSkill{
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return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
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return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
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end,
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end,
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card_filter = function(self, to_select, selected)
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card_filter = function(self, to_select, selected)
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return #selected < 2 and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip
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return #selected < 2 and Fk:currentRoom():getCardArea(to_select) == Player.Hand
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end,
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end,
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target_filter = function(self, to_select, selected)
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target_filter = function(self, to_select, selected)
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local target = Fk:currentRoom():getPlayerById(to_select)
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local target = Fk:currentRoom():getPlayerById(to_select)
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@ -1006,7 +1008,7 @@ local jieyin = fk.CreateActiveSkill{
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skillName = self.name
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skillName = self.name
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})
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})
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end
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end
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end
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end
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}
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}
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local sunshangxiang = General:new(extension, "sunshangxiang", "wu", 3, 3, General.Female)
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local sunshangxiang = General:new(extension, "sunshangxiang", "wu", 3, 3, General.Female)
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sunshangxiang:addSkill(xiaoji)
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sunshangxiang:addSkill(xiaoji)
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@ -1019,7 +1021,7 @@ local qingnang = fk.CreateActiveSkill{
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return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
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return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
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end,
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end,
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card_filter = function(self, to_select, selected, targets)
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card_filter = function(self, to_select, selected, targets)
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return #selected == 0 and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip
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return #selected == 0 and Fk:currentRoom():getCardArea(to_select) == Player.Hand
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end,
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end,
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target_filter = function(self, to_select, selected, cards)
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target_filter = function(self, to_select, selected, cards)
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return #selected == 0 and Fk:currentRoom():getPlayerById(to_select):isWounded()
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return #selected == 0 and Fk:currentRoom():getPlayerById(to_select):isWounded()
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@ -936,19 +936,14 @@ extension:addCards({
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local bladeSkill = fk.CreateTriggerSkill{
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local bladeSkill = fk.CreateTriggerSkill{
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name = "#blade_skill",
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name = "#blade_skill",
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attached_equip = "blade",
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attached_equip = "blade",
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events = {fk.CardUseFinished},
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events = {fk.CardEffectCancelledOut},
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can_trigger = function(self, event, target, player, data)
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can_trigger = function(self, event, target, player, data)
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if not player:hasSkill(self.name) then return end
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return player:hasSkill(self.name) and data.from == player.id and data.card.trueName == "slash" and not player.room:getPlayerById(data.to).dead
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local use = data ---@type CardUseStruct
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if use.card.name == "jink" and use.toCard and use.toCard.trueName == "slash" then
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local effect = use.responseToEvent
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return effect.from == player.id
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end
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||||||
end,
|
end,
|
||||||
on_cost = function(self, event, target, player, data)
|
on_cost = function(self, event, target, player, data)
|
||||||
local room = player.room
|
local room = player.room
|
||||||
local use = room:askForUseCard(player, "slash", nil, "#blade_slash:" .. target.id,
|
local use = room:askForUseCard(player, "slash", nil, "#blade_slash:" .. data.to,
|
||||||
true, { must_targets = {target.id}, exclusive_targets = {target.id}, bypass_distances = true, bypass_times = true })
|
true, { must_targets = {data.to}, exclusive_targets = {data.to}, bypass_distances = true, bypass_times = true })
|
||||||
if use then
|
if use then
|
||||||
use.extraUse = true
|
use.extraUse = true
|
||||||
self.cost_data = use
|
self.cost_data = use
|
||||||
|
@ -1008,7 +1003,7 @@ local axeSkill = fk.CreateTriggerSkill{
|
||||||
attached_equip = "axe",
|
attached_equip = "axe",
|
||||||
events = {fk.CardEffectCancelledOut},
|
events = {fk.CardEffectCancelledOut},
|
||||||
can_trigger = function(self, event, target, player, data)
|
can_trigger = function(self, event, target, player, data)
|
||||||
return player:hasSkill(self.name) and data.from == player.id and data.card.trueName == "slash"
|
return player:hasSkill(self.name) and data.from == player.id and data.card.trueName == "slash" and not player.room:getPlayerById(data.to).dead
|
||||||
end,
|
end,
|
||||||
on_cost = function(self, event, target, player, data)
|
on_cost = function(self, event, target, player, data)
|
||||||
local room = player.room
|
local room = player.room
|
||||||
|
@ -1060,10 +1055,12 @@ local halberdSkill = fk.CreateTargetModSkill{
|
||||||
name = "#halberd_skill",
|
name = "#halberd_skill",
|
||||||
attached_equip = "halberd",
|
attached_equip = "halberd",
|
||||||
extra_target_func = function(self, player, skill, card)
|
extra_target_func = function(self, player, skill, card)
|
||||||
if player:hasSkill(self.name) and skill.trueName == "slash_skill"
|
if player:hasSkill(self.name) and skill.trueName == "slash_skill" then
|
||||||
and #player:getCardIds(Player.Hand) == 1
|
local cards = card:isVirtual() and card.subcards or {card.id}
|
||||||
and player:getCardIds(Player.Hand)[1] == card.id then
|
local handcards = player:getCardIds(Player.Hand)
|
||||||
return 2
|
if #cards == #handcards and table.every(cards, function(id) return table.contains(handcards, id) end) then
|
||||||
|
return 2
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end,
|
end,
|
||||||
}
|
}
|
||||||
|
|
|
@ -10,15 +10,16 @@ local cheat = fk.CreateActiveSkill{
|
||||||
can_use = function(self, player)
|
can_use = function(self, player)
|
||||||
return true
|
return true
|
||||||
end,
|
end,
|
||||||
|
card_filter = function(self, card)
|
||||||
|
return false
|
||||||
|
end,
|
||||||
|
target_num = 0,
|
||||||
on_use = function(self, room, effect)
|
on_use = function(self, room, effect)
|
||||||
local from = room:getPlayerById(effect.from)
|
local from = room:getPlayerById(effect.from)
|
||||||
local cardTypeName = room:askForChoice(from, { 'BasicCard', 'TrickCard', 'Equip' }, "cheat")
|
local cardType = { 'basic', 'trick', 'equip' }
|
||||||
local cardType = Card.TypeBasic
|
local cardTypeName = room:askForChoice(from, cardType, "cheat")
|
||||||
if cardTypeName == 'TrickCard' then
|
local card_types = {Card.TypeBasic, Card.TypeTrick, Card.TypeEquip}
|
||||||
cardType = Card.TypeTrick
|
cardType = card_types[table.indexOf(cardType, cardTypeName)]
|
||||||
elseif cardTypeName == 'Equip' then
|
|
||||||
cardType = Card.TypeEquip
|
|
||||||
end
|
|
||||||
|
|
||||||
local allCardIds = Fk:getAllCardIds()
|
local allCardIds = Fk:getAllCardIds()
|
||||||
local allCardMapper = {}
|
local allCardMapper = {}
|
||||||
|
@ -176,6 +177,7 @@ local test_trig = fk.CreateTriggerSkill{
|
||||||
local damage_maker = fk.CreateActiveSkill{
|
local damage_maker = fk.CreateActiveSkill{
|
||||||
name = "damage_maker",
|
name = "damage_maker",
|
||||||
anim_type = "offensive",
|
anim_type = "offensive",
|
||||||
|
prompt = "#damage_maker",
|
||||||
can_use = function(self, player)
|
can_use = function(self, player)
|
||||||
return true
|
return true
|
||||||
end,
|
end,
|
||||||
|
@ -183,40 +185,65 @@ local damage_maker = fk.CreateActiveSkill{
|
||||||
return false
|
return false
|
||||||
end,
|
end,
|
||||||
card_num = 0,
|
card_num = 0,
|
||||||
target_filter = function(self)
|
target_filter = function(self, to_select, selected)
|
||||||
return true
|
if self.interaction.data == "revive" then return false end
|
||||||
|
return #selected < 2
|
||||||
end,
|
end,
|
||||||
target_num = 1,
|
min_target_num = function(self)
|
||||||
interaction = function()return UI.ComboBox {
|
return self.interaction.data == "revive" and 0 or 1
|
||||||
choices = {"normal_damage", "thunder_damage", "fire_damage", "ice_damage", "lose_hp", "heal_hp", "lose_max_hp", "heal_max_hp"}
|
end,
|
||||||
}end,
|
max_target_num = function(self)
|
||||||
|
return self.interaction.data == "revive" and 0 or 2
|
||||||
|
end,
|
||||||
|
interaction = function() return UI.ComboBox {
|
||||||
|
choices = {"normal_damage", "thunder_damage", "fire_damage", "ice_damage", "lose_hp", "heal_hp", "lose_max_hp", "heal_max_hp", "revive"}
|
||||||
|
} end,
|
||||||
on_use = function(self, room, effect)
|
on_use = function(self, room, effect)
|
||||||
local from = room:getPlayerById(effect.from)
|
local from = room:getPlayerById(effect.from)
|
||||||
local target = room:getPlayerById(effect.tos[1])
|
local victim = #effect.tos > 0 and room:getPlayerById(effect.tos[1])
|
||||||
|
local target = #effect.tos > 1 and room:getPlayerById(effect.tos[2])
|
||||||
local choice = self.interaction.data
|
local choice = self.interaction.data
|
||||||
local choices = {}
|
local number
|
||||||
for i = 1, 99 do
|
if choice ~= "revive" then
|
||||||
table.insert(choices, tostring(i))
|
local choices = {}
|
||||||
|
for i = 1, 99 do
|
||||||
|
table.insert(choices, tostring(i))
|
||||||
|
end
|
||||||
|
number = tonumber(room:askForChoice(from, choices, self.name, nil))
|
||||||
end
|
end
|
||||||
local number = tonumber(room:askForChoice(from, choices, self.name, nil))
|
if target then from = target end
|
||||||
if choice == "heal_hp" then
|
if choice == "heal_hp" then
|
||||||
room:recover{
|
room:recover{
|
||||||
who = target,
|
who = victim,
|
||||||
num = number,
|
num = number,
|
||||||
recoverBy = from,
|
recoverBy = from,
|
||||||
skillName = self.name
|
skillName = self.name
|
||||||
}
|
}
|
||||||
elseif choice == "heal_max_hp" then
|
elseif choice == "heal_max_hp" then
|
||||||
room:changeMaxHp(target, number)
|
room:changeMaxHp(victim, number)
|
||||||
elseif choice == "lose_max_hp" then
|
elseif choice == "lose_max_hp" then
|
||||||
room:changeMaxHp(target, -number)
|
room:changeMaxHp(victim, -number)
|
||||||
elseif choice == "lose_hp" then
|
elseif choice == "lose_hp" then
|
||||||
room:loseHp(target, number, self.name)
|
room:loseHp(victim, number, self.name)
|
||||||
|
elseif choice == "revive" then
|
||||||
|
local targets = table.map(table.filter(room.players, function(p) return p.dead end), function(p) return "seat#" .. tostring(p.seat) end)
|
||||||
|
if #targets > 0 then
|
||||||
|
targets = room:askForChoice(from, targets, self.name, "#revive-ask")
|
||||||
|
if targets then
|
||||||
|
target = tonumber(string.sub(targets, 6))
|
||||||
|
for _, p in ipairs(room.players) do
|
||||||
|
if p.seat == target then
|
||||||
|
room:revivePlayer(p, true)
|
||||||
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
else
|
else
|
||||||
choices = {"normal_damage", "thunder_damage", "fire_damage", "ice_damage"}
|
local choices = {"normal_damage", "thunder_damage", "fire_damage", "ice_damage"}
|
||||||
room:damage({
|
room:damage({
|
||||||
from = from,
|
from = from,
|
||||||
to = target,
|
to = victim,
|
||||||
damage = number,
|
damage = number,
|
||||||
damageType = table.indexOf(choices, choice),
|
damageType = table.indexOf(choices, choice),
|
||||||
skillName = self.name
|
skillName = self.name
|
||||||
|
@ -237,15 +264,21 @@ local change_hero = fk.CreateActiveSkill{
|
||||||
return #selected < 1
|
return #selected < 1
|
||||||
end,
|
end,
|
||||||
target_num = 1,
|
target_num = 1,
|
||||||
|
interaction = function(self)
|
||||||
|
return UI.ComboBox {
|
||||||
|
choices = { "mainGeneral", "deputyGeneral"},
|
||||||
|
}
|
||||||
|
end,
|
||||||
on_use = function(self, room, effect)
|
on_use = function(self, room, effect)
|
||||||
local from = room:getPlayerById(effect.from)
|
local from = room:getPlayerById(effect.from)
|
||||||
local target = room:getPlayerById(effect.tos[1])
|
local target = room:getPlayerById(effect.tos[1])
|
||||||
|
local choice = self.interaction.data
|
||||||
local generals = table.map(Fk:getGeneralsRandomly(8, Fk:getAllGenerals()), function(p) return p.name end)
|
local generals = table.map(Fk:getGeneralsRandomly(8, Fk:getAllGenerals()), function(p) return p.name end)
|
||||||
local general = room:askForGeneral(from, generals, 1)
|
local general = room:askForGeneral(from, generals, 1)
|
||||||
if general == nil then
|
if general == nil then
|
||||||
general = table.random(generals)
|
general = table.random(generals)
|
||||||
end
|
end
|
||||||
room:changeHero(target, general, false, false, true)
|
room:changeHero(target, general, false, choice == "deputyGeneral", true)
|
||||||
end,
|
end,
|
||||||
}
|
}
|
||||||
local test_zhenggong = fk.CreateTriggerSkill{
|
local test_zhenggong = fk.CreateTriggerSkill{
|
||||||
|
@ -304,6 +337,8 @@ Fk:loadTranslationTable{
|
||||||
|
|
||||||
["damage_maker"] = "制伤",
|
["damage_maker"] = "制伤",
|
||||||
[":damage_maker"] = "出牌阶段,你可以进行一次伤害制造器。",
|
[":damage_maker"] = "出牌阶段,你可以进行一次伤害制造器。",
|
||||||
|
["#damage_maker"] = "制伤:选择一名小白鼠,可选另一名角色做伤害来源(默认谋徐盛)",
|
||||||
|
["#revive-ask"] = "复活一名角色!",
|
||||||
|
|
||||||
["change_hero"] = "变更",
|
["change_hero"] = "变更",
|
||||||
[":change_hero"] = "出牌阶段,你可以变更一名角色武将牌。",
|
[":change_hero"] = "出牌阶段,你可以变更一名角色武将牌。",
|
||||||
|
|
Loading…
Reference in New Issue
Block a user