-- SPDX-License-Identifier: GPL-3.0-or-later local extension = Package("test_p_0") extension.extensionName = "test" local cheat = fk.CreateActiveSkill{ name = "cheat", anim_type = "drawcard", prompt = "#cheat", can_use = function(self, player) return true end, card_filter = function(self, card) return false end, target_num = 0, on_use = function(self, room, effect) local from = room:getPlayerById(effect.from) local cardType = { 'basic', 'trick', 'equip' } local cardTypeName = room:askForChoice(from, cardType, "cheat") local card_types = {Card.TypeBasic, Card.TypeTrick, Card.TypeEquip} cardType = card_types[table.indexOf(cardType, cardTypeName)] local allCardIds = Fk:getAllCardIds() local allCardMapper = {} local allCardNames = {} for _, id in ipairs(allCardIds) do local card = Fk:getCardById(id) if card.type == cardType then if allCardMapper[card.name] == nil then table.insert(allCardNames, card.name) end allCardMapper[card.name] = allCardMapper[card.name] or {} table.insert(allCardMapper[card.name], id) end end if #allCardNames == 0 then return end local cardName = room:askForChoice(from, allCardNames, "cheat") local toGain -- = room:printCard(cardName, Card.Heart, 1) if #allCardMapper[cardName] > 0 then toGain = allCardMapper[cardName][math.random(1, #allCardMapper[cardName])] end -- from:addToPile(self.name, toGain, true, self.name) -- room:setCardMark(Fk:getCardById(toGain), "@@test_cheat-phase", 1) -- room:setCardMark(Fk:getCardById(toGain), "@@test_cheat-inhand", 1) room:obtainCard(effect.from, toGain, true, fk.ReasonPrey) end } local test_filter = fk.CreateFilterSkill{ name = "test_filter", card_filter = function(self, card) return card.number > 11 end, view_as = function(self, card) return Fk:cloneCard("crossbow", card.suit, card.number) end, } local control = fk.CreateActiveSkill{ name = "control", anim_type = "control", can_use = function(self, player) return true end, card_filter = function(self, card) -- if self.interaction.data == "joy" then --local c = Fk:getCardById(card) --return Self:getPileNameOfId(card) == self.name and c.color == Card.Red return false -- end end, card_num = 0, target_filter = function(self, to_select) return to_select ~= Self.id end, min_target_num = 1, --interaction = function()return UI.Spin { --choices = Fk.package_names, --from=2,to=8, -- default = "guanyu", --}end, on_use = function(self, room, effect) --room:doSuperLightBox("packages/test/qml/Test.qml") local from = room:getPlayerById(effect.from) -- room:swapSeat(from, to) for _, pid in ipairs(effect.tos) do local to = room:getPlayerById(pid) if to:getMark("mouxushengcontrolled") == 0 then room:addPlayerMark(to, "mouxushengcontrolled") from:control(to) else room:setPlayerMark(to, "mouxushengcontrolled", 0) to:control(to) end end --local success, dat = room:askForUseViewAsSkill(from, "test_vs", nil, true) --if success then --local card = Fk.skills["test_vs"]:viewAs(dat.cards) --room:useCard{ --from = from.id, --tos = table.map(dat.targets, function(e) return {e} end), --card = card, --} --end -- from:pindian({to}) -- local result = room:askForCustomDialog(from, "simayi", "packages/test/qml/TestDialog.qml", "Hello, world. FROM LUA") -- print(result) -- room:fillAG(from, { 1, 43, 77 }) -- local id = room:askForAG(from, { 1, 43, 77 }) -- room:takeAG(from, id) -- room:delay(2000) -- room:closeAG(from) -- local cards = room:askForCardsChosen(from, from, 2, 3, "hej", "") -- from:addToPile(self.name, cards) -- from.kingdom = "wei" -- room:broadcastProperty(from, "kingdom") -- p(cards) -- room:useVirtualCard("slash", nil, from, room:getOtherPlayers(from), self.name, true) end, } local test_vs = fk.CreateViewAsSkill{ name = "test_vs", pattern = "nullification", prompt = "#test_vs", card_filter = function(self, to_select, selected) return #selected == 0 end, interaction = function(self) return UI.ComboBox { choices = { "ex_nihilo", "duel", "snatch", "dismantlement", "savage_assault", "archery_attack", "lightning", "nullification", }, detailed = true, } end, view_as = function(self, cards) if #cards ~= 1 then return nil end if not self.interaction.data then return end local c = Fk:cloneCard(self.interaction.data) c.skillName = self.name c:addSubcard(cards[1]) return c end, } local test_trig = fk.CreateTriggerSkill{ name = "test_trig", events = {fk.EventPhaseEnd}, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) and player.phase == Player.Discard end, on_cost = function(self, event, target, player, data) local cards = player.room:askForDiscard(player, 1, 1, false, self.name, true, nil, "#test_trig-ask", true) if #cards > 0 then self.cost_data = cards return true end end, on_use = function(self, event, target, player, data) player.room:throwCard(self.cost_data, self.name, player, player) end, } local damage_maker = fk.CreateActiveSkill{ name = "damage_maker", anim_type = "offensive", prompt = "#damage_maker", can_use = function(self, player) return true end, card_filter = function(self, card) return false end, card_num = 0, target_filter = function(self, to_select, selected) if self.interaction.data == "revive" then return false end return #selected < 2 end, min_target_num = function(self) return self.interaction.data == "revive" and 0 or 1 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) local from = room:getPlayerById(effect.from) 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 number if choice ~= "revive" then local choices = {} for i = 1, 99 do table.insert(choices, tostring(i)) end number = tonumber(room:askForChoice(from, choices, self.name, nil)) end if target then from = target end if choice == "heal_hp" then room:recover{ who = victim, num = number, recoverBy = from, skillName = self.name } elseif choice == "heal_max_hp" then room:changeMaxHp(victim, number) elseif choice == "lose_max_hp" then room:changeMaxHp(victim, -number) elseif choice == "lose_hp" then 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 local choices = {"normal_damage", "thunder_damage", "fire_damage", "ice_damage"} room:damage({ from = from, to = victim, damage = number, damageType = table.indexOf(choices, choice), skillName = self.name }) end end, } local change_hero = fk.CreateActiveSkill{ name = "change_hero", can_use = function(self, player) return true end, card_filter = function(self, card) return false end, card_num = 0, target_filter = function(self, to_select, selected) return #selected < 1 end, target_num = 1, interaction = function(self) return UI.ComboBox { choices = { "mainGeneral", "deputyGeneral"}, } end, on_use = function(self, room, effect) local from = room:getPlayerById(effect.from) 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 general = room:askForGeneral(from, generals, 1) if general == nil then general = table.random(generals) end room:changeHero(target, general, false, choice == "deputyGeneral", true) end, } local test_zhenggong = fk.CreateTriggerSkill{ name = "test_zhenggong", events = {fk.RoundStart}, frequency = Skill.Compulsory, anim_type = "negative", can_trigger = function(self, event, target, player, data) return player:hasSkill(self.name) and player.room:getTag("RoundCount") == 1 end, on_use = function(self, event, target, player, data) player:gainAnExtraTurn() end, } local test_feichu = fk.CreateActiveSkill{ name = "test_feichu", can_use = function(self, player) return true end, card_filter = function(self, card) return false end, card_num = 0, target_filter = function(self, to_select, selected) return #selected < 1 end, target_num = 1, on_use = function(self, room, effect) local from = room:getPlayerById(effect.from) local eqipSlots = from:getAvailableEquipSlots() table.insert(eqipSlots, Player.JudgeSlot) room:abortPlayerArea(from, eqipSlots) end, } local test2 = General(extension, "mouxusheng", "wu", 4, 4, General.Female) test2.shield = 3 test2.hidden = true test2:addSkill("rende") test2:addSkill(cheat) test2:addSkill(control) --test2:addSkill(test_vs) --test2:addSkill(test_trig) test2:addSkill(damage_maker) test2:addSkill(test_zhenggong) test2:addSkill(change_hero) -- test2:addSkill(test_feichu) local shibing = General(extension, "blank_shibing", "qun", 5) shibing.hidden = true Fk:loadTranslationTable{ ["blank_shibing"] = "男士兵", } local nvshibing = General(extension, "blank_nvshibing", "qun", 5, 5, General.Female) Fk:loadTranslationTable{ ["blank_nvshibing"] = "女士兵", } nvshibing.hidden = true Fk:loadTranslationTable{ ["test_p_0"] = "测试包", ["test"] = "测试", ["test_filter"] = "破军", [":test_filter"] = "你的点数大于11的牌视为无中生有。", ["mouxusheng"] = "谋徐盛", -- ["cheat"] = "小开", [":cheat"] = "出牌阶段,你可获得想要的牌。", ["#cheat"] = "cheat:你可以获得一张想要的牌", ["$cheat"] = "喝啊!", -- ["@@test_cheat-phase"] = "苦肉", -- ["@@test_cheat-inhand"] = "连营", --["#test_trig-ask"] = "你可弃置一张手牌", ["control"] = "控制", [":control"] = "出牌阶段,你可以控制/解除控制若干名其他角色。", ["$control"] = "战将临阵,斩关刈城!", ["test_vs"] = "视为", [":test_vs"] = "你可以将牌当包含无懈在内的某张锦囊使用。", ["#test_vs"] = "视为:你可以学习锦囊牌的用法", ["damage_maker"] = "制伤", [":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!", ["$damage_maker"] = "区区数百魏军,看我一击灭之!", ["test_zhenggong"] = "迅测", [":test_zhenggong"] = "锁定技,首轮开始时,你执行额外的回合。", ["$test_zhenggong"] = "今疑兵之计,已搓敌兵心胆,其安敢侵近!", ["change_hero"] = "变更", [":change_hero"] = "出牌阶段,你可以变更一名角色武将牌。", ["$change_hero"] = "敌军色厉内荏,可筑假城以退敌!", ["~mouxusheng"] = "来世,愿再为我江东之臣……", } return { extension }