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baye.lua
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--[[
更新日志,自2015-12-22起:
2015-12-22:将技能“霸业”从fun2转移至本文件,不完全。该技能未如预期,正在查找原因
2015-12-25:将函数isFriend和healPlayer移至本文件,似乎正常了。继续观察中
2016-05-02:第1次获得的技能改为武圣。不会获得技能再起
]]--
module("extensions.baye", package.seeall)
extension = sgs.Package("baye")
BTcaocao=sgs.General(extension, "BTcaocao$","wei", 3, true)
function isFriend (player1, player2) --判断两名玩家是否属于同一阵营
local r1=player1:getRole()
local r2=player2:getRole()
if r1==r2 then return true end
if r1=="lord" and r2=="loyalist" then return true end
if r2=="lord" and r1=="loyalist" then return true end
return false
end
function healPlayer (target, point)
local room=target:getRoom()
local recover=sgs.RecoverStruct()
recover.recover=point
recover.who=target
room:recover(target, recover)
end
bayeDistance = sgs.CreateDistanceSkill{
name = "#bayeDistance",
correct_func = function(self, from, to)
if from:hasSkill("#bayeDistance") then
return - (from:getMark("@baqi") + 1)
end
end
}
bayeQiangxiCard = sgs.CreateSkillCard{
name = "bayeQiangxiCard",
filter = function(self, targets, to_select)
return (#targets == 0) and (to_select:objectName() ~= sgs.Self:objectName() )
end,
on_use = function(self, room, source, targets)
local power = source:getMark("@baqi")
local victim = targets[1]
local base = victim:getMark("@baqiNegative")
local theDamage = sgs.DamageStruct()
theDamage.from = source
theDamage.to = victim
theDamage.damage= 1
room:damage(theDamage)
if power < 1 then
power = 1
end
if (base > 0 and power > 0) then
room:loseMaxHp(victim, base^2 * power)
end
room:setPlayerFlag(source, "bayeQiangxi_used")
end,
}
bayeQiangxi = sgs.CreateViewAsSkill{
name = "bayeQiangxi",
n = 0,
view_as = function(self, cards)
local vs_card = bayeQiangxiCard:clone()
return vs_card
end,
enabled_at_play = function(self, player)
return not player:hasFlag("bayeQiangxi_used")
end
}
function clearCertainSkills(player)
local room = player:getRoom()
local skill_list = player:getVisibleSkillList()
for _,skill in sgs.qlist(skill_list) do
local name = skill:objectName()
if name == "yiji" or name == "nosyiji" or name == "fankui" or
name == "enyuan" or name == "ganglie" or name == "jieming"
or name == "miji" or name == "zhenlie"
then
room:detachSkillFromPlayer(player, name)
room:setPlayerProperty (player, "maxhp", sgs.QVariant(player:getMaxHp() * 3))
room:setPlayerProperty (player, "hp", sgs.QVariant(player:getMaxHp()))
end
end
end
baye = sgs.CreateTriggerSkill{
name = "baye",
events = {sgs.TargetConfirmed, sgs.EventPhaseStart, sgs.DamageInflicted, sgs.GameStart, sgs.Damage, sgs. DamageCaused,
sgs.TurnedOver, sgs.CardEffect, sgs.DrawNCards},
frequency = sgs.Skill_Compulsory,
on_trigger = function(self, event, player, data)
local room=player:getRoom()
local msg = sgs.LogMessage()
local UP = 3
if event == sgs.TargetConfirmed then
local use = data:toCardUse()
local source=use.from
if use.card:isKindOf("Indulgence") or use.card:isKindOf ("SupplyShortage") then
if use.to:contains(player) then
local p=player
local move=true
for _,c in sgs.qlist(source:getJudgingArea()) do
if c:isKindOf ("Indulgence") then
move=false
break
end
end
if use.card:isKindOf ("SupplyShortage") then move=false end
room:moveCardTo (use.card, source, sgs.Player_PlaceDelayedTrick, true)
--以上move变量的目的是判断使用者的判定区里是否已经有【乐不思蜀】。若不加该断定,则有可能出现判定区里2张乐的情况 。目前没有更好的办法,只能采用土办法。
-- if not source:isKongcheng() then
-- for _, c in sgs.qlist(source:getHandcards()) do
-- room:obtainCard (p, c)
-- end
-- end
room:detachSkillFromPlayer (source, "fenyong")
room:detachSkillFromPlayer (source, "xuehen")
room:detachSkillFromPlayer (source, "zhichi")
room:detachSkillFromPlayer (source, "kangkai")
room:detachSkillFromPlayer (source, "manjia")
room:detachSkillFromPlayer (source, "xiangle")
room:detachSkillFromPlayer (source, "yiji")
room:detachSkillFromPlayer (source, "nosyiji")
local skill_list = source:getVisibleSkillList()
for _,skill in sgs.qlist(skill_list) do
local skillName=skill:objectName()
if not
(
skill:getFrequency() == sgs.Skill_Limited or p:hasSkill(skillName)
or skill:objectName() == "ruozhi" or skill:objectName() == "jiangfei" or skill:objectName() == "shiyong" or skill:objectName() == "benghuai" or skill:objectName() == "kanpo" or skill:objectName() == "jueqing" or skill:objectName() == "nosrende" or skillName == "jiangchi"
or skillName == "qixing" or skillName == "dawu" or skillName == "kuangfeng"
or skillName== "nosleiji" or skillName == "wangxi" or skillName == "luoyi" or skillName == "hunzi"
or skillName == "xuanhuo" or skillName == "qiaobian" or skillName == "yongsi" or skillName == "weimu"
or skillName == "shelie" or skillName == "guose" or skillName == "duanliang" or skillName == "meibu"
or skillName == "qingjian" or skillName == "feiying" or skillName == "huashen" or skillName == "xinsheng"
or skillName == "fuhun" or skillName == "xunxun" or skillName == "zongxuan"or skillName == "fangzhu"
or skillName == "yanxiao" or skillName == "qianxin" or skillName == "jianyan"
or skillName == "yiji" or skillName == "nosyiji"
or skillName == "mashu" or skillName == "kangkai" or skillName == "fangquan"
or skillName =="zaiqi" or skillName == "longyin" or skillName == "pojun"
or skillName == "tieji" or skillName == "guicai" or skillName == "guidao"
or skillName == "lianying" or skillName == "haoshi" or skillName == "zhendu"
or skillName == "kuimo" or skillName == "$songwei" or skillName == "danshou"
or skillName == "lieren" or skillName == "shuangxiong"
or skillName == "xianzhen" or skillName == "lihuo" or skillName == "xiantu"
) then
room:acquireSkill(p, skill:objectName())
elseif skillName == "lianying" then
room:acquireSkill(p, "noslianying")
end
end
if source:hasSkill ("kongcheng") then room:detachSkillFromPlayer (source, "kongcheng") end
if source:hasSkill ("zhenlie") then room:detachSkillFromPlayer (source, "zhenlie") end
if source:hasSkill ("feiying") then room:detachSkillFromPlayer (source, "feiying") end
if source:hasSkill ("quanji") then room:detachSkillFromPlayer (source, "quanji") end
source:throwAllHandCardsAndEquips()
room:acquireSkill(source,"jiangfei")
player:gainMark ("@baqi", 1)
source:gainMark ("@baqiNegative", 4+source:getMark("@baqiNegative")*0.3)
local count=player:getMark("@baqi")
if count <= 1 then
room:acquireSkill(player,"wusheng")
room:acquireSkill(player,"duanbing")
end
if count >= 2 then
room:acquireSkill(player,"paoxiao")
room:acquireSkill(player,"zhiheng")
room:acquireSkill(player,"wushen")
room:detachSkillFromPlayer (source, "xianzhen")
room:detachSkillFromPlayer (source, "tianyi")
end
if count >= 3 then
room:acquireSkill(player,"qiangxi")
end
if count >= 4 then
room:acquireSkill(player,"shenji")
end
if count >= 5 then
room:acquireSkill(player,"kurou")
room:acquireSkill(player,"zhaxiang")
end
if count >= 12 then
room:acquireSkill(player,"kuangbao")
room:acquireSkill(player,"shenfen")
end
local newHp = source:getMaxHp() * 1.2
room:setPlayerProperty(source, "maxhp", sgs.QVariant(newHp))
local extra=source:getMark("@baqiNegative")*32
if source:getRole()=="lord" then
room:setPlayerProperty(source, "maxhp", sgs.QVariant(source:getMaxHp()+64+extra))
room:setPlayerProperty(source, "hp", sgs.QVariant(source:getMaxHp()+56+extra))
else
room:setPlayerProperty(source, "maxhp", sgs.QVariant(source:getMaxHp()+28+extra))
room:setPlayerProperty(source, "hp", sgs.QVariant(source:getMaxHp()+56+extra))
end
room:detachSkillFromPlayer(player, "qingnang")
room:detachSkillFromPlayer(player, "nosrende")
room:detachSkillFromPlayer(player, "nosleiji")
room:detachSkillFromPlayer(player, "jiangfei")
room:detachSkillFromPlayer(player, "shiyong")
room:detachSkillFromPlayer(player, "fenyong")
room:detachSkillFromPlayer(player, "xuehen")
room:detachSkillFromPlayer(player, "shensu")
room:detachSkillFromPlayer(player, "tianyi")
room:detachSkillFromPlayer(player, "tieji")
room:detachSkillFromPlayer(player, "xianzhen")
if player:getMaxHp() > 1 then
room:loseMaxHp(player, 1)
elseif player:getHp() >1 then
room:loseHp (player, 1)
elseif not player:isKongcheng() then
player:throwAllHandCards()
else
player:turnOver()
end
elseif use.from:objectName() == player:objectName() then
--你对其他角色使用乐不思蜀的时候,该牌会交到一名随机角色手中
math.randomseed(os.time())
local count = math.random(room:alivePlayerCount()-1)
local target=player
local i=0
while i<count do
target=target:getNextAlive()
if not isFriend(player, target) then
i=i+1
end
end
room:obtainCard(target, use.card)
end
end
if (player:objectName() == use.from:objectName() and use.card:isKindOf("Slash")) then
for _, p in sgs.qlist(use.to) do
local armor=p:getArmor()
if armor then
room:throwCard (armor, p)
end
end
end
elseif event == sgs.EventPhaseStart then
if player:getPhase() == sgs.Player_Start then
for _,c in sgs.qlist(player:getJudgingArea()) do
if c:isKindOf("Indulgence") or c:isKindOf("SupplyShortage") then
room:obtainCard(player, c)
end
end
elseif player:getPhase() == sgs.Player_Discard then
for _, c in sgs.qlist(player:getHandcards()) do
if c:isKindOf("Peach") or c:isKindOf("Jink") or
(player:getMark("@baqi") >= 2 and c:isKindOf("Slash")) then
room:throwCard(c, player, player)
if not player:isWounded() then
room:setPlayerProperty(player, "maxhp", sgs.QVariant(player:getMaxHp()+1))
else
healPlayer (player, 1)
end
end
end
-- 2016-10-06:
-- 弃掉一半“暴怒”标记,全体失去x*x*baqiNegative/64点体力上限
msg.type = "#baye_loseWrath"
local nWrath = player:getMark("@wrath")
if nWrath > 0 then
player:loseMark("@wrath", player:getMark("@wrath") / 2)
local playerlist = room:getOtherPlayers(player)
for _, victim in sgs.qlist(playerlist) do
local nBaqiNegative = victim:getMark("@baqiNegative")
room:loseMaxHp(victim, nWrath * nWrath * nBaqiNegative / 64)
end
end
end
elseif event == sgs.DamageInflicted then
local damage=data:toDamage()
local card=damage.card
if card:isKindOf ("Lightning") then --防止闪电的伤害,然后移动到下家。隐患bug:若下家也有闪电,则下家将判定区里将有两张闪电
room:moveCardTo (card, player:getNextAlive(), sgs.Player_PlaceDelayedTrick, true)
return true
end
elseif event == sgs.GameStart then
local playerlist=room:getAlivePlayers()
msg.type = "#baye_gamestart"
msg.arg = player:getMaxHp()
msg.to:append(player)
room:sendLog(msg)
if player:getRole() == "renegade" then
room:setPlayerProperty (player, "role", sgs.QVariant("loyalist"))
end
-- 若是反贼,则询问是否要将主公换为孙权
local lord = room:getLord()
if not lord:hasSkill("zhiheng") and player:getRole() == "rebel" then
local choice = room:askForSkillInvoke(player, "#baye_gamestart_changHero")
if choice then
room:changeHero(lord, "BTsunquan", false)
end
end
for _,p in sgs.qlist(playerlist) do
if p:getRole() == "renegade" and p:objectName()~=player:objectName() then
if player:getRole() == "rebel" then
room:setPlayerProperty (p, "role", sgs.QVariant("loyalist"))
elseif player:getRole() == "lord" or player:getRole() == "loyalist" then
room:setPlayerProperty (p, "role", sgs.QVariant("rebel"))
end
end
--全部角色都失去的技能
room:detachSkillFromPlayer(p, "jilei")
room:detachSkillFromPlayer(p, "fangzhu")
room:detachSkillFromPlayer(p, "danlao")
room:detachSkillFromPlayer(p, "xuanfeng")
room:detachSkillFromPlayer(p, "liuli")
room:detachSkillFromPlayer(p, "shensu")
if not isFriend (p, player) then
local MAXHP_MULTIPLIER = 100
room:acquireSkill (p, "mashu")
local maxhp=p:getMaxHp()
-- if maxhp >=3 and maxhp <= 20 then
if p:getMark("@comm") <= 0 then
room:setPlayerProperty (p, "maxhp", sgs.QVariant(maxhp * MAXHP_MULTIPLIER))
room:setPlayerProperty (p, "hp", sgs.QVariant(p:getMaxHp()))
p:gainMark("@comm")
end
else
local role = p:getRole()
if role ~= "lord" and p:objectName() ~= player:objectName() then
room:killPlayer(p)
end
room:acquireSkill(p, "#jiee")
room:acquireSkill(p, "#bayeDistance")
if not p:hasSkill(self:objectName()) then room:acquireSkill(p, self:objectName()) end
room:detachSkillFromPlayer(p, "jueqing")
room:detachSkillFromPlayer(p, "qiaobian")
room:detachSkillFromPlayer(p, "nosleiji")
room:detachSkillFromPlayer(p, "duanliang")
room:detachSkillFromPlayer(p, "jiangchi")
room:detachSkillFromPlayer(p, "fuhun")
room:detachSkillFromPlayer(p, "fangzhu")
room:detachSkillFromPlayer(p, "junxing")
room:detachSkillFromPlayer(p, "wangxi")
room:detachSkillFromPlayer(p, "yiji")
room:detachSkillFromPlayer(p, "nosyiji")
room:detachSkillFromPlayer(p, "yanxiao")
room:detachSkillFromPlayer(p, "quji")
room:detachSkillFromPlayer(p, "guose")
room:detachSkillFromPlayer(p, "hunzi")
room:detachSkillFromPlayer(p, "quanji")
room:detachSkillFromPlayer(p, "xunxun")
if not p:hasSkill("nosjianxiong") then
--room:acquireSkill(p, "nosqianxun")
end
end
if p:hasSkill ("kuanggu") and not p:hasSkill(self:objectName()) then
room:setPlayerProperty (p, "maxhp", sgs.QVariant(p:getMaxHp()+4))
room:setPlayerProperty (p, "hp", sgs.QVariant(p:getMaxHp()))
end
if p:hasSkill ("kanpo") then
room:setPlayerProperty (p, "maxhp", sgs.QVariant(p:getMaxHp()+2))
room:setPlayerProperty (p, "hp", sgs.QVariant(p:getMaxHp()))
end
if p:hasSkill ("nosbuqu") and not p:hasSkill(self:objectName()) then
room:setPlayerProperty (p, "maxhp", sgs.QVariant(p:getMaxHp()+6))
room:setPlayerProperty (p, "hp", sgs.QVariant(p:getMaxHp()))
end
if p:hasSkill ("jiang") and not p:hasSkill(self:objectName()) then
room:setPlayerProperty (p, "maxhp", sgs.QVariant(p:getMaxHp()+3))
room:setPlayerProperty (p, "hp", sgs.QVariant(p:getMaxHp()))
room:detachSkillFromPlayer(p, "jiang")
end
if p:hasSkill ("paoxiao") then
room:setPlayerProperty (p, "maxhp", sgs.QVariant(p:getMaxHp()+3))
room:setPlayerProperty (p, "hp", sgs.QVariant(p:getMaxHp()))
end
if p:hasSkill ("zishou") then
room:setPlayerProperty (p, "maxhp", sgs.QVariant(p:getMaxHp()+2))
room:setPlayerProperty (p, "hp", sgs.QVariant(p:getMaxHp()))
room:detachSkillFromPlayer(p, "zishou")
end
if p:hasSkill ("luanji") then
room:setPlayerProperty (p, "maxhp", sgs.QVariant(p:getMaxHp()+30))
room:setPlayerProperty (p, "hp", sgs.QVariant(p:getMaxHp()))
room:detachSkillFromPlayer(p, "luanji")
room:acquireSkill(p, "benghuai")
end
if p:hasSkill ("kanpo") then
room:killPlayer (p)
end
if p:hasSkill("quanji") then
room:detachSkillFromPlayer(p, "quanji")
room:acquireSkill(p, "benghuai")
end
if not isFriend (p, player) then
room:acquireSkill (p, "jile")
end
end
elseif event == sgs.Damage then
local damage=data:toDamage()
local to=damage.to
local D=damage.damage
local M=player:getMaxHp()
local H=player:getHp()
local L=M-H
if D<=L then
healPlayer(player, D)
else
local dM=(D-L+1)/2
room:setPlayerProperty(player, "maxhp", sgs.QVariant(player:getMaxHp()+dM))
local dH=(L+D)/2
if dH>=1 then healPlayer(player, dH) end
end
if isFriend(player, to) and to:objectName() ~= player:objectName() then
local recover=sgs.RecoverStruct()
recover.recover=1
recover.who=player
local toDraw=to:getLostHp()
if toDraw>UP then toDraw=UP end
room:drawCards(to, toDraw)
room:recover(to, recover)
end
elseif event == sgs.DamageCaused then
player:loseAllMarks("@nightmare")
local damage=data:toDamage()
local to=damage.to
local card = damage.card
if card ~= nil then
if card:getNumber() >= 10 or card:getNumber() == 1
or card:getNumber() == 7
then
damage.nature = sgs.DamageStruct_Thunder
data:setValue(damage)
end
end
clearCertainSkills(to)
if damage.nature == sgs.DamageStruct_Fire then
damage.nature = sgs.DamageStruct_Thunder
damage.damage = damage.damage - 1
data:setValue(damage)
end
if damage.card and damage.card:isKindOf("Slash") and damage.card:hasFlag("drank") and not damage.chain then
damage.damage = damage.damage + 10
data:setValue(damage)
end
if isFriend(player, to) and to:objectName() ~= player:objectName() and damage.damage >= to:getHp() then
local recover=sgs.RecoverStruct()
recover.recover=1
recover.who=player
local toDraw=to:getLostHp()
if toDraw>UP then toDraw=UP end
room:drawCards(to, toDraw)
room:recover(to, recover)
return true
end
if not isFriend(player, to) then
local weapon = player:getWeapon ()
local plusOne=false
plusOne = not(weapon and weapon:isKindOf ("GudingBlade"))
if damage.card:isKindOf ("Slash") and to:getHandcardNum()<=to:getHp() and not damage.to:hasSkill("jiangfei") and plusOne then
damage.damage = damage.damage+1
data:setValue(damage)
end
if damage.nature == sgs.DamageStruct_Thunder then
damage.damage = damage.damage + 8
data:setValue(damage)
end
end
elseif event == sgs.TurnedOver then
if not player:faceUp() and player:getHp() > 1 then
room:loseHp (player, 1)
player:turnOver()
end
elseif event == sgs.CardEffect then
local effect = data:toCardEffect()
if effect.card:isKindOf ("Nullification") then
return true
end
elseif event == sgs.DrawNCards then
local count = data:toInt() + player:getMark("@baqi")
data:setValue(count)
end
end
}
jiee = sgs.CreateFilterSkill{
name = "#jiee",
view_filter = function(self, to_select)
local room = sgs.Sanguosha:currentRoom()
local place = room:getCardPlace(to_select:getEffectiveId())
return place == sgs.Player_PlaceHand
and (to_select:isKindOf ("Nullification") or to_select:isKindOf("IceSword") or to_select:isKindOf("Vine") or to_select:isKindOf("GudingBlade") or to_select:isKindOf("Collateral")
or to_select:isKindOf("Fan"))
or to_select:isKindOf("Slash") and to_select:getSuit() ~= sgs.Card_Heart
end,
view_as = function(self, card)
local id = card:getId()
local suit = sgs.Card_Heart
local point = card:getNumber()
local chain
if card:isKindOf("Slash") and card:getSuit() ~= sgs.Card_Heart then
local new_card = sgs.Sanguosha:getWrappedCard(id)
new_card:setSkillName(self:objectName())
new_card:setSuit(sgs.Card_Heart)
new_card:setModified(true)
return new_card
else
chain = sgs.Sanguosha:cloneCard("peach", suit, point)
chain:setSkillName(self:objectName())
local vs_card = sgs.Sanguosha:getWrappedCard(id)
vs_card:takeOver(chain)
return vs_card
end
end,
}
BTcaocao:addSkill ("nosjianxiong")
BTcaocao:addSkill ("wushuang")
BTcaocao:addSkill ("rende")
BTcaocao:addSkill (jiee)
BTcaocao:addSkill (baye)
BTcaocao:addSkill (bayeDistance)
-- BTcaocao:addSkill (bayeQiangxi)
sgs.LoadTranslationTable{
["baye"]="霸业",
["#bayeDistance"]="续命",
["BTcaocao"]="曹操",
["#jiee"]="嫉恶",
["jile"]="极乐",
[":jiee"]="<b>锁定技,</b>你的【无懈可击】均视为【桃】。",
["@yeyan"]="夜魇",
["@baqi"]="霸业",
["@baqiNegative"]="我兔",
["@comm"]="领袖",
["bayeQiangxi"]="强X",
-- LogMessage translation
["#baye_gamestart"] = "Your max hp is %arg",
["#baye_gamestart_changHero"] = "将主公替换为\"会英姿的孙权\"",
}