2023-04-09 05:35:35 +00:00
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-- SPDX-License-Identifier: GPL-3.0-or-later
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2023-03-09 04:19:16 +00:00
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local extension = Package:new("maneuvering", Package.CardPack)
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local slash = Fk:cloneCard("slash")
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local thunderSlashSkill = fk.CreateActiveSkill{
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2023-03-13 12:51:12 +00:00
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name = "thunder__slash_skill",
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2023-03-09 04:19:16 +00:00
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max_phase_use_time = 1,
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target_num = 1,
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can_use = slash.skill.canUse,
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target_filter = slash.skill.targetFilter,
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on_effect = function(self, room, effect)
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local to = effect.to
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local from = effect.from
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room:damage({
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from = room:getPlayerById(from),
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to = room:getPlayerById(to),
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card = effect.card,
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2023-03-14 12:48:08 +00:00
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damage = 1 + (effect.additionalDamage or 0),
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2023-03-09 04:19:16 +00:00
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damageType = fk.ThunderDamage,
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skillName = self.name
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})
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end
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}
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local thunderSlash = fk.CreateBasicCard{
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name = "thunder__slash",
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skill = thunderSlashSkill,
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2023-04-13 12:17:39 +00:00
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is_damage_card = true,
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2023-03-09 04:19:16 +00:00
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}
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extension:addCards{
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thunderSlash:clone(Card.Club, 5),
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thunderSlash:clone(Card.Club, 6),
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thunderSlash:clone(Card.Club, 7),
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thunderSlash:clone(Card.Club, 8),
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thunderSlash:clone(Card.Spade, 4),
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thunderSlash:clone(Card.Spade, 5),
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thunderSlash:clone(Card.Spade, 6),
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thunderSlash:clone(Card.Spade, 7),
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thunderSlash:clone(Card.Spade, 8),
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}
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local fireSlashSkill = fk.CreateActiveSkill{
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2023-03-13 12:51:12 +00:00
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name = "fire__slash_skill",
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2023-03-09 04:19:16 +00:00
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max_phase_use_time = 1,
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target_num = 1,
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can_use = slash.skill.canUse,
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target_filter = slash.skill.targetFilter,
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on_effect = function(self, room, effect)
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local to = effect.to
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local from = effect.from
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room:damage({
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from = room:getPlayerById(from),
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to = room:getPlayerById(to),
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card = effect.card,
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2023-03-14 12:48:08 +00:00
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damage = 1 + (effect.additionalDamage or 0),
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2023-03-09 04:19:16 +00:00
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damageType = fk.FireDamage,
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skillName = self.name
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})
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end
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}
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local fireSlash = fk.CreateBasicCard{
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name = "fire__slash",
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skill = fireSlashSkill,
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2023-04-13 12:17:39 +00:00
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is_damage_card = true,
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2023-03-09 04:19:16 +00:00
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}
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extension:addCards{
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fireSlash:clone(Card.Heart, 4),
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fireSlash:clone(Card.Heart, 7),
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fireSlash:clone(Card.Heart, 10),
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fireSlash:clone(Card.Diamond, 4),
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fireSlash:clone(Card.Diamond, 5),
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}
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2023-03-14 12:48:08 +00:00
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local analepticSkill = fk.CreateActiveSkill{
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name = "analeptic_skill",
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max_turn_use_time = 1,
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2023-05-13 06:20:34 +00:00
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can_use = function(self, player, card)
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return player:usedCardTimes("analeptic", Player.HistoryTurn) < self:getMaxUseTime(Self, Player.HistoryTurn, card)
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2023-03-14 12:48:08 +00:00
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end,
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on_use = function(self, room, use)
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if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
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use.tos = { { use.from } }
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end
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if use.extra_data and use.extra_data.analepticRecover then
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use.extraUse = true
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end
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end,
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on_effect = function(self, room, effect)
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local to = room:getPlayerById(effect.to)
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if effect.extra_data and effect.extra_data.analepticRecover then
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room:recover({
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who = to,
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num = 1,
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recoverBy = room:getPlayerById(effect.from),
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card = effect.card,
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})
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else
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to.drank = to.drank + 1
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room:broadcastProperty(to, "drank")
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end
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end
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}
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local analepticEffect = fk.CreateTriggerSkill{
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name = "analeptic_effect",
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global = true,
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priority = 0, -- game rule
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2023-04-22 06:10:06 +00:00
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events = { fk.PreCardUse, fk.EventPhaseStart },
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can_trigger = function(self, event, target, player, data)
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2023-03-14 12:48:08 +00:00
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if target ~= player then
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return false
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end
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if event == fk.PreCardUse then
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return data.card.trueName == "slash" and player.drank > 0
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else
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2023-05-13 06:20:34 +00:00
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return target.phase == Player.NotActive
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2023-03-14 12:48:08 +00:00
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end
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end,
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2023-04-22 06:10:06 +00:00
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on_trigger = function(self, event, target, player, data)
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2023-05-13 06:20:34 +00:00
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local room = player.room
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2023-03-14 12:48:08 +00:00
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if event == fk.PreCardUse then
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data.additionalDamage = (data.additionalDamage or 0) + player.drank
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data.extra_data = data.extra_data or {}
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data.extra_data.drankBuff = player.drank
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player.drank = 0
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2023-05-13 06:20:34 +00:00
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room:broadcastProperty(player, "drank")
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2023-03-14 12:48:08 +00:00
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else
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2023-05-13 06:20:34 +00:00
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for _, p in ipairs(room:getAlivePlayers(true)) do
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2023-03-14 12:48:08 +00:00
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if p.drank > 0 then
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p.drank = 0
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2023-05-13 06:20:34 +00:00
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room:broadcastProperty(p, "drank")
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2023-03-14 12:48:08 +00:00
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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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Fk:addSkill(analepticEffect)
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local analeptic = fk.CreateBasicCard{
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name = "analeptic",
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suit = Card.Spade,
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number = 3,
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skill = analepticSkill,
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}
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extension:addCards({
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analeptic,
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analeptic:clone(Card.Spade, 9),
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analeptic:clone(Card.Club, 3),
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analeptic:clone(Card.Club, 9),
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analeptic:clone(Card.Diamond, 9),
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})
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2023-03-09 04:19:16 +00:00
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local ironChainEffect = fk.CreateTriggerSkill{
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name = "iron_chain_effect",
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global = true,
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2023-03-20 12:49:23 +00:00
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priority = { [fk.BeforeHpChanged] = 10, [fk.DamageFinished] = 0 }, -- game rule
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2023-04-22 06:10:06 +00:00
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events = { fk.BeforeHpChanged, fk.DamageFinished },
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can_trigger = function(self, event, target, player, data)
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2023-03-20 12:49:23 +00:00
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if event == fk.BeforeHpChanged then
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return target == player and data.damageEvent and data.damageEvent.damageType ~= fk.NormalDamage and player.chained
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else
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return target == player and data.beginnerOfTheDamage and not data.chain
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end
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2023-03-09 04:19:16 +00:00
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end,
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2023-04-22 06:10:06 +00:00
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on_trigger = function(self, event, target, player, data)
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2023-03-09 04:19:16 +00:00
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local room = player.room
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2023-03-20 12:49:23 +00:00
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if event == fk.BeforeHpChanged then
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data.damageEvent.beginnerOfTheDamage = true
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player:setChainState(false)
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2023-03-09 04:19:16 +00:00
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else
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2023-03-20 12:49:23 +00:00
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local targets = table.filter(room:getAlivePlayers(), function(p)
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return p.chained
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end)
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for _, p in ipairs(targets) do
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room:sendLog{
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type = "#ChainDamage",
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from = p.id
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}
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local dmg = table.simpleClone(data)
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dmg.to = p
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dmg.chain = true
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room:damage(dmg)
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end
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2023-03-09 04:19:16 +00:00
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end
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end,
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}
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Fk:addSkill(ironChainEffect)
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2023-04-04 18:21:59 +00:00
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local recast = fk.CreateActiveSkill{
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name = "recast",
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target_num = 0,
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on_use = function(self, room, effect)
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2023-05-13 05:23:18 +00:00
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room:recastCard(effect.cards, room:getPlayerById(effect.from))
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2023-04-04 18:21:59 +00:00
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end
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}
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Fk:addSkill(recast)
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2023-03-09 04:19:16 +00:00
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local ironChainCardSkill = fk.CreateActiveSkill{
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name = "iron_chain_skill",
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min_target_num = 1,
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max_target_num = 2,
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target_filter = function() return true end,
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on_effect = function(self, room, cardEffectEvent)
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local to = room:getPlayerById(cardEffectEvent.to)
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to:setChainState(not to.chained)
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end,
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}
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2023-04-04 18:21:59 +00:00
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2023-03-09 04:19:16 +00:00
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local ironChain = fk.CreateTrickCard{
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name = "iron_chain",
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skill = ironChainCardSkill,
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2023-04-04 18:21:59 +00:00
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special_skills = { "recast" },
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2023-03-09 04:19:16 +00:00
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}
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extension:addCards{
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ironChain:clone(Card.Spade, 11),
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ironChain:clone(Card.Spade, 12),
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ironChain:clone(Card.Club, 10),
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ironChain:clone(Card.Club, 11),
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ironChain:clone(Card.Club, 12),
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ironChain:clone(Card.Club, 13),
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}
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2023-03-20 12:15:24 +00:00
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local fireAttackSkill = fk.CreateActiveSkill{
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name = "fire_attack_skill",
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target_num = 1,
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target_filter = function(self, to_select)
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return not Fk:currentRoom():getPlayerById(to_select):isKongcheng()
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end,
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on_effect = function(self, room, cardEffectEvent)
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local from = room:getPlayerById(cardEffectEvent.from)
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local to = room:getPlayerById(cardEffectEvent.to)
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if to:isKongcheng() then return end
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2023-04-26 01:40:51 +00:00
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local showCard = room:askForCard(to, 1, 1, false, self.name, false, nil, "#fire_attack-show:" .. from.id)[1]
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2023-03-20 12:15:24 +00:00
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to:showCards(showCard)
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showCard = Fk:getCardById(showCard)
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local cards = room:askForDiscard(from, 1, 1, false, self.name, true,
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2023-04-26 01:40:51 +00:00
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".|.|" .. showCard:getSuitString(), "#fire_attack-discard:" .. to.id .. "::" .. showCard:getSuitString())
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2023-03-20 12:15:24 +00:00
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if #cards > 0 then
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room:damage({
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from = from,
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to = to,
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card = cardEffectEvent.card,
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2023-05-13 06:16:09 +00:00
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damage = 1 + (cardEffectEvent.additionalDamage or 0),
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2023-03-20 12:15:24 +00:00
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damageType = fk.FireDamage,
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skillName = self.name
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})
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end
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end,
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}
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local fireAttack = fk.CreateTrickCard{
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name = "fire_attack",
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skill = fireAttackSkill,
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2023-04-13 12:17:39 +00:00
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is_damage_card = true,
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2023-03-20 12:15:24 +00:00
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}
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extension:addCards{
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fireAttack:clone(Card.Heart, 2),
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fireAttack:clone(Card.Heart, 3),
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fireAttack:clone(Card.Diamond, 12),
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}
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2023-03-09 04:19:16 +00:00
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local supplyShortageSkill = fk.CreateActiveSkill{
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name = "supply_shortage_skill",
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distance_limit = 1,
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2023-05-13 06:20:34 +00:00
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target_filter = function(self, to_select, selected, _, card)
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2023-03-09 04:19:16 +00:00
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if #selected == 0 then
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local player = Fk:currentRoom():getPlayerById(to_select)
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if Self ~= player then
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return not player:hasDelayedTrick("supply_shortage") and
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2023-05-13 06:20:34 +00:00
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Self:distanceTo(player) <= self:getDistanceLimit(Self, card)
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2023-03-09 04:19:16 +00:00
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end
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end
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|
return false
|
|
|
|
|
end,
|
|
|
|
|
target_num = 1,
|
|
|
|
|
on_effect = function(self, room, effect)
|
|
|
|
|
local to = room:getPlayerById(effect.to)
|
|
|
|
|
local judge = {
|
|
|
|
|
who = to,
|
|
|
|
|
reason = "supply_shortage",
|
|
|
|
|
pattern = ".|.|spade,heart,diamond",
|
|
|
|
|
}
|
|
|
|
|
room:judge(judge)
|
|
|
|
|
local result = judge.card
|
|
|
|
|
if result.suit ~= Card.Club then
|
|
|
|
|
to:skip(Player.Draw)
|
|
|
|
|
end
|
|
|
|
|
self:onNullified(room, effect)
|
|
|
|
|
end,
|
|
|
|
|
on_nullified = function(self, room, effect)
|
|
|
|
|
room:moveCards{
|
|
|
|
|
ids = room:getSubcardsByRule(effect.card, { Card.Processing }),
|
|
|
|
|
toArea = Card.DiscardPile,
|
|
|
|
|
moveReason = fk.ReasonPutIntoDiscardPile
|
|
|
|
|
}
|
|
|
|
|
end,
|
|
|
|
|
}
|
|
|
|
|
local supplyShortage = fk.CreateDelayedTrickCard{
|
|
|
|
|
name = "supply_shortage",
|
|
|
|
|
skill = supplyShortageSkill,
|
|
|
|
|
}
|
|
|
|
|
extension:addCards{
|
|
|
|
|
supplyShortage:clone(Card.Spade, 10),
|
|
|
|
|
supplyShortage:clone(Card.Club, 4),
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
local gudingSkill = fk.CreateTriggerSkill{
|
|
|
|
|
name = "#guding_blade_skill",
|
|
|
|
|
attached_equip = "guding_blade",
|
|
|
|
|
frequency = Skill.Compulsory,
|
|
|
|
|
events = {fk.DamageCaused},
|
|
|
|
|
can_trigger = function(self, event, target, player, data)
|
|
|
|
|
return target == player and player:hasSkill(self.name) and
|
|
|
|
|
data.to:isKongcheng() and data.card and data.card.trueName == "slash" and
|
|
|
|
|
not data.chain
|
|
|
|
|
end,
|
|
|
|
|
on_use = function(_, _, _, _, data)
|
|
|
|
|
data.damage = data.damage + 1
|
|
|
|
|
end,
|
|
|
|
|
}
|
|
|
|
|
Fk:addSkill(gudingSkill)
|
|
|
|
|
local gudingBlade = fk.CreateWeapon{
|
|
|
|
|
name = "guding_blade",
|
|
|
|
|
suit = Card.Spade,
|
|
|
|
|
number = 1,
|
|
|
|
|
attack_range = 2,
|
|
|
|
|
equip_skill = gudingSkill,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
extension:addCard(gudingBlade)
|
|
|
|
|
|
2023-03-20 12:49:23 +00:00
|
|
|
|
local fanSkill = fk.CreateTriggerSkill{
|
|
|
|
|
name = "#fan_skill",
|
|
|
|
|
attached_equip = "fan",
|
|
|
|
|
events = { fk.AfterCardUseDeclared },
|
|
|
|
|
can_trigger = function(self, event, target, player, data)
|
|
|
|
|
return target == player and player:hasSkill(self.name) and data.card.name == "slash"
|
|
|
|
|
end,
|
|
|
|
|
on_use = function(_, _, _, _, data)
|
|
|
|
|
local fireSlash = Fk:cloneCard("fire__slash")
|
2023-04-02 04:56:29 +00:00
|
|
|
|
fireSlash.skillName = "fan"
|
2023-03-20 12:49:23 +00:00
|
|
|
|
fireSlash:addSubcard(data.card)
|
|
|
|
|
data.card = fireSlash
|
|
|
|
|
end,
|
|
|
|
|
}
|
|
|
|
|
Fk:addSkill(fanSkill)
|
|
|
|
|
local fan = fk.CreateWeapon{
|
|
|
|
|
name = "fan",
|
|
|
|
|
suit = Card.Diamond,
|
|
|
|
|
number = 1,
|
|
|
|
|
attack_range = 4,
|
|
|
|
|
equip_skill = fanSkill,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
extension:addCard(fan)
|
|
|
|
|
|
2023-03-09 04:19:16 +00:00
|
|
|
|
local vineSkill = fk.CreateTriggerSkill{
|
|
|
|
|
name = "#vine_skill",
|
|
|
|
|
attached_equip = "vine",
|
|
|
|
|
mute = true,
|
|
|
|
|
frequency = Skill.Compulsory,
|
|
|
|
|
|
|
|
|
|
events = {fk.PreCardEffect, fk.DamageInflicted},
|
|
|
|
|
can_trigger = function(self, event, target, player, data)
|
|
|
|
|
if event == fk.DamageInflicted then
|
|
|
|
|
return target == player and player:hasSkill(self.name) and
|
|
|
|
|
data.damageType == fk.FireDamage
|
|
|
|
|
end
|
|
|
|
|
local effect = data ---@type CardEffectEvent
|
|
|
|
|
return player.id == effect.to and player:hasSkill(self.name) and
|
|
|
|
|
(effect.card.name == "slash" or effect.card.name == "savage_assault" or
|
|
|
|
|
effect.card.name == "archery_attack")
|
|
|
|
|
end,
|
|
|
|
|
on_use = function(self, event, target, player, data)
|
|
|
|
|
local room = player.room
|
|
|
|
|
if event == fk.DamageInflicted then
|
|
|
|
|
room:broadcastPlaySound("./packages/maneuvering/audio/card/vineburn")
|
|
|
|
|
room:setEmotion(player, "./packages/maneuvering/image/anim/vineburn")
|
|
|
|
|
data.damage = data.damage + 1
|
|
|
|
|
else
|
|
|
|
|
room:broadcastPlaySound("./packages/maneuvering/audio/card/vine")
|
|
|
|
|
room:setEmotion(player, "./packages/maneuvering/image/anim/vine")
|
|
|
|
|
return true
|
|
|
|
|
end
|
|
|
|
|
end,
|
|
|
|
|
}
|
|
|
|
|
Fk:addSkill(vineSkill)
|
|
|
|
|
local vine = fk.CreateArmor{
|
|
|
|
|
name = "vine",
|
|
|
|
|
equip_skill = vineSkill,
|
|
|
|
|
}
|
|
|
|
|
extension:addCards{
|
|
|
|
|
vine:clone(Card.Spade, 2),
|
|
|
|
|
vine:clone(Card.Club, 2),
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
local silverLionSkill = fk.CreateTriggerSkill{
|
|
|
|
|
name = "#silver_lion_skill",
|
|
|
|
|
attached_equip = "silver_lion",
|
|
|
|
|
frequency = Skill.Compulsory,
|
|
|
|
|
events = {fk.DamageInflicted},
|
|
|
|
|
can_trigger = function(self, event, target, player, data)
|
|
|
|
|
return target == player and player:hasSkill(self.name) and data.damage > 1
|
|
|
|
|
end,
|
|
|
|
|
on_use = function(_, _, _, _, data)
|
|
|
|
|
data.damage = 1
|
|
|
|
|
end,
|
|
|
|
|
}
|
|
|
|
|
Fk:addSkill(silverLionSkill)
|
|
|
|
|
local silverLion = fk.CreateArmor{
|
|
|
|
|
name = "silver_lion",
|
|
|
|
|
suit = Card.Club,
|
|
|
|
|
number = 1,
|
|
|
|
|
equip_skill = silverLionSkill,
|
|
|
|
|
on_uninstall = function(self, room, player)
|
|
|
|
|
Armor.onUninstall(self, room, player)
|
2023-04-09 03:44:19 +00:00
|
|
|
|
if player:isAlive() and player:isWounded() and self.equip_skill:isEffectable(player) then
|
2023-03-09 04:19:16 +00:00
|
|
|
|
room:broadcastPlaySound("./packages/maneuvering/audio/card/silver_lion")
|
|
|
|
|
room:setEmotion(player, "./packages/maneuvering/image/anim/silver_lion")
|
|
|
|
|
room:recover{
|
|
|
|
|
who = player,
|
|
|
|
|
num = 1,
|
|
|
|
|
skillName = self.name
|
|
|
|
|
}
|
|
|
|
|
end
|
|
|
|
|
end,
|
|
|
|
|
}
|
|
|
|
|
extension:addCard(silverLion)
|
|
|
|
|
|
|
|
|
|
local huaLiu = fk.CreateDefensiveRide{
|
|
|
|
|
name = "hualiu",
|
|
|
|
|
suit = Card.Diamond,
|
|
|
|
|
number = 13,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
extension:addCards({
|
|
|
|
|
huaLiu,
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
extension:addCards{
|
|
|
|
|
Fk:cloneCard("jink", Card.Heart, 8),
|
|
|
|
|
Fk:cloneCard("jink", Card.Heart, 9),
|
|
|
|
|
Fk:cloneCard("jink", Card.Heart, 11),
|
|
|
|
|
Fk:cloneCard("jink", Card.Heart, 12),
|
|
|
|
|
Fk:cloneCard("jink", Card.Diamond, 6),
|
|
|
|
|
Fk:cloneCard("jink", Card.Diamond, 7),
|
|
|
|
|
Fk:cloneCard("jink", Card.Diamond, 8),
|
|
|
|
|
Fk:cloneCard("jink", Card.Diamond, 10),
|
|
|
|
|
Fk:cloneCard("jink", Card.Diamond, 11),
|
|
|
|
|
|
|
|
|
|
Fk:cloneCard("peach", Card.Heart, 5),
|
|
|
|
|
Fk:cloneCard("peach", Card.Heart, 6),
|
|
|
|
|
Fk:cloneCard("peach", Card.Diamond, 2),
|
|
|
|
|
Fk:cloneCard("peach", Card.Diamond, 3),
|
|
|
|
|
|
|
|
|
|
Fk:cloneCard("nullification", Card.Heart, 1),
|
|
|
|
|
Fk:cloneCard("nullification", Card.Heart, 13),
|
|
|
|
|
Fk:cloneCard("nullification", Card.Spade, 13),
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Fk:loadTranslationTable{
|
2023-03-14 06:12:13 +00:00
|
|
|
|
["maneuvering"] = "军争",
|
|
|
|
|
|
2023-03-09 04:19:16 +00:00
|
|
|
|
["thunder__slash"] = "雷杀",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":thunder__slash"] = "基本牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:攻击范围内的一名角色<br /><b>效果</b>:对目标角色造成1点雷电伤害。",
|
2023-03-09 04:19:16 +00:00
|
|
|
|
["fire__slash"] = "火杀",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":fire__slash"] = "基本牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:攻击范围内的一名角色<br /><b>效果</b>:对目标角色造成1点火焰伤害。",
|
2023-03-14 12:48:08 +00:00
|
|
|
|
["analeptic"] = "酒",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":analeptic"] = "基本牌<br /><b>时机</b>:出牌阶段/你处于濒死状态时<br /><b>目标</b>:你<br /><b>效果</b>:目标角色本回合使用的下一张【杀】将要造成的伤害+1/目标角色回复1点体力。",
|
2023-03-09 04:19:16 +00:00
|
|
|
|
["iron_chain"] = "铁锁连环",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":iron_chain"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一至两名角色<br /><b>效果</b>:横置或重置目标角色的武将牌。",
|
2023-03-20 12:15:24 +00:00
|
|
|
|
["_normal_use"] = "正常使用",
|
|
|
|
|
["recast"] = "重铸",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":recast"] = "你可以将此牌置入弃牌堆,然后摸一张牌。",
|
2023-03-20 12:15:24 +00:00
|
|
|
|
["fire_attack"] = "火攻",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
["fire_attack_skill"] = "火攻",
|
|
|
|
|
[":fire_attack"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名有手牌的角色<br /><b>效果</b>:目标角色展示一张手牌,然后你可以弃置一张与所展示牌花色相同的手牌令其受到1点火焰伤害。",
|
2023-04-26 01:40:51 +00:00
|
|
|
|
["#fire_attack-show"] = "%src 对你使用了火攻,请展示一张手牌",
|
|
|
|
|
["#fire_attack-discard"] = "你可弃置一张 %arg 手牌,对 %src 造成1点火属性伤害",
|
2023-03-09 04:19:16 +00:00
|
|
|
|
["supply_shortage"] = "兵粮寸断",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":supply_shortage"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:距离1的一名其他角色<br /><b>效果</b>:将此牌置于目标角色判定区内。其判定阶段进行判定:若结果不为梅花,其跳过摸牌阶段。然后将【兵粮寸断】置入弃牌堆。",
|
2023-03-09 04:19:16 +00:00
|
|
|
|
["guding_blade"] = "古锭刀",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":guding_blade"] = "装备牌·武器<br /><b>攻击范围</b>:2<br /><b>武器技能</b>:锁定技。每当你使用【杀】对目标角色造成伤害时,若该角色没有手牌,此伤害+1。",
|
2023-03-20 12:49:23 +00:00
|
|
|
|
["fan"] = "朱雀羽扇",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":fan"] = "装备牌·武器<br /><b>攻击范围</b>:4<br /><b>武器技能</b>:你可以将一张普通【杀】当火【杀】使用。",
|
2023-03-20 12:49:23 +00:00
|
|
|
|
["#fan_skill"] = "朱雀羽扇",
|
2023-03-09 04:19:16 +00:00
|
|
|
|
["vine"] = "藤甲",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":vine"] = "装备牌·防具<br /><b>防具技能</b>:锁定技。【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。每当你受到火焰伤害时,此伤害+1。",
|
2023-03-09 04:19:16 +00:00
|
|
|
|
["silver_lion"] = "白银狮子",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":silver_lion"] = "装备牌·防具<br /><b>防具技能</b>:锁定技。每当你受到伤害时,若此伤害大于1点,防止多余的伤害。每当你失去装备区里的【白银狮子】后,你回复1点体力。",
|
2023-03-09 04:19:16 +00:00
|
|
|
|
["hualiu"] = "骅骝",
|
2023-04-21 09:49:30 +00:00
|
|
|
|
[":hualiu"] = "装备牌·坐骑<br /><b>坐骑技能</b>:其他角色与你的距离+1。",
|
2023-03-09 04:19:16 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return extension
|