-- SPDX-License-Identifier: GPL-3.0-or-later local extension = Package:new("standard_cards", Package.CardPack) extension.metadata = require "packages.standard_cards.metadata" local slashSkill = fk.CreateActiveSkill{ name = "slash_skill", max_phase_use_time = 1, target_num = 1, can_use = function(self, player) return player:usedCardTimes("slash", Player.HistoryPhase) < self:getMaxUseTime(Self, Player.HistoryPhase) end, target_filter = function(self, to_select, selected, _, card) if #selected < self:getMaxTargetNum(Self, card) then local player = Fk:currentRoom():getPlayerById(to_select) return Self ~= player and (self:getDistanceLimit(Self, card) -- for no distance limit for slash + Self:getAttackRange() >= Self:distanceTo(player)) end end, on_effect = function(self, room, effect) local to = effect.to local from = effect.from room:damage({ from = room:getPlayerById(from), to = room:getPlayerById(to), card = effect.card, damage = 1 + (effect.additionalDamage or 0), damageType = fk.NormalDamage, skillName = self.name }) end } local slash = fk.CreateBasicCard{ name = "slash", number = 7, suit = Card.Spade, is_damage_card = true, skill = slashSkill, } extension:addCards({ slash, slash:clone(Card.Spade, 8), slash:clone(Card.Spade, 8), slash:clone(Card.Spade, 9), slash:clone(Card.Spade, 9), slash:clone(Card.Spade, 10), slash:clone(Card.Spade, 10), slash:clone(Card.Club, 2), slash:clone(Card.Club, 3), slash:clone(Card.Club, 4), slash:clone(Card.Club, 5), slash:clone(Card.Club, 6), slash:clone(Card.Club, 7), slash:clone(Card.Club, 8), slash:clone(Card.Club, 8), slash:clone(Card.Club, 9), slash:clone(Card.Club, 9), slash:clone(Card.Club, 10), slash:clone(Card.Club, 10), slash:clone(Card.Club, 11), slash:clone(Card.Club, 11), slash:clone(Card.Heart, 10), slash:clone(Card.Heart, 10), slash:clone(Card.Heart, 11), slash:clone(Card.Diamond, 6), slash:clone(Card.Diamond, 7), slash:clone(Card.Diamond, 8), slash:clone(Card.Diamond, 9), slash:clone(Card.Diamond, 10), slash:clone(Card.Diamond, 13), }) local jinkSkill = fk.CreateActiveSkill{ name = "jink_skill", can_use = function() return false end, on_effect = function(self, room, effect) if effect.responseToEvent then effect.responseToEvent.isCancellOut = true end end } local jink = fk.CreateBasicCard{ name = "jink", suit = Card.Heart, number = 2, skill = jinkSkill, } extension:addCards({ jink, jink:clone(Card.Heart, 2), jink:clone(Card.Heart, 13), jink:clone(Card.Diamond, 2), jink:clone(Card.Diamond, 2), jink:clone(Card.Diamond, 3), jink:clone(Card.Diamond, 4), jink:clone(Card.Diamond, 5), jink:clone(Card.Diamond, 6), jink:clone(Card.Diamond, 7), jink:clone(Card.Diamond, 8), jink:clone(Card.Diamond, 9), jink:clone(Card.Diamond, 10), jink:clone(Card.Diamond, 11), jink:clone(Card.Diamond, 11), }) local peachSkill = fk.CreateActiveSkill{ name = "peach_skill", can_use = function(self, player) return player:isWounded() end, on_use = function(self, room, use) if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then use.tos = { { use.from } } end end, on_effect = function(self, room, effect) local to = effect.to local from = effect.from room:recover({ who = room:getPlayerById(to), num = 1, recoverBy = from, skillName = self.name }) end } local peach = fk.CreateBasicCard{ name = "peach", suit = Card.Heart, number = 3, skill = peachSkill, } extension:addCards({ peach, peach:clone(Card.Heart, 4), peach:clone(Card.Heart, 6), peach:clone(Card.Heart, 7), peach:clone(Card.Heart, 8), peach:clone(Card.Heart, 9), peach:clone(Card.Heart, 12), peach:clone(Card.Heart, 12), }) local dismantlementSkill = fk.CreateActiveSkill{ name = "dismantlement_skill", target_num = 1, target_filter = function(self, to_select, selected) if #selected < self:getMaxTargetNum(Self) then local player = Fk:currentRoom():getPlayerById(to_select) return Self ~= player and not player:isAllNude() end end, on_effect = function(self, room, effect) local to = room:getPlayerById(effect.to) if to:isAllNude() then return end local from = room:getPlayerById(effect.from) local cid = room:askForCardChosen( from, to, "hej", self.name ) room:throwCard(cid, self.name, to, from) end } local dismantlement = fk.CreateTrickCard{ name = "dismantlement", suit = Card.Spade, number = 3, skill = dismantlementSkill, } extension:addCards({ dismantlement, dismantlement:clone(Card.Spade, 4), dismantlement:clone(Card.Spade, 12), dismantlement:clone(Card.Club, 3), dismantlement:clone(Card.Club, 4), dismantlement:clone(Card.Heart, 12), }) local snatchSkill = fk.CreateActiveSkill{ name = "snatch_skill", distance_limit = 1, target_filter = function(self, to_select, selected) if #selected == 0 then local player = Fk:currentRoom():getPlayerById(to_select) return Self ~= player and Self:distanceTo(player) <= self:getDistanceLimit(Self) and not player:isAllNude() end end, target_num = 1, on_effect = function(self, room, effect) local to = room:getPlayerById(effect.to) local from = effect.from if to:isAllNude() then return end local cid = room:askForCardChosen( room:getPlayerById(from), to, "hej", self.name ) room:obtainCard(from, cid) end } local snatch = fk.CreateTrickCard{ name = "snatch", suit = Card.Spade, number = 3, skill = snatchSkill, } extension:addCards({ snatch, snatch:clone(Card.Spade, 4), snatch:clone(Card.Spade, 11), snatch:clone(Card.Diamond, 3), snatch:clone(Card.Diamond, 4), }) local duelSkill = fk.CreateActiveSkill{ name = "duel_skill", target_filter = function(self, to_select, selected) if #selected == 0 then local player = Fk:currentRoom():getPlayerById(to_select) return Self ~= player end end, target_num = 1, on_effect = function(self, room, effect) local to = room:getPlayerById(effect.to) local from = room:getPlayerById(effect.from) local responsers = { to, from } local currentTurn = 1 local currentResponser = to while currentResponser:isAlive() do if effect.disresponsive or table.contains(effect.disresponsiveList or {}, currentResponser.id) then break end local loopTimes = 1 if effect.fixedResponseTimes then local canFix = currentResponser == to if effect.fixedAddTimesResponsors then canFix = table.contains(effect.fixedAddTimesResponsors, currentResponser.id) end if canFix then if type(effect.fixedResponseTimes) == 'table' then loopTimes = effect.fixedResponseTimes["slash"] or 1 elseif type(effect.fixedResponseTimes) == 'number' then loopTimes = effect.fixedResponseTimes end end end local cardResponded for i = 1, loopTimes do cardResponded = room:askForResponse(currentResponser, 'slash') if cardResponded then room:responseCard({ from = currentResponser.id, card = cardResponded, responseToEvent = effect, }) else break end end if not cardResponded then break end currentTurn = currentTurn % 2 + 1 currentResponser = responsers[currentTurn] end if currentResponser:isAlive() then room:damage({ from = responsers[currentTurn % 2 + 1], to = currentResponser, card = effect.card, damage = 1 + (effect.additionalDamage or 0), damageType = fk.NormalDamage, skillName = self.name, }) end end } local duel = fk.CreateTrickCard{ name = "duel", suit = Card.Spade, number = 1, is_damage_card = true, skill = duelSkill, } extension:addCards({ duel, duel:clone(Card.Club, 1), duel:clone(Card.Diamond, 1), }) local collateralSkill = fk.CreateActiveSkill{ name = "collateral_skill", target_filter = function(self, to_select, selected) local player = Fk:currentRoom():getPlayerById(to_select) if #selected == 0 then return Self ~= player and player:getEquipment(Card.SubtypeWeapon) elseif #selected == 1 then return Fk:currentRoom():getPlayerById(selected[1]):inMyAttackRange(player) end end, target_num = 2, on_use = function(self, room, cardUseEvent) cardUseEvent.tos = { { cardUseEvent.tos[1][1], cardUseEvent.tos[2][1] } } end, on_effect = function(self, room, effect) local to = room:getPlayerById(effect.to) if not to:getEquipment(Card.SubtypeWeapon) then return end local use = room:askForUseCard(to, "slash", nil, nil, nil, { must_targets = effect.subTargets }) if use then room:useCard(use) else room:obtainCard(effect.from, room:getPlayerById(effect.to):getEquipment(Card.SubtypeWeapon), true, fk.ReasonGive) end end } local collateral = fk.CreateTrickCard{ name = "collateral", suit = Card.Club, number = 12, skill = collateralSkill, } extension:addCards({ collateral, collateral:clone(Card.Club, 13), }) local exNihiloSkill = fk.CreateActiveSkill{ name = "ex_nihilo_skill", on_use = function(self, room, cardUseEvent) if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then cardUseEvent.tos = { { cardUseEvent.from } } end end, on_effect = function(self, room, cardEffectEvent) room:drawCards(room:getPlayerById(cardEffectEvent.to), 2, "ex_nihilo") end } local exNihilo = fk.CreateTrickCard{ name = "ex_nihilo", suit = Card.Heart, number = 7, skill = exNihiloSkill, } extension:addCards({ exNihilo, exNihilo:clone(Card.Heart, 8), exNihilo:clone(Card.Heart, 9), exNihilo:clone(Card.Heart, 11), }) local nullificationSkill = fk.CreateActiveSkill{ name = "nullification_skill", can_use = function() return false end, on_effect = function(self, room, effect) if effect.responseToEvent then effect.responseToEvent.isCancellOut = true end end } local nullification = fk.CreateTrickCard{ name = "nullification", suit = Card.Spade, number = 11, skill = nullificationSkill, } extension:addCards({ nullification, nullification:clone(Card.Club, 12), nullification:clone(Card.Club, 13), nullification:clone(Card.Diamond, 12), }) local savageAssaultSkill = fk.CreateActiveSkill{ name = "savage_assault_skill", on_use = function(self, room, cardUseEvent) if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then cardUseEvent.tos = {} for _, player in ipairs(room:getOtherPlayers(room:getPlayerById(cardUseEvent.from))) do TargetGroup:pushTargets(cardUseEvent.tos, player.id) end end end, on_effect = function(self, room, effect) local cardResponded = nil if not (effect.disresponsive or table.contains(effect.disresponsiveList or {}, effect.to)) then cardResponded = room:askForResponse(room:getPlayerById(effect.to), 'slash') end if cardResponded then room:responseCard({ from = effect.to, card = cardResponded, responseToEvent = effect, }) else room:damage({ from = room:getPlayerById(effect.from), to = room:getPlayerById(effect.to), card = effect.card, damage = 1 + (effect.additionalDamage or 0), damageType = fk.NormalDamage, skillName = self.name, }) end end } local savageAssault = fk.CreateTrickCard{ name = "savage_assault", suit = Card.Spade, number = 7, is_damage_card = true, skill = savageAssaultSkill, } extension:addCards({ savageAssault, savageAssault:clone(Card.Spade, 13), savageAssault:clone(Card.Club, 7), }) local archeryAttackSkill = fk.CreateActiveSkill{ name = "archery_attack_skill", on_use = function(self, room, cardUseEvent) if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then cardUseEvent.tos = {} for _, player in ipairs(room:getOtherPlayers(room:getPlayerById(cardUseEvent.from))) do TargetGroup:pushTargets(cardUseEvent.tos, player.id) end end end, on_effect = function(self, room, effect) local cardResponded = nil if not (effect.disresponsive or table.contains(effect.disresponsiveList or {}, effect.to)) then cardResponded = room:askForResponse(room:getPlayerById(effect.to), 'jink') end if cardResponded then room:responseCard({ from = effect.to, card = cardResponded, responseToEvent = effect, }) else room:damage({ from = room:getPlayerById(effect.from), to = room:getPlayerById(effect.to), card = effect.card, damage = 1 + (effect.additionalDamage or 0), damageType = fk.NormalDamage, skillName = self.name, }) end end } local archeryAttack = fk.CreateTrickCard{ name = "archery_attack", suit = Card.Heart, number = 1, is_damage_card = true, skill = archeryAttackSkill, } extension:addCards({ archeryAttack, }) local godSalvationSkill = fk.CreateActiveSkill{ name = "god_salvation_skill", on_use = function(self, room, cardUseEvent) if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then cardUseEvent.tos = {} for _, player in ipairs(room:getAlivePlayers()) do TargetGroup:pushTargets(cardUseEvent.tos, player.id) end end end, about_to_effect = function(self, room, effect) if not room:getPlayerById(effect.to):isWounded() then return true end end, on_effect = function(self, room, effect) room:recover({ who = room:getPlayerById(effect.to), num = 1, skillName = self.name, }) end } local godSalvation = fk.CreateTrickCard{ name = "god_salvation", suit = Card.Heart, number = 1, skill = godSalvationSkill, } extension:addCards({ godSalvation, }) local amazingGraceSkill = fk.CreateActiveSkill{ name = "amazing_grace_skill", on_use = function(self, room, cardUseEvent) if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then cardUseEvent.tos = {} for _, player in ipairs(room:getAlivePlayers()) do TargetGroup:pushTargets(cardUseEvent.tos, player.id) end end end, on_effect = function(self, room, effect) local to = room:getPlayerById(effect.to) if not (effect.extra_data and effect.extra_data.AGFilled) then return end local chosen = room:askForAG(to, effect.extra_data.AGFilled, false, self.name) room:takeAG(to, chosen, room.players) room:obtainCard(effect.to, chosen, true, fk.ReasonPrey) table.removeOne(effect.extra_data.AGFilled, chosen) end } local amazingGraceAction = fk.CreateTriggerSkill{ name = "amazing_grace_action", global = true, priority = { [fk.BeforeCardUseEffect] = 0, [fk.CardUseFinished] = 10 }, -- game rule refresh_events = { fk.BeforeCardUseEffect, fk.CardUseFinished }, can_refresh = function(self, event, target, player, data) local frameFilled = data.extra_data and data.extra_data.AGFilled if event == fk.BeforeCardUseEffect then return data.card.trueName == 'amazing_grace' and not frameFilled else return frameFilled end end, on_refresh = function(self, event, target, player, data) local room = player.room if event == fk.BeforeCardUseEffect then local toDisplay = room:getNCards(#TargetGroup:getRealTargets(data.tos)) room:moveCards({ ids = toDisplay, toArea = Card.Processing, moveReason = fk.ReasonPut, }) table.forEach(room.players, function(p) room:fillAG(p, toDisplay) end) data.extra_data = data.extra_data or {} data.extra_data.AGFilled = toDisplay else table.forEach(room.players, function(p) room:closeAG(p) end) if data.extra_data and data.extra_data.AGFilled then local toDiscard = table.filter(data.extra_data.AGFilled, function(id) return room:getCardArea(id) == Card.Processing end) if #toDiscard > 0 then room:moveCards({ ids = toDiscard, toArea = Card.DiscardPile, moveReason = fk.ReasonPutIntoDiscardPile, }) end end data.extra_data.AGFilled = nil end end, } Fk:addSkill(amazingGraceAction) local amazingGrace = fk.CreateTrickCard{ name = "amazing_grace", suit = Card.Heart, number = 3, skill = amazingGraceSkill, } extension:addCards({ amazingGrace, amazingGrace:clone(Card.Heart, 4), }) local lightningSkill = fk.CreateActiveSkill{ name = "lightning_skill", can_use = function(self, player) return not Self:hasDelayedTrick("lightning") end, on_use = function(self, room, use) if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then use.tos = { { use.from } } end end, on_effect = function(self, room, effect) local to = room:getPlayerById(effect.to) local judge = { who = to, reason = "lightning", pattern = ".|2~9|spade", } room:judge(judge) local result = judge.card if result.suit == Card.Spade and result.number >= 2 and result.number <= 9 then room:damage{ to = to, damage = 3, card = effect.card, damageType = fk.ThunderDamage, skillName = self.name, } room:moveCards{ ids = { effect.cardId }, toArea = Card.DiscardPile, moveReason = fk.ReasonPutIntoDiscardPile } else self:onNullified(room, effect) end end, on_nullified = function(self, room, effect) local to = room:getPlayerById(effect.to) local nextp = to repeat nextp = nextp:getNextAlive() if nextp == to then return end until not nextp:hasDelayedTrick("lightning") room:moveCards{ ids = room:getSubcardsByRule(effect.card, { Card.Processing }), to = nextp.id, toArea = Card.PlayerJudge, moveReason = fk.ReasonPut } end, } local lightning = fk.CreateDelayedTrickCard{ name = "lightning", suit = Card.Spade, number = 1, skill = lightningSkill, } extension:addCards({ lightning, lightning:clone(Card.Heart, 12), }) local indulgenceSkill = fk.CreateActiveSkill{ name = "indulgence_skill", target_filter = function(self, to_select, selected) if #selected == 0 then local player = Fk:currentRoom():getPlayerById(to_select) if Self ~= player then return not player:hasDelayedTrick("indulgence") end end return false end, target_num = 1, on_effect = function(self, room, effect) local to = room:getPlayerById(effect.to) local judge = { who = to, reason = "indulgence", pattern = ".|.|spade,club,diamond", } room:judge(judge) local result = judge.card if result.suit ~= Card.Heart then to:skip(Player.Play) 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 indulgence = fk.CreateDelayedTrickCard{ name = "indulgence", suit = Card.Spade, number = 6, skill = indulgenceSkill, } extension:addCards({ indulgence, indulgence:clone(Card.Club, 6), indulgence:clone(Card.Heart, 6), }) local crossbowAudio = fk.CreateTriggerSkill{ name = "#crossbowAudio", refresh_events = {fk.CardUsing}, can_refresh = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) and data.card.trueName == "slash" and player:usedCardTimes("slash") > 1 end, on_refresh = function(self, event, target, player, data) local room = player.room room:broadcastPlaySound("./packages/standard_cards/audio/card/crossbow") room:setEmotion(player, "./packages/standard_cards/image/anim/crossbow") end, } local crossbowSkill = fk.CreateTargetModSkill{ name = "#crossbow_skill", attached_equip = "crossbow", residue_func = function(self, player, skill, scope) if player:hasSkill(self.name) and skill.trueName == "slash_skill" and scope == Player.HistoryPhase then return 999 end end, } crossbowSkill:addRelatedSkill(crossbowAudio) Fk:addSkill(crossbowSkill) local crossbow = fk.CreateWeapon{ name = "crossbow", suit = Card.Club, number = 1, attack_range = 1, equip_skill = crossbowSkill, } extension:addCards({ crossbow, crossbow:clone(Card.Diamond, 1), }) fk.MarkArmorNullified = "mark__armor_nullified" local armorInvalidity = fk.CreateInvaliditySkill { name = "armor_invalidity_skill", global = true, invalidity_func = function(self, from, skill) return from:getMark(fk.MarkArmorNullified) > 0 and from:getEquipment(Card.SubtypeArmor) ~= nil and skill.attached_equip == Fk:getCardById(from:getEquipment(Card.SubtypeArmor)).name end } Fk:addSkill(armorInvalidity) local qingGangSkill = fk.CreateTriggerSkill{ name = "#qinggang_sword_skill", attached_equip = "qinggang_sword", frequency = Skill.Compulsory, events = { fk.TargetSpecified }, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) and data.card and data.card.trueName == "slash" end, on_use = function(self, event, target, player, data) local room = player.room room:addPlayerMark(room:getPlayerById(data.to), fk.MarkArmorNullified) data.extra_data = data.extra_data or {} data.extra_data.qinggangNullified = data.extra_data.qinggangNullified or {} data.extra_data.qinggangNullified[tostring(data.to)] = (data.extra_data.qinggangNullified[tostring(data.to)] or 0) + 1 end, refresh_events = { fk.CardUseFinished }, can_refresh = function(self, event, target, player, data) return data.extra_data and data.extra_data.qinggangNullified end, on_refresh = function(self, event, target, player, data) local room = player.room for key, num in pairs(data.extra_data.qinggangNullified) do local p = room:getPlayerById(tonumber(key)) if p:getMark(fk.MarkArmorNullified) > 0 then room:removePlayerMark(p, fk.MarkArmorNullified, num) end end data.qinggangNullified = nil end, } Fk:addSkill(qingGangSkill) local qingGang = fk.CreateWeapon{ name = "qinggang_sword", suit = Card.Spade, number = 6, attack_range = 2, equip_skill = qingGangSkill, } extension:addCards({ qingGang, }) local iceSwordSkill = fk.CreateTriggerSkill{ name = "#ice_sword_skill", attached_equip = "ice_sword", events = {fk.DamageCaused}, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) and (not data.chain) and data.card and data.card.trueName == "slash" and not data.to:isNude() end, on_use = function(self, event, target, player, data) local room = player.room local to = data.to for i = 1, 2 do if to:isNude() then break end local card = room:askForCardChosen(player, to, "he", self.name) room:throwCard(card, self.name, to, player) end return true end } Fk:addSkill(iceSwordSkill) local iceSword = fk.CreateWeapon{ name = "ice_sword", suit = Card.Spade, number = 2, attack_range = 2, equip_skill = iceSwordSkill, } extension:addCards({ iceSword, }) local doubleSwordsSkill = fk.CreateTriggerSkill{ name = "#double_swords_skill", attached_equip = "double_swords", events = {fk.TargetSpecified}, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) and data.card and data.card.trueName == "slash" and (player.room:getPlayerById(data.to).gender ~= player.gender) end, on_use = function(self, event, target, player, data) local room = player.room local to = player.room:getPlayerById(data.to) local result = room:askForDiscard(to, 1, 1, false, self.name, true) if #result == 0 then player:drawCards(1, self.name) end end, } Fk:addSkill(doubleSwordsSkill) local doubleSwords = fk.CreateWeapon{ name = "double_swords", suit = Card.Spade, number = 2, attack_range = 2, equip_skill = doubleSwordsSkill, } extension:addCards({ doubleSwords, }) local bladeSkill = fk.CreateTriggerSkill{ name = "#blade_skill", attached_equip = "blade", events = {fk.CardUseFinished}, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self.name) then return end local use = data ---@type CardUseStruct if use.card.name == "jink" and use.toCard and use.toCard.trueName == "slash" then local effect = use.responseToEvent return effect.from == player.id end end, on_cost = function(self, event, target, player, data) local room = player.room local use = room:askForUseCard(player, "slash", nil, "#blade_slash:" .. target.id, true, { must_targets = {target.id} }) if use then self.cost_data = use return true end end, on_use = function(self, event, target, player, data) player.room:useCard(self.cost_data) end, } Fk:addSkill(bladeSkill) local blade = fk.CreateWeapon{ name = "blade", suit = Card.Spade, number = 5, attack_range = 3, equip_skill = bladeSkill, } extension:addCards({ blade, }) local spearSkill = fk.CreateViewAsSkill{ name = "spear_skill", attached_equip = "spear", pattern = "slash", card_filter = function(self, to_select, selected) if #selected == 2 then return false end return Fk:currentRoom():getCardArea(to_select) ~= Player.Equip end, view_as = function(self, cards) if #cards ~= 2 then return nil end local c = Fk:cloneCard("slash") c.skillName = "spear" c:addSubcards(cards) return c end, } Fk:addSkill(spearSkill) local spear = fk.CreateWeapon{ name = "spear", suit = Card.Spade, number = 12, attack_range = 3, equip_skill = spearSkill, } extension:addCards({ spear, }) local axeProhibit = fk.CreateProhibitSkill{ name = "#axe_prohibit", prohibit_discard = function(self, player, card) return player:hasSkill(self.name) and card.name == "axe" and Fk.currentResponseReason == "#axe_skill" and Fk:currentRoom():getCardArea(card.id) == Player.Equip end, } local axeSkill = fk.CreateTriggerSkill{ name = "#axe_skill", attached_equip = "axe", events = {fk.CardEffectCancelledOut}, can_trigger = function(self, event, target, player, data) if not player:hasSkill(self.name) then return end local effect = data ---@type CardEffectEvent return effect.card.trueName == "slash" and effect.from == player.id end, on_cost = function(self, event, target, player, data) local room = player.room local ret = room:askForDiscard(player, 2, 2, true, self.name, true) if #ret > 0 then return true end end, on_use = function() return true end, } axeSkill:addRelatedSkill(axeProhibit) Fk:addSkill(axeSkill) local axe = fk.CreateWeapon{ name = "axe", suit = Card.Diamond, number = 5, attack_range = 3, equip_skill = axeSkill, } extension:addCards({ axe, }) local halberdAudio = fk.CreateTriggerSkill{ name = "#halberdAudio", refresh_events = {fk.CardUsing}, can_refresh = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) and data.card.trueName == "slash" and #TargetGroup:getRealTargets(data.tos) > 1 end, on_refresh = function(self, event, target, player, data) local room = player.room room:broadcastPlaySound("./packages/standard_cards/audio/card/halberd") room:setEmotion(player, "./packages/standard_cards/image/anim/halberd") end, } local halberdSkill = fk.CreateTargetModSkill{ name = "#halberd_skill", attached_equip = "halberd", extra_target_func = function(self, player, skill, card) if player:hasSkill(self.name) and skill.trueName == "slash_skill" and #player:getCardIds(Player.Hand) == 1 and player:getCardIds(Player.Hand)[1] == card.id then return 2 end end, } halberdSkill:addRelatedSkill(halberdAudio) Fk:addSkill(halberdSkill) local halberd = fk.CreateWeapon{ name = "halberd", suit = Card.Diamond, number = 12, attack_range = 4, equip_skill = halberdSkill, } extension:addCards({ halberd, }) local kylinBowSkill = fk.CreateTriggerSkill{ name = "#kylin_bow_skill", attached_equip = "kylin_bow", events = {fk.DamageCaused}, can_trigger = function(self, event, target, player, data) local ret = target == player and player:hasSkill(self.name) and data.card and data.card.trueName == "slash" and (not data.chain) if ret then ---@type ServerPlayer local to = data.to return to:getEquipment(Card.SubtypeDefensiveRide) or to:getEquipment(Card.SubtypeOffensiveRide) end end, on_use = function(self, event, target, player, data) local room = player.room local to = data.to local ride_tab = {} if to:getEquipment(Card.SubtypeDefensiveRide) then table.insert(ride_tab, "+1") end if to:getEquipment(Card.SubtypeOffensiveRide) then table.insert(ride_tab, "-1") end if #ride_tab == 0 then return end local choice = room:askForChoice(player, ride_tab, self.name) if choice == "+1" then room:throwCard(to:getEquipment(Card.SubtypeDefensiveRide), self.name, to, player) else room:throwCard(to:getEquipment(Card.SubtypeOffensiveRide), self.name, to, player) end end } Fk:addSkill(kylinBowSkill) local kylinBow = fk.CreateWeapon{ name = "kylin_bow", suit = Card.Heart, number = 5, attack_range = 5, equip_skill = kylinBowSkill, } extension:addCards({ kylinBow, }) local eightDiagramSkill = fk.CreateTriggerSkill{ name = "#eight_diagram_skill", attached_equip = "eight_diagram", events = {fk.AskForCardUse, fk.AskForCardResponse}, can_trigger = function(self, event, target, player, data) return target == player and player:hasSkill(self.name) and (data.cardName == "jink" or (data.pattern and Exppattern:Parse(data.pattern):matchExp("jink|0|nosuit|none"))) end, on_use = function(self, event, target, player, data) local room = player.room local judgeData = { who = player, reason = self.name, pattern = ".|.|heart,diamond", } room:judge(judgeData) if judgeData.card.color == Card.Red then if event == fk.AskForCardUse then data.result = { from = player.id, card = Fk:cloneCard('jink'), } data.result.card.skillName = "eight_diagram" if data.eventData then data.result.toCard = data.eventData.toCard data.result.responseToEvent = data.eventData.responseToEvent end else data.result = Fk:cloneCard('jink') data.result.skillName = "eight_diagram" end return true end end } Fk:addSkill(eightDiagramSkill) local eightDiagram = fk.CreateArmor{ name = "eight_diagram", suit = Card.Spade, number = 2, equip_skill = eightDiagramSkill, } extension:addCards({ eightDiagram, eightDiagram:clone(Card.Club, 2), }) local niohShieldSkill = fk.CreateTriggerSkill{ name = "#nioh_shield_skill", attached_equip = "nioh_shield", frequency = Skill.Compulsory, events = {fk.PreCardEffect}, can_trigger = function(self, event, target, player, data) local effect = data ---@type CardEffectEvent return player.id == effect.to and player:hasSkill(self.name) and effect.card.trueName == "slash" and effect.card.color == Card.Black end, on_use = function() return true end, } Fk:addSkill(niohShieldSkill) local niohShield = fk.CreateArmor{ name = "nioh_shield", suit = Card.Club, number = 2, equip_skill = niohShieldSkill, } extension:addCards({ niohShield, }) local horseSkill = fk.CreateDistanceSkill{ name = "horse_skill", global = true, correct_func = function(self, from, to) local ret = 0 if from:getEquipment(Card.SubtypeOffensiveRide) then ret = ret - 1 end if to:getEquipment(Card.SubtypeDefensiveRide) then ret = ret + 1 end return ret end, } if not Fk.skills["horse_skill"] then Fk:addSkill(horseSkill) end local diLu = fk.CreateDefensiveRide{ name = "dilu", suit = Card.Club, number = 5, } extension:addCards({ diLu, }) local jueYing = fk.CreateDefensiveRide{ name = "jueying", suit = Card.Spade, number = 5, } extension:addCards({ jueYing, }) local zhuaHuangFeiDian = fk.CreateDefensiveRide{ name = "zhuahuangfeidian", suit = Card.Heart, number = 13, } extension:addCards({ zhuaHuangFeiDian, }) local chiTu = fk.CreateOffensiveRide{ name = "chitu", suit = Card.Heart, number = 5, } extension:addCards({ chiTu, }) local daYuan = fk.CreateOffensiveRide{ name = "dayuan", suit = Card.Spade, number = 13, } extension:addCards({ daYuan, }) local ziXing = fk.CreateOffensiveRide{ name = "zixing", suit = Card.Diamond, number = 13, } extension:addCards({ ziXing, }) dofile "packages/standard_cards/i18n/init.lua" return extension