-- SPDX-License-Identifier: GPL-3.0-or-later local extension = Package:new("maneuvering", Package.CardPack) local slash = Fk:cloneCard("slash") local thunderSlashSkill = fk.CreateActiveSkill { name = "thunder__slash_skill", max_phase_use_time = 1, target_num = 1, can_use = slash.skill.canUse, mod_target_filter = slash.skill.modTargetFilter, target_filter = slash.skill.targetFilter, 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, damageType = fk.ThunderDamage, skillName = self.name }) end } local thunderSlash = fk.CreateBasicCard { name = "thunder__slash", skill = thunderSlashSkill, is_damage_card = true } extension:addCards{thunderSlash:clone(Card.Club, 5), thunderSlash:clone(Card.Club, 6), thunderSlash:clone(Card.Club, 7), thunderSlash:clone(Card.Club, 8), thunderSlash:clone(Card.Spade, 4), thunderSlash:clone(Card.Spade, 5), thunderSlash:clone(Card.Spade, 6), thunderSlash:clone(Card.Spade, 7), thunderSlash:clone(Card.Spade, 8)} local fireSlashSkill = fk.CreateActiveSkill { name = "fire__slash_skill", max_phase_use_time = 1, target_num = 1, can_use = slash.skill.canUse, mod_target_filter = slash.skill.modTargetFilter, target_filter = slash.skill.targetFilter, 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, damageType = fk.FireDamage, skillName = self.name }) end } local fireSlash = fk.CreateBasicCard { name = "fire__slash", skill = fireSlashSkill, is_damage_card = true } extension:addCards{fireSlash:clone(Card.Heart, 4), fireSlash:clone(Card.Heart, 7), fireSlash:clone(Card.Heart, 10), fireSlash:clone(Card.Diamond, 4), fireSlash:clone(Card.Diamond, 5)} local analepticSkill = fk.CreateActiveSkill { name = "analeptic_skill", max_turn_use_time = 1, mod_target_filter = function(self, to_select, selected, user, card, distance_limited) local to = Fk:currentRoom():getPlayerById(to_select) local from = Fk:currentRoom():getPlayerById(user) return self:withinTimesLimit(from, Player.HistoryTurn, card, "analeptic", to) and not table.find(Fk:currentRoom().alive_players, function(p) return p.dying end) and not (card and from:isProhibited(to, card)) end, can_use = function(self, player, card) return self:withinTimesLimit(player, Player.HistoryTurn, card, "analeptic", player) and not player:isProhibited(player, card) end, on_use = function(self, room, use) if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then use.tos = {{use.from}} end if use.extra_data and use.extra_data.analepticRecover then use.extraUse = true end end, on_effect = function(self, room, effect) local to = room:getPlayerById(effect.to) if effect.extra_data and effect.extra_data.analepticRecover then room:recover({ who = to, num = 1, recoverBy = room:getPlayerById(effect.from), card = effect.card }) else to.drank = to.drank + 1 room:broadcastProperty(to, "drank") end end } local analepticEffect = fk.CreateTriggerSkill { name = "analeptic_effect", global = true, priority = 0, -- game rule events = {fk.PreCardUse, fk.EventPhaseStart}, can_trigger = function(self, event, target, player, data) if target ~= player then return false end if event == fk.PreCardUse then return data.card.trueName == "slash" and player.drank > 0 else return target.phase == Player.NotActive end end, on_trigger = function(self, event, target, player, data) local room = player.room if event == fk.PreCardUse then data.additionalDamage = (data.additionalDamage or 0) + player.drank data.extra_data = data.extra_data or {} data.extra_data.drankBuff = player.drank player.drank = 0 room:broadcastProperty(player, "drank") else for _, p in ipairs(room:getAlivePlayers(true)) do if p.drank > 0 then p.drank = 0 room:broadcastProperty(p, "drank") end end end end } Fk:addSkill(analepticEffect) local analeptic = fk.CreateBasicCard { name = "analeptic", suit = Card.Spade, number = 3, skill = analepticSkill } extension:addCards({analeptic, analeptic:clone(Card.Spade, 9), analeptic:clone(Card.Club, 3), analeptic:clone(Card.Club, 9), analeptic:clone(Card.Diamond, 9)}) local recast = fk.CreateActiveSkill { name = "recast", target_num = 0, on_use = function(self, room, effect) room:recastCard(effect.cards, room:getPlayerById(effect.from)) end } Fk:addSkill(recast) local ironChainCardSkill = fk.CreateActiveSkill { name = "iron_chain_skill", min_target_num = 1, max_target_num = 2, mod_target_filter = function(self, to_select, selected, user, card, distance_limited) local to = Fk:currentRoom():getPlayerById(to_select) local from = Fk:currentRoom():getPlayerById(user) return not (card and from:isProhibited(to, card)) end, target_filter = function(self, to_select, selected, _, card) if #selected < self:getMaxTargetNum(Self, card) then return self:modTargetFilter(to_select, selected, Self.id, card) end end, on_effect = function(self, room, cardEffectEvent) local to = room:getPlayerById(cardEffectEvent.to) to:setChainState(not to.chained) end } local ironChain = fk.CreateTrickCard { name = "iron_chain", skill = ironChainCardSkill, special_skills = {"recast"}, multiple_targets = true } extension:addCards{ironChain:clone(Card.Spade, 11), ironChain:clone(Card.Spade, 12), ironChain:clone(Card.Club, 10), ironChain:clone(Card.Club, 11), ironChain:clone(Card.Club, 12), ironChain:clone(Card.Club, 13)} local fireAttackSkill = fk.CreateActiveSkill { name = "fire_attack_skill", target_num = 1, mod_target_filter = function(self, to_select, selected, user, card, distance_limited) local to = Fk:currentRoom():getPlayerById(to_select) local from = Fk:currentRoom():getPlayerById(user) return not (card and from:isProhibited(to, card)) and not to:isKongcheng() end, target_filter = function(self, to_select, selected, _, card) if #selected < self:getMaxTargetNum(Self, card) then return self:modTargetFilter(to_select, selected, Self.id, card) end end, on_effect = function(self, room, cardEffectEvent) local from = room:getPlayerById(cardEffectEvent.from) local to = room:getPlayerById(cardEffectEvent.to) if to:isKongcheng() then return end local showCard = room:askForCard(to, 1, 1, false, self.name, false, ".|.|.|hand", "#fire_attack-show:" .. from.id)[1] to:showCards(showCard) showCard = Fk:getCardById(showCard) local cards = room:askForDiscard(from, 1, 1, false, self.name, true, ".|.|" .. showCard:getSuitString(), "#fire_attack-discard:" .. to.id .. "::" .. showCard:getSuitString()) if #cards > 0 then room:damage({ from = from, to = to, card = cardEffectEvent.card, damage = 1, damageType = fk.FireDamage, skillName = self.name }) end end } local fireAttack = fk.CreateTrickCard { name = "fire_attack", skill = fireAttackSkill, is_damage_card = true } extension:addCards{fireAttack:clone(Card.Heart, 2), fireAttack:clone(Card.Heart, 3), fireAttack:clone(Card.Diamond, 12)} local supplyShortageSkill = fk.CreateActiveSkill { name = "supply_shortage_skill", distance_limit = 1, mod_target_filter = function(self, to_select, selected, user, card, distance_limited) local player = Fk:currentRoom():getPlayerById(to_select) local from = Fk:currentRoom():getPlayerById(user) return user ~= to_select and not (distance_limited and not self:withinDistanceLimit(from, false, card, player)) and not (card and from:isProhibited(player, card)) end, target_filter = function(self, to_select, selected, _, card) return #selected < 1 and self:modTargetFilter(to_select, selected, Self.id, card, true) end, target_num = 1, on_effect = function(self, room, effect) local to = room:getPlayerById(effect.to) local judge = { who = to, reason = "supply_shortage", pattern = ".|.|club" } room:judge(judge) if judge.card.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.ReasonUse } 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) 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 card = Fk:cloneCard("fire__slash") card.skillName = "fan" card:addSubcard(data.card) data.card = card end } Fk:addSkill(fanSkill) local fan = fk.CreateWeapon { name = "fan", suit = Card.Diamond, number = 1, attack_range = 4, equip_skill = fanSkill } extension:addCard(fan) 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) if player:isAlive() and player:isWounded() and self.equip_skill:isEffectable(player) then 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{ ["maneuvering"] = "军争", ["thunder__slash"] = "雷杀", [":thunder__slash"] = "基本牌
时机:出牌阶段
目标:攻击范围内的一名角色
效果:对目标角色造成1点雷电伤害。", ["fire__slash"] = "火杀", [":fire__slash"] = "基本牌
时机:出牌阶段
目标:攻击范围内的一名角色
效果:对目标角色造成1点火焰伤害。", ["analeptic"] = "酒", [":analeptic"] = "基本牌
时机:出牌阶段/你处于濒死状态时
目标:你
效果: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。", ["iron_chain"] = "铁锁连环", [":iron_chain"] = "锦囊牌
时机:出牌阶段
目标:一至两名角色
效果:横置或重置目标角色的武将牌。", ["_normal_use"] = "正常使用", ["recast"] = "重铸", [":recast"] = "你可以将此牌置入弃牌堆,然后摸一张牌。", ["fire_attack"] = "火攻", ["fire_attack_skill"] = "火攻", [":fire_attack"] = "锦囊牌
时机:出牌阶段
目标:一名有手牌的角色
效果: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。", ["#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", ["supply_shortage"] = "兵粮寸断", [":supply_shortage"] = "延时锦囊牌
时机:出牌阶段
目标:距离1的一名其他角色
效果: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。", ["guding_blade"] = "古锭刀", [":guding_blade"] = "装备牌·武器
攻击范围:2
武器技能: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。", ["fan"] = "朱雀羽扇", [":fan"] = "装备牌·武器
攻击范围:4
武器技能:你可以将一张普通【杀】当火【杀】使用。", ["#fan_skill"] = "朱雀羽扇", ["vine"] = "藤甲", [":vine"] = "装备牌·防具
防具技能: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。", ["silver_lion"] = "白银狮子", [":silver_lion"] = "装备牌·防具
防具技能: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。", ["hualiu"] = "骅骝", [":hualiu"] = "装备牌·坐骑
坐骑技能:其他角色与你的距离+1。" } return extension