-- 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,
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 + (effect.additionalDamage or 0),
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,
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 + (effect.additionalDamage or 0),
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,
can_use = function(self, player)
return player:usedCardTimes("analeptic", Player.HistoryTurn) < self:getMaxUseTime(Self, Player.HistoryTurn)
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
refresh_events = { fk.PreCardUse, fk.EventPhaseStart },
can_refresh = 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 player.phase == Player.NotActive
end
end,
on_refresh = function(self, event, target, player, data)
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
player.room:broadcastProperty(player, "drank")
else
for _, p in ipairs(player.room:getAlivePlayers(true)) do
if p.drank > 0 then
p.drank = 0
p.room:broadcastProperty(player, "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 ironChainEffect = fk.CreateTriggerSkill{
name = "iron_chain_effect",
global = true,
priority = { [fk.BeforeHpChanged] = 10, [fk.DamageFinished] = 0 }, -- game rule
refresh_events = { fk.BeforeHpChanged, fk.DamageFinished },
can_refresh = function(self, event, target, player, data)
if event == fk.BeforeHpChanged then
return target == player and data.damageEvent and data.damageEvent.damageType ~= fk.NormalDamage and player.chained
else
return target == player and data.beginnerOfTheDamage and not data.chain
end
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
if event == fk.BeforeHpChanged then
data.damageEvent.beginnerOfTheDamage = true
player:setChainState(false)
else
local targets = table.filter(room:getAlivePlayers(), function(p)
return p.chained
end)
for _, p in ipairs(targets) do
room:sendLog{
type = "#ChainDamage",
from = p.id
}
local dmg = table.simpleClone(data)
dmg.to = p
dmg.chain = true
room:damage(dmg)
end
end
end,
}
Fk:addSkill(ironChainEffect)
local recast = fk.CreateActiveSkill{
name = "recast",
target_num = 0,
on_use = function(self, room, effect)
local from = room:getPlayerById(effect.from)
room:moveCards({
ids = effect.cards,
from = effect.from,
toArea = Card.DiscardPile,
skillName = "recast",
moveReason = fk.ReasonPutIntoDiscardPile,
})
room:sendLog{
type = "#Recast",
from = effect.from,
card = effect.cards,
}
room:drawCards(from, #effect.cards, self.name)
end
}
Fk:addSkill(recast)
local ironChainCardSkill = fk.CreateActiveSkill{
name = "iron_chain_skill",
min_target_num = 1,
max_target_num = 2,
target_filter = function() return true 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" },
}
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,
target_filter = function(self, to_select)
return not Fk:currentRoom():getPlayerById(to_select):isKongcheng()
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)[1]
to:showCards(showCard)
showCard = Fk:getCardById(showCard)
local cards = room:askForDiscard(from, 1, 1, false, self.name, true,
".|.|" .. 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,
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("supply_shortage") and
Self:distanceTo(player) <= self:getDistanceLimit(Self)
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 = "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)
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")
fireSlash.skillName = "fan"
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)
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。",
["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