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@ -37,6 +37,7 @@ function Skill:initialize(name, frequency)
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self.frequency = frequency
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self.visible = true
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self.lordSkill = false
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self.cardSkill = false
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self.mute = false
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self.anim_type = ""
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self.related_skills = {}
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@ -78,6 +79,10 @@ end
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---@param player Player @ 玩家
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---@return boolean
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function Skill:isEffectable(player)
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if self.cardSkill then
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return true
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end
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local nullifySkills = Fk:currentRoom().status_skills[InvaliditySkill] or {}
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for _, nullifySkill in ipairs(nullifySkills) do
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if self.name ~= nullifySkill.name and nullifySkill:getInvalidity(player, self) then
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@ -28,7 +28,7 @@ end
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---@param player Player
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---@param card Card @ helper
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function ActiveSkill:canUse(player, card)
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return true
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return self:isEffectable(player)
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end
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--- Determine whether a card can be selected by this skill
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@ -426,6 +426,7 @@ end
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local function readCardSpecToCard(card, spec)
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card.skill = spec.skill or defaultCardSkill
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card.skill.cardSkill = true
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card.special_skills = spec.special_skills
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card.is_damage_card = spec.is_damage_card
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end
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@ -148,6 +148,11 @@ GameEvent.functions[GameEvent.Damage] = function(self)
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end
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end
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if damageStruct.damageType ~= fk.NormalDamage and damageStruct.to.chained then
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damageStruct.beginnerOfTheDamage = true
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damageStruct.to:setChainState(false)
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end
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-- 先扣减护甲,再扣体力值
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local shield_to_lose = math.min(damageStruct.damage, damageStruct.to.shield)
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self:changeShield(damageStruct.to, -shield_to_lose)
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@ -179,6 +184,29 @@ GameEvent.functions[GameEvent.Damage] = function(self)
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return true
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end
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GameEvent.exit_funcs[GameEvent.Damage] = function(self)
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local room = self.room
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local damageStruct = self.data[1]
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room.logic:trigger(fk.DamageFinished, damageStruct.to, damageStruct)
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if damageStruct.beginnerOfTheDamage and not damageStruct.chain then
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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(damageStruct)
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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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end
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end
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GameEvent.functions[GameEvent.LoseHp] = function(self)
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local player, num, skillName = table.unpack(self.data)
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local self = self.room
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@ -205,7 +205,7 @@ GameEvent.functions[GameEvent.UseCard] = function(self)
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if cardUseEvent.responseToEvent then
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cardUseEvent.responseToEvent.cardsResponded = cardUseEvent.responseToEvent.cardsResponded or {}
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table.insert(cardUseEvent.responseToEvent.cardsResponded, cardUseEvent.card)
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table.insertIfNeed(cardUseEvent.responseToEvent.cardsResponded, cardUseEvent.card)
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end
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for _, event in ipairs({ fk.AfterCardUseDeclared, fk.AfterCardTargetDeclared, fk.CardUsing }) do
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@ -18,3 +18,6 @@ MarkEnum.AddMaxCardsInTurn = "AddMaxCards-turn"
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MarkEnum.MinusMaxCards = "MinusMaxCards"
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---@field AddMaxCards string @ 于本回合内减少标记值数量的手牌上限
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MarkEnum.MinusMaxCardsInTurn = "MinusMaxCards-turn"
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---@field uncompulsoryInvalidity string @ 非锁定技失效,可带清除标记后缀
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MarkEnum.UncompulsoryInvalidity = "uncompulsoryInvalidity"
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@ -2041,7 +2041,7 @@ function Room:doCardUseEffect(cardUseEvent)
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unoffsetableList = cardUseEvent.unoffsetableList,
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additionalDamage = cardUseEvent.additionalDamage,
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additionalRecover = cardUseEvent.additionalRecover,
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cardIdsResponded = cardUseEvent.nullifiedTargets,
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cardsResponded = cardUseEvent.cardsResponded,
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prohibitedCardNames = cardUseEvent.prohibitedCardNames,
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extra_data = cardUseEvent.extra_data,
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}
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@ -2092,7 +2092,15 @@ function Room:doCardUseEffect(cardUseEvent)
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collaboratorsIndex[toId] = collaboratorsIndex[toId] + 1
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self:doCardEffect(table.simpleClone(cardEffectEvent))
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local curCardEffectEvent = table.simpleClone(cardEffectEvent)
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self:doCardEffect(curCardEffectEvent)
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if curCardEffectEvent.cardsResponded then
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cardUseEvent.cardsResponded = cardUseEvent.cardsResponded or {}
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for _, card in ipairs(curCardEffectEvent.cardsResponded) do
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table.insertIfNeed(cardUseEvent.cardsResponded, card)
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end
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end
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end
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end
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end
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@ -2816,6 +2824,10 @@ function Room:getCardsFromPileByRule(pattern, num, fromPile)
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table.insertTable(pileToSearch, self.discard_pile)
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end
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if #pileToSearch == 0 then
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return {}
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end
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local cardPack = {}
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if num < 3 then
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for i = 1, num do
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@ -158,42 +158,6 @@ extension:addCards({
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analeptic:clone(Card.Diamond, 9),
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})
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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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priority = { [fk.BeforeHpChanged] = 10, [fk.DamageFinished] = 0 }, -- game rule
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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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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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end,
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on_trigger = function(self, event, target, player, data)
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local room = player.room
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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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else
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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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end
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end,
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}
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Fk:addSkill(ironChainEffect)
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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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@ -106,10 +106,28 @@ local choosePlayersToMoveCardInBoardSkill = fk.CreateActiveSkill{
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end,
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}
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local uncompulsoryInvalidity = fk.CreateInvaliditySkill {
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name = "uncompulsory_invalidity",
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global = true,
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invalidity_func = function(self, from, skill)
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local suffix = { "-phase", "-turn", "-round" }
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return
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(skill.frequency ~= Skill.Compulsory and skill.frequency ~= Skill.Wake) and
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not (skill:isEquipmentSkill() or skill.name:endsWith("&")) and
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(
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from:getMark(MarkEnum.UncompulsoryInvalidity) ~= 0 or
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table.find(suffix, function(s)
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return from:getMark(MarkEnum.UncompulsoryInvalidity .. s) ~= 0
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end)
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)
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end
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}
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AuxSkills = {
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discardSkill,
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chooseCardsSkill,
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choosePlayersSkill,
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maxCardsSkill,
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choosePlayersToMoveCardInBoardSkill,
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uncompulsoryInvalidity,
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}
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@ -560,6 +560,7 @@ local kongchengAudio = fk.CreateTriggerSkill{
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}
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local kongcheng = fk.CreateProhibitSkill{
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name = "kongcheng",
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frequency = Skill.Compulsory,
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is_prohibited = function(self, from, to, card)
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if to:hasSkill(self.name) and to:isKongcheng() then
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return card.trueName == "slash" or card.name == "duel"
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@ -608,6 +609,7 @@ zhaoyun:addSkill(longdan)
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local mashu = fk.CreateDistanceSkill{
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name = "mashu",
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frequency = Skill.Compulsory,
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correct_func = function(self, from, to)
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if from:hasSkill(self.name) then
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return -1
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@ -654,6 +656,7 @@ local jizhi = fk.CreateTriggerSkill{
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}
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local qicai = fk.CreateTargetModSkill{
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name = "qicai",
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frequency = Skill.Compulsory,
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distance_limit_func = function(self, player, skill)
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local card_name = string.sub(skill.name, 1, -7) -- assuming all card skill is named with name_skill
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local card = Fk:cloneCard(card_name)
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@ -879,6 +882,7 @@ daqiao:addSkill(liuli)
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local qianxun = fk.CreateProhibitSkill{
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name = "qianxun",
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frequency = Skill.Compulsory,
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is_prohibited = function(self, from, to, card)
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if to:hasSkill(self.name) then
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return card.name == "indulgence" or card.name == "snatch"
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@ -780,7 +780,7 @@ extension:addCards({
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fk.MarkArmorNullified = "mark__armor_nullified"
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local armorInvalidity = fk.CreateInvaliditySkill {
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name = "armor_invalidity_skill",
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name = "armor_invalidity",
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global = true,
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invalidity_func = function(self, from, skill)
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return
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