-- 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 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 player.phase == Player.NotActive end end, on_trigger = 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 events = { fk.BeforeHpChanged, fk.DamageFinished }, can_trigger = 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_trigger = 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