mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 03:32:34 +08:00
16b6800811
火攻 铁锁重铸
445 lines
12 KiB
Lua
445 lines
12 KiB
Lua
local extension = Package:new("maneuvering", Package.CardPack)
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local slash = Fk:cloneCard("slash")
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local thunderSlashSkill = fk.CreateActiveSkill{
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name = "thunder__slash_skill",
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max_phase_use_time = 1,
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target_num = 1,
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can_use = slash.skill.canUse,
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target_filter = slash.skill.targetFilter,
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on_effect = function(self, room, effect)
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local to = effect.to
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local from = effect.from
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room:damage({
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from = room:getPlayerById(from),
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to = room:getPlayerById(to),
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card = effect.card,
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damage = 1 + (effect.additionalDamage or 0),
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damageType = fk.ThunderDamage,
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skillName = self.name
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})
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end
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}
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local thunderSlash = fk.CreateBasicCard{
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name = "thunder__slash",
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skill = thunderSlashSkill,
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}
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extension:addCards{
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thunderSlash:clone(Card.Club, 5),
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thunderSlash:clone(Card.Club, 6),
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thunderSlash:clone(Card.Club, 7),
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thunderSlash:clone(Card.Club, 8),
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thunderSlash:clone(Card.Spade, 4),
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thunderSlash:clone(Card.Spade, 5),
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thunderSlash:clone(Card.Spade, 6),
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thunderSlash:clone(Card.Spade, 7),
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thunderSlash:clone(Card.Spade, 8),
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}
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local fireSlashSkill = fk.CreateActiveSkill{
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name = "fire__slash_skill",
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max_phase_use_time = 1,
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target_num = 1,
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can_use = slash.skill.canUse,
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target_filter = slash.skill.targetFilter,
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on_effect = function(self, room, effect)
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local to = effect.to
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local from = effect.from
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room:damage({
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from = room:getPlayerById(from),
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to = room:getPlayerById(to),
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card = effect.card,
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damage = 1 + (effect.additionalDamage or 0),
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damageType = fk.FireDamage,
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skillName = self.name
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})
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end
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}
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local fireSlash = fk.CreateBasicCard{
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name = "fire__slash",
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skill = fireSlashSkill,
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}
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extension:addCards{
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fireSlash:clone(Card.Heart, 4),
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fireSlash:clone(Card.Heart, 7),
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fireSlash:clone(Card.Heart, 10),
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fireSlash:clone(Card.Diamond, 4),
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fireSlash:clone(Card.Diamond, 5),
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}
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local analepticSkill = fk.CreateActiveSkill{
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name = "analeptic_skill",
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max_turn_use_time = 1,
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can_use = function(self, player)
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return player:usedCardTimes("analeptic", Player.HistoryTurn) < self:getMaxUseTime(Self, Player.HistoryTurn)
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end,
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on_use = function(self, room, use)
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if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
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use.tos = { { use.from } }
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end
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if use.extra_data and use.extra_data.analepticRecover then
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use.extraUse = true
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end
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end,
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on_effect = function(self, room, effect)
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local to = room:getPlayerById(effect.to)
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if effect.extra_data and effect.extra_data.analepticRecover then
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room:recover({
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who = to,
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num = 1,
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recoverBy = room:getPlayerById(effect.from),
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card = effect.card,
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})
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else
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to.drank = to.drank + 1
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room:broadcastProperty(to, "drank")
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end
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end
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}
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local analepticEffect = fk.CreateTriggerSkill{
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name = "analeptic_effect",
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global = true,
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priority = 0, -- game rule
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refresh_events = { fk.PreCardUse, fk.EventPhaseStart },
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can_refresh = function(self, event, target, player, data)
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if target ~= player then
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return false
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end
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if event == fk.PreCardUse then
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return data.card.trueName == "slash" and player.drank > 0
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else
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return player.phase == Player.NotActive
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end
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end,
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on_refresh = function(self, event, target, player, data)
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if event == fk.PreCardUse then
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data.additionalDamage = (data.additionalDamage or 0) + player.drank
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data.extra_data = data.extra_data or {}
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data.extra_data.drankBuff = player.drank
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player.drank = 0
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player.room:broadcastProperty(player, "drank")
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else
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for _, p in ipairs(player.room:getAlivePlayers(true)) do
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if p.drank > 0 then
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p.drank = 0
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p.room:broadcastProperty(player, "drank")
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end
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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(analepticEffect)
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local analeptic = fk.CreateBasicCard{
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name = "analeptic",
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suit = Card.Spade,
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number = 3,
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skill = analepticSkill,
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}
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extension:addCards({
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analeptic,
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analeptic:clone(Card.Spade, 9),
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analeptic:clone(Card.Club, 3),
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analeptic:clone(Card.Club, 9),
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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 = 0, -- game rule
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refresh_events = {fk.DamageFinished},
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can_refresh = function(self, event, target, player, data)
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return target == player and data.damageType ~= fk.NormalDamage
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end,
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on_refresh = function(self, event, target, player, data)
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local room = player.room
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if data.to.chained then
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data.to:setChainState(false)
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else
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return
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end
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if data.chain then return end
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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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}
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Fk:addSkill(ironChainEffect)
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local ironChainCardSkill = fk.CreateActiveSkill{
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name = "iron_chain_skill",
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min_target_num = 1,
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max_target_num = 2,
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target_filter = function() return true end,
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on_effect = function(self, room, cardEffectEvent)
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local to = room:getPlayerById(cardEffectEvent.to)
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to:setChainState(not to.chained)
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end,
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}
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local ironChain = fk.CreateTrickCard{
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name = "iron_chain",
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skill = ironChainCardSkill,
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-- FIXME! FIXME! FIXME!
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special_skills = { "zhiheng" },
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}
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extension:addCards{
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ironChain:clone(Card.Spade, 11),
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ironChain:clone(Card.Spade, 12),
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ironChain:clone(Card.Club, 10),
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ironChain:clone(Card.Club, 11),
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ironChain:clone(Card.Club, 12),
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ironChain:clone(Card.Club, 13),
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}
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local fireAttackSkill = fk.CreateActiveSkill{
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name = "fire_attack_skill",
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target_num = 1,
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target_filter = function(self, to_select)
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return not Fk:currentRoom():getPlayerById(to_select):isKongcheng()
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end,
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on_effect = function(self, room, cardEffectEvent)
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local from = room:getPlayerById(cardEffectEvent.from)
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local to = room:getPlayerById(cardEffectEvent.to)
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if to:isKongcheng() then return end
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local showCard = room:askForCard(to, 1, 1, false, self.name, false)[1]
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to:showCards(showCard)
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showCard = Fk:getCardById(showCard)
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local cards = room:askForDiscard(from, 1, 1, false, self.name, true,
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".|.|" .. showCard:getSuitString())
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if #cards > 0 then
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room:damage({
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from = from,
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to = to,
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card = cardEffectEvent.card,
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damage = 1,
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damageType = fk.FireDamage,
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skillName = self.name
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})
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end
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end,
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}
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local fireAttack = fk.CreateTrickCard{
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name = "fire_attack",
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skill = fireAttackSkill,
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}
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extension:addCards{
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fireAttack:clone(Card.Heart, 2),
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fireAttack:clone(Card.Heart, 3),
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fireAttack:clone(Card.Diamond, 12),
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}
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local supplyShortageSkill = fk.CreateActiveSkill{
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name = "supply_shortage_skill",
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distance_limit = 1,
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target_filter = function(self, to_select, selected)
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if #selected == 0 then
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local player = Fk:currentRoom():getPlayerById(to_select)
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if Self ~= player then
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return not player:hasDelayedTrick("supply_shortage") and
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Self:distanceTo(player) <= self:getDistanceLimit(Self)
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end
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end
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return false
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end,
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target_num = 1,
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on_effect = function(self, room, effect)
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local to = room:getPlayerById(effect.to)
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local judge = {
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who = to,
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reason = "supply_shortage",
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pattern = ".|.|spade,heart,diamond",
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}
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room:judge(judge)
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local result = judge.card
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if result.suit ~= Card.Club then
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to:skip(Player.Draw)
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end
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self:onNullified(room, effect)
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end,
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on_nullified = function(self, room, effect)
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room:moveCards{
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ids = room:getSubcardsByRule(effect.card, { Card.Processing }),
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toArea = Card.DiscardPile,
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moveReason = fk.ReasonPutIntoDiscardPile
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}
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end,
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}
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local supplyShortage = fk.CreateDelayedTrickCard{
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name = "supply_shortage",
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skill = supplyShortageSkill,
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}
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extension:addCards{
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supplyShortage:clone(Card.Spade, 10),
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supplyShortage:clone(Card.Club, 4),
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}
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local gudingSkill = fk.CreateTriggerSkill{
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name = "#guding_blade_skill",
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attached_equip = "guding_blade",
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frequency = Skill.Compulsory,
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events = {fk.DamageCaused},
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can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self.name) and
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data.to:isKongcheng() and data.card and data.card.trueName == "slash" and
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not data.chain
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end,
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on_use = function(_, _, _, _, data)
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data.damage = data.damage + 1
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end,
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}
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Fk:addSkill(gudingSkill)
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local gudingBlade = fk.CreateWeapon{
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name = "guding_blade",
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suit = Card.Spade,
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number = 1,
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attack_range = 2,
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equip_skill = gudingSkill,
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}
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extension:addCard(gudingBlade)
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local vineSkill = fk.CreateTriggerSkill{
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name = "#vine_skill",
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attached_equip = "vine",
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mute = true,
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frequency = Skill.Compulsory,
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events = {fk.PreCardEffect, fk.DamageInflicted},
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can_trigger = function(self, event, target, player, data)
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if event == fk.DamageInflicted then
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return target == player and player:hasSkill(self.name) and
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data.damageType == fk.FireDamage
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end
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local effect = data ---@type CardEffectEvent
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return player.id == effect.to and player:hasSkill(self.name) and
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(effect.card.name == "slash" or effect.card.name == "savage_assault" or
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effect.card.name == "archery_attack")
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end,
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on_use = function(self, event, target, player, data)
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local room = player.room
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if event == fk.DamageInflicted then
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room:broadcastPlaySound("./packages/maneuvering/audio/card/vineburn")
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room:setEmotion(player, "./packages/maneuvering/image/anim/vineburn")
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data.damage = data.damage + 1
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else
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room:broadcastPlaySound("./packages/maneuvering/audio/card/vine")
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room:setEmotion(player, "./packages/maneuvering/image/anim/vine")
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return true
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end
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end,
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}
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Fk:addSkill(vineSkill)
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local vine = fk.CreateArmor{
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name = "vine",
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equip_skill = vineSkill,
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}
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extension:addCards{
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vine:clone(Card.Spade, 2),
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vine:clone(Card.Club, 2),
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}
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local silverLionSkill = fk.CreateTriggerSkill{
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name = "#silver_lion_skill",
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attached_equip = "silver_lion",
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frequency = Skill.Compulsory,
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events = {fk.DamageInflicted},
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can_trigger = function(self, event, target, player, data)
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return target == player and player:hasSkill(self.name) and data.damage > 1
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end,
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on_use = function(_, _, _, _, data)
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data.damage = 1
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end,
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}
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Fk:addSkill(silverLionSkill)
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local silverLion = fk.CreateArmor{
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name = "silver_lion",
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suit = Card.Club,
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number = 1,
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equip_skill = silverLionSkill,
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on_uninstall = function(self, room, player)
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Armor.onUninstall(self, room, player)
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if player:isWounded() then
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room:broadcastPlaySound("./packages/maneuvering/audio/card/silver_lion")
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room:setEmotion(player, "./packages/maneuvering/image/anim/silver_lion")
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room:recover{
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who = player,
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num = 1,
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skillName = self.name
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}
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end
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end,
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}
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extension:addCard(silverLion)
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local huaLiu = fk.CreateDefensiveRide{
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name = "hualiu",
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suit = Card.Diamond,
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number = 13,
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}
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extension:addCards({
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huaLiu,
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})
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extension:addCards{
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Fk:cloneCard("jink", Card.Heart, 8),
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Fk:cloneCard("jink", Card.Heart, 9),
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Fk:cloneCard("jink", Card.Heart, 11),
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Fk:cloneCard("jink", Card.Heart, 12),
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Fk:cloneCard("jink", Card.Diamond, 6),
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Fk:cloneCard("jink", Card.Diamond, 7),
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Fk:cloneCard("jink", Card.Diamond, 8),
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Fk:cloneCard("jink", Card.Diamond, 10),
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Fk:cloneCard("jink", Card.Diamond, 11),
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Fk:cloneCard("peach", Card.Heart, 5),
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Fk:cloneCard("peach", Card.Heart, 6),
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Fk:cloneCard("peach", Card.Diamond, 2),
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Fk:cloneCard("peach", Card.Diamond, 3),
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Fk:cloneCard("nullification", Card.Heart, 1),
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Fk:cloneCard("nullification", Card.Heart, 13),
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Fk:cloneCard("nullification", Card.Spade, 13),
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}
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Fk:loadTranslationTable{
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["maneuvering"] = "军争",
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["thunder__slash"] = "雷杀",
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["fire__slash"] = "火杀",
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["analeptic"] = "酒",
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["iron_chain"] = "铁锁连环",
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["_normal_use"] = "正常使用",
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["recast"] = "重铸",
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["fire_attack"] = "火攻",
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["supply_shortage"] = "兵粮寸断",
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["guding_blade"] = "古锭刀",
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["vine"] = "藤甲",
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["silver_lion"] = "白银狮子",
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["hualiu"] = "骅骝",
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}
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return extension
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