FreeKill/packages/standard_cards/init.lua
notify cc271bcdf8 Standard equips (#50)
* support fkp

* get default setting in qml

* correct zixing

* mark

* TODO: parse fkp in c++

* scale the drawer

* free assign

* fix free assign bug

* add submodule for official generals

* generate fkp in cpp code

* use UTF-8 in windows conhost

* use onUse for regular skill

* active skill for fkp

* add fkp function; change data for DMG and Heal

* add cancelable to askForDiscard

* don't let generals naked

* config bg and bgm

* fix exists for win

* bugfix: rewardandpunish

* fkp: vs skill

* room config

* observe

* god_salavation

* fkp: judge

* add read storage permission for android build

* remove submodule fk_official

* remove include/

* use a submodule as include directory

* libgit2

* remove debugging 'downloadNewPack'

* libgit2.dll for Windows

* rewrite system_enum, disable dangerous function

* fix bug in trigger()

* filter skill

* filter judgement card

* add about page for git2

* very basic general detail

* FKP: status skill

* libgit: android test

* libgit: build for android

* 1

* libgit2.dll

* android: load qm file after copy asset

* filter skill: if no filter skill then remove filtered card

* allow warning and critical to show a popup, and fix warnings from QML

* resource: move general audio/image to packages/

* move assets of cards

* FKP: modify

* use sqlite db to manage packages

* packman cli

* packman gui

* use Popup for error dialog

* android full screen note

* fix android ssl problem
2023-02-15 19:54:35 +08:00

976 lines
22 KiB
Lua

local extension = Package:new("standard_cards", Package.CardPack)
extension.metadata = require "packages.standard_cards.metadata"
Fk:loadTranslationTable{
["standard_cards"] = "标+EX"
}
Fk:loadTranslationTable{
["unknown_card"] = '<font color="#B5BA00"><b>未知牌</b></font>',
["log_spade"] = "",
["log_heart"] = '<font color="#CC3131">♥</font>',
["log_club"] = "",
["log_diamond"] = '<font color="#CC3131">♦</font>',
["log_nosuit"] = "无花色",
["nosuit"] = "无花色",
["spade"] = "黑桃",
["heart"] = "红桃",
["club"] = "梅花",
["diamond"] = "方块",
}
local slashSkill = fk.CreateActiveSkill{
name = "slash_skill",
max_phase_use_time = 1,
target_num = 1,
can_use = function(self, player)
return player:usedCardTimes("slash", Player.HistoryPhase) < self:getMaxUseTime(Self, Player.HistoryPhase)
end,
target_filter = function(self, to_select, selected)
if #selected < self:getMaxTargetNum(Self) then
local player = Fk:currentRoom():getPlayerById(to_select)
return Self ~= player and Self:inMyAttackRange(player)
end
end,
feasible = function(self, selected)
return #selected >= self:getMinTargetNum()
end,
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.addtionalDamage or 0),
damageType = fk.NormalDamage,
skillName = self.name
})
end
}
local slash = fk.CreateBasicCard{
name = "slash",
number = 7,
suit = Card.Spade,
skill = slashSkill,
}
Fk:loadTranslationTable{
["slash"] = "",
["#slash-jink"] = "%src 对你使用了杀,请使用 %arg 张闪",
}
extension:addCards({
slash,
slash:clone(Card.Spade, 8),
slash:clone(Card.Spade, 8),
slash:clone(Card.Spade, 9),
slash:clone(Card.Spade, 9),
slash:clone(Card.Spade, 10),
slash:clone(Card.Spade, 10),
slash:clone(Card.Club, 2),
slash:clone(Card.Club, 3),
slash:clone(Card.Club, 4),
slash:clone(Card.Club, 5),
slash:clone(Card.Club, 6),
slash:clone(Card.Club, 7),
slash:clone(Card.Club, 8),
slash:clone(Card.Club, 8),
slash:clone(Card.Club, 9),
slash:clone(Card.Club, 9),
slash:clone(Card.Club, 10),
slash:clone(Card.Club, 10),
slash:clone(Card.Club, 11),
slash:clone(Card.Club, 11),
slash:clone(Card.Heart, 10),
slash:clone(Card.Heart, 10),
slash:clone(Card.Heart, 11),
slash:clone(Card.Diamond, 6),
slash:clone(Card.Diamond, 7),
slash:clone(Card.Diamond, 8),
slash:clone(Card.Diamond, 9),
slash:clone(Card.Diamond, 10),
slash:clone(Card.Diamond, 13),
})
local jinkSkill = fk.CreateActiveSkill{
name = "jink_skill",
can_use = function()
return false
end,
on_effect = function(self, room, effect)
if effect.responseToEvent then
effect.responseToEvent.isCancellOut = true
end
end
}
local jink = fk.CreateBasicCard{
name = "jink",
suit = Card.Heart,
number = 2,
skill = jinkSkill,
}
Fk:loadTranslationTable{
["jink"] = "",
}
extension:addCards({
jink,
jink:clone(Card.Heart, 2),
jink:clone(Card.Heart, 13),
jink:clone(Card.Diamond, 2),
jink:clone(Card.Diamond, 2),
jink:clone(Card.Diamond, 3),
jink:clone(Card.Diamond, 4),
jink:clone(Card.Diamond, 5),
jink:clone(Card.Diamond, 6),
jink:clone(Card.Diamond, 7),
jink:clone(Card.Diamond, 8),
jink:clone(Card.Diamond, 9),
jink:clone(Card.Diamond, 10),
jink:clone(Card.Diamond, 11),
jink:clone(Card.Diamond, 11),
})
local peachSkill = fk.CreateActiveSkill{
name = "peach_skill",
can_use = function(self, player)
return player:isWounded()
end,
on_use = function(self, room, use)
if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
use.tos = { { use.from } }
end
end,
on_effect = function(self, room, effect)
local to = effect.to
local from = effect.from
room:recover({
who = room:getPlayerById(to),
num = 1,
recoverBy = from,
skillName = self.name
})
end
}
local peach = fk.CreateBasicCard{
name = "peach",
suit = Card.Heart,
number = 3,
skill = peachSkill,
}
Fk:loadTranslationTable{
["peach"] = "",
}
extension:addCards({
peach,
peach:clone(Card.Heart, 4),
peach:clone(Card.Heart, 6),
peach:clone(Card.Heart, 7),
peach:clone(Card.Heart, 8),
peach:clone(Card.Heart, 9),
peach:clone(Card.Heart, 12),
peach:clone(Card.Heart, 12),
})
local dismantlementSkill = fk.CreateActiveSkill{
name = "dismantlement_skill",
target_num = 1,
target_filter = function(self, to_select, selected)
if #selected < self:getMaxTargetNum() then
local player = Fk:currentRoom():getPlayerById(to_select)
return Self ~= player and not player:isAllNude()
end
end,
feasible = function(self, selected)
return #selected >= self:getMinTargetNum()
end,
on_effect = function(self, room, effect)
local to = room:getPlayerById(effect.to)
if to:isAllNude() then return end
local from = room:getPlayerById(effect.from)
local cid = room:askForCardChosen(
from,
to,
"hej",
self.name
)
room:throwCard(cid, self.name, to, from)
end
}
local dismantlement = fk.CreateTrickCard{
name = "dismantlement",
suit = Card.Spade,
number = 3,
skill = dismantlementSkill,
}
Fk:loadTranslationTable{
["dismantlement"] = "过河拆桥",
["dismantlement_skill"] = "过河拆桥",
}
extension:addCards({
dismantlement,
dismantlement:clone(Card.Spade, 4),
dismantlement:clone(Card.Spade, 12),
dismantlement:clone(Card.Club, 3),
dismantlement:clone(Card.Club, 4),
dismantlement:clone(Card.Heart, 12),
})
local snatchSkill = fk.CreateActiveSkill{
name = "snatch_skill",
distance_limit = 1,
target_filter = function(self, to_select, selected)
if #selected == 0 then
local player = Fk:currentRoom():getPlayerById(to_select)
return Self ~= player and Self:distanceTo(player) <= self:getDistanceLimit(Self)
and not player:isAllNude()
end
end,
feasible = function(self, selected)
return #selected == 1
end,
on_effect = function(self, room, effect)
local to = effect.to
local from = effect.from
local cid = room:askForCardChosen(
room:getPlayerById(from),
room:getPlayerById(to),
"hej",
self.name
)
room:obtainCard(from, cid)
end
}
local snatch = fk.CreateTrickCard{
name = "snatch",
suit = Card.Spade,
number = 3,
skill = snatchSkill,
}
Fk:loadTranslationTable{
["snatch"] = "顺手牵羊",
["snatch_skill"] = "顺手牵羊",
}
extension:addCards({
snatch,
snatch:clone(Card.Spade, 4),
snatch:clone(Card.Spade, 11),
snatch:clone(Card.Diamond, 3),
snatch:clone(Card.Diamond, 4),
})
local duelSkill = fk.CreateActiveSkill{
name = "duel_skill",
target_filter = function(self, to_select, selected)
if #selected == 0 then
local player = Fk:currentRoom():getPlayerById(to_select)
return Self ~= player
end
end,
feasible = function(self, selected)
return #selected == 1
end,
on_effect = function(self, room, effect)
local to = room:getPlayerById(effect.to)
local from = room:getPlayerById(effect.from)
local responsers = { to, from }
local currentTurn = 1
local currentResponser = to
while currentResponser:isAlive() do
if effect.disresponsive or table.contains(effect.disresponsiveList or {}, currentResponser.id) then
break
end
local cardResponded = room:askForResponse(currentResponser, 'slash')
if cardResponded then
room:responseCard({
from = currentResponser.id,
card = cardResponded,
responseToEvent = effect,
})
else
break
end
currentTurn = currentTurn % 2 + 1
currentResponser = responsers[currentTurn]
end
if currentResponser:isAlive() then
room:damage({
from = responsers[currentTurn % 2 + 1],
to = currentResponser,
card = effect.card,
damage = 1 + (effect.addtionalDamage or 0),
damageType = fk.NormalDamage,
skillName = self.name,
})
end
end
}
local duel = fk.CreateTrickCard{
name = "duel",
suit = Card.Spade,
number = 1,
skill = duelSkill,
}
Fk:loadTranslationTable{
["duel"] = "决斗",
}
extension:addCards({
duel,
duel:clone(Card.Club, 1),
duel:clone(Card.Diamond, 1),
})
local collateralSkill = fk.CreateActiveSkill{
name = "collateral_skill",
target_filter = function(self, to_select, selected)
local player = Fk:currentRoom():getPlayerById(to_select)
if #selected == 0 then
return Self ~= player and player:getEquipment(Card.SubtypeWeapon)
elseif #selected == 1 then
return Fk:currentRoom():getPlayerById(selected[1]):inMyAttackRange(player)
end
end,
feasible = function(self, selected)
return #selected == 2
end,
on_use = function(self, room, cardUseEvent)
cardUseEvent.tos = { { cardUseEvent.tos[1][1], cardUseEvent.tos[2][1] } }
end,
on_effect = function(self, room, effect)
local use = room:askForUseCard(
room:getPlayerById(effect.to),
"slash", nil, nil, nil, { must_targets = effect.subTargets }
)
if use then
room:useCard(use)
else
room:obtainCard(effect.from, room:getPlayerById(effect.to):getEquipment(Card.SubtypeWeapon), true, fk.ReasonGive)
end
end
}
local collateral = fk.CreateTrickCard{
name = "collateral",
suit = Card.Club,
number = 12,
skill = collateralSkill,
}
Fk:loadTranslationTable{
["collateral"] = "借刀杀人",
}
extension:addCards({
collateral,
collateral:clone(Card.Club, 13),
})
local exNihiloSkill = fk.CreateActiveSkill{
name = "ex_nihilo_skill",
on_use = function(self, room, cardUseEvent)
if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
cardUseEvent.tos = { { cardUseEvent.from } }
end
end,
on_effect = function(self, room, cardEffectEvent)
room:drawCards(room:getPlayerById(cardEffectEvent.to), 2, "ex_nihilo")
end
}
local exNihilo = fk.CreateTrickCard{
name = "ex_nihilo",
suit = Card.Heart,
number = 7,
skill = exNihiloSkill,
}
Fk:loadTranslationTable{
["ex_nihilo"] = "无中生有",
}
extension:addCards({
exNihilo,
exNihilo:clone(Card.Heart, 8),
exNihilo:clone(Card.Heart, 9),
exNihilo:clone(Card.Heart, 11),
})
local nullificationSkill = fk.CreateActiveSkill{
name = "nullification_skill",
can_use = function()
return false
end,
on_effect = function(self, room, effect)
if effect.responseToEvent then
effect.responseToEvent.isCancellOut = true
end
end
}
local nullification = fk.CreateTrickCard{
name = "nullification",
suit = Card.Spade,
number = 11,
skill = nullificationSkill,
}
Fk:loadTranslationTable{
["nullification"] = "无懈可击",
}
extension:addCards({
nullification,
nullification:clone(Card.Club, 12),
nullification:clone(Card.Club, 13),
nullification:clone(Card.Diamond, 12),
})
local savageAssaultSkill = fk.CreateActiveSkill{
name = "savage_assault_skill",
on_use = function(self, room, cardUseEvent)
if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
cardUseEvent.tos = {}
for _, player in ipairs(room:getOtherPlayers(room:getPlayerById(cardUseEvent.from))) do
TargetGroup:pushTargets(cardUseEvent.tos, player.id)
end
end
end,
on_effect = function(self, room, effect)
local cardResponded = nil
if not (effect.disresponsive or table.contains(effect.disresponsiveList or {}, effect.to)) then
cardResponded = room:askForResponse(room:getPlayerById(effect.to), 'slash')
end
if cardResponded then
room:responseCard({
from = effect.to,
card = cardResponded,
responseToEvent = effect,
})
else
room:damage({
from = room:getPlayerById(effect.from),
to = room:getPlayerById(effect.to),
card = effect.card,
damage = 1 + (effect.addtionalDamage or 0),
damageType = fk.NormalDamage,
skillName = self.name,
})
end
end
}
local savageAssault = fk.CreateTrickCard{
name = "savage_assault",
suit = Card.Spade,
number = 7,
skill = savageAssaultSkill,
}
Fk:loadTranslationTable{
["savage_assault"] = "南蛮入侵",
}
extension:addCards({
savageAssault,
savageAssault:clone(Card.Spade, 13),
savageAssault:clone(Card.Club, 7),
})
local archeryAttackSkill = fk.CreateActiveSkill{
name = "archery_attack_skill",
on_use = function(self, room, cardUseEvent)
if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
cardUseEvent.tos = {}
for _, player in ipairs(room:getOtherPlayers(room:getPlayerById(cardUseEvent.from))) do
TargetGroup:pushTargets(cardUseEvent.tos, player.id)
end
end
end,
on_effect = function(self, room, effect)
local cardResponded = nil
if not (effect.disresponsive or table.contains(effect.disresponsiveList or {}, effect.to)) then
cardResponded = room:askForResponse(room:getPlayerById(effect.to), 'jink')
end
if cardResponded then
room:responseCard({
from = effect.to,
card = cardResponded,
responseToEvent = effect,
})
else
room:damage({
from = room:getPlayerById(effect.from),
to = room:getPlayerById(effect.to),
card = effect.card,
damage = 1 + (effect.addtionalDamage or 0),
damageType = fk.NormalDamage,
skillName = self.name,
})
end
end
}
local archeryAttack = fk.CreateTrickCard{
name = "archery_attack",
suit = Card.Heart,
number = 1,
skill = archeryAttackSkill,
}
Fk:loadTranslationTable{
["archery_attack"] = "万箭齐发",
}
extension:addCards({
archeryAttack,
})
local godSalvationSkill = fk.CreateActiveSkill{
name = "god_salvation_skill",
on_use = function(self, room, cardUseEvent)
if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
cardUseEvent.tos = {}
for _, player in ipairs(room:getAlivePlayers()) do
TargetGroup:pushTargets(cardUseEvent.tos, player.id)
end
end
end,
about_to_effect = function(self, room, effect)
if not room:getPlayerById(effect.to):isWounded() then
return true
end
end,
on_effect = function(self, room, effect)
room:recover({
who = room:getPlayerById(effect.to),
num = 1,
skillName = self.name,
})
end
}
local godSalvation = fk.CreateTrickCard{
name = "god_salvation",
suit = Card.Heart,
number = 1,
skill = godSalvationSkill,
}
Fk:loadTranslationTable{
["god_salvation"] = "桃园结义",
}
extension:addCards({
godSalvation,
})
local amazingGraceSkill = fk.CreateActiveSkill{
name = "amazing_grace_skill",
on_use = function(self, room, cardUseEvent)
if not cardUseEvent.tos or #TargetGroup:getRealTargets(cardUseEvent.tos) == 0 then
cardUseEvent.tos = {}
for _, player in ipairs(room:getAlivePlayers()) do
TargetGroup:pushTargets(cardUseEvent.tos, player.id)
end
end
end,
on_effect = function(self, room, cardEffectEvent)
room:getPlayerById(cardEffectEvent.to):drawCards(1, 'god_salvation')
end
}
local amazingGrace = fk.CreateTrickCard{
name = "amazing_grace",
suit = Card.Heart,
number = 3,
skill = amazingGraceSkill,
}
Fk:loadTranslationTable{
["amazing_grace"] = "五谷丰登",
}
extension:addCards({
amazingGrace,
amazingGrace:clone(Card.Heart, 4),
})
local lightningSkill = fk.CreateActiveSkill{
name = "lightning_skill",
can_use = function(self, player)
return not Self:hasDelayedTrick("lightning")
end,
on_use = function(self, room, use)
if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
use.tos = { { use.from } }
end
end,
on_effect = function(self, room, effect)
local to = room:getPlayerById(effect.to)
local judge = {
who = to,
reason = "lightning",
pattern = ".|2~9|spade",
}
room:judge(judge)
local result = judge.card
if result.suit == Card.Spade and result.number >= 2 and result.number <= 9 then
room:damage{
to = to,
damage = 3,
card = effect.card,
damageType = fk.ThunderDamage,
skillName = self.name,
}
room:moveCards{
ids = { effect.cardId },
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile
}
else
self:onNullified(room, effect)
end
end,
on_nullified = function(self, room, effect)
local to = room:getPlayerById(effect.to)
local nextp = to:getNextAlive()
room:moveCards{
ids = room:getSubcardsByRule(effect.card, { Card.Processing }),
to = nextp.id,
toArea = Card.PlayerJudge,
moveReason = fk.ReasonPut
}
end,
}
local lightning = fk.CreateDelayedTrickCard{
name = "lightning",
suit = Card.Spade,
number = 1,
skill = lightningSkill,
}
Fk:loadTranslationTable{
["lightning"] = "闪电",
}
extension:addCards({
lightning,
lightning:clone(Card.Heart, 12),
})
local indulgenceSkill = fk.CreateActiveSkill{
name = "indulgence_skill",
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("indulgence")
end
end
return false
end,
feasible = function(self, selected)
return #selected == 1
end,
on_effect = function(self, room, effect)
local to = room:getPlayerById(effect.to)
local judge = {
who = to,
reason = "indulgence",
pattern = ".|.|spade,club,diamond",
}
room:judge(judge)
local result = judge.card
if result.suit ~= Card.Heart then
to:skip(Player.Play)
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 indulgence = fk.CreateDelayedTrickCard{
name = "indulgence",
suit = Card.Spade,
number = 6,
skill = indulgenceSkill,
}
Fk:loadTranslationTable{
["indulgence"] = "乐不思蜀",
}
extension:addCards({
indulgence,
indulgence:clone(Card.Club, 6),
indulgence:clone(Card.Heart, 6),
})
local crossbow = fk.CreateWeapon{
name = "crossbow",
suit = Card.Club,
number = 1,
attack_range = 1,
}
Fk:loadTranslationTable{
["crossbow"] = "诸葛连弩",
}
extension:addCards({
crossbow,
crossbow:clone(Card.Diamond, 1),
})
local qingGang = fk.CreateWeapon{
name = "qinggang_sword",
suit = Card.Spade,
number = 6,
attack_range = 2,
}
Fk:loadTranslationTable{
["qinggang_sword"] = "青釭剑",
}
extension:addCards({
qingGang,
})
local iceSword = fk.CreateWeapon{
name = "ice_sword",
suit = Card.Spade,
number = 2,
attack_range = 2,
}
Fk:loadTranslationTable{
["ice_sword"] = "寒冰剑",
}
extension:addCards({
iceSword,
})
local doubleSwords = fk.CreateWeapon{
name = "double_swords",
suit = Card.Spade,
number = 2,
attack_range = 2,
}
Fk:loadTranslationTable{
["double_swords"] = "雌雄双股剑",
}
extension:addCards({
doubleSwords,
})
local blade = fk.CreateWeapon{
name = "blade",
suit = Card.Spade,
number = 5,
attack_range = 3,
}
Fk:loadTranslationTable{
["blade"] = "青龙偃月刀",
}
extension:addCards({
blade,
})
local spear = fk.CreateWeapon{
name = "spear",
suit = Card.Spade,
number = 12,
attack_range = 3,
}
Fk:loadTranslationTable{
["spear"] = "丈八蛇矛",
}
extension:addCards({
spear,
})
local axe = fk.CreateWeapon{
name = "axe",
suit = Card.Diamond,
number = 5,
attack_range = 3,
}
Fk:loadTranslationTable{
["axe"] = "贯石斧",
}
extension:addCards({
axe,
})
local halberd = fk.CreateWeapon{
name = "halberd",
suit = Card.Diamond,
number = 12,
attack_range = 4,
}
Fk:loadTranslationTable{
["halberd"] = "方天画戟",
}
extension:addCards({
halberd,
})
local kylinBow = fk.CreateWeapon{
name = "kylin_bow",
suit = Card.Heart,
number = 5,
attack_range = 5,
}
Fk:loadTranslationTable{
["kylin_bow"] = "麒麟弓",
}
extension:addCards({
kylinBow,
})
local eightDiagram = fk.CreateArmor{
name = "eight_diagram",
suit = Card.Spade,
number = 2,
}
Fk:loadTranslationTable{
["eight_diagram"] = "八卦阵",
}
extension:addCards({
eightDiagram,
eightDiagram:clone(Card.Club, 2),
})
local niohShield = fk.CreateArmor{
name = "nioh_shield",
suit = Card.Club,
number = 2,
}
Fk:loadTranslationTable{
["nioh_shield"] = "仁王盾",
}
extension:addCards({
niohShield,
})
local horseSkill = fk.CreateDistanceSkill{
name = "horse_skill",
global = true,
correct_func = function(self, from, to)
local ret = 0
if from:getEquipment(Card.SubtypeOffensiveRide) then
ret = ret - 1
end
if to:getEquipment(Card.SubtypeDefensiveRide) then
ret = ret + 1
end
return ret
end,
}
if not Fk.skills["horse_skill"] then
Fk:addSkill(horseSkill)
end
local diLu = fk.CreateDefensiveRide{
name = "dilu",
suit = Card.Club,
number = 5,
}
Fk:loadTranslationTable{
["dilu"] = "的卢",
}
extension:addCards({
diLu,
})
local jueYing = fk.CreateDefensiveRide{
name = "jueying",
suit = Card.Spade,
number = 5,
}
Fk:loadTranslationTable{
["jueying"] = "绝影",
}
extension:addCards({
jueYing,
})
local zhuaHuangFeiDian = fk.CreateDefensiveRide{
name = "zhuahuangfeidian",
suit = Card.Heart,
number = 13,
}
Fk:loadTranslationTable{
["zhuahuangfeidian"] = "爪黄飞电",
}
extension:addCards({
zhuaHuangFeiDian,
})
local chiTu = fk.CreateOffensiveRide{
name = "chitu",
suit = Card.Heart,
number = 5,
}
Fk:loadTranslationTable{
["chitu"] = "赤兔",
}
extension:addCards({
chiTu,
})
local daYuan = fk.CreateOffensiveRide{
name = "dayuan",
suit = Card.Spade,
number = 13,
}
Fk:loadTranslationTable{
["dayuan"] = "大宛",
}
extension:addCards({
daYuan,
})
local ziXing = fk.CreateOffensiveRide{
name = "zixing",
suit = Card.Diamond,
number = 13,
}
Fk:loadTranslationTable{
["zixing"] = "紫骍",
}
extension:addCards({
ziXing,
})
return extension