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b/image/generals/fk_heg__huojun.jpg new file mode 100644 index 0000000000000000000000000000000000000000..2887b20b8cc7663835f6d1617a4473e7851c2687 Binary files /dev/null and b/image/generals/fk_heg__huojun.jpg differ diff --git a/image/generals/fk_heg__xurong.jpg b/image/generals/fk_heg__xurong.jpg new file mode 100644 index 0000000000000000000000000000000000000000..a48c5c2c33303165a266fbe4f02588be80d347af Binary files /dev/null and b/image/generals/fk_heg__xurong.jpg differ diff --git a/image/generals/fk_heg__zhangji.jpg b/image/generals/fk_heg__zhangji.jpg new file mode 100644 index 0000000000000000000000000000000000000000..5be86bf06e933102589a4459aa22f505854ef314 Binary files /dev/null and b/image/generals/fk_heg__zhangji.jpg differ diff --git a/lunar_heg.lua b/lunar_heg.lua index 77108463e7f4e8a1021da378009e3fa7aed749f6..5eda9ecc33bbef8cf3e870bbef8fd5891750240f 100644 --- a/lunar_heg.lua +++ b/lunar_heg.lua @@ -1782,5 +1782,445 @@ Fk:loadTranslationTable{ ["$ty_heg__xixiu2"] = "木秀于身,芬芳自如。", ["~ty_heg__tengyin"] = "臣好洁,不堪与之合污!", } - +local fk__chenjiao = General(extension, "fk_heg__chenjiao", "wei", 3,3) +fk__chenjiao:addCompanions({"hs__caoren"}) +Fk:loadTranslationTable{ + ["fk_heg__chenjiao"] = "陈矫", + ["#fk_heg__chenjiao"] = "刚断骨鲠", + ["designer:fk_heg__chenjiao"] = "汤圆", + ["cv:fk_heg__chenjiao"] = "官方", + ["illustrator:fk_heg__chenjiao"] = "青岛君桓", +} + local fk__xieshou = fk.CreateTriggerSkill{ + events = {fk.Damaged}, + name = "fk_heg__xieshou", + anim_type = "drawcard", + can_trigger = function (self, event, target, player, data) + if player:hasSkill(self) and target:isAlive() then + return #table.filter(player.room.alive_players, function(p) return p.hp < target.hp end)==0 and (player.faceup or not player.chained) + end + end, + on_cost = function (self, event, target, player, data) + local room = player.room + local all_choices = {"横置","叠置","Cancel"} + local choices = {} + if not player.chained then + table.insert(choices,"横置") + end + if player.faceup then + table.insert(choices,"叠置") + end + table.insert(choices,"Cancel") + if #choices>0 then + local choice = room:askForChoice(player, choices, self.name,"#fk_heg__xieshou-invoke::"..target.id,false,all_choices) + if choice~="Cancel" then + self.cost_data = choice + return true + end + end + end, + on_use = function (self, event, target, player, data) + local room = player.room + room:doIndicate(player.id,{target.id}) + if self.cost_data and self.cost_data ~= nil then + if self.cost_data == "横置" then + if player:isAlive() then + player:setChainState(true) + end + if target:isAlive() then + target:drawCards(2,self.name) + end + if player.faceup and not target:hasSkill(self.name,true,true) then + local result = room:askForSkillInvoke(player,self.name,nil,"#fk_heg__xieshou_turn-invoke::"..target.id) + if result then + if player.faceup and player:isAlive() then + player:turnOver() + end + if target:isAlive() then + room:handleAddLoseSkills(target,self.name, nil, true, false) + end + end + end + elseif self.cost_data == "叠置" then + if player.faceup and player:isAlive() then + player:turnOver() + end + if target:isAlive() then + target:drawCards(2,self.name) + end + if not player.chained and not target:hasSkill(self.name,true,true) then + local result = room:askForSkillInvoke(player,self.name,nil,"#fk_heg__xieshou_chain-invoke"..target.id) + if result then + if player:isAlive() then + player:setChainState(true) + end + if target:isAlive() then + room:handleAddLoseSkills(target,self.name, nil, true, false) + end + end + end + end + end + end, + } + local fk__qizi = fk.CreateTriggerSkill{ + name="fk_heg__qizi", + events = {fk.EnterDying}, + anim_type = "control", + can_trigger = function (self, event, target, player, data) + if H.compareKingdomWith(player,target) and player:hasSkill(self) then + return player:usedSkillTimes(self.name,Player.HistoryRound)==0 and #table.filter(player.room.alive_players, function(p) return p~=player.room.current and p:distanceTo(target)>1 end)>0 and #player:getCardIds('he')>0 + end + end, + on_cost = function (self, event, target, player, data) + local room = player.room + local tos = table.filter(player.room.alive_players, function(p) return p~=player.room.current and p:distanceTo(target)>1 end) + if #tos>0 then + local to, cid = room:askForChooseCardAndPlayers(player,table.map(tos,Util.IdMapper), 1, 1, nil,"#fk_heg__qizi_discard-invoke::"..target.id, self.name, true) + if #to>0 and cid then + self.cost_data = {cid,to[1]} + return true + end + end + end, + on_use = function (self, event, target, player, data) + local room = player.room + local cost = self.cost_data or {} + if #cost >1 then + room:throwCard(cost[1],self.name,player,player) + local to = room:getPlayerById(cost[2]) + if to:isAlive() then + room:doIndicate(player.id,{to.id}) + room:setPlayerMark(to, "@@fk__qizi_remove", 1) + room:setPlayerMark(to, MarkEnum.PlayerRemoved, 1) + room:handleAddLoseSkills(to, "#fk_heg__qizi_lure_tiger_prohibit|#fk_heg__qizi__lure_tiger_hp", nil, false, true) -- global... + room.logic:trigger("fk.RemoveStateChanged", to, nil) + end + end + end, + refresh_events = {fk.TurnStart}, + can_refresh = function (self, event, target, player, data) + return target == player and player:getMark("@@fk__qizi_remove")~=0 + end, + on_refresh = function (self, event, target, player, data) + local room = player.room + room:setPlayerMark(target, "@@fk__qizi_remove", 0) + room:setPlayerMark(target, MarkEnum.PlayerRemoved, 0) + end, + } + local lureTigerProhibit = fk.CreateProhibitSkill{ + name = "#fk_heg__qizi_lure_tiger_prohibit", + -- global = true, + prohibit_use = function(self, player, card) + return player:getMark("@@fk__qizi_remove") ~= 0 + end, + is_prohibited = function(self, from, to, card) + return to:getMark("@@fk__qizi_remove") ~= 0 + end, + } + local lureTigerHp = fk.CreateTriggerSkill{ + name = "#fk_heg__qizi__lure_tiger_hp", + -- global = true, + refresh_events = {fk.PreHpRecover, fk.PreHpLost, fk.DamageInflicted}, + can_refresh = function(self, event, target, player, data) + return target == player and player:getMark("@@fk__qizi_remove") ~= 0 + end, + on_refresh = function(self, event, target, player, data) + if event == fk.DamageInflicted then + data.damage = 0 + else + data.num = 0 + end + return true + end, + } + Fk:addSkill(lureTigerProhibit) + Fk:addSkill(lureTigerHp) + fk__chenjiao:addSkill(fk__xieshou) + fk__chenjiao:addSkill(fk__qizi) + Fk:loadTranslationTable{ + ["fk_heg__xieshou"]="协守", + [":fk_heg__xieshou"]="有角色受到伤害后,若其的体力值为全场最小,你可以横置或将平置的武将牌叠置以令其摸两张牌,然后你可以执行另一项以令其获得此技能。", + ["fk_heg__qizi"]="弃子", + [":fk_heg__qizi"]="每轮限一次,同势力角色进入濒死时,你可以弃置一张牌以令一名距离其大于1且不在执行回合的角色视为被【调虎离山】至此角色的回合开始时。", + ["$fk_heg__xieshou1"]="此城所能守者,在你我之协力。", + ["$fk_heg__xieshou2"]="今与将军协力守城,人在则城在。", + ["$fk_heg__qizi1"]="今诸君众志成城,纵金石之力亦难破之。", + ["$fk_heg__qizi2"]="矫性谨,将军性烈,二者相佐,其利断金。", + ["~fk_heg__chenjiao"]="矫既死,则魏再无直臣哉。", + ["#fk_heg__xieshou-invoke"]="协守:是否横置或将平置的武将牌叠置以令 %dest 摸两张牌。", + ["#fk_heg__xieshou_turn-invoke"]="协守:是否将武将牌叠置以令 %dest 获得〖协守〗。", + ["#fk_heg__xieshou_chain-invoke"]="协守:是否将武将牌横置以令 %dest 获得〖协守〗。", + ["#fk_heg__qizi_discard-invoke"]="是否弃置一张牌以发动 弃子 令一名距离 %dest 大于1的角色视为被【调虎离山】?", + ["#fk_heg__qizi_remove-invoke"]="弃子:你可以选择一个距离 %dest 大于1的角色,令其视为被【调虎离山】。", + ["@@fk__qizi_remove"]="调虎离山", + } + local fk__xurong = General:new(extension, "fk_heg__xurong", "qun", 4,4) + fk__xurong:addCompanions({"ld__dongzhuo"}) + Fk:loadTranslationTable{ + ["fk_heg__xurong"] = "徐荣", + ["#fk_heg__xurong"] = "斩绝尽镬", + ["designer:fk_heg__xurong"] = "汤圆", + ["cv:fk_heg__xurong"] = "官方", + ["illustrator:fk_heg__xurong"] = "zoo", + } + local fk__shajue = fk.CreateActiveSkill{ + name = "fk_heg__shajue", + anim_type = "offensive", + prompt = "杀绝:你可以将一名角色的最后一张牌当【决斗】使用", + can_use = function(self, player) +if #table.filter(Fk:currentRoom().alive_players,function(targetx) return #targetx:getCardIds('he')==1 and not table.contains(U.getMark(player,"fk_heg__shajue_used-phase"),targetx.id) end)>0 then + return true +end +return false + end, + card_filter = function (self, to_select, selected, selected_targets) + return false + end, + min_target_num = 1, + max_target_num = 1, + target_filter = function(self, to_select, selected, cards) + local targetx = Fk:currentRoom():getPlayerById(to_select) + if targetx and not table.contains(U.getMark(Self,"fk_heg__shajue_used-phase"),targetx.id) and #targetx:getCardIds("he") == 1 then + local card = Fk:cloneCard("duel") + card.skillName = "fk_heg__shajue" + card.subcards=targetx:getCardIds("he") + return Self:canUse(card) and not Self:prohibitUse(card) and #table.filter(Fk:currentRoom().alive_players, function (p) + return not Self:isProhibited(p, card) + end)>0 + end + end, + on_use = function (self, room, effect) + local player = room:getPlayerById(effect.from) + local target = room:getPlayerById(effect.tos[1]) + local mark = U.getMark(player,"fk_heg__shajue_used-phase") + table.insertIfNeed(mark,target.id) + room:setPlayerMark(player,"fk_heg__shajue_used-phase",mark) + if #target:getCardIds("he") == 1 then + local slash = Fk:cloneCard("duel") + slash.skillName = self.name + slash:addSubcard(target:getCardIds("he")[1]) + slash.extra_data = slash.extra_data or {} + slash.extra_data.fk_heg__shajue = {target.id} + local max_num = slash.skill:getMaxTargetNum(player, slash) + local targets = {} + for _, p in ipairs(room.alive_players) do + if player ~= p and not player:isProhibited(p, slash) then + table.insert(targets, p.id) + end + end + if #targets>0 or max_num>0 then + local tos = room:askForChoosePlayers(player, targets, 1, max_num, "#fk_heg__shajue-use:::"..slash:toLogString(), self.name, true) + if #tos > 0 then + room:useCard({ + from = player.id, + tos = table.map(tos, function(pid) return { pid } end), + card = slash, + }) + end + end + end + end, + } + local fk__shajue_damage = fk.CreateTriggerSkill{ + visible = false, + name = "#fk_heg__shajue_damage", + on_cost = function(self, event, target, player, data) + return true + end, + events = {fk.DamageInflicted}, + mute = true, + can_trigger = function(self, event, target, player, data) + if player.dead or data.card == nil or target ~= player then return false end + local use = data.card + return use.extra_data and use.extra_data.fk_heg__shajue and not table.contains(use.extra_data.fk_heg__shajue, player.id) + end, + on_use = function(self, event, target, player, data) + data.damage = data.damage + 1 + end, + } + fk__shajue:addRelatedSkill(fk__shajue_damage) + fk__xurong:addSkill(fk__shajue) + Fk:loadTranslationTable{ + ["fk_heg__shajue"]="杀绝", + [":fk_heg__shajue"]="出牌阶段每名角色限一次,你可以将一名角色的最后一张牌当【决斗】使用(对其以外角色造成的伤害+1)。", + ["#fk_heg__shajue-use"] = "杀绝:使用【决斗】 ", + ["fk_heg__shajue_used-phase"]="已杀绝", + ["$fk_heg__shajue1"]="除根斩尽,以绝后顾。", + ["$fk_heg__shajue2"]="此敌,断不可留一人。", + ["~fk_heg__xurong"]="吾血战沙场,少有败绩,却落魄至此。", + } + local fk__zhangji = General:new(extension, "fk_heg__zhangji", "qun", 4,4) + Fk:loadTranslationTable{ + ["fk_heg__zhangji"] = "张济", + ["#fk_heg__zhangji"] = "屯凶肆掠", + ["designer:fk_heg__zhangji"] = "汤圆", + ["cv:fk_heg__zhangji"] = "官方", + ["illustrator:fk_heg__zhangji"] = "YanBai", + } + fk__zhangji:addCompanions({"ld__zhangxiu"}) + local fk__xiongtun = fk.CreateTriggerSkill{ + name="fk_heg__xiongtun", + anim_type = "control", + events = {fk.EventPhaseStart}, + can_trigger= function(self, event, target, player, data) + if player:hasSkill(self) and target == player and player.phase == Player.Finish then + local cards={} + local events1 = player.room.logic:getEventsOfScope(GameEvent.MoveCards, 999, function(e) + for _, move in ipairs(e.data) do + if move.toArea == Card.DiscardPile then + for _, info in ipairs(move.moveInfo) do + if info.cardId and player.room:getCardArea(info.cardId) == Card.DiscardPile then + if(Fk:getCardById(info.cardId,true).trueName=='slash') then + table.insertIfNeed(cards,info.cardId) + end + end + end + end + end + end, Player.HistoryTurn) + return #cards>0 and #table.filter(player.room.alive_players, function(p) + return #p:getCardIds("e")<=#cards end)>0 + end + end, + on_cost = function (self, event, target, player, data) + local room = player.room + local cards={} + local events1 = player.room.logic:getEventsOfScope(GameEvent.MoveCards, 999, function(e) + for _, move in ipairs(e.data) do + if move.toArea == Card.DiscardPile then + for _, info in ipairs(move.moveInfo) do + if info.cardId and player.room:getCardArea(info.cardId) == Card.DiscardPile then + if(Fk:getCardById(info.cardId,true).trueName=='slash') then + table.insertIfNeed(cards,info.cardId) + end + end + end + end + end + end, Player.HistoryTurn) + if #cards>0 then + local tos=table.filter(room.alive_players, function(p) + return #p:getCardIds("e")>0 and #p:getCardIds("e") <=#cards end) + local targets = room:askForChoosePlayers(player,table.map(tos, Util.IdMapper),1,1,"凶囤:令一名角色获得【杀】,你获得其装备区的一张牌",self.name,true) + if #targets>0 then + self.cost_data=targets[1] + return true + else return false end + else + return false end + end, + on_use = function (self, event, target, player, data) + local room = player.room + local cards={} + local target = room:getPlayerById(self.cost_data) + if target then + local events1 = player.room.logic:getEventsOfScope(GameEvent.MoveCards, 999, function(e) + for _, move in ipairs(e.data) do + if move.toArea == Card.DiscardPile then + for _, info in ipairs(move.moveInfo) do + if info.cardId and player.room:getCardArea(info.cardId) == Card.DiscardPile then + if(Fk:getCardById(info.cardId,true).trueName=='slash') then + table.insertIfNeed(cards,info.cardId) + end + end + end + end + end + end, Player.HistoryTurn) + if #cards>=#target:getCardIds('e') then + local get = room:askForCardsChosen(player, player, #target:getCardIds('e'),#target:getCardIds('e'), { + card_data = { + { "pile_discard", cards } + } + }, self.name, "#fk_heg__xiongtun-choose:::" .. tostring(#target:getCardIds('e'))) + if #get>0 and target:isAlive() then + room:moveCardTo(get, Player.Hand, target, fk.ReasonJustMove, self.name, "", true, player.id) + if #get == #target:getCardIds('e') then + if not (player.dead or target.dead or #target:getCardIds("e") == 0) then + local id = room:askForCardChosen(player, target, "e", self.name) + room:obtainCard(player, id, true, fk.ReasonPrey) + end + end + end + end + end + end, + } + fk__zhangji:addSkill(fk__xiongtun) + Fk:loadTranslationTable{ + ["fk_heg__xiongtun"]="凶屯", + [":fk_heg__xiongtun"]="结束阶段,你可令一名角色获得本回合进入弃牌堆的X张【杀】(X为其装备区内牌数),若如此做,你获得其装备区内一张牌。", + ["#fk_heg__xiongtun-choose"]="凶屯:选择 %arg 张【杀】令其获得", + ["$fk_heg__xiongtun1"]="今位轻势弱,才至屯军。", + ["$fk_heg__xiongtun2"]="一时弱劣,待雄厚之势必出。", + ["~fk_heg__zhangji"]="哪里来的乱箭?", + } + local fk__huojun = General(extension, "fk_heg__huojun", "shu", 4,4) +Fk:loadTranslationTable{ + ["fk_heg__huojun"] = "霍峻", + ["#fk_heg__huojun"] = "葭萌雄狮", + ["designer:fk_heg__huojun"] = "汤圆", + ["cv:fk_heg__huojun"] = "官方", + ["illustrator:fk_heg__huojun"] = "热图文化", +} + local fk__fenrui = fk.CreateActiveSkill{ + name = "fk_heg__fenrui", + anim_type = "offensive", + card_num = 1, + target_num = 0, + prompt = "#fk_heg__fenrui", + can_use = function (self, player) + return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0 and not player:isNude() + end, + card_filter = function(self, to_select, selected) + local card = Fk:getCardById(to_select) + return #selected == 0 and card.type == Card.TypeEquip + end, + target_filter = Util.FalseFunc, + on_use = function(self, room, effect) + local from = room:getPlayerById(effect.from) + if from:isAlive() then + room:recastCard(effect.cards, room:getPlayerById(effect.from), self.name) + if from:isAlive() then + local card + local cards={} + local cardstouse = {} + while true do + if from:isAlive() then + local id = room:getNCards(1)[1] + room:moveCardTo(id, Card.Processing, nil, fk.ReasonJustMove, self.name, nil, true, from.id) + table.insert(cardstouse, id) + room:delay(300) + local c = Fk:getCardById(id) + if c.trueName == "slash" then + card = c + room:delay(500) + break + else + table.insert(cards, id) + end + else break end + end + if from:isAlive() and room:getCardOwner(card.id)==nil then + room:moveCardTo(card.id, Player.Hand,from, fk.ReasonPrey, self.name, nil, true, from.id) + end + if from:isAlive() and #cardstouse>0 then + U.askForUseRealCard(room, from,cardstouse, nil, self.name,"奋锐:你可以使用亮出的一张牌", {expand_pile =table.filter(cardstouse,function(cid) return room:getCardOwner(cid)~=from and room:getCardArea(cid)~=Card.PlayerHand end), extra_use = true},false) + end + cards = table.filter(cards, function(id) return room:getCardArea(id) == Card.Processing end) + room:moveCardTo(cards, Card.DiscardPile, nil, fk.ReasonPutIntoDiscardPile, self.name, nil, true, from.id) + end + end + end, + } + fk__huojun:addSkill(fk__fenrui) + Fk:loadTranslationTable{ + ["fk_heg__fenrui"]="奋锐", + [":fk_heg__fenrui"]="出牌阶段限一次,你可以重铸一张装备牌以亮出牌堆顶的牌直到亮出【杀】,然后你获得此【杀】并可以使用一张因此亮出的牌。", + ["#fk_heg__fenrui"]="奋锐:你可以重铸一张装备牌,从牌堆顶翻找一张【杀】并使用翻出的一张牌。", + ["$fk_heg__fenrui1"]="善守者亦善攻,不可死守。", + ["$fk_heg__fenrui2"]="璋军疲敝,可伺机而攻。", + ["~fk_heg__huojun"] = "蒙君知遇,奈何早薨。", + } return extension