#技能索引 狼顾、乐学、雷击、雷击-旧、离魂、离间、离间-旧、离迁、礼让、疠火、连环、连理、连破、连营、连营-旧、烈弓、烈弓-1v1、烈刃、裂围、流离、龙胆、龙魂、龙魂-高达、龙吟、笼络、乱击、乱武、裸衣、裸衣-翼、洛神、落雁、落英
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##狼顾
相关武将:贴纸·司马昭
描述:每当你受到1点伤害后,你可以进行一次判定,然后你可以打出一张手牌代替此判定牌:若如此做,你观看伤害来源的所有手牌,并弃置其中任意数量的与判定牌花色相同的牌。
引用:LuaXLanggu
状态:1217验证通过
LuaXLanggu = sgs.CreateTriggerSkill{
name = "LuaXLanggu",
frequency = sgs.Skill_Frequent,
events = {sgs.Damaged, sgs.AskForRetrial},
on_trigger = function(self, event, player, data)
if event == sgs.Damaged then
local damage = data:toDamage()
if not damage.from or damage.from:isKongcheng() then
return
end
local target = damage.from
local num = damage.damage
local n = 0
while n < num do
if player:askForSkillInvoke(self:objectName(), data) then
local room = player:getRoom()
local judge = sgs.JudgeStruct()
judge.reason = self:objectName()
judge.pattern = "."
judge.who = player
room:judge(judge)
local ids = target:handCards()
room:fillAG(ids, player)
local mark = judge.card:getSuitString()
room:setPlayerFlag(player, mark)
while not target:isKongcheng() do
local card_id = room:askForAG(player, ids, true, "LuaXLanggu")
if card_id == -1 then
room:clearAG(player)
break
end
local card = sgs.Sanguosha:getCard(card_id)
if judge.card:getSuit() == card:getSuit() then
room:throwCard(card_id, target)
end
end
room:setPlayerFlag(player, "-" .. mark)
else
break
end
n = n + 1
end
return
elseif event == sgs.AskForRetrial then
local room = player:getRoom()
local judge = data:toJudge()
if judge.reason == self:objectName() then
if judge.who:objectName() == player:objectName() then
local card = room:askForCard(player, ".", "@LuaXLanggu", data, sgs.AskForRetrial)
if card then
room:retrial(card, player, judge, self:objectName(), false)
end
end
end
return false
end
end,
}
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##乐学
相关武将:倚天·姜伯约
描述:出牌阶段,可令一名有手牌的其他角色展示一张手牌,若为基本牌或非延时锦囊,则你可将与该牌同花色的牌当作该牌使用或打出直到回合结束;若为其他牌,则立刻被你获得。每阶段限一次
引用:LuaXLexue
状态:1217验证通过
LuaXLexueCard = sgs.CreateSkillCard{
name = "LuaXLexueCard",
target_fixed = false,
will_throw = true,
filter = function(self, targets, to_select)
if #targets == 0 then
if to_select:objectName() ~= sgs.Self:objectName() then
return not to_select:isKongcheng()
end
end
return false
end,
on_effect = function(self, effect)
local source = effect.from
local target = effect.to
local room = target:getRoom()
local card = room:askForCardShow(target, source, "LuaXLexue")
local card_id = card:getEffectiveId()
room:showCard(target, card_id)
local type_id = card:getTypeId()
if type_id == sgs.Card_Basic or card:isNDTrick() then
room:setPlayerMark(source, "lexue", card_id)
room:setPlayerFlag(source, "lexue")
else
source:obtainCard(card)
room:setPlayerFlag(source, "-lexue")
end
end
}
LuaXLexue = sgs.CreateViewAsSkill{
name = "LuaXLexue",
n = 1,
view_filter = function(self, selected, to_select)
if sgs.Self:hasUsed("#LuaXLexueCard") then
if #selected == 0 then
if sgs.Self:hasFlag("lexue") then
local card_id = sgs.Self:getMark("lexue")
local card = sgs.Sanguosha:getCard(card_id)
return to_select:getSuit() == card:getSuit()
end
end
end
return false
end,
view_as = function(self, cards)
if sgs.Self:hasUsed("#LuaXLexueCard") then
if sgs.Self:hasFlag("lexue") then
if #cards == 1 then
local card_id = sgs.Self:getMark("lexue")
local card = sgs.Sanguosha:getCard(card_id)
local first = cards[1]
local name = card:objectName()
local suit = first:getSuit()
local point = first:getNumber()
local new_card = sgs.Sanguosha:cloneCard(name, suit, point)
new_card:addSubcard(first)
new_card:setSkillName(self:objectName())
return new_card
end
end
else
return LuaXLexueCard:clone()
end
end,
enabled_at_play = function(self, player)
if player:hasUsed("#LuaXLexueCard") then
if player:hasFlag("lexue") then
local card_id = player:getMark("lexue")
local card = sgs.Sanguosha:getCard(card_id)
return card:isAvailable(player)
end
return false
end
return true
end,
enabled_at_response = function(self, player, pattern)
if player:getPhase() ~= sgs.Player_NotActive then
if player:hasFlag("lexue") then
if player:hasUsed("#LuaXLexueCard") then
local card_id = player:getMark("lexue")
local card = sgs.Sanguosha:getCard(card_id)
return string.find(pattern, card:objectName())
end
end
end
return false
end,
enabled_at_nullification = function(self, player)
if player:hasFlag("lexue") then
local card_id = player:getMark("lexue")
local card = sgs.Sanguosha:getCard(card_id)
if card:objectName() == "nullification" then
local cards = player:getHandcards()
for _,c in sgs.qlist(cards) do
if c:objectName() == "nullification" or c:getSuit() == card:getSuit() then
return true
end
end
cards = player:getEquips()
for _,c in sgs.qlist(cards) do
if c:objectName() == "nullification" or c:getSuit() == card:getSuit() then
return true
end
end
end
end
return false
end
}
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##雷击
相关武将:风·张角
描述:每当你使用【闪】选择目标后或打出【闪】,你可以令一名角色进行一次判定:若判定结果为黑色,你对该角色造成1点雷电伤害,然后你回复1点体力。
引用:LuaLeiji
状态:1217验证通过
LuaLeiji = sgs.CreateTriggerSkill{
name = "LuaLeiji",
events = {sgs.CardResponded},
on_trigger = function(self, event, player, data)
local card_star = data:toCardResponse().m_card
local room = player:getRoom()
if card_star:isKindOf("Jink") then
local target = room:askForPlayerChosen(player, room:getAlivePlayers(), self:objectName(), "LuaLeiji-invoke", true, true)
if not target then return false end
local judge = sgs.JudgeStruct()
judge.pattern = ".|black"
judge.good = false
judge.negative = true
judge.reason = self:objectName()
judge.who = target
room:judge(judge)
if judge:isBad() then
room:damage(sgs.DamageStruct(self:objectName(), player, target, 1, sgs.DamageStruct_Thunder))
if player:isAlive() then
local recover = sgs.RecoverStruct()
recover.who = player
room:recover(player, recover)
end
end
end
end
}
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##雷击-旧
相关武将:怀旧·张角
描述:当你使用或打出一张【闪】(若为使用则在选择目标后),你可以令一名角色进行一次判定,若判定结果为黑桃,你对该角色造成2点雷电伤害。
引用:LuaLeiji
状态:1217验证通过
LuaLeiji = sgs.CreateTriggerSkill{
name = "LuaLeiji" ,
events = {sgs.CardResponded} ,
on_trigger = function(self, event, player, data)
local card_star = data:toCardResponse().m_card
local room = player:getRoom()
if card_star:isKindOf("Jink") then
local target = room:askForPlayerChosen(player, room:getAlivePlayers(), self:objectName(), "LuaLeiji-invoke", true, true)
if target then
local judge = sgs.JudgeStruct()
judge.pattern = ".|spade"
judge.good = false
judge.negative = true
judge.reason = self:objectName()
judge.who = target
room:judge(judge)
if judge:isBad() then
room:damage(sgs.DamageStruct(self:objectName(), player, target, 2, sgs.DamageStruct_Thunder))
end
end
end
return false
end
}
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##离魂
相关武将:☆SP·貂蝉
描述:出牌阶段限一次,你可以弃置一张牌将武将牌翻面,然后获得一名男性角色的所有手牌,且出牌阶段结束时,你交给该角色X张牌。(X为该角色的体力值)
引用:LuaLihun
状态:1217验证通过
LuaLihunCard = sgs.CreateSkillCard{
name = "LuaLihunCard" ,
filter = function(self, targets, to_select)
return (#targets == 0) and to_select:isMale() and (to_select:objectName() ~= sgs.Self:objectName())
end ,
on_effect = function(self, effect)
local room = effect.from:getRoom()
effect.from:turnOver()
local dummy_card = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
for _, cd in sgs.qlist(effect.to:getHandcards()) do
dummy_card:addSubcard(cd)
end
if not effect.to:isKongcheng() then
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_TRANSFER, effect.from:objectName(),effect.to:objectName(), "LuaLihun", nil)
room:moveCardTo(dummy_card, effect.to, effect.from, sgs.Player_PlaceHand, reason, false)
end
effect.to:setFlags("LuaLihunTarget")
end
}
LuaLihunVS = sgs.CreateViewAsSkill{
name = "LuaLihun" ,
n = 1,
view_filter = function(self, cards, to_select)
if #cards == 0 then
return not sgs.Self:isJilei(to_select)
else
return false
end
end ,
view_as = function(self, cards)
if #cards ~= 1 then return nil end
local card = LuaLihunCard:clone()
card:addSubcard(cards[1])
return card
end ,
enabled_at_play = function(self, player)
return player:canDiscard(player, "he") and (not player:hasUsed("#LuaLihunCard"))
end
}
LuaLihun = sgs.CreateTriggerSkill{
name = "LuaLihun" ,
events = {sgs.EventPhaseStart, sgs.EventPhaseEnd} ,
view_as_skill = LuaLihunVS ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if (event == sgs.EventPhaseEnd) and (player:getPhase() == sgs.Player_Play) then
local target
for _, other in sgs.qlist(room:getOtherPlayers(player)) do
if other:hasFlag("LuaLihunTarget") then
other:setFlags("-LuaLihunTarget")
target = other
break
end
end
if (not target) or (target:getHp() < 1) or player:isNude() then return false end
local to_back = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
if player:getCardCount(true) <= target:getHp() then
if not player:isKongcheng() then to_goback = player:wholeHandCards() end
for i = 0, 3, 1 do
if player:getEquip(i) then to_goback:addSubcard(player:getEquip(i):getEffectiveId()) end
end
else
to_goback = room:askForExchange(player, self:objectName(), target:getHp(), true, "LuaLihunGoBack")
end
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_GIVE, player:objectName(), target:objectName(), self:objectName(), nil)
room:moveCardTo(to_goback, player, target, sgs.Player_PlaceHand, reason)
elseif (event == sgs.EventPhaseStart) and (player:getPhase() == sgs.Player_NotActive) then
for _, p in sgs.qlist(room:getAlivePlayers()) do
if p:hasFlag("LuaLihunTarget") then
p:setFlags("-LuaLihunTarget")
end
end
end
end ,
can_trigger = function(self, target)
return target and target:hasUsed("#LuaLihunCard")
end
}
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##离间
相关武将:标准·貂蝉
描述:出牌阶段限一次,你可以弃置一张牌并选择两名男性角色:若如此做,视为其中一名角色对另一名角色使用一张【决斗】。
引用:LuaLijian
状态:0405验证通过
LuaLijianCard = sgs.CreateSkillCard{
name = "LuaLijianCard" ,
filter = function(self, targets, to_select)
if not to_select:isMale() then
return false
end
local duel = sgs.Sanguosha:cloneCard("duel", sgs.Card_NoSuit, 0)
duel:deleteLater()
if #targets == 0 and to_select:isProhibited(to_select, duel) then
return false
elseif #targets == 1 and to_select:isCardLimited(duel, sgs.Card_MethodUse) then
return false
end
return #targets < 2 and to_select:objectName() ~= sgs.Self:objectName()
end ,
feasible = function(self, targets)
return #targets == 2
end ,
about_to_use = function(self, room, card_use)
local use = card_use
local data = sgs.QVariant()
data:setValue(card_use)
local thread = room:getThread()
thread:trigger(sgs.PreCardUsed, room, card_use.from, data)
use = data:toCardUse()
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_THROW, card_use.from:objectName(), "", "LuaLijian", "")
room:moveCardTo(self, card_use.from, nil, sgs.Player_DiscardPile, reason, true)
thread:trigger(sgs.CardUsed, room, card_use.from, data)
thread:trigger(sgs.CardFinished, room, card_use.from, data)
end ,
on_use = function(self, room, source, targets)
local to = targets[1]
local from = targets[2]
local duel = sgs.Sanguosha:cloneCard("duel", sgs.Card_NoSuit, 0)
duel:toTrick():setCancelable(true)-- 这里true改为false 就是旧版技能
duel:setSkillName(self:objectName())
if not from:isCardLimited(duel, sgs.Card_MethodUse) and not from:isProhibited(to, duel) then
room:useCard(sgs.CardUseStruct(duel, from, to))
else
duel:deleteLater()
end
end
}
LuaLijian = sgs.CreateOneCardViewAsSkill{
name = "LuaLijian" ,
filter_pattern = ".!" ,
view_as = function(self, card)
local lijian_card = LuaLijianCard:clone()
lijian_card:addSubcard(card:getId())
return lijian_card
end ,
enabled_at_play = function(self, player)
return player:canDiscard(player, "he") and not player:hasUsed("#LuaLijianCard") and player:getAliveSiblings():length() > 1
end
}
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##离间-旧
相关武将:怀旧-标准·貂蝉-旧、SP·貂蝉、SP·台版貂蝉
描述:出牌阶段限一次,你可以弃置一张牌并选择两名男性角色:若如此做,视为其中一名角色对另一名角色使用一张【决斗】,此【决斗】不能被【无懈可击】响应。
引用:LuaLijian
状态:0405验证通过
注:仅需将新版离间的 "duel:toTrick():setCancelable(false)" 那一行改掉即可
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##离迁
相关武将:倚天·夏侯涓
描述:**锁定技,**当你处于连理状态时,势力与连理对象的势力相同;当你处于未连理状态时,势力为魏
引用:LuaLiqian
状态:1217验证通过(技能的实现被耦合在本手册的技能“连理”中,这里只是空壳,做一个技能按钮而已)
LuaLiqian = sgs.CreateTriggerSkill{
name = "LuaLiqian",
frequency = sgs.Skill_Compulsory,
events = {},
on_trigger = function() end
}
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##礼让
相关武将:国战·孔融
描述:当你的牌因弃置而置入弃牌堆时,你可以将其中任意数量的牌以任意分配方式交给任意数量的其他角色。
引用:LuaXLirang
状态:1217验证通过
LuaXLirang = sgs.CreateTriggerSkill{
name = "LuaXLirang",
frequency = sgs.Skill_NotFrequent,
events = {sgs.BeforeCardsMove},
on_trigger = function(self, event, player, data)
local move = data:toMoveOneTime()
local source = move.from
if source and source:objectName() == player:objectName() then
if move.to_place == sgs.Player_DiscardPile then
local reason = move.reason
local basic = bit32.band(reason.m_reason, sgs.CardMoveReason_S_MASK_BASIC_REASON)
if basic == sgs.CardMoveReason_S_REASON_DISCARD then
local room = player:getRoom()
local i = 0
local lirang_card = sgs.IntList()
for _,card_id in sgs.qlist(move.card_ids) do
if room:getCardOwner(card_id):objectName() == move.from:objectName() then
local place = move.from_places:at(i)
if place == sgs.Player_PlaceHand or place == sgs.Player_PlaceEquip then
lirang_card:append(card_id)
end
end
i = i + 1
end
if not lirang_card:isEmpty() then
if player:askForSkillInvoke(self:objectName(), data) then
local original_lirang = lirang_card
while room:askForYiji(player, lirang_card, self:objectName(), false, true, true, -1, sgs.SPlayerList(), move.reason, "@lirang-distribute", true) do
if player:isDead() then return false end
end
local ids = move.card_ids
i = 0
for _,card_id in sgs.qlist(ids) do
if (original_lirang:contains(card_id) and not lirang_card:contains(card_id)) then
move.card_ids:removeOne(card_id)
move.from_places:removeAt(i)
end
i = i+1
end
data:setValue(move)
end
end
end
end
end
return false
end
}
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##疠火
相关武将:二将成名·程普
描述:你可以将一张普通【杀】当火【杀】使用,若以此法使用的【杀】造成了伤害,在此【杀】结算后你失去1点体力;你使用火【杀】时,可以额外选择一个目标。
引用:LuaLihuo、LuaLihuoTarget
状态:1217验证通过
LuaLihuoVS = sgs.CreateOneCardViewAsSkill{
name = "LuaLihuo" ,
filter_pattern = "%slash" ,
enabled_at_play = function(self, player)
return sgs.Slash_IsAvailable(player)
end ,
enabled_at_response = function(self, player, pattern)
return sgs.Sanguosha:getCurrentCardUseReason() == sgs.CardUseStruct_CARD_USE_REASON_RESPONSE_USE and pattern == "slash"
end ,
view_as = function(self, card)
local acard = sgs.Sanguosha:cloneCard("fire_slash", card:getSuit(), card:getNumber())
acard:addSubcard(card)
acard:setSkillName(self:objectName())
return acard
end ,
}
invokeLihuo = {}
LuaLihuo = sgs.CreateTriggerSkill{
name = "LuaLihuo" ,
events = {sgs.PreDamageDone, sgs.CardFinished} ,
view_as_skill = LuaLihuoVS ,
can_trigger = function(self, target)
return target
end ,
on_trigger = function(self, event, player, data)
if event == sgs.PreDamageDone then
local damage = data:toDamage()
if damage.card and damage.card:isKindOf("Slash") and (damage.card:getSkillName() == self:objectName()) then
table.insert(invokeLihuo, damage.card)
end
elseif (player and player:isAlive() and player:hasSkill(self:objectName())) and (not player:hasFlag("Global_ProcessBroken")) then
local use = data:toCardUse()
if not use.card:isKindOf("Slash") then return false end
local can_invoke = false
for _, c in ipairs(invokeLihuo) do
if c:getEffectiveId() == use.card:getEffectiveId() then
can_invoke = true
table.removeOne(invokeLihuo,c)
break
end
end
if not can_invoke then return false end
player:getRoom():loseHp(player)
end
return false
end
}
LuaLihuoTargetMod = sgs.CreateTargetModSkill{
name = "#LuaLihuo-target" ,
extra_target_func = function(self, from, card)
if from:hasSkill("LuaLihuo") and card:isKindOf("FireSlash") then
return 1
end
return 0
end ,
}
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##连环
相关武将:火·庞统
描述:你可以将一张梅花手牌当【铁索连环】使用或重铸。
引用:LuaLianhuan
状态:1217验证通过
LuaLianhuan = sgs.CreateViewAsSkill{
name = "LuaLianhuan",
n = 1,
view_filter = function(self, selected, to_select)
return (not to_select:isEquipped()) and (to_select:getSuit() == sgs.Card_Club)
end,
view_as = function(self, cards)
if #cards == 1 then
local chain = sgs.Sanguosha:cloneCard("iron_chain", cards[1]:getSuit(), cards[1]:getNumber())
chain:addSubcard(cards[1])
chain:setSkillName(self:objectName())
return chain
end
end
}
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##连理
相关武将:倚天·夏侯涓
描述:回合开始阶段开始时,你可以选择一名男性角色,你和其进入连理状态直到你的下回合开始:该角色可以帮你出闪,你可以帮其出杀
引用:LuaLianStart,LuaLianliSlash,LuaLianliJink,LuaLianliClear,LuaLianli,LuaLianlivs(技能暗将,或加入技能库)
状态:1217验证通过
LuaLianliStart = sgs.CreateTriggerSkill{
name = "#LuaLianliStart",
events = {sgs.GameStart},
on_trigger = function(self,event,player,data)
local room = player:getRoom()
local players = room:getOtherPlayers(player)
for _,p in sgs.qlist(players) do
if p:isMale() then
room:attachSkillToPlayer(p,"LuaLianliSlash")
end
end
return false
end
}
LuaLianliSlashCard = sgs.CreateSkillCard{
name = "LuaLianliSlashCard",
filter = function(self,targets,to_select)
local slash = sgs.Sanguosha:cloneCard("slash",sgs.Card_NoSuit,0)
slash:deleteLater()
local qtargets = sgs.PlayerList()
for _,p in ipairs(targets) do
qtargets:append(p)
end
return slash:targetFilter(qtargets,to_select,sgs.Self)
end,
on_validate = function(self,carduse)
carduse.m_isOwnerUse = false
local zhangfei = carduse.from
local room = zhangfei:getRoom()
local xiahoujuan = room:findPlayerBySkillName("LuaLianli")
if xiahoujuan then
local slash = room:askForCard(xiahoujuan,"slash","@lianli-slash",sgs.QVariant(),sgs.Card_MethodResponse,nil,false,"",true)
if slash then
return slash
end
end
room:setPlayerFlag(zhangfei,"Global_LianliFailed")
return nil
end
}
LuaLianliSlashvs = sgs.CreateViewAsSkill{
name = "LuaLianliSlash",
n = 0,
attached_lord_skill = true,
enabled_at_play = function(self,player)
return player:getMark("@tied") > 0 and sgs.Slash_IsAvailable(player) and not player:hasFlag("Global_LianliFailed")
end,
enabled_at_response = function(self,player,pattern)
return pattern == "slash" and sgs.Sanguosha:getCurrentCardUseReason() == sgs.CardUseStruct_CARD_USE_REASON_RESPONSE_USE
and not player:hasFlag("Global_LianliFailed")
end,
view_as = function(self,cards)
return LuaLianliSlashCard:clone()
end
}
LuaLianliSlash = sgs.CreateTriggerSkill{
name = "#LuaLianliSlash",
events = {sgs.CardAsked},
can_trigger = function(self,target)
return target ~= nil and target:getMark("@tied") > 0 and not target:hasSkill("LuaLianli")
end,
on_trigger = function(self,event,player,data)
local pattern = data:toStringList()[1]
if pattern ~= "slash" then return false end
if not player:askForSkillInvoke("LuaLianli",data) then return false end
local room = player:getRoom()
local xiahoujuan = room:findPlayerBySkillName("LuaLianli")
if xiahoujuan then
local slash = room:askForCard(xiahoujuan,"slash","@lianli-slash",data,sgs.Card_MethodResponse,nil,false,"",true)
if slash then
room:provide(slash)
return true
end
end
return false
end
}
LuaLianliJink = sgs.CreateTriggerSkill{
name = "#LuaLianliJink",
events = {sgs.CardAsked},
can_trigger = function(self,target)
return target ~= nil and target:getMark("@tied") > 0 and target:isAlive() and target:hasSkill(self:objectName())
end,
on_trigger = function(self,event,xiahoujuan,data)
local pattern = data:toStringList()[1]
if pattern ~= "jink" then return false end
if not xiahoujuan:askForSkillInvoke("LuaLianli",data) then return false end
local room = xiahoujuan:getRoom()
local players = room:getOtherPlayers(xiahoujuan)
for _ ,player in sgs.qlist(players) do
if player:getMark("@tied") > 0 then
local zhangfei = player
local jink = room:askForCard(zhangfei,"jink","@lianli-jink",data,sgs.Card_MethodResponse,nil,false,"",true)
if jink then
room:provide(jink)
return true
end
break
end
end
return false
end
}
LuaLianli = sgs.CreateTriggerSkill{
name = "LuaLianli",
events = {sgs.EventPhaseStart},
on_trigger = function(self,event,target,data)
if target:getPhase() == sgs.Player_Start then
local room = target:getRoom()
local males = sgs.SPlayerList()
for _,p in sgs.qlist(room:getAlivePlayers()) do
if p:isMale() then
males:append(p)
end
end
local zhangfei = room:askForPlayerChosen(target,males,self:objectName(),"@lianli-card",true,true)
if males:isEmpty() or zhangfei == nil then
if target:hasSkill("LuaLiqian") and target:getKingdom() ~= "wei" then
room:setPlayerProperty(target,"kingdom",sgs.QVariant("wei"))
end
local players = room:getAllPlayers()
for _,p in sgs.qlist(players) do
if p:getMark("@tied") > 0 then
p:loseMark("@tied")
end
end
return false
end
local log = sgs.LogMessage()
log.type = "#LianliConnection"
log.from = target
log.to:append(zhangfei)
room:sendLog(log)
if target:getMark("@tied") == 0 then
target:gainMark("@tied")
end
if zhangfei:getMark("@tied") == 0 then
for _,p in sgs.qlist(room:getOtherPlayers(target)) do
if p:getMark("@tied") > 0 then
p:loseMark("@tied")
break
end
end
zhangfei:gainMark("@tied")
end
if target:hasSkill("LuaLiqian") and target:getKingdom() ~= zhangfei:getKingdom() then
room:setPlayerProperty(target,"kingdom",sgs.QVariant(zhangfei:getKingdom()))
end
end
return false
end
}
LuaLianliClear = sgs.CreateTriggerSkill{
name = "#LuaLianliClear",
events = {sgs.Death},
can_trigger = function(self,target)
return target ~= nil and target:hasSkill(self:objectName())
end,
on_trigger = function(self,event,player,data)
local room = player:getRoom()
local death = data:toDeath()
if death.who:objectName() ~= player:objectName() then return false end
for _,p in sgs.qlist(room:getAlivePlayers()) do
if player:getMark("@tied") > 0 then
player:loseMark("@tied")
end
end
return false
end
}
返回索引
##连破
相关武将:神·司马懿
描述:每当一名角色的回合结束后,若你于本回合杀死至少一名角色,你可以进行一个额外的回合。
引用:LuaLianpoCount、LuaLianpo
状态:0405验证通过
LuaLianpoCount = sgs.CreateTriggerSkill{
name = "#LuaLianpo-count" ,
events = {sgs.Death, sgs.TurnStart} ,
global = true ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.Death then
local death = data:toDeath()
if death.who:objectName() ~= player:objectName() then return false end
local killer
if death.damage then
killer = death.damage.from
else
killer = nil
end
local current = room:getCurrent()
if killer and current and (current:isAlive() or current:objectName() == death.who:objectName()) and current:getPhase() ~= sgs.Playr_NotActive then
killer:addMark("LuaLianpo")
end
else
for _, p in sgs.qlist(room:getAlivePlayers()) do
p:setMark("LuaLianpo", 0)
end
end
return false
end
}
LuaLianpo = sgs.CreatePhaseChangeSkill{
name = "LuaLianpo" ,
frequency = sgs.Skill_Frequent ,
priority = 1 ,
on_phasechange = function(self, player)
local room = player:getRoom()
if player:getPhase() == sgs.Player_NotActive then
local shensimayi = player:getRoom():findPlayerBySkillName(self:objectName())
if not shensimayi or shensimayi:getMark("LuaLianpo") <= 0 or not shensimayi:askForSkillInvoke(self:objectName()) then return false end
shensimayi:gainAnExtraTurn()
end
return false
end ,
can_trigger = function(self, target)
return target
end
}
返回索引
##连营
相关武将:界限突破·陆逊
描述:每当你失去最后的手牌后,你可以令至多X名角色各摸一张牌。(X为你失去的手牌数)
引用:LuaLianying
状态:0405验证通过
LuaLianyingCard = sgs.CreateSkillCard{
name = "LuaLianyingCard",
filter = function(self, targets, to_select, erzhang)
return #targets < sgs.Self:getMark("lianying")
end,
on_effect = function(self, effect)
effect.to:drawCards(1, "lianying")
end
}
LuaLianyingVS = sgs.CreateZeroCardViewAsSkill{
name = "LuaLianying",
response_pattern = "@@LuaLianying",
view_as = function()
return LuaLianyingCard:clone()
end
}
LuaLianying = sgs.CreateTriggerSkill{
name = "LuaLianying",
events = {sgs.CardsMoveOneTime},
view_as_skill = LuaLianyingVS ,
on_trigger = function(self, event, luxun, data)
local room = luxun:getRoom()
local move = data:toMoveOneTime()
if move.from and move.from:objectName() == luxun:objectName() and move.from_places:contains(sgs.Player_PlaceHand) and move.is_last_handcard then
luxun:setTag("LianyingMoveData", data)
local count = 0
for i = 0, move.from_places:length() - 1, 1 do
if move.from_places:at(i) == sgs.Player_PlaceHand then
count = count + 1
end
end
room:setPlayerMark(luxun, "lianying", count)
room:askForUseCard(luxun, "@@LuaLianying", "@lianying-card:::" .. tostring(count))
end
return false
end
}
返回索引
##连营-旧
相关武将:标准·陆逊、SP·台版陆逊、倚天·陆抗
描述:每当你失去最后的手牌后,你可以摸一张牌。
引用:LuaLianying
状态:0405验证通过
LuaNosLianying = sgs.CreateTriggerSkill{
name = "LuaNosLianying" ,
frequency = sgs.Skill_Frequent ,
events = {sgs.CardsMoveOneTime} ,
on_trigger = function(self, event, luxun, data)
local room = luxun:getRoom()
local move = data:toMoveOneTime()
if move.from and move.from:objectName() == luxun:objectName() and move.from_places:contains(sgs.Player_PlaceHand) and move.is_last_handcard then
if room:askForSkillInvoke(luxun, self:objectName(), data) then
luxun:drawCards(1, self:objectName())
end
end
return false
end
}
返回索引
##烈弓
相关武将:风·黄忠
描述:当你于出牌阶段内使用【杀】指定一个目标后,若其手牌数不小于你的体力值或不大于你的攻击范围,你可以令其不能使用【闪】响应此【杀】。
引用:LuaLiegong
状态:0405验证通过
Table2IntList = function(theTable)
local result = sgs.IntList()
for i = 1, #theTable, 1 do
result:append(theTable[i])
end
return result
end
LuaLiegong = sgs.CreateTriggerSkill{
name = "LuaLiegong" ,
events = {sgs.TargetSpecified} ,
on_trigger = function(self, event, player, data)
local use = data:toCardUse()
if player:getPhase() ~= sgs.Player_Play or not use.card:isKindOf("Slash") then return false end
local jink_table = sgs.QList2Table(player:getTag("Jink_" .. use.card:toString()):toIntList())
local index = 1
for _, p in sgs.qlist(use.to) do
if player:getHp() <= p:getHandcardNum() or player:getAttackRange() >= p:getHandcardNum() then
local _data = sgs.QVariant()
_data:setValue(p)
if player:askForSkillInvoke(self:objectName(), _data) then
jink_table[index] = 0
end
end
index = index + 1
end
local jink_data = sgs.QVariant()
jink_data:setValue(Table2IntList(jink_table))
player:setTag("Jink_" .. use.card:toString(), jink_data)
return false
end
}
返回索引
##烈弓-1v1
相关武将:1v1·黄忠1v1
描述:当你于出牌阶段内使用【杀】指定一个目标后,若其手牌数不小于你的体力值,你可以令其不能使用【闪】响应此【杀】。
引用:LuaKOFLiegong
状态:0405验证通过
Table2IntList = function(theTable)
local result = sgs.IntList()
for i = 1, #theTable, 1 do
result:append(theTable[i])
end
return result
end
LuaKOFLiegong = sgs.CreateTriggerSkill{
name = "LuaKOFLiegong" ,
events = {sgs.TargetSpecified} ,
on_trigger = function(self, event, player, data)
local use = data:toCardUse()
if player:getPhase() ~= sgs.Player_Play or not use.card:isKindOf("Slash") then return false end
local jink_table = sgs.QList2Table(player:getTag("Jink_" .. use.card:toString()):toIntList())
local index = 1
for _, p in sgs.qlist(use.to) do
local _data = sgs.QVariant()
_data:setValue(p)
if player:getHp() <= p:getHandcardNum() and player:askForSkillInvoke(self:objectName(), _data) then
jink_table[index] = 0
end
index = index + 1
end
local jink_data = sgs.QVariant()
jink_data:setValue(Table2IntList(jink_table))
player:setTag("Jink_" .. use.card:toString(), jink_data)
return false
end
}
返回索引
##烈刃
相关武将:火·祝融、1v1·祝融1v1
描述:每当你使用【杀】对目标角色造成伤害后,你可以与该角色拼点:若你赢,你获得其一张牌。
引用:LuaLieren
状态:0405验证通过
LuaLieren = sgs.CreateTriggerSkill{
name = "LuaLieren",
events = {sgs.Damage},
on_trigger = function(self, event, zhurong, data)
local room = zhurong:getRoom()
local damage = data:toDamage()
local target = damage.to
if damage.card and damage.card:isKindOf("Slash") and (not zhurong:isKongcheng()) and (not target:isKongcheng()) and (not target:hasFlag("Global_DebutFlag")) and (not damage.chain) and (not damage.transfer) then
if room:askForSkillInvoke(zhurong, self:objectName(), data) then
local success = zhurong:pindian(target, "LuaLieren", nil)
if not success then return false end
if not target:isNude() then
local card_id = room:askForCardChosen(zhurong, target, "he", self:objectName())
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_EXTRACTION, zhurong:objectName())
room:obtainCard(zhurong, sgs.Sanguosha:getCard(card_id), reason, room:getCardPlace(card_id) ~= Player_PlaceHand)
end
end
end
return false
end
}
返回索引
##裂围
相关武将:1v1·牛金
描述:每当你杀死对手后,你可以摸三张牌。
引用:LuaLiewei
状态:1217验证通过
LuaLiewei = sgs.CreateTriggerSkill{
name = "LuaLiewei",
events = {sgs.BuryVictim},
frequency = sgs.Skill_Frequent,
priority = -2,
can_trigger = function(target)
return target ~= nil
end,
on_trigger = function(self, event, player, data)
local death = data:toDeath()
local room = player:getRoom()
if death.damage and death.damage.from and death.damage.from:hasSkill(self:objectName()) then
if room:askForSkillInvoke(death.damage.from, self:objectName(), data) then
death.damage.from:drawCards(3, self:objectName())
end
end
return false
end,
}
返回索引
##流离
相关武将:标准·大乔、SP·台版大乔、SP·王战大乔
描述:当你成为【杀】的目标时,你可以弃置一张牌,将此【杀】转移给你攻击范围内的一名其他角色(此【杀】的使用者除外)。
引用:LuaLiuli
状态:1217验证通过
LuaLiuliCard = sgs.CreateSkillCard{
name = "LuaLiuliCard" ,
filter = function(self, targets, to_select)
if #targets > 0 then return false end
if to_select:hasFlag("LuaLiuliSlashSource") or (to_select:objectName() == sgs.Self:objectName()) then return false end
local from
for _, p in sgs.qlist(sgs.Self:getSiblings()) do
if p:hasFlag("LuaLiuliSlashSource") then
from = p
break
end
end
local slash = sgs.Card_Parse(sgs.Self:property("lualiuli"):toString())
if from and (not from:canSlash(to_select, slash, false)) then return false end
local card_id = self:getSubcards():first()
local range_fix = 0
if sgs.Self:getWeapon() and (sgs.Self:getWeapon():getId() == card_id) then
local weapon = sgs.Self:getWeapon():getRealCard():toWeapon()
range_fix = range_fix + weapon:getRange() - 1
elseif sgs.Self:getOffensiveHorse() and (sgs.Self:getOffensiveHorse():getId() == card_id) then
range_fix = range_fix + 1
end
return sgs.Self:distanceTo(to_select, range_fix) <= sgs.Self:getAttackRange()
end,
on_effect = function(self, effect)
effect.to:setFlags("LuaLiuliTarget")
end
}
LuaLiuliVS = sgs.CreateOneCardViewAsSkill{
name = "LuaLiuli" ,
response_pattern = "@@LuaLiuli",
filter_pattern = ".!",
view_as = function(self, card)
local liuli_card = LuaLiuliCard:clone()
liuli_card:addSubcard(card)
return liuli_card
end
}
LuaLiuli = sgs.CreateTriggerSkill{
name = "LuaLiuli" ,
events = {sgs.TargetConfirming} ,
view_as_skill = LuaLiuliVS ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local use = data:toCardUse()
if use.card and use.card:isKindOf("Slash")
and use.to:contains(player) and player:canDiscard(player,"he") and (room:alivePlayerCount() > 2) then
local players = room:getOtherPlayers(player)
players:removeOne(use.from)
local can_invoke = false
for _, p in sgs.qlist(players) do
if use.from:canSlash(p, use.card) and player:inMyAttackRange(p) then
can_invoke = true
break
end
end
if can_invoke then
local prompt = "@liuli:" .. use.from:objectName()
room:setPlayerFlag(use.from, "LuaLiuliSlashSource")
room:setPlayerProperty(player, "lualiuli", sgs.QVariant(use.card:toString()))
if room:askForUseCard(player, "@@LuaLiuli", prompt, -1, sgs.Card_MethodDiscard) then
room:setPlayerProperty(player, "lualiuli", sgs.QVariant())
room:setPlayerFlag(use.from, "-LuaLiuliSlashSource")
for _, p in sgs.qlist(players) do
if p:hasFlag("LuaLiuliTarget") then
p:setFlags("-LuaLiuliTarget")
use.to:removeOne(player)
use.to:append(p)
room:sortByActionOrder(use.to)
data:setValue(use)
room:getThread():trigger(sgs.TargetConfirming, room, p, data)
return false
end
end
else
room:setPlayerProperty(player, "lualiuli", sgs.QVariant())
room:setPlayerFlag(use.from, "-LuaLiuliSlashSource")
end
end
end
return false
end
}
返回索引
##龙胆
相关武将:标准·赵云、☆SP·赵云、翼·赵云、2013-3v3·赵云、SP·台版赵云、界限突破·赵云
描述:你可以将一张【杀】当【闪】,一张【闪】当【杀】使用或打出。
引用:LuaLongdan
状态:0405验证通过
LuaLongdan = sgs.CreateOneCardViewAsSkill{
name = "LuaLongdan" ,
response_or_use = true,
view_filter = function(self, card)
local usereason = sgs.Sanguosha:getCurrentCardUseReason()
if usereason == sgs.CardUseStruct_CARD_USE_REASON_PLAY then
return card:isKindOf("Jink")
elseif usereason == sgs.CardUseStruct_CARD_USE_REASON_RESPONSE or usereason == sgs.CardUseStruct_CARD_USE_REASON_RESPONSE_USE then
local pattern = sgs.Sanguosha:getCurrentCardUsePattern()
if pattern == "slash" then
return card:isKindOf("Jink")
else
return card:isKindOf("Slash")
end
else
return false
end
end ,
view_as = function(self, card)
if card:isKindOf("Slash") then
local jink = sgs.Sanguosha:cloneCard("jink", card:getSuit(), card:getNumber())
jink:addSubcard(card)
jink:setSkillName(self:objectName())
return jink
elseif card:isKindOf("Jink") then
local slash = sgs.Sanguosha:cloneCard("slash", card:getSuit(), card:getNumber())
slash:addSubcard(card)
slash:setSkillName(self:objectName())
return slash
else
return nil
end
end ,
enabled_at_play = function(self, target)
return sgs.Slash_IsAvailable(target)
end,
enabled_at_response = function(self, target, pattern)
return pattern == "slash" or pattern == "jink"
end
}
返回索引
##龙魂
相关武将:神·赵云
描述:你可以将X张同花色的牌按以下规则使用或打出:♥当【桃】;♦当火【杀】;♠当【无懈可击】;♣当【闪】。(X为你的体力值且至少为1)
引用:LuaLonghun
状态:0405验证通过
LuaLonghun = sgs.CreateViewAsSkill{
name = "LuaLonghun" ,
response_or_use = true ,
n = 999 ,
view_filter = function(self, selected, card)
local n = math.max(1, sgs.Self:getHp())
if #selected >= n or card:hasFlag("using") then
return false
end
if n > 1 and not #selected == 0 then
local suit = selected[1]:getSuit()
return card:getSuit() == suit
end
if sgs.Sanguosha:getCurrentCardUseReason() == sgs.CardUseStruct_CARD_USE_REASON_PLAY then
if sgs.Self:isWounded() and card:getSuit() == sgs.Card_Heart then
return true
elseif card:getSuit() == sgs.Card_Diamond then
local slash = sgs.Sanguosha:cloneCard("fire_slash", sgs.Card_SuitToBeDecided, -1)
slash:addSubcard(card:getEffectiveId())
slash:deleteLater()
return slash:isAvailable(sgs.Self)
else
return false
end
elseif sgs.Sanguosha:getCurrentCardUseReason() == sgs.CardUseStruct_CARD_USE_REASON_RESPONSE or sgs.Sanguosha:getCurrentCardUseReason() == sgs.CardUseStruct_CARD_USE_REASON_RESPONSE_USE then
local pattern = sgs.Sanguosha:getCurrentCardUsePattern()
if pattern == "jink" then
return card:getSuit() == sgs.Card_Club
elseif pattern == "nullification" then
return card:getSuit() == sgs.Card_Spade
elseif string.find(pattern, "peach") then
return card:getSuit() == sgs.Card_Heart
elseif pattern == "slash" then
return card:getSuit() == sgs.Card_Diamond
end
return false
end
return false
end ,
view_as = function(self, cards)
local n = math.max(1, sgs.Self:getHp())
if #cards ~= n then
return nil
end
local card = cards[1]
local new_card = nil
if card:getSuit() == sgs.Card_Spade then
new_card = sgs.Sanguosha:cloneCard("nullification", sgs.Card_SuitToBeDecided, 0)
elseif card:getSuit() == sgs.Card_Heart then
new_card = sgs.Sanguosha:cloneCard("peach", sgs.Card_SuitToBeDecided, 0)
elseif card:getSuit() == sgs.Card_Club then
new_card = sgs.Sanguosha:cloneCard("jink", sgs.Card_SuitToBeDecided, 0)
elseif card:getSuit() == sgs.Card_Diamond then
new_card = sgs.Sanguosha:cloneCard("fire_slash", sgs.Card_SuitToBeDecided, 0)
end
if new_card then
new_card:setSkillName(self:objectName())
for _, c in ipairs(cards) do
new_card:addSubcard(c)
end
end
return new_card
end ,
enabled_at_play = function(self, player)
return player:isWounded() or sgs.Slash_IsAvailable(player)
end ,
enabled_at_response = function(self, player, pattern)
return pattern == "slash" or pattern == "jink" or (string.find(pattern, "peach") and player:getMark("Global_PreventPeach") == 0) or (pattern == "nullification")
end ,
enabled_at_nullification = function(self, player)
local n = math.max(1, player:getHp())
local count = 0
for _, card in sgs.qlist(player:getHandcards()) do
if card:getSuit() == sgs.Card_Spade then count = count + 1 end
if count >= n then return true end
end
for _, card in sgs.qlist(player:getEquips()) do
if card:getSuit() == sgs.Card_Spade then count = count + 1 end
if count >= n then return true end
end
return false
end
}
返回索引
##龙魂-高达
相关武将:测试·高达一号
描述:你可以将一张牌按以下规则使用或打出:♥当【桃】;♦当火【杀】;♠当【无懈可击】;♣当【闪】。回合开始阶段开始时,若其他角色的装备区内有【青釭剑】,你可以获得之。
引用:LuaXNosLonghun、LuaXDuojian
状态:1217验证通过
LuaLonghun = sgs.CreateViewAsSkill{
name = "LuaLonghun" ,
n = 1 ,
view_filter = function(self, selected, to_select)
if (#selected >= 1) or to_select:hasFlag("using") then return false end
if sgs.Sanguosha:getCurrentCardUseReason() == sgs.CardUseStruct_CARD_USE_REASON_PLAY then
if sgs.Self:isWounded() and (to_select:getSuit() == sgs.Card_Heart) then
return true
elseif sgs.Slash_IsAvailable(sgs.Self) and (to_select:getSuit() == sgs.Card_Diamond) then
if sgs.Self:getWeapon() and (to_select:getEffectiveId() == sgs.Self:getWeapon():getId())
and to_select:isKindOf("Crossbow") then
return sgs.Self:canSlashWithoutCrossbow()
else
return true
end
else
return false
end
elseif (sgs.Sanguosha:getCurrentCardUseReason() == sgs.CardUseStruct_CARD_USE_REASON_RESPONSE)
or (sgs.Sanguosha:getCurrentCardUseReason() == sgs.CardUseStruct_CARD_USE_REASON_RESPONSE_USE) then
local pattern = sgs.Sanguosha:getCurrentCardUsePattern()
if pattern == "jink" then
return to_select:getSuit() == sgs.Card_Club
elseif pattern == "nullification" then
return to_select:getSuit() == sgs.Card_Spade
elseif string.find(pattern, "peach") then
return to_select:getSuit() == sgs.Card_Heart
elseif pattern == "slash" then
return to_select:getSuit() == sgs.Card_Diamond
end
return false
end
return false
end ,
view_as = function(self, cards)
if #cards ~= 1 then return nil end
local card = cards[1]
local new_card = nil
if card:getSuit() == sgs.Card_Spade then
new_card = sgs.Sanguosha:cloneCard("nullification", sgs.Card_SuitToBeDecided, 0)
elseif card:getSuit() == sgs.Card_Heart then
new_card = sgs.Sanguosha:cloneCard("peach", sgs.Card_SuitToBeDecided, 0)
elseif card:getSuit() == sgs.Card_Club then
new_card = sgs.Sanguosha:cloneCard("jink", sgs.Card_SuitToBeDecided, 0)
elseif card:getSuit() == sgs.Card_Diamond then
new_card = sgs.Sanguosha:cloneCard("fire_slash", sgs.Card_SuitToBeDecided, 0)
end
if new_card then
new_card:setSkillName(self:objectName())
for _, c in ipairs(cards) do
new_card:addSubcard(c)
end
end
return new_card
end ,
enabled_at_play = function(self, player)
return player:isWounded() or sgs.Slash_IsAvailable(player)
end ,
enabled_at_response = function(self, player, pattern)
return (pattern == "slash")
or (pattern == "jink")
or (string.find(pattern, "peach") and (not player:hasFlag("Global_PreventPeach")))
or (pattern == "nullification")
end ,
enabled_at_nullification = function(self, player)
local count = 0
for _, card in sgs.qlist(player:getHandcards()) do
if card:getSuit() == sgs.Card_Spade then count = count + 1 end
if count >= 1 then return true end
end
for _, card in sgs.qlist(player:getEquips()) do
if card:getSuit() == sgs.Card_Spade then count = count + 1 end
if count >= 1 then return true end
end
end
}
LuaXDuojian = sgs.CreateTriggerSkill{
name = "#LuaXDuojian",
frequency = sgs.Skill_NotFrequent,
events = {sgs.EventPhaseStart},
on_trigger = function(self, event, player, data)
if player:getPhase() == sgs.Player_Start then
local room = player:getRoom()
local others = room:getOtherPlayers(player)
for _,p in sgs.qlist(others) do
local weapon = p:getWeapon()
if weapon and weapon:objectName() == "QinggangSword" then
if room:askForSkillInvoke(player, self:objectName()) then
player:obtainCard(weapon)
end
end
end
end
return false
end
}
返回索引
##龙吟
相关武将:一将成名2013·关平
描述:每当一名角色于其出牌阶段内使用【杀】选择目标后,你可以弃置一张牌,令此【杀】不计入出牌阶段限制的使用次数,若此【杀】为红色,你摸一张牌。
引用:LuaLongyin
状态:1217验证通过
LuaLongyin = sgs.CreateTriggerSkill{
name = "LuaLongyin",
events = {sgs.CardUsed},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local use = data:toCardUse()
if use.card:isKindOf("Slash") then
local me = room:findPlayerBySkillName(self:objectName())
if me and me:canDiscard(me,"he") and room:askForCard(me, "..", "@LuaLongyin", data,self:objectName()) then
if use.m_addHistory then
room:addPlayerHistory(player, use.card:getClassName(),-1)
if use.card:isRed() then
me:drawCards(1)
end
end
end
end
end,
can_trigger = function(self, target)
return target:getPhase() == sgs.Player_Play
end
}
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##笼络
相关武将:智·张昭
描述:回合结束阶段开始时,你可以选择一名其他角色摸取与你弃牌阶段弃牌数量相同的牌
引用:LuaLongluo
状态:1217验证通过
LuaLongluo = sgs.CreateTriggerSkill{
name = "LuaLongluo" ,
events = {sgs.CardsMoveOneTime, sgs.EventPhaseStart} ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.EventPhaseStart then
if player:getPhase() == sgs.Player_Finish then
local drawnum = player:getMark(self:objectName())
if drawnum > 0 then
if player:askForSkillInvoke(self:objectName(), data) then
local target = room:askForPlayerChosen(player, room:getOtherPlayers(player), self:objectName())
target:drawCards(drawnum)
end
end
elseif player:getPhase() == sgs.Player_NotActive then
room:setPlayerMark(player, self:objectName(), 0)
end
elseif player:getPhase() == sgs.Player_Discard then
local move = data:toMoveOneTime()
if move.from:objectName() == player:objectName() and
(bit32.band(move.reason.m_reason, sgs.CardMoveReason_S_MASK_BASIC_REASON) == sgs.CardMoveReason_S_REASON_DISCARD) then
room:setPlayerMark(player, self:objectName(), player:getMark(self:objectName()) + move.card_ids:length())
end
end
return false
end
}
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##乱击
相关武将:火·袁绍
描述:你可以将两张花色相同的手牌当【万箭齐发】使用。
引用:LuaLuanji
状态:1217验证通过
LuaLuanji = sgs.CreateViewAsSkill{
name = "LuaLuanji",
n = 2,
view_filter = function(self, selected, to_select)
if #selected == 0 then
return not to_select:isEquipped()
elseif #selected == 1 then
local card = selected[1]
if to_select:getSuit() == card:getSuit() then
return not to_select:isEquipped()
end
else
return false
end
end,
view_as = function(self, cards)
if #cards == 2 then
local cardA = cards[1]
local cardB = cards[2]
local suit = cardA:getSuit()
local aa = sgs.Sanguosha:cloneCard("archery_attack", suit, 0);
aa:addSubcard(cardA)
aa:addSubcard(cardB)
aa:setSkillName(self:objectName())
return aa
end
end
}
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##乱武
相关武将:林·贾诩、SP·贾诩
描述:**限定技,**出牌阶段,你可以令所有其他角色对距离最近的另一名角色使用一张【杀】,否则该角色失去1点体力。
引用:LuaLuanwu
状态:0405验证通过
LuaLuanwuCard = sgs.CreateSkillCard{
name = "LuaLuanwuCard",
target_fixed = true,
on_use = function(self, room, source, targets)
room:removePlayerMark(source, "@chaos")
local players = room:getOtherPlayers(source)
for _,p in sgs.qlist(players) do
if p:isAlive() then
room:cardEffect(self, source, p)
end
room:getThread():delay()
end
end,
on_effect = function(self, effect)
local room = effect.to:getRoom()
local players = room:getOtherPlayers(effect.to)
local distance_list = sgs.IntList()
local nearest = 1000
for _,player in sgs.qlist(players) do
local distance = effect.to:distanceTo(player)
distance_list:append(distance)
nearest = math.min(nearest, distance)
end
local luanwu_targets = sgs.SPlayerList()
for i = 0, distance_list:length() - 1, 1 do
if distance_list:at(i) == nearest and effect.to:canSlash(players:at(i), nil, false) then
luanwu_targets:append(players:at(i))
end
end
if luanwu_targets:length() == 0 or not room:askForUseSlashTo(effect.to, luanwu_targets, "@luanwu-slash") then
room:loseHp(effect.to)
end
end
}
LuaLuanwuVS = sgs.CreateZeroCardViewAsSkill{
name = "LuaLuanwu",
view_as = function(self, cards)
return LuaLuanwuCard:clone()
end,
enabled_at_play = function(self, player)
return player:getMark("@chaos") >= 1
end
}
LuaLuanwu = sgs.CreateTriggerSkill{
name = "LuaLuanwu" ,
frequency = sgs.Skill_Limited ,
view_as_skill = LuaLuanwuVS ,
limit_mark = "@chaos" ,
on_trigger = function()
end
}
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##裸衣
相关武将:标准·许褚
描述:摸牌阶段,你可以少摸一张牌,若如此做,你使用的【杀】或【决斗】(你为伤害来源时)造成的伤害+1,直到回合结束。
引用:LuaLuoyiBuff、LuaLuoyi
状态:1217验证通过
LuaLuoyiBuff = sgs.CreateTriggerSkill{
name = "#LuaLuoyiBuff",
frequency = sgs.Skill_Frequent,
events = {sgs.DamageCaused},
on_trigger = function(self, event, player, data)
local damage = data:toDamage()
if damage.chain or damage.transfer or (not damage.by_user) then return false end
local reason = damage.card
if reason and (reason:isKindOf("Slash") or reason:isKindOf("Duel")) then
damage.damage = damage.damage + 1
data:setValue(damage)
end
return false
end,
can_trigger = function(self, target)
return target and target:hasFlag("LuaLuoyi") and target:isAlive()
end
}
LuaLuoyi = sgs.CreateTriggerSkill{
name = "LuaLuoyi",
frequency = sgs.Skill_NotFrequent,
events = {sgs.DrawNCards},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local count = data:toInt()
if count > 0 then
if room:askForSkillInvoke(player, self:objectName(), data) then
count = count - 1
room:setPlayerFlag(player, "LuaLuoyi")
data:setValue(count)
end
end
end
}
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##裸衣-翼
相关武将:翼·许褚
描述:出牌阶段,你可以弃置一张装备牌,若如此做,你使用的【杀】或【决斗】(你为伤害来源时)造成的伤害+1,直到回合结束。每阶段限一次。
引用:LuaXNeoLuoyi、LuaXNeoLuoyiBuff
状态:1217验证通过
LuaXNeoLuoyiCard = sgs.CreateSkillCard{
name = "LuaXNeoLuoyiCard",
target_fixed = true,
will_throw = true,
on_use = function(self, room, source, targets)
source:setFlags("LuaXNeoLuoyi")
end
}
LuaXNeoLuoyi = sgs.CreateViewAsSkill{
name = "LuaXNeoLuoyi",
n = 1,
view_filter = function(self, selected, to_select)
return to_select:isKindOf("EquipCard")
end,
view_as = function(self, cards)
if #cards == 1 then
local card = LuaXNeoLuoyiCard:clone()
card:addSubcard(cards[1])
return card
end
end,
enabled_at_play = function(self, player)
if not player:hasUsed("#LuaXNeoLuoyiCard") then
return not player:isNude()
end
return false
end
}
LuaXNeoLuoyiBuff = sgs.CreateTriggerSkill{
name = "#LuaXNeoLuoyiBuff",
frequency = sgs.Skill_Frequent,
events = {sgs.ConfirmDamage},
on_trigger = function(self, event, player, data)
local damage = data:toDamage()
local reason = damage.card
if reason then
if reason:isKindOf("Slash") or reason:isKindOf("Duel") then
damage.damage = damage.damage + 1
data:setValue(damage)
end
end
return false
end,
can_trigger = function(self, target)
if target then
if target:hasFlag("LuaXNeoLuoyi") then
return target:isAlive()
end
end
return false
end
}
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##洛神
相关武将:标准·甄姬、1v1·甄姬1v1、SP·甄姬、SP·台版甄姬
描述:准备阶段开始时,你可以进行一次判定,若判定结果为黑色,你获得生效后的判定牌且你可以重复此流程。
引用:LuaLuoshen
状态:1217验证通过
LuaLuoshen = sgs.CreateTriggerSkill{
name = "LuaLuoshen",
frequency = sgs.Skill_Frequent,
events = {sgs.EventPhaseStart, sgs.FinishJudge},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.EventPhaseStart then
if player:getPhase() == sgs.Player_Start then
while player:askForSkillInvoke(self:objectName()) do
local judge = sgs.JudgeStruct()
judge.pattern = ".|black"
judge.good = true
judge.reason = self:objectName()
judge.who = player
judge.time_consuming = true
room:judge(judge)
if judge:isBad() then
break
end
end
end
elseif event == sgs.FinishJudge then
local judge = data:toJudge()
if judge.reason == self:objectName() then
local card = judge.card
if card:isBlack() then
player:obtainCard(card)
return true
end
end
end
return false
end
}
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##落雁
相关武将:SP·大乔&小乔
描述:**锁定技,**若你的武将牌上有“星舞牌”,你视为拥有技能“天香”和“流离”。
引用:LuaLuoyan
状态:1217验证通过(需与技能“星舞”配合使用)
LuaLuoyan = sgs.CreateTriggerSkill{
name = "LuaLuoyan",
frequency = sgs.Skill_Compulsory,
events = {sgs.CardsMoveOneTime,sgs.EventAcquireSkill,sgs.EventLoseSkill},
can_trigger = function(self,player)
return player ~= nil
end,
on_trigger = function(self,event,player,data)
local room = player:getRoom()
if event == sgs.EventLoseSkill and data:toString() == self:objectName() then
room:handleAcquireDetachSkills(player,"-tianxiang|-liuli",true)
elseif event == sgs.EventAcquireSkill and data:toString() == self:objectName() then
if not player:getPile("xingwu"):isEmpty() then
room:notifySkillInvoked(player,self:objectName())
room:handleAcquireDetachSkills(player,"tianxiang|liuli")
end
elseif event == sgs.CardsMoveOneTime and player:isAlive() and player:hasSkill(self:objectName(),true) then
local move = data:toMoveOneTime()
if move.to and move.to:objectName() == player:objectName() and move.to_place == sgs.Player_PlaceSpecial and move.to_pile_name == "xingwu" then
if player:getPile("xingwu"):length() == 1 then
room:notifySkillInvoked(player,self:objectName())
room:handleAcquireDetachSkills(player,"tianxiang|liuli")
end
elseif move.from and move.from:objectName() == player:objectName() and move.from_places:contains(sgs.Player_PlaceSpecial) and table.contains(move.from_pile_names,"xingwu") then
if player:getPile("xingwu"):isEmpty() then
room:handleAcquireDetachSkills(player,"-tianxiang|-liuli",true)
end
end
end
return false
end
}
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##落英
相关武将:一将成名·曹植
描述:其他角色的牌因判定或弃置而置入弃牌堆时,你可以获得其中至少一张♣牌。
引用:LuaLuoying
状态:0405验证通过
LuaLuoYing = sgs.CreateTriggerSkill{
name = "LuaLuoYing",
frequency = sgs.Skill_Frequent,
events = {sgs.BeforeCardsMove},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local move = data:toMoveOneTime()
if move.from == nil or move.from:objectName() == player:objectName() then return false end
if move.to_place == sgs.Player_DiscardPile and (bit32.band(move.reason.m_reason, sgs.CardMoveReason_S_MASK_BASIC_REASON) == sgs.CardMoveReason_S_REASON_DISCARD or move.reason.m_reason == sgs.CardMoveReason_S_REASON_JUDGEDONE) then
local card_ids = sgs.IntList()
local i = 0
for _, card_id in sgs.qlist(move.card_ids) do
if sgs.Sanguosha:getCard(card_id):getSuit() == sgs.Card_Club and ((move.reason.m_reason == sgs.CardMoveReason_S_REASON_JUDGEDONE and move.from_places:at(i) == sgs.Player_PlaceJudge and move.to_place == sgs.Player_DiscardPile) or (move.reason.m_reason ~= sgs.CardMoveReason_S_REASON_JUDGEDONE and room:getCardOwner(card_id):objectName() == move.from:objectName() and (move.from_places:at(i) == sgs.Player_PlaceHand or move.from_places:at(i) == sgs.Player_PlaceEquip))) then
card_ids:append(card_id)
end
i = i + 1
end
if card_ids:isEmpty() then
return false
else
if player:askForSkillInvoke(self:objectName(), data) then
while not card_ids:isEmpty() do
room:fillAG(card_ids, player)
local id = room:askForAG(player, card_ids, true, self:objectName())
if id == -1 then
room:clearAG(player)
break
end
card_ids:removeOne(id)
room:clearAG(player)
end
if not card_ids:isEmpty() then
move:removeCardIds(card_ids)
data:setValue(move)
local dummy = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
dummy:addSubcards(card_ids)
room:moveCardTo(dummy, player, sgs.Player_PlaceHand, move.reason, true)
end
end
end
end
return false
end
}