#技能索引 伤逝、伤逝-旧、尚义、烧营、涉猎、神愤、甚贤、神戟、神君、神力、神速、神威、神智、生息、师恩、识破、恃才、恃勇、弑神、誓仇、慎拒、守成、授业、淑德、淑慎、双刃、双雄、水箭、水泳、死谏、死节、死战、颂词、颂威、肃资、随势
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##伤逝
相关武将:一将成名·张春华
描述:弃牌阶段外,当你的手牌数小于X时,你可以将手牌补至X张(X为你已损失的体力值且最多为2)。
引用:LuaShangshi
状态:1217验证通过
LuaShangshi = sgs.CreateTriggerSkill{
name = "LuaShangshi",
events = {sgs.EventPhaseChanging, sgs.CardsMoveOneTime, sgs.MaxHpChanged, sgs.HpChanged},
frequency = sgs.Skill_Frequent,
on_trigger = function(self, triggerEvent, zhangchunhua, data)
local room = zhangchunhua:getRoom()
local losthp = math.min(zhangchunhua:getLostHp(),2)
--如果是怀旧版请这么写。
--local losthp = zhangchunhua:getLostHp()
if (triggerEvent == sgs.CardsMoveOneTime) then
local move = data:toMoveOneTime()
if zhangchunhua:getPhase() == sgs.Player_Discard then
local changed = false
if move.from and move.from:objectName() == zhangchunhua:objectName() and move.from_places:contains(sgs.Player_PlaceHand) then
changed = true
end
if move.to and move.to:objectName() == zhangchunhua:objectName() and move.to_place == sgs.Player_PlaceHand then
changed = true
end
if changed then
zhangchunhua:addMark("shangshi")
end
return false
else
local can_invoke = false
if move.from and move.from:objectName() == zhangchunhua:objectName() and move.from_places:contains(sgs.Player_PlaceHand) then
can_invoke = true
end
if move.to and move.to:objectName() == zhangchunhua:objectName() and move.to_place == sgs.Player_PlaceHand then
can_invoke = true
end
if not can_invoke then
return false
end
end
elseif triggerEvent == sgs.HpChanged or triggerEvent == sgs.MaxHpChanged then
if zhangchunhua:getPhase() == sgs.Player_Discard then
zhangchunhua:addMark("shangshi")
return false
end
elseif triggerEvent == sgs.EventPhaseChanging then
local change = data:toPhaseChange()
if change.from ~= sgs.Player_Discard then
return false
end
if zhangchunhua:getMark("shangshi") <= 0 then
return false
end
zhangchunhua:setMark("shangshi", 0)
end
if (zhangchunhua:getHandcardNum() < losthp and zhangchunhua:getPhase() ~= sgs.Player_Discard and zhangchunhua:askForSkillInvoke(self:objectName())) then
zhangchunhua:drawCards(losthp - zhangchunhua:getHandcardNum());
end
return false;
end
}
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##伤逝-旧
相关武将:怀旧·张春华
描述:弃牌阶段外,当你的手牌数小于X时,你可以将手牌补至X张(X为你已损失的体力值)
引用:LuaNosShangshi
状态:1217验证通过(见伤逝)
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##尚义
相关武将:阵·蒋钦
描述:出牌阶段限一次,你可以令一名其他角色观看你的手牌,然后你选择一项:1.观看其手牌,然后你可以弃置其中一张黑色牌。2.观看其身份牌。
引用:LuaShangyi
状态:1217验证通过
local json = require ("json")
LuaShangyiCard = sgs.CreateSkillCard{
name = "LuaShangyiCard",
target_fixed = false,
will_throw = true,
filter = function(self, targets, to_select)
return #targets == 0 and to_select:objectName() ~= sgs.Self:objectName()
end,
on_effect = function(self, effect)
local room = effect.from:getRoom()
local player = effect.to
if not effect.from:isKongcheng() then
room:showAllCards(effect.from, player)
end
local choicelist = {}
if not effect.to:isKongcheng() then
table.insert(choicelist,"handcards")
end
if (room:getMode() == "04_1v3" or room:getMode() == "06_3v3")then
elseif (room:getMode() == "06_XMode") then
local backup = player:getTag("XModeBackup"):toStringList()
if #backup > 0 then
table.insert(choicelist,"remainedgenerals")
end
elseif (room:getMode() == "02_1v1") then
local list = player:getTag("1v1Arrange"):toStringList()
if #list > 0 then
table.insert(choicelist,"remainedgenerals")
end
elseif sgs.GetConfig("EnableBasara",true) then
if player:getGeneralName() == "anjiang" or player:getGeneral2Name() == "anjiang"then
table.insert(choicelist,"generals")
end
elseif not player:isLord() then
table.insert(choicelist,"role")
end
if #choicelist == 0 then return end
local choice = room:askForChoice(effect.from, "shangyi", table.concat(choicelist,"+"))
local jsonLog ={
"$ShangyiView",
effect.from:objectName(),
effect.to:objectName(),
"",
"shangyi:" .. choice,
"",
}
room:doBroadcastNotify(room:getOtherPlayers(effect.from), sgs.CommandType.S_COMMAND_LOG_SKILL, json.encode(jsonLog))
if choice == "handcards"then
local ids = sgs.IntList()
for _,card in sgs.qlist(player:getHandcards())do
if card:isBlack() then
ids:append(card:getEffectiveId())
end
end
local card_id = room:doGongxin(effect.from, player, ids, "shangyi");
if card_id == -1 then return end
effect.from:removeTag("shangyi")
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_DISMANTLE, effect.from:objectName(),"", "shangyi","")
room:throwCard(sgs.Sanguosha:getCard(card_id), reason, effect.to, effect.from)
elseif choice == "remainedgenerals" then
local list;
if room:getMode() == "02_1v1" then
list = player:getTag("1v1Arrange"):toStringList()
elseif room:getMode() == "06_XMode" then
list = player:getTag("XModeBackup"):toStringList()
end
for _,name in pairs(list)do
local jsonLog ={
"$ShangyiViewRemained",
effect.from:objectName(),
player:objectName(),
"",
name,
"",
}
room:doNotify(effect.from, sgs.CommandType.S_COMMAND_LOG_SKILL, json.encode(jsonLog))
end
local jsonValue = {
"shangyi",
sgs.QList2Table(list)
}
room:doNotify(effect.from, sgs.CommandType.S_COMMAND_VIEW_GENERALS, json.encode(jsonValue))
elseif choice == "generals" then
local list = room:getTag(player:objectName()).toStringList();
for _,name in pairs(list)do
local jsonLog ={
"$ShangyiViewUnknown",
effect.from:objectName(),
player:objectName(),
"",
name,
"",
}
room:doNotify(effect.from, sgs.CommandType.S_COMMAND_LOG_SKILL, json.encode(jsonLog))
end
local jsonValue = {
"shangyi",
sgs.QList2Table(list)
}
room:doNotify(effect.from, sgs.CommandType.S_COMMAND_VIEW_GENERALS, json.encode(jsonValue))
elseif choice == "role" then
local jsonValue = {
player:objectName(),
"role",
player:getRole(),
}
room:doNotify(effect.from, sgs.CommandType.S_COMMAND_SET_PROPERTY, json.encode(jsonValue)); --源码这里竟然有坑……
local jsonLog ={
"$ViewRole",
effect.from:objectName(),
player:objectName(),
"",
player:getRole(),
"",
}
room:doNotify(effect.from, sgs.CommandType.S_COMMAND_LOG_SKILL, json.encode(jsonLog))
end
end,
}
LuaShangyi = sgs.CreateZeroCardViewAsSkill{
name = "LuaShangyi",
view_as = function(self)
return LuaShangyiCard:clone()
end,
enabled_at_play = function(self, player)
return not player:hasUsed("#LuaShangyiCard")
end,
}
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##烧营
相关武将:倚天·陆伯言
描述:当你对一名不处于连环状态的角色造成一次火焰伤害时,你可选择一名其距离为1的另外一名角色并进行一次判定:若判定结果为红色,则你对选择的角色造成一点火焰伤害
引用:LuaShaoying
状态:1217验证通过
LuaShaoying = sgs.CreateTriggerSkill{
name = "LuaShaoying" ,
events = {sgs.PreDamageDone, sgs.DamageComplete} ,
on_trigger = function(self, event, player, data)
local damage = data:toDamage()
local room = player:getRoom()
if event == sgs.PreDamageDone then
if (not player:isChained()) and damage.from and (damage.nature == sgs.DamageStruct_Fire) and
(damage.from:isAlive() and damage.from:hasSkill(self:objectName())) then
local targets = sgs.SPlayerList()
for _, p in sgs.qlist(room:getAlivePlayers()) do
if (player:distanceTo(p) == 1) then
targets:append(p)
end
end
if targets:isEmpty() then return false end
if damage.from:askForSkillInvoke(self:objectName(), data) then
local target = room:askForPlayerChosen(damage.from, targets, self:objectName())
local _data = sgs.QVariant()
_data:setValue(target)
damage.from:setTag("LuaShaoyingTarget", _data)
end
end
return false
elseif event == sgs.DamageComplete then
if damage.from == nil then return false end
local target = damage.from:getTag("LuaShaoyingTarget"):toPlayer()
damage.from:removeTag("LuaShaoyingTarget")
if (not target) or (not damage.from) or (damage.from:isDead()) then return false end
local judge = sgs.JudgeStruct()
judge.pattern = ".|red"
judge.good = true
judge.reason = self:objectName()
judge.who = damage.from
room:judge(judge)
if judge:isGood() then
local shaoying_damage = sgs.DamageStruct()
shaoying_damage.nature = sgs.DamageStruct_Fire
shaoying_damage.from = damage.from
shaoying_damage.to = target
room:damage(shaoying_damage)
end
return false
end
return false
end ,
can_trigger = function(self, target)
return target
end
}
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##涉猎
相关武将:神·吕蒙
描述:摸牌阶段开始时,你可以放弃摸牌,改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张,将其余的牌置入弃牌堆。
引用:LuaShelie
状态:0405验证通过
备注:与源码略有区别,源码自定义函数删除,再新增自定义函数
function getCardList(intlist)
local ids = sgs.CardList()
for _, id in sgs.qlist(intlist) do
ids:append(sgs.Sanguosha:getCard(id))
end
return ids
end
LuaShelie = sgs.CreateTriggerSkill{
name = "LuaShelie",
events = {sgs.EventPhaseStart},
on_trigger = function(self, event, shenlvmeng, data)
if shenlvmeng:getPhase() ~= sgs.Player_Draw then
return false
end
local room = shenlvmeng:getRoom()
if not shenlvmeng:askForSkillInvoke(self:objectName()) then
return false
end
local card_ids = room:getNCards(5)
room:fillAG(card_ids)
local to_get = sgs.IntList()
local to_throw = sgs.IntList()
while not card_ids:isEmpty() do
local card_id = room:askForAG(shenlvmeng, card_ids, false, "shelie")
card_ids:removeOne(card_id)
to_get:append(card_id)--弃置剩余所有符合花色的牌(原文:throw the rest cards that matches the same suit)
local card = sgs.Sanguosha:getCard(card_id)
local suit = card:getSuit()
room:takeAG(shenlvmeng, card_id, false)
local _card_ids = card_ids
for i = 0, 150 do --这一句不加的话,涉猎很多牌可能会bug,150可以改,数值越大,越精准,一般和你涉猎的牌数相等是没有bug的
for _,id in sgs.qlist(_card_ids) do
local c = sgs.Sanguosha:getCard(id)
if c:getSuit() == suit then
card_ids:removeOne(id)
room:takeAG(nil, id, false)
to_throw:append(id)
end
end
end
end
local dummy = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
if not to_get:isEmpty() then
dummy:addSubcards(getCardList(to_get))
shenlvmeng:obtainCard(dummy)
end
dummy:clearSubcards()
if not to_throw:isEmpty() then
dummy:addSubcards(getCardList(to_throw))
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_NATURAL_ENTER, shenlvmeng:objectName(), self:objectName(),"")
room:throwCard(dummy, reason, nil)
end
dummy:deleteLater()
room:clearAG()
return true
end
}
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##神愤
相关武将:神·吕布、SP·神吕布
描述:**出牌阶段限一次,**你可以弃六枚“暴怒”标记:若如此做,所有其他角色受到1点伤害,弃置装备区的所有牌,弃置四张手牌,然后你将武将牌翻面。
引用:LuaShenfen
状态:0405验证通过(未处理胆守)
LuaShenfenCard = sgs.CreateSkillCard{
name = "LuaShenfenCard" ,
target_fixed = true ,
on_use = function(self, room, source, targets)
source:setFlags("LuaShenfenUsing")
source:loseMark("@wrath", 6)
local players = room:getOtherPlayers(source)
for _, player in sgs.qlist(players) do
room:damage(sgs.DamageStruct("LuaShenfen", source, player))
end
for _, player in sgs.qlist(players) do
player:throwAllEquips()
end
for _, player in sgs.qlist(players) do
room:askForDiscard(player, "LuaShenfen", 4, 4)
end
source:turnOver()
source:setFlags("-LuaShenfenUsing")
end
}
LuaShenfen = sgs.CreateZeroCardViewAsSkill{
name = "LuaShenfen",
view_as = function()
return LuaShenfenCard:clone()
end ,
enabled_at_play = function(self,player)
return player:getMark("@wrath") >= 6 and not player:hasUsed("#LuaShenfenCard")
end
}
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##甚贤
相关武将:SP·星彩
描述:你的回合外,每当有其他角色因弃置而失去牌时,若其中有基本牌,你可以摸一张牌。
引用:LuaShenxian
状态:1217验证通过
LuaShenxian = sgs.CreateTriggerSkill{
name = "LuaShenxian" ,
frequency = sgs.Skill_Frequent ,
events = {sgs.CardsMoveOneTime},
on_trigger = function(self, event, player, data)
local move = data:toMoveOneTime()
if move.from and (move.from:objectName() ~= player:objectName())
and (move.from_places:contains(sgs.Player_PlaceHand) or move.from_places:contains(sgs.Player_PlaceEquip))
and (bit32.band(move.reason.m_reason, sgs.CardMoveReason_S_MASK_BASIC_REASON) == sgs.CardMoveReason_S_REASON_DISCARD)
and (player:getPhase() == sgs.Player_NotActive) then
local can_draw = 0
for _, id in sgs.qlist(move.card_ids) do
if sgs.Sanguosha:getCard(id):isKindOf("BasicCard") then
can_draw = can_draw + 1
end
end
if can_draw > 0 then
if move.reason.m_reason == sgs.CardMoveReason_S_REASON_RULEDISCARD then
local n = 0
for n = 1, can_draw , 1 do
if player:askForSkillInvoke(self:objectName()) then
player:drawCards(1)
else
break
end
end
elseif player:askForSkillInvoke(self:objectName()) then
player:drawCards(1)
end
end
end
return false
end ,
}
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##神戟
相关武将:SP·暴怒战神、2013-3v3·吕布
描述:若你的装备区没有武器牌,当你使用【杀】时,你可以额外选择至多两个目标。
引用:LuaShenji
状态:0405验证通过
LuaShenji = sgs.CreateTargetModSkill{
name = "LuaShenji" ,
extra_target_func = function(self, from)
if from:hasSkill(self:objectName()) and from:getWeapon() == nil then
return 2
else
return 0
end
end
}
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##神君
相关武将:倚天·陆伯言
描述:**锁定技,**游戏开始时,你必须选择自己的性别。回合开始阶段开始时,你必须倒转性别,异性角色对你造成的非雷电属性伤害无效
引用:LuaShenjun
状态:1217验证通过
LuaShenjun = sgs.CreateTriggerSkill{
name = "LuaShenjun" ,
events = {sgs.GameStart, sgs.EventPhaseStart, sgs.DamageInflicted} ,
frequency = sgs.Skill_Compulsory ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.GameStart then
local gender = room:askForChoice(player, self:objectName(), "male+female")
local is_male = player:isMale()
if gender == "female" then
if is_male then
player:setGender(sgs.General_Female)
end
elseif gender == "male" then
if not is_male then
player:setGender(sgs.General_Male)
end
end
elseif event == sgs.EventPhaseStart then
if player:getPhase() == sgs.Player_Start then
if player:isMale() then
player:setGender(sgs.General_Female)
else
player:setGender(sgs.General_Male)
end
end
elseif event == sgs.DamageInflicted then
local damage = data:toDamage()
if (damage.nature ~= sgs.DamageStruct_Thunder) and damage.from and
(damage.from:isMale() ~= player:isMale()) then
return true
end
end
return false
end
}
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##神力
相关武将:倚天·古之恶来
描述:**锁定技,**出牌阶段,你使用【杀】造成的第一次伤害+X,X为当前死战标记数且最大为3
引用:LuaShenli
状态:1217验证通过
LuaShenli = sgs.CreateTriggerSkill{
name = "LuaShenli" ,
frequency = sgs.Skill_Compulsory ,
events = {sgs.ConfirmDamage} ,
on_trigger = function(self, event, player, data)
local damage = data:toDamage()
if damage.card and damage.card:isKindOf("Slash") and (player:getPhase() == sgs.Player_Play) and (not player:hasFlag("shenli")) then
player:setFlags("shenli")
local x = player:getMark("@struggle")
if x > 0 then
x = math.min(3, x)
damage.damage = damage.damage + x
data:setValue(damage)
end
end
return false
end
}
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##神速
相关武将:风·夏侯渊、1v1·夏侯渊1v1
描述:你可以选择一至两项:
1.跳过你的判定阶段和摸牌阶段。
2.跳过你的出牌阶段并弃置一张装备牌。
你每选择一项,视为对一名其他角色使用一张【杀】(无距离限制)。
引用:LuaShensu、LuaShensuSlash
状态:1217验证通过
LuaShensuCard = sgs.CreateSkillCard{
name = "LuaShensuCard" ,
filter = function(self, targets, to_select)
local targets_list = sgs.PlayerList()
for _, target in ipairs(targets) do
targets_list:append(target)
end
local slash = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
slash:setSkillName("LuaShensu")
slash:deleteLater()
return slash:targetFilter(targets_list, to_select, sgs.Self)
end ,
on_use = function(self, room, source, targets)
local targets_list = sgs.SPlayerList()
for _, target in ipairs(targets) do
if source:canSlash(target, nil, false) then
targets_list:append(target)
end
end
if targets_list:length() > 0 then
local slash = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
slash:setSkillName("LuaShensu")
room:useCard(sgs.CardUseStruct(slash, source, targets_list))
end
end
}
LuaShensuVS = sgs.CreateViewAsSkill{
name = "LuaShensu" ,
n = 1 ,
view_filter = function(self, selected, to_select)
if string.endsWith(sgs.Sanguosha:getCurrentCardUsePattern(), "1") then
return false
else
return #selected == 0 and to_select:isKindOf("EquipCard") and not sgs.Self:isJilei(to_select)
end
end ,
view_as = function(self, cards)
if string.endsWith(sgs.Sanguosha:getCurrentCardUsePattern(), "1") then
return #cards == 0 and LuaShensuCard:clone() or nil
else
if #cards ~= 1 then
return nil
end
local card = LuaShensuCard:clone()
for _, cd in ipairs(cards) do
card:addSubcard(cd)
end
return card
end
end ,
enabled_at_play = function()
return false
end ,
enabled_at_response = function(self, player, pattern)
return string.startsWith(pattern, "@@LuaShensu")
end
}
LuaShensu = sgs.CreateTriggerSkill{
name = "LuaShensu" ,
events = {sgs.EventPhaseChanging} ,
view_as_skill = LuaShensuVS ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local change = data:toPhaseChange()
if change.to == sgs.Player_Judge and not player:isSkipped(sgs.Player_Judge)
and not player:isSkipped(sgs.Player_Draw) then
if sgs.Slash_IsAvailable(player) and room:askForUseCard(player, "@@LuaShensu1", "@shensu1", 1) then
player:skip(sgs.Player_Judge)
player:skip(sgs.Player_Draw)
end
elseif sgs.Slash_IsAvailable(player) and change.to == sgs.Player_Play and not player:isSkipped(sgs.Player_Play) then
if player:canDiscard(player, "he") and room:askForUseCard(player, "@@LuaShensu2", "@shensu2", 2, sgs.Card_MethodDiscard) then
player:skip(sgs.Player_Play)
end
end
return false
end
}
LuaShensuSlash = sgs.CreateTargetModSkill{
name = "#LuaShensu-slash" ,
pattern = "Slash" ,
distance_limit_func = function(self, player, card)
if player:hasSkill("LuaShensu") and (card:getSkillName() == "LuaShensu") then
return 1000
else
return 0
end
end
}
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##神威
相关武将:SP·暴怒战神
描述:**锁定技,**摸牌阶段,你额外摸两张牌;你的手牌上限+2。
引用:LuaShenwei、LuaShenweiDraw
状态:0405验证通过
LuaShenweiDraw = sgs.CreateDrawCardsSkill{
name = "#LuaShenwei-draw" ,
frequency = sgs.Skill_Compulsory ,
draw_num_func = function(self, player, n)
player:getRoom():sendCompulsoryTriggerLog(player, "LuaShenwei")
return n + 2
end
}
LuaShenwei = sgs.CreateMaxCardsSkill{
name = "LuaShenwei" ,
extra_func = function(self, target)
if target:hasSkill(self:objectName()) then
return 2
else
return 0
end
end
}
返回索引
##神智
相关武将:国战·甘夫人
描述:准备阶段开始时,你可以弃置所有手牌。若你以此法弃置的牌不少于X张,你回复1点体力。(X为你当前的体力值)
引用:LuaShenzhi
状态:1217验证通过
LuaShenzhi = sgs.CreateTriggerSkill{
name = "LuaShenzhi" ,
events = {sgs.EventPhaseStart} ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if (player:getPhase() ~= sgs.Player_Start) or (player:isKongcheng()) then return false end
if room:askForSkillInvoke(player, self:objectName()) then
for _, card in sgs.qlist(player:getHandcards()) do
if player:isJilei(card) then return false end
end
local handcard_num = player:getHandcardNum()
player:throwAllHandCards()
if handcard_num >= player:getHp() then
local recover = sgs.RecoverStruct()
recover.who = player
room:recover(player, recover)
end
end
return false
end
}
返回索引
##生息
相关武将:阵·蒋琬&费祎
描述:每当你的出牌阶段结束时,若你于此阶段未造成伤害,你可以摸两张牌。
引用:LuaShengxi
状态:0405验证通过
LuaShengxi = sgs.CreateTriggerSkill{
name = "LuaShengxi",
frequency = sgs.Skill_Frequent,
events = {sgs.PreDamageDone,sgs.EventPhaseEnd},
global = true,
on_trigger = function(self, event, player, data)
if event == sgs.EventPhaseEnd then
local can_trigger = true
if player:hasFlag("ShengxiDamageInPlayPhase") then
can_trigger = false
player:setFlags("-ShengxiDamageInPlayPhase")
end
if player and player:isAlive() and player:hasSkill(self:objectName()) and player:getPhase() == sgs.Player_Play and can_trigger and player:askForSkillInvoke(self:objectName()) then
player:drawCards(2)
end
elseif event == sgs.PreDamageDone then
local damage = data:toDamage()
if damage.from and damage.from:getPhase() == sgs.Player_Play and not damage.from:hasFlag("ShengxiDamageInPlayPhase") then
damage.from:setFlags("ShengxiDamageInPlayPhase")
end
end
return false
end
}
返回索引
##师恩
相关武将:智·司马徽
描述:其他角色使用非延时锦囊时,可以让你摸一张牌
引用:LuaShien
状态:1217验证通过
注:智水镜的三个技能均有联系,为了方便起见统一使用本LUA版本的技能,并非原版
LuaShien = sgs.CreateTriggerSkill{
name = "LuaShien" ,
events = {sgs.CardUsed} ,
on_trigger = function(self, event, player, data)
if not player then return false end
if (player:getMark("forbid_LuaShien") > 0) or (player:hasFlag("forbid_LuaShien")) then return false end
local card = data:toCardUse().card
if card and card:isNDTrick() then
local room = player:getRoom()
local shuijing = room:findPlayerBySkillName(self:objectName())
if not shuijing then return false end
local _data = sgs.QVariant()
_data:setValue(shuijing)
if room:askForSkillInvoke(player, self:objectName(), _data) then
shuijing:drawCards(1)
else
local choice = room:askForChoice(player, "forbid_LuaShien", "yes+no+maybe")
if choice == "yes" then
room:setPlayerMark(player, "forbid_LuaShien", 1)
elseif choice == "maybe" then
room:setPlayerFlag(player, "forbid_LuaShien")
end
end
end
return false
end ,
can_trigger = function(self, target)
return target and (not target:hasSkill(self:objectName()))
end
}
返回索引
##识破
相关武将:智·田丰
描述:任意角色判定阶段判定前,你可以弃置两张牌,获得该角色判定区里的所有牌
引用:LuaShipo
状态:1217验证通过
LuaShipo = sgs.CreateTriggerSkill{
name = "LuaShipo" ,
events = {sgs.EventPhaseStart} ,
on_trigger = function(self, event, player, data)
if (player:getPhase() ~= sgs.Player_Judge) or (player:getJudgingArea():length() == 0) then return false end
local room = player:getRoom()
local tians = room:findPlayersBySkillName(self:objectName())
for _, tianfeng in sgs.qlist(tians) do
if tianfeng:getCardCount(true) >= 2 then
local _data = sgs.QVariant()
_data:setValue(player)
if room:askForSkillInvoke(tianfeng, self:objectName(), _data) then
if room:askForDiscard(tianfeng, self:objectName(), 2, 2, false, true) then
local dummy = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
dummy:addSubcards(player:getJudgingArea())
tianfeng:obtainCard(dummy)
break
end
end
end
end
return false
end ,
can_trigger = function(self, target)
return target
end
}
返回索引
##恃才
相关武将:智·许攸
描述:**锁定技,**当你拼点成功时,摸一张牌
引用:LuaShicai
状态:1217验证通过
LuaShicai = sgs.CreateTriggerSkill{
name = "LuaShicai" ,
events = {sgs.Pindian} ,
frequency = sgs.Skill_Compulsory ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local xuyou = room:findPlayerBySkillName(self:objectName())
if not xuyou then return false end
local pindian = data:toPindian()
if (pindian.from:objectName() ~= xuyou:objectName()) and (pindian.to:objectName() ~= xuyou:objectName()) then return false end
local winner = nil
if pindian.from_number > pindian.to_number then
winner = pindian.from
else
winner = pindian.to
end
if winner:objectName() == xuyou:objectName() then
xuyou:drawCards(1)
end
return false
end ,
can_trigger = function(self, target)
return target
end
}
返回索引
##恃勇
相关武将:二将成名·华雄
描述:**锁定技,**每当你受到一次红色的【杀】或因【酒】生效而伤害+1的【杀】造成的伤害后,你减1点体力上限。
引用:LuaShiyong
状态:1217验证通过
LuaShiyong = sgs.CreateTriggerSkill{
name = "LuaShiyong" ,
events = {sgs.Damaged} ,
frequency = sgs.Skill_Compulsory ,
on_trigger = function(self, event, player, data)
local damage = data:toDamage()
if damage.card and damage.card:isKindOf("Slash")
and (damage.card:isRed() or damage.card:hasFlag("drank")) then
player:getRoom():loseMaxHp(player)
end
return false
end
}
返回索引
##誓仇
相关武将:☆SP·刘备
描述:**主公技,限定技,**准备阶段开始时,你可以交给一名其他蜀势力角色两张牌。每当你受到伤害时,你将此伤害转移给该角色,然后该角色摸X张牌,直到其第一次进入濒死状态时。(X为伤害点数)
引用:LuaShichou
状态:1217验证通过
LuaShichou = sgs.CreateTriggerSkill{
name = "LuaShichou$",
frequency = sgs.Skill_Limited,
limit_mark = "@hate";
events = {sgs.EventPhaseStart, sgs.DamageInflicted, sgs.Dying, sgs.DamageComplete},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.EventPhaseStart then
if player:hasLordSkill(self:objectName()) then
if player:getPhase() == sgs.Player_Start then
if player:getMark("shichouInvoke") == 0 then
if player:getCards("he"):length() > 1 then
local targets = room:getOtherPlayers(player)
local victims = sgs.SPlayerList()
for _,target in sgs.qlist(targets) do
if target:getKingdom() == "shu" then
victims:append(target)
end
end
if victims:length() > 0 then
if player:askForSkillInvoke(self:objectName()) then
player:loseMark("@hate", 1)
room:setPlayerMark(player, "shichouInvoke", 1)
local victim = room:askForPlayerChosen(player, victims, self:objectName())
room:setPlayerMark(victim, "@chou", 1)
local tagvalue = sgs.QVariant()
tagvalue:setValue(victim)
room:setTag("ShichouTarget", tagvalue)
local card = room:askForExchange(player, self:objectName(), 2, true, "ShichouGive")
room:obtainCard(victim, card, false)
end
end
end
end
end
end
elseif event == sgs.DamageInflicted then
if player:hasLordSkill(self:objectName(), true) then
local tag = room:getTag("ShichouTarget")
if tag then
local target = tag:toPlayer()
if target then
room:setPlayerFlag(target, "Shichou")
if player:objectName() ~= target:objectName() then
local damage = data:toDamage()
damage.to = target
damage.transfer = true
room:damage(damage)
return true
end
end
end
end
elseif event == sgs.DamageComplete then
if player:hasFlag("Shichou") then
local damage = data:toDamage()
local count = damage.damage
player:drawCards(count)
room:setPlayerFlag(player, "-Shichou")
end
elseif event == sgs.Dying then
if player:getMark("@chou") > 0 then
player:loseMark("@chou")
local list = room:getAlivePlayers()
for _,lord in sgs.qlist(list) do
if lord:hasLordSkill(self:objectName(), true) then
local tag = room:getTag("ShichouTarget")
local target = tag:toPlayer()
if target:objectName() == player:objectName() then
room:removeTag("ShichouTarget")
end
end
end
end
end
return false
end,
can_trigger = function(self, target)
return target
end
}
返回索引
##慎拒
相关武将:1v1·吕蒙
描述:**锁定技,**你的手牌上限+X。(X为弃牌阶段开始时其他角色最大的体力值)
引用:LuaShenju LuaShenjuMark
状态:1217验证通过
LuaShenju = sgs.CreateMaxCardsSkill{
name = "Luashenju",
extra_func = function(self, target)
if target:hasSkill(self:objectName()) then
return target:getMark("shenju")
else
return 0
end
end
}
LuaShenjuMark = sgs.CreateTriggerSkill{
name = "#LuaShenjuMark",
events = {sgs.EventPhaseStart},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if player:getPhase() == sgs.Player_Discard then
local max_hp = -1000
for _, p in sgs.qlist(room:getOtherPlayers(player)) do
local hp = p:getHp()
if hp > max_hp then
max_hp = hp
end
end
player:setMark("shenju", math.max(max_hp, 0))
end
return false
end,
}
返回索引
##守成
相关武将:阵·蒋琬费祎
描述:每当一名角色于其回合外失去最后的手牌后,你可以令该角色选择是否摸一张牌。
引用:LuaShoucheng
状态:1217验证通过
LuaShoucheng = sgs.CreateTriggerSkill{
name = "LuaShoucheng",
frequency = sgs.Skill_NotFrequency, --Frequent, NotFrequent, Compulsory, Limited, Wake
events = {sgs.CardsMoveOneTime},
on_trigger = function(self, event, player, data)
local move = data:toMoveOneTime()
local room = player:getRoom()
if (move.from and move.from:isAlive() and move.from:getPhase() == sgs.Player_NotActive
and move.from_places:contains(sgs.Player_PlaceHand) and move.is_last_handcard) then
local target = nil
for _,p in sgs.qlist(room:getAlivePlayers())do
if p:objectName() == move.from:objectName() then
target = p
end
end
local ai_data = sgs.QVariant()
ai_data:setValue(target)
if (room:askForSkillInvoke(player, self:objectName(), ai_data)) then
target:drawCards(1)
end
end
return false
end,
}
返回索引
##授业
相关武将:智·司马徽
描述:出牌阶段,你可以弃置一张红色手牌,指定最多两名其他角色各摸一张牌
引用:LuaShouye
状态:1217验证通过
注:智水镜的三个技能均有联系,为了方便起见统一使用本LUA版本的技能,并非原版
LuaShouyeCard = sgs.CreateSkillCard{
name = "LuaShouyeCard" ,
filter = function(self, targets, to_select)
if #targets >= 2 then return false end
if to_select:objectName() == sgs.Self:objectName() then return false end
return true
end ,
on_effect = function(self, effect)
effect.to:drawCards(1)
if effect.from:getMark("LuaJiehuo") == 0 then
effect.from:gainMark("@shouye")
end
end
}
LuaShouye = sgs.CreateViewAsSkill{
name = "LuaShouye" ,
n = 1 ,
view_filter = function(self, selected, to_select)
return (#selected == 0) and (not to_select:isEquipped()) and (to_select:isRed())
end ,
view_as = function(self, cards)
if #cards ~= 1 then return nil end
local card = LuaShouyeCard:clone()
card:addSubcard(cards[1])
return card
end ,
enabled_at_play = function(self, player)
return (player:getMark("LuaJiehuo") == 0) or (not player:hasUsed("#LuaShouyeCard"))
end
}
返回索引
##淑德
相关武将:贴纸·王元姬
描述:结束阶段开始时,你可以将手牌数补至等于体力上限的张数。
引用:LuaShude
状态:1217验证通过
LuaShude = sgs.CreateTriggerSkill{
name = "LuaShude" ,
events = {sgs.EventPhaseStart} ,
frequency = sgs.Skill_Frequent,
on_trigger = function(self, event, player, data)
if player:getPhase() == sgs.Player_Finish then
local upper = player:getMaxHp()
local handcard = player:getHandcardNum()
if handcard < upper then
if player:getRoom():askForSkillInvoke(player, self:objectName()) then
player:drawCards(upper - handcard)
end
end
end
end
}
返回索引
##淑慎
相关武将:国战·甘夫人
描述:每当你回复1点体力后,你可以令一名其他角色摸一张牌。
引用:LuaShushen
状态:1217验证通过
LuaShushen = sgs.CreateTriggerSkill{
name = "LuaShushen" ,
events = {sgs.HpRecover} ,
on_trigger = function(self, event, player, data)
local recover_struct = data:toRecover()
local recover = recover_struct.recover
local room = player:getRoom()
for i = 0, recover - 1, 1 do
local target = room:askForPlayerChosen(player, room:getOtherPlayers(player), self:objectName(), "shushen-invoke", true, true)
if target then
target:drawCards(1)
else
break
end
end
return false
end
}
返回索引
##双刃
相关武将:国战·纪灵
描述:出牌阶段开始时,你可以与一名其他角色拼点:若你赢,视为你一名其他角色使用一张无距离限制的普通【杀】(此【杀】不计入出牌阶段使用次数的限制);若你没赢,你结束出牌阶段。
引用:LuaXShuangren
状态:1217验证通过
LuaXShuangrenCard = sgs.CreateSkillCard{
name = "LuaXShuangrenCard",
target_fixed = false,
will_throw = false,
handling_method = sgs.Card_MethodPindian,
filter = function(self, targets, to_select)
if #targets == 0 then
if not to_select:isKongcheng() then
return to_select:objectName() ~= sgs.Self:objectName()
end
end
return false
end,
on_effect = function(self, effect)
local room = effect.from:getRoom()
local success = effect.from:pindian(effect.to, "LuaXShuangren")
if success then
local targets = sgs.SPlayerList()
local others = room:getOtherPlayers(effect.from)
for _,target in sgs.qlist(others) do
if effect.from:canSlash(target, nil, false) then
targets:append(target)
end
end
if not targets:isEmpty() then
local target = room:askForPlayerChosen(effect.from, targets, "shuangren-slash")
local slash = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
slash:setSkillName("LuaXShuangren")
local card_use = sgs.CardUseStruct()
card_use.card = slash
card_use.from = effect.from
card_use.to:append(target)
room:useCard(card_use, false)
end
else
room:setPlayerFlag(effect.from, "SkipPlay")
end
end
}
LuaXShuangrenVS = sgs.CreateZeroCardViewAsSkill{
name = "LuaXShuangren",
response_pattern = "@@LuaXShuangren",
view_as = function(self)
return LuaXShuangrenCard:clone()
end,
}
LuaXShuangren = sgs.CreateTriggerSkill{
name = "LuaXShuangren",
frequency = sgs.Skill_NotFrequent,
events = {sgs.EventPhaseStart},
view_as_skill = LuaXShuangrenVS,
on_trigger = function(self, event, player, data)
if player:getPhase() == sgs.Player_Play then
local room = player:getRoom()
local can_invoke = false
local other_players = room:getOtherPlayers(player)
for _,p in sgs.qlist(other_players) do
if not player:isKongcheng() then
can_invoke = true
break
end
end
if can_invoke and not player:isKongcheng() then
room:askForUseCard(player, "@@LuaXShuangren", "@shuangren-card", -1, sgs.Card_MethodPindian)
end
if player:hasFlag("SkipPlay") then
return true
end
end
return false
end
}
返回索引
##双雄
相关武将:火·颜良文丑
描述:摸牌阶段开始时,你可以放弃摸牌,改为进行一次判定,你获得生效后的判定牌,然后你可以将一张与此判定牌颜色不同的手牌当【决斗】使用,直到回合结束。
引用:LuaShuangxiong LuaShuangxiongJudge
状态:1217验证通过
local json = require ("json")
LuaShuangxiong = sgs.CreateOneCardViewAsSkill{
name = "LuaShuangxiong",
view_filter = function(self,to_select)
if to_select:isEquipped() then return false end
local value = sgs.Self:getMark("LuaShuangxiong")
if value == 1 then
return to_select:isBlack()
elseif value == 2 then
return to_select:isRed()
end
return false
end,
view_as = function(self, card)
local duel = sgs.Sanguosha:cloneCard("duel", card:getSuit(), card:getNumber())
duel:addSubcard(card)
duel:setSkillName(self:objectName())
return duel
end,
enabled_at_play = function(self, player)
return (player:getMark("LuaShuangxiong") > 0) and (not player:isKongcheng())
end
}
LuaShuangxiongJudge = sgs.CreateTriggerSkill{
name = "#LuaShuangxiongJudge",
frequency = sgs.Skill_NotFrequent,
events = {sgs.EventPhaseStart, sgs.FinishJudge,sgs.EventLoseSkill},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.EventPhaseStart then
if player:getPhase() == sgs.Player_Start then
room:setPlayerMark(player, "LuaShuangxiong", 0)
elseif (player:getPhase() == sgs.Player_Draw) and (player and player:isAlive() and player:hasSkill("LuaShuangxiong")) then
if player:askForSkillInvoke("LuaShuangxiong") then
room:setPlayerFlag(player, "LuaShuangxiong")
local judge = sgs.JudgeStruct()
judge.good = true
judge.reason = "LuaShuangxiong"
judge.who = player
room:judge(judge)
local markid = 2
if judge.card:isRed() then markid = 1 end
room:setPlayerMark(player, "LuaShuangxiong", markid)
return true
end
elseif player:getPhase() == sgs.Player_Finish then
if player:getMark("LuaShuangxiong_Lost") ~= 1 then return false end
room:setPlayerMark(player, "QingchengLuaShuangxiong", 0)
room:setPlayerMark(player,"LuaShuangxiong_Lost",0)
local jsonValue = {
4,
player:objectName(),
"LuaShuangxiong"
}
room:doNotify(player,sgs.CommandType.S_COMMAND_LOG_EVENT, json.encode(jsonValue))
end
elseif event == sgs.FinishJudge then
local judge = data:toJudge()
if judge.reason == "LuaShuangxiong" then
player:obtainCard(judge.card)
end
elseif event == sgs.EventLoseSkill then
if data:toString() == "LuaShuangxiong" then
room:doNotify(player, sgs.CommandType.S_COMMAND_ATTACH_SKILL, json.encode("LuaShuangxiong"))
room:addPlayerMark(player, "QingchengLuaShuangxiong")
room:setPlayerFlag(player, "LuaShuangxiong")
room:setPlayerMark(player,"LuaShuangxiong_Lost",1)
end
end
return false
end,
can_trigger = function(self, target)
return target
end
}
返回索引
##水箭
相关武将:奥运·孙扬
描述:摸牌阶段摸牌时,你可以额外摸X+1张牌,X为你装备区的牌数量的一半(向下取整)。
引用:LuaXShuijian
状态:1217验证通过
LuaXShuijian = sgs.CreateTriggerSkill{
name = "LuaXShuijian",
frequency = sgs.Skill_Frequent,
events = {sgs.DrawNCards},
on_trigger = function(self, event, player, data)
if player:askForSkillInvoke(self:objectName(), data) then
local equips = player:getEquips()
local length = equips:length()
local extra = (length / 2) + 1
local count = data:toInt() + extra
data:setValue(count)
return false
end
end
}
返回索引
##水泳
相关武将:奥运·叶诗文
描述:**锁定技,**防止你受到的火焰伤害。
引用:LuaXShuiyong
状态:1217验证通过
LuaXShuiyong = sgs.CreateTriggerSkill{
name = "LuaXShuiyong",
frequency = sgs.Skill_Compulsory,
events = {sgs.DamageInflicted},
on_trigger = function(self, event, player, data)
local damage = data:toDamage()
return damage.nature == sgs.DamageStruct_Fire
end
}
返回索引
##死谏
相关武将:国战·田丰
描述:每当你失去最后的手牌后,你可以弃置一名其他角色的一张牌。
引用:LuaSijian
状态:1217验证通过
LuaSijian = sgs.CreateTriggerSkill{
name = "LuaSijian" ,
events = {sgs.BeforeCardsMove, sgs.CardsMoveOneTime} ,
on_trigger = function(self, event, player, data)
local move = data:toMoveOneTime()
if (move.from and move.from:objectName() == player:objectName()) and move.from_places:contains(sgs.Player_PlaceHand) then
if event == sgs.BeforeCardsMove then
if player:isKongcheng() then return false end
for _, id in sgs.qlist(player:handCards()) do
if not move.card_ids:contains(id) then return false end
end
player:addMark(self:objectName())
else
if player:getMark(self:objectName()) == 0 then return false end
player:removeMark(self:objectName())
local room = player:getRoom()
local other_players = room:getOtherPlayers(player)
local targets = sgs.SPlayerList()
for _, p in sgs.qlist(other_players) do
if player:canDiscard(p, "he") then
targets:append(p)
end
end
if targets:isEmpty() then return false end
local to = room:askForPlayerChosen(player, targets, self:objectName(), "sijian-invoke", true, true)
if to then
local card_id = room:askForCardChosen(player, to, "he", self:objectName(), false, sgs.Card_MethodDiscard)
room:throwCard(card_id, to, tianfeng)
end
end
end
return false
end
}
返回索引
##死战
相关武将:倚天·古之恶来
描述:**锁定技,**当你受到伤害时,防止该伤害并获得与伤害点数等量的死战标记;你的回合结束阶段开始时,你须弃掉所有的X个死战标记并流失X点体力
引用:LuaSizhan
状态:1217验证通过
LuaSizhan = sgs.CreateTriggerSkill{
name = "LuaSizhan" ,
frequency = sgs.Skill_Compulsory ,
events = {sgs.DamageInflicted, sgs.EventPhaseStart} ,
on_trigger = function(self, event, player, data)
if event == sgs.DamageInflicted then
local damage = data:toDamage()
player:gainMark("@struggle", damage.damage)
return true
elseif (event == sgs.EventPhaseStart) and (player:getPhase() == sgs.Player_Finish) then
local x = player:getMark("@struggle")
if x > 0 then
player:getRoom():loseHp(player, x)
end
player:setFlags("-shenli")
end
return false
end
}
返回索引
##颂词
相关武将:SP·陈琳
描述:出牌阶段,你可以选择一项:1、令一名手牌数小于其当前的体力值的角色摸两张牌。2、令一名手牌数大于其当前的体力值的角色弃置两张牌。每名角色每局游戏限一次。
引用:LuaSongci
状态:1217验证通过
LuaSongciCard = sgs.CreateSkillCard{
name = "LuaSongciCard" ,
filter = function(self, targets, to_select)
return (#targets == 0) and (to_select:getMark("@songci") == 0) and (to_select:getHandcardNum() ~= to_select:getHp())
end ,
on_effect = function(self, effect)
local handcard_num = effect.to:getHandcardNum()
local hp = effect.to:getHp()
effect.to:gainMark("@songci")
if handcard_num > hp then
effect.to:getRoom():askForDiscard(effect.to, "LuaSongci", 2, 2, false, true)
else
effect.to:drawCards(2, "LuaSongci")
end
end
}
LuaSongciVS = sgs.CreateZeroCardViewAsSkill{
name = "LuaSongci",
view_as = function()
return LuaSongciCard:clone()
end ,
enabled_at_play = function(self, player)
if (player:getMark("@songci") == 0) and (player:getHandcardNum() ~= player:getHp()) then return true end
for _, sib in sgs.qlist(player:getSiblings()) do
if (sib:getMark("@songci") == 0) and (sib:getHandcardNum() ~= sib:getHp()) then return true end
end
return false
end
}
LuaSongci = sgs.CreateTriggerSkill{
name = "LuaSongci" ,
events = {sgs.Death} ,
view_as_skill = LuaSongciVS ,
on_trigger = function(self, event, player, data)
local death = data:toDeath()
if death.who:objectName() ~= player:objectName() then return false end
for _, p in sgs.qlist(player:getRoom():getAllPlayers()) do
if p:getMark("@songci") > 0 then
player:getRoom():setPlayerMark(p, "@songci", 0)
end
end
return false
end ,
can_trigger = function(self, target)
return target and target:hasSkill(self:objectName())
end
}
返回索引
##颂威
相关武将:林·曹丕、铜雀台·曹丕
描述:**主公技,**其他魏势力角色的黑色判定牌生效后,该角色可以令你摸一张牌。
引用:LuaSongwei
状态:0405验证通过
LuaSongwei = sgs.CreateTriggerSkill{
name = "LuaSongwei$",
events = {sgs.FinishJudge},
can_trigger = function(self, target)
return target and target:getKingdom() == "wei"
end,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local judge = data:toJudge()
local card = judge.card
if card:isBlack() then
local caopis = sgs.SPlayerList()
for _, p in sgs.qlist(room:getOtherPlayers(player)) do
if p:hasLordSkill(self:objectName()) then
caopis:append(p)
end
end
end
while not caopis:isEmpty() do
local caopi = room:askForPlayerChosen(player, caopis, self:objectName(), "@LuaSongwei-to", true)
if caopi then
room:notifySkillInvoked(caopi, self:objectName())
caopi:drawCards(1, self:objectName())
caopis:removeOne(caopi)
else
break
end
end
return false
end
}
返回索引
##肃资
相关武将:1v1·夏侯渊1v1
描述:每当已死亡的对手的牌因弃置而置入弃牌堆前,你可以获得之。
引用:LuaSuzi
状态:1217验证通过
LuaSuzi = sgs.CreateTriggerSkill{
name = "LuaSuzi",
events = {sgs.BuryVictim},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if player:isNude() then return false end
local xiahouyuan = room:findPlayerBySkillName(self:objectName())
local death = data:toDeath()
if xiahouyuan and xiahouyuan:objectName() == death.who:objectName() then return false end
if room:askForSkillInvoke(xiahouyuan, self:objectName(), data) then
local dummy = sgs.Sanguosha:cloneCard("jink")
local cards = player:getCards("he")
for _, card in sgs.qlist(cards) do
dummy:addSubcard(card);
end
if dummy:subcardsLength() > 0 then
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_RECYCLE, xiahouyuan:objectName())
room:moveCardTo(dummy, player, xiahouyuan, sgs.Player_PlaceHand, reason)
end
dummy:deleteLater()
end
return false
end,
can_trigger = function(self, target)
return target ~= nil
end,
}
返回索引
##随势
相关武将:国战·田丰
描述:每当其他角色进入濒死状态时,伤害来源可以令你摸一张牌;每当其他角色死亡时,伤害来源可以令你失去1点体力。
引用:LuaSuishi
状态:1217验证通过
LuaSuishi = sgs.CreateTriggerSkill{
name = "LuaSuishi" ,
events = {sgs.Dying, sgs.Death} ,
on_trigger = function(self, event, player, data)
local target = nil
if event == sgs.Dying then
local dying = data:toDying()
if dying.damage and dying.damage.from then
target = dying.damage.from
end
if (dying.who:objectName() ~= player:objectName()) and target then
if player:getRoom():askForSkillInvoke(target, self:objectName(), sgs.QVariant("draw:" .. player:objectName())) then
player:drawCards(1)
end
end
elseif event == sgs.Death then
local death = data:toDeath()
if death.damage and death.damage.from then
target = death.damage.from
end
if target then
if player:getRoom():askForSkillInvoke(target, self:objectName(), sgs.QVariant("losehp:" .. player:objectName())) then
player:getRoom():loseHp(player)
end
end
end
return false
end
}