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ChapterB.lua
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ChapterB.lua
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--[[
代码速查手册(B区)
技能索引:
八阵、霸刀、霸王、拜印、豹变、豹变、暴敛、暴凌、暴虐、悲歌、悲鸣、北伐、賁育、奔雷、奔袭、崩坏、笔伐、闭月、变天、秉壹、补益、不屈、不屈
]]--
--[[
技能名:八阵(锁定技)
相关武将:火·诸葛亮
描述:若你的装备区没有防具牌,视为你装备【八卦阵】。
引用:LuaBazhen
状态:0405验证通过
]]--
LuaBazhen = sgs.CreateTriggerSkill{
name = "LuaBazhen",
frequency = sgs.Skill_Compulsory,
events = {sgs.CardAsked},
on_trigger = function(self, event, wolong, data)
local room = wolong:getRoom()
local pattern = data:toStringList()[1]
if pattern ~= "jink" then return false end
if wolong:askForSkillInvoke("eight_diagram") then
local judge = sgs.JudgeStruct()
judge.pattern = ".|red"
judge.good = true
judge.reason = "eight_diagram"
judge.who = wolong
judge.play_animation = true
room:judge(judge)
if judge:isGood() then
room:setEmotion(wolong, "armor/EightDiagram");
local jink = sgs.Sanguosha:cloneCard("jink", sgs.Card_NoSuit, 0)
jink:setSkillName(self:objectName())
room:provide(jink)
return true
end
end
return false
end,
can_trigger = function(self, target)
return target and target:isAlive() and target:hasSkill(self:objectName())
and not target:getArmor() and not target:hasArmorEffect("eight_diagram")
end
}
--[[
技能名:霸刀
相关武将:智·华雄
描述:当你成为黑色的【杀】目标后,你可以使用一张【杀】
引用:LuaBadao
状态:0405验证通过
]]--
LuaBadao = sgs.CreateTriggerSkill{
name = "LuaBadao" ,
events = {sgs.TargetConfirmed} ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local use = data:toCardUse()
if use.card:isKindOf("Slash") and use.card:isBlack() and use.to:contains(player) then
room:askForUseCard(player, "slash", "@askforslash")
end
return false
end
}
--[[
技能名:霸王
相关武将:智·孙策
描述:每当你使用的【杀】被【闪】抵消时,你可以与目标角色拼点:若你赢,可以视为你对至多两名角色各使用了一张【杀】(此杀不计入每阶段的使用限制)。
引用:LuaBawang
状态:0405验证通过
]]--
LuaBawangCard = sgs.CreateSkillCard{
name = "LuaBawangCard" ,
filter = function(self, targets, to_select)
if #targets >= 2 then return false end
return sgs.Self:canSlash(to_select, false)
end ,
on_effect = function(self, effect)
local room = effect.from:getRoom()
local slash = sgs.Sanguosha:cloneCard("slash" sgs.Card_NoSuit, 0)
slash:setSkillName("LuaBawang")
room:useCard(sgs.CardUseStruct(slash, effect.from, effect.to), false)
end
}
LuaBawangVS = sgs.CreateZeroCardViewAsSkill{
name = "LuaBawang" ,
response_pattern = "@@LuaBawang" ,
view_as = function()
return LuaBawangCard:clone()
end
}
LuaBawang = sgs.CreateTriggerSkill{
name = "LuaBawang" ,
events = {sgs.SlashMissed} ,
view_as_skill = LuaBawangVS ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local effect = data:toSlashEffect()
if (not effect.to:isNude()) and (not player:isKongcheng()) and (not effect.to:isKongcheng()) then
if room:askForSkillInvoke(player, self:objectName(), data) then
local success = player:pindian(effect.to, self:objectName(), nil)
if success then
if player:hasFlag("drank") then
room:setPlayerFlag(player, "-drank")
end
room:askForUseCard(player, "@@LuaBawang", "@bawang")
end
end
end
return false
end
}
--[[
技能名:拜印(觉醒技)
相关武将:神·司马懿
描述:回合开始阶段开始时,若你拥有4枚或更多的“忍”标记,你须减1点体力上限,并获得技能“极略”。
引用:LuaBaiyin
状态:0405验证通过
]]--
LuaBaiyin = sgs.CreatePhaseChangeSkill{
name = "LuaBaiyin" ,
frequency = sgs.Skill_Wake ,
on_phasechange = function(self, player)
local room = player:getRoom()
room:setPlayerMark(player,"LuaBaiyin", 1)
if room:changeMaxHpForAwakenSkill(player) then
room:acquireSkill(player, "jilve")
end
return false
end ,
can_trigger = function(self,target)
return (target and target:isAlive() and target:hasSkill(self:objectName()))
and (target:getPhase() == sgs.Player_Start)
and (target:getMark("LuaBaiyin") == 0)
and (target:getMark("@bear") >= 4)
end
}
--[[
技能名:豹变(锁定技)
相关武将:SP·夏侯霸
描述:锁定技。若你的体力值为:3或更低,你拥有“挑衅”;2或更低,你拥有“咆哮”;1或更低,你拥有“神速”。
引用:LuaBaobian
状态:0405验证通过
]]--
function BaobianChange(room, player, hp, skill_name)
local baobian_skills = player:getTag("BaobianSkills"):toString():split("+")
if player:getHp() <= hp then
if not table.contains(baobian_skills, skill_name) then
room:notifySkillInvoked(player, "LuaBaobian")
if player:getHp() == hp then
room:broadcastSkillInvoke("baobian", 4 - hp)
end
room:handleAcquireDetachSkills(player, skill_name)
table.insert(baobian_skills, skill_name)
end
else
if table.contains(baobian_skills, skill_name) then
room:handleAcquireDetachSkills(player, "-"..skill_name)
table.removeOne(baobian_skills, skill_name)
end
end
player:setTag("BaobianSkills", sgs.QVariant(table.concat(baobian_skills, "+")))
end
LuaBaobian = sgs.CreateTriggerSkill{
name = "LuaBaobian" ,
events = {sgs.TurnStart, sgs.HpChanged, sgs.MaxHpChanged, sgs.EventAcquireSkill, sgs.EventLoseSkill} ,
frequency = sgs.Skill_Compulsory ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.TurnStart then
local xiahouba = room:findPlayerBySkillName(self:objectName())
if not xiahouba or not xiahouba:isAlive() then return false end
BaobianChange(room, xiahouba, 1, "shensu")
BaobianChange(room, xiahouba, 2, "paoxiao")
BaobianChange(room, xiahouba, 3, "tiaoxin")
end
if event == sgs.EventLoseSkill then
if data:toString() == self:objectName() then
local baobian_skills = player:getTag("BaobianSkills"):toString():split("+")
local detachList = {}
for _, skill_name in ipairs(baobian_skills) do
table.insert(detachList,"-"..skill_name)
end
room:handleAcquireDetachSkills(player, table.concat(detachList,"|"))
player:setTag("BaobianSkills", sgs.QVariant())
end
return false
elseif event == sgs.EventAcquireSkill then
if data:toString() ~= self:objectName() then return false end
end
if not player:isAlive() or not player:hasSkill(self:objectName(), true) then return false end
BaobianChange(room, player, 1, "shensu")
BaobianChange(room, player, 2, "paoxiao")
BaobianChange(room, player, 3, "tiaoxin")
return false
end ,
can_trigger = function(self, target)
return target ~= nil
end
}
--[[
技能名:豹变
相关武将:TW一将成名·夏侯霸
描述:当你使用【杀】或【决斗】对目标角色造成伤害时,若其势力与你:相同,你可以防止此伤害,令其将手牌补至X张(X为其体力上限);不同且其手牌数大于其体力值,你可以弃置其Y张手牌(Y为其手牌数与体力值的差)。
引用:LuaTWBaobian
状态:0405验证通过
]]--
LuaTWBaobian = sgs.CreateTriggerSkill{
name = "LuaTWBaobian",
frequency = sgs.Skill_NotFrequent,
events = {sgs.DamageCaused},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local damage = data:toDamage()
if damage.card and (damage.card:isKindOf("Slash") or damage.card:isKindOf("Duel"))
and (not damage.chain) and (not damage.transfer) and damage.by_user then
if damage.to:getKingdom() == player:getKingdom() then
if player:askForSkillInvoke(self:objectName(), data) then
if damage.to:getHandcardNum() < damage.to:getMaxHp() then
local n = damage.to:getMaxHp() - damage.to:getHandcardNum()
room:drawCards(damage.to, n, self:objectName())
end
return true
end
elseif damage.to:getHandcardNum() > math.max(damage.to:getHp(), 0) and player:canDiscard(damage.to, "h") then
if player:askForSkillInvoke(self:objectName(), data) then
local hc = damage.to:handCards()
local n = damage.to:getHandcardNum() - math.max(damage.to:getHp(), 0)
local dummy = sgs.Sanguosha:cloneCard("slash")
math.randomseed(os.time())
while n > 0 do
local id = hc:at(math.random(0, hc:length() - 1))--取随机手牌代替askForCardChosen
hc:removeOne(id)
dummy:addSubcard(id)
n = n - 1
end
room:throwCard(dummy, damage.to, player)
end
end
end
end
}
--[[
技能名:暴敛(锁定技)
相关武将:闯关模式·牛头,闯关模式·白无常
描述:结束阶段开始时,你摸两张牌。
引用:LuaBossBaolian
状态:0405验证通过
]]--
LuaBossBaolian = sgs.CreatePhaseChangeSkill{
name = "LuaBossBaolian",
frequency = sgs.Skill_Compulsory,
priority = 4,
on_phasechange = function(self, target)
if target:getPhase() ~= sgs.Player_Finish then return false end
local room = target:getRoom()
room:broadcastSkillInvoke(self:objectName())
room:sendCompulsoryTriggerLog(target, self:objectName())
target:drawCards(2, self:objectName())
return false
end
}
--[[
技能名:暴凌(觉醒技)
相关武将:势·董卓
描述:出牌阶段结束时,若你本局游戏发动过“横征”,你增加3点体力上限,回复3点体力,然后获得“崩坏”。
引用:LuaBaoling
状态:0405验证通过
]]--
LuaBaoling = sgs.CreateTriggerSkill{
name = "LuaBaoling",
frequency = sgs.Skill_Wake,
events = {sgs.EventPhaseEnd},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
room:notifySkillInvoked(player, self:objectName())
local log = sgs.LogMessage()
log.type = "#BaolingWake"
log.from = player
log.arg = self:objectName()
log.arg2 = "hengzheng"
room:sendLog(log)
room:setPlayerMark(player, "baoling", 1)
if room:changeMaxHpForAwakenSkill(player, 3) then
room:recover(player, sgs.RecoverStruct(player, nil, 3))
if player:getMark("baoling") == 1 then
room:acquireSkill(player, "benghuai")
end
end
end,
can_trigger = function(self, target)
return target:getPhase() == sgs.Player_Play and target:getMark("baoling") == 0
and target:getMark("HengzhengUsed") >= 1
end
}
--[[
技能名:暴虐(主公技)
相关武将:林·董卓
描述:主公技。其他群雄角色造成伤害后,该角色可以进行判定:若结果为黑桃,你回复1点体力。
引用:LuaBaonue
状态:0405验证通过
]]--
LuaBaonue = sgs.CreateTriggerSkill{
name = "LuaBaonue$",
frequency = sgs.Skill_NotFrequent,
events = {sgs.Damage, sgs.PreDamageDone},
global = true,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local damage = data:toDamage()
if event == sgs.PreDamageDone and damage.from then
damage.from:setTag("InvokeBaonue", sgs.QVariant(damage.from:getKingdom() == "qun"))
elseif event == sgs.Damage and player:getTag("InvokeBaonue"):toBool() and player:isAlive() then
local dongzhuos = sgs.SPlayerList()
for _, p in sgs.qlist(room:getOtherPlayers(player)) do
if p:hasLordSkill(self:objectName()) then
dongzhuos:append(p)
end
end
while (not dongzhuos:isEmpty()) do
local dongzhuo = room:askForPlayerChosen(player, dongzhuos, self:objectName(), "@baonue-to", true)
if dongzhuo then
dongzhuos:removeOne(dongzhuo)
local log = sgs.LogMessage()
log.type = "#InvokeOthersSkill"
log.from = player
log.to:append(dongzhuo)
log.arg = self:objectName()
room:sendLog(log)
room:notifySkillInvoked(dongzhuo, self:objectName())
local judge = sgs.JudgeStruct()
judge.pattern = ".|spade"
judge.good = true
judge.reason = self:objectName()
judge.who = player
room:judge(judge)
if judge:isGood() then
room:recover(dongzhuo, sgs.RecoverStruct(player))
end
else
break
end
end
end
return false
end,
}
--[[
技能名:悲歌
相关武将:山·蔡文姬、SP·蔡文姬
描述:每当一名角色受到【杀】造成的一次伤害后,你可以弃置一张牌,令其进行一次判定,判定结果为:红桃 该角色回复1点体力;方块 该角色摸两张牌;梅花 伤害来源弃置两张牌;黑桃 伤害来源将其武将牌翻面。
引用:LuaBeige
状态:0405验证通过
]]--
LuaBeige = sgs.CreateTriggerSkill{
name = "LuaBeige",
events = {sgs.Damaged, sgs.FinishJudge},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.Damaged then
local damage = data:toDamage()
if damage.card == nil or not damage.card:isKindOf("Slash") or damage.to:isDead() then
return false
end
for _, caiwenji in sgs.qlist(room:getAllPlayers()) do
if not caiwenji or caiwenji:isDead() or not caiwenji:hasSkill(self:objectName()) then continue end
if caiwenji:canDiscard(caiwenji, "he") and room:askForCard(caiwenji, "..", "@LuaBeige", data, self:objectName()) then
local judge = sgs.JudgeStruct()
judge.pattern = "."
judge.good = true
judge.play_animation = false
judge.who = player
judge.reason = self:objectName()
room:judge(judge)
local suit = judge.card:getSuit()
if suit == sgs.Card_Heart then
room:recover(player, sgs.RecoverStruct(caiwenji))
elseif suit == sgs.Card_Diamond then
player:drawCards(2, self:objectName())
elseif suit == sgs.Card_Club then
if damage.from and damage.from:isAlive() then
room:askForDiscard(damage.from, self:objectName(), 2, 2, false, true)
end
elseif suit == sgs.Card_Spade then
if damage.from and damage.from:isAlive() then
damage.from:turnOver()
end
end
end
end
else
local judge = data:toJudge()
if judge.reason ~= self:objectName() then return false end
judge.pattern = tostring(judge.card:getEffectiveId())
end
end,
can_trigger = function(self, target)
return target ~= nil
end
}
--[[
技能名:悲鸣(锁定技)
相关武将:闯关模式·魅
描述:你死亡时,杀死你的其他角色弃置其所有手牌。
引用:LuaBossBeiming
状态:0405验证通过
]]--
LuaBossBeiming = sgs.CreateTriggerSkill{
name = "LuaBossBeiming" ,
events = {sgs.Death} ,
frequency = sgs.Skill_Compulsory ,
can_trigger = function(self, player)
return target and target:hasSkill(self:objectName())
end ,
on_trigger = function(self, event, player, data)
local death = data:toDeath()
if death.who:objectName() ~= player:objectName() then return false end
local killer = death.damage and death.damage.from
if killer and killer:objectName() ~= player:objectName() then
local log = sgs.LogMessage()
log.type = "#BeimingThrow"
log.from = player
log.to:append(killer)
log.arg = self:objectName()
room:sendLog(log);
room:notifySkillInvoked(player, self:objectName())
room:broadcastSkillInvoke(self:objectName())
killer:throwAllHandCards()
return false
end
}
--[[
技能名:北伐(锁定技)
相关武将:智·姜维
描述:锁定技。当你失去最后的手牌时,视为你对一名其他角色使用了一张【杀】,若不能如此做,则视为你对自己使用了一张【杀】
引用:LuaBeifa
状态:0405验证通过
]]--
LuaBeifa = sgs.CreateTriggerSkill{
name = "LuaBeifa" ,
frequency = sgs.Skill_Compulsory ,
events = {sgs.CardsMoveOneTime} ,
on_trigger = function(self, event, jiangwei, data)
local room = jiangwei:getRoom()
local move = data:toMoveOneTime()
if move.from and (move.from:objectName() == jiangwei:objectName()) and move.from_places:contains(sgs.Player_PlaceHand) and move.is_last_handcard then
local players = sgs.SPlayerList()
local slash = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
slash:setSkillName(self:objectName())
for _, player in sgs.qlist(room:getOtherPlayers(jiangwei)) do
if jiangwei:canSlash(player, slash, false) then
players:append(player)
end
end
local target = nil
if not players:isEmpty() then
target = room:askForPlayerChosen(jiangwei, players, self:objectName())--没有处理TargetMod
end
if (not target) and (not jiangwei:isProhibited(jiangwei, slash)) then
target = jiangwei
end
if not target then return false end
local use = sgs.CardUseStruct()
use.card = slash
use.from = jiangwei
use.to:append(target)
room:useCard(use)
end
return false
end
}
--[[
技能名:贲育
相关武将:SP·程昱
描述:每当你受到有来源的伤害后,若伤害来源存活,若你的手牌数:小于X,你可以将手牌补至X(至多为5)张;大于X,你可以弃置至少X+1张手牌,然后对伤害来源造成1点伤害。(X为伤害来源的手牌数)
引用:LuaBeiyu
状态:0405验证通过
]]--
LuaBenyuCard = sgs.CreateSkillCard{
name = "LuaBenyuCard",
will_throw = true,
target_fixed = true
}
LuaBenyuVs = sgs.CreateViewAsSkill{
name = "LuaBenyu",
n = 998,
response_pattern = "@@LuaBenyu",
view_filter = function(self, selected, to_select)
return not to_select:isEquipped()
end,
view_as = function(self, cards)
if #cards < sgs.Self:getMark("LuaBenyu") then
return nil
end
local vscard = LuaBenyuCard:clone()
for _, i in ipairs(cards) do
vscard:addSubcard(i)
end
return vscard
end
}
LuaBenyu = sgs.CreateMasochismSkill{
name = "LuaBenyu",
view_as_skill = LuaBenyuVs,
on_damaged = function(self, target, damage)
if (not damage.from) or damage.from:isDead() then
return false
end
local room = target:getRoom()
local from_handcard_num, handcard_num = damage.from:getHandcardNum(), target:getHandcardNum()
local data = sgs.QVariant()
data:setValue(damage)
if handcard_num == from_handcard_num then
return false
elseif handcard_num < from_handcard_num and handcard_num < 5 and room:askForSkillInvoke(target, self:objectName(), data) then
room:drawCards(target, math.min(5, from_handcard_num) - handcard_num, self:objectName())
elseif handcard_num > from_handcard_num then
room:setPlayerMark(target, "LuaBenyu", from_handcard_num + 1)
if room:askForUseCard(target, "@@LuaBenyu", "@benyu-discard::"..damage.from:objectName()..":"..tostring(from_handcard_num+1), -1, sgs.Card_MethodDiscard) then
room:damage(sgs.DamageStruct(self:objectName(), target, damage.from))
end
end
return false
end
}
--[[
技能名:奔雷(锁定技)
相关武将:守卫剑阁·机雷白虎
描述:准备阶段开始时,攻城器械受到1点雷电伤害。
]]--
--[[
技能名:奔袭(锁定技)
相关武将:一将成名2014·吴懿
描述:锁定技。你的回合内,你与其他角色的距离-X。你的回合内,若你与所有其他角色距离均为1,其他角色的防具无效,你使用【杀】可以额外选择一个目标。(X为本回合你已使用结算完毕的牌数)
引用:LuaBenxi、LuaBenxiTargetMod、LuaBenxiDistance
状态:0405验证通过
]]--
function isAllAdjacent(from, card)
local rangefix = 0
if card then
if card:isVirtualCard() and from:getOffensiveHorse()
and card:getSubcards():contains(from:getOffensiveHorse():getEffectiveId()) then
rangefix = 1
end
end
for _, p in sgs.qlist(from:getAliveSiblings()) do
if from:distanceTo(p, rangefix) ~= 1 then
return false
end
end
return true
end
LuaBenxi = sgs.CreateTriggerSkill{
name = "LuaBenxi",
frequency = sgs.Skill_Compulsory,
global = true,
events = {sgs.EventPhaseChanging, sgs.CardEffected, sgs.CardFinished, sgs.EventAcquireSkill, sgs.EventLoseSkill},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.EventPhaseChanging then
local change = data:toPhaseChange()
if change.to == sgs.Player_NotActive then
room:setPlayerMark(player, "@LuaBenxi", 0)
room:setPlayerMark(player, "LuaBenxi", 0)
if player:hasFlag("LuaBenxiArmor") then
room:setPlayerFlag(player, "-LuaBenxiArmor")
for _, p in sgs.qlist(room:getOtherPlayers(player)) do
room:removePlayerMark(p, "Armor_Nullified")
end
end
end
elseif event == sgs.CardEffected then
local from = data:toCardEffect().from
if from:isAlive() and data:toCardEffect().to:objectName() ~= from:objectName() and from:hasSkill("LuaBenxi") and from:getPhase() ~= sgs.Player_NotActive then
if from:hasFlag("LuaBenxiArmor") and not isAllAdjacent(from, nil) then
room:setPlayerFlag(from, "-LuaBenxiArmor")
for _, p in sgs.qlist(room:getOtherPlayers(from)) do
room:removePlayerMark(p, "Armor_Nullified")
end
elseif isAllAdjacent(from, nil) and not from:hasFlag("LuaBenxiArmor") then
room:setPlayerFlag(from, "LuaBenxiArmor")
for _, p in sgs.qlist(room:getOtherPlayers(from)) do
room:addPlayerMark(p, "Armor_Nullified")
end
end
end
elseif event == sgs.CardFinished then
local use = data:toCardUse()
if use.card:getTypeId() ~= sgs.Card_TypeSkill
and player:isAlive() and player:getPhase() ~= sgs.Player_NotActive then
room:addPlayerMark(player, "LuaBenxi")
if player:hasSkill("LuaBenxi") then
room:setPlayerMark(player, "@LuaBenxi", player:getMark("LuaBenxi"))
if player:hasFlag("LuaBenxiArmor") and not isAllAdjacent(player, nil) then
room:setPlayerFlag(player, "-LuaBenxiArmor")
for _, p in sgs.qlist(room:getOtherPlayers(player)) do
room:removePlayerMark(p, "Armor_Nullified")
end
elseif isAllAdjacent(player, nil) and not player:hasFlag("LuaBenxiArmor") then
room:setPlayerFlag(player, "LuaBenxiArmor")
for _, p in sgs.qlist(room:getOtherPlayers(player)) do
room:addPlayerMark(p, "Armor_Nullified")
end
end
end
end
elseif event == sgs.EventAcquireSkill or event == sgs.EventLoseSkill then
if data:toString() ~= "LuaBenxi" then return false end
local num = 0
if event == sgs.EventAcquireSkill then
num = player:getMark("LuaBenxi")
if isAllAdjacent(player, nil) and player:getPhase() ~= sgs.Player_NotActive then
room:setPlayerFlag(player, "LuaBenxiArmor")
for _, p in sgs.qlist(room:getOtherPlayers(player)) do
room:addPlayerMark(p, "Armor_Nullified")
end
end
else
if player:hasFlag("LuaBenxiArmor") then
room:setPlayerFlag(player, "-LuaBenxiArmor")
for _, p in sgs.qlist(room:getOtherPlayers(player)) do
room:removePlayerMark(p, "Armor_Nullified")
end
end
end
room:setPlayerMark(player, "@LuaBenxi", num)
end
return false
end,
can_trigger = function(self, target)
return target ~= nil
end
}
LuaBenxiTargetMod = sgs.CreateTargetModSkill{
name = "#LuaBenxiTargetMod",
pattern = "Slash",
extra_target_func = function(self, from, card)
if from:hasSkill("LuaBenxi") and isAllAdjacent(from, card) then
return 1
else
return 0
end
end,
}
LuaBenxiDistance = sgs.CreateDistanceSkill{
name = "#LuaBenxiDistance",
correct_func = function(self, from, to)
if from:hasSkill("LuaBenxi") and from:getPhase() ~= sgs.Player_NotActive then
return -from:getMark("LuaBenxi")
end
return 0
end,
}
--[[
技能名:崩坏(锁定技)
相关武将:林·董卓
描述:结束阶段开始时,若你的体力值不为场上最少(或之一),你须选择一项:失去1点体力,或失去1点体力上限。
引用:LuaBenghuai
状态:0405验证通过
]]--
LuaBenghuai = sgs.CreatePhaseChangeSkill{
name = "LuaBenghuai",
frequency = sgs.Skill_Compulsory,
on_phasechange = function(self, player)
local room = player:getRoom()
local cantrigger = false
if player:getPhase() == sgs.Player_Finish then
for _,p in sgs.qlist(room:getOtherPlayers(player)) do
if p:getHp() > player:getHp() then
cantrigger = true
break
end
end
if cantrigger then
local result = room:askForChoice(player, self:objectName(), "hp+maxhp")
if result == "hp" then
room:loseHp(player)
else
room:loseMaxHp(player)
end
end
return false
end
end
}
--[[
技能名:笔伐
相关武将:SP·陈琳
描述:结束阶段开始时,你可以将一张手牌移出游戏并选择一名其他角色,该角色的回合开始时,观看该牌,然后选择一项:交给你一张与该牌类型相同的牌并获得该牌,或将该牌置入弃牌堆并失去1点体力。
引用:LuaBifa
状态:0405验证通过
]]--
LuaBifaCard = sgs.CreateSkillCard{
name = "LuaBifa",
will_throw = false,
handling_method = sgs.Card_MethodNone,
filter = function(self, targets, to_select)
return #targets == 0 and to_select:getPile("bifa"):isEmpty() and to_select:objectName() ~= sgs.Self:objectName()
end,
on_use = function(self, room, source, targets)
local target = targets[1]
local tag = sgs.QVariant()
tag:setValue(source)
target:setTag("BifaSource"..tostring(self:getEffectiveId()), tag)
target:addToPile("bifa", self, false)
end
}
LuaBifaVS = sgs.CreateOneCardViewAsSkill{
name = "LuaBifa",
response_pattern = "@@LuaBifa" ,
filter_pattern = ".|.|.|hand" ,
view_as = function(self, cd)
local card = LuaBifaCard:clone()
card:addSubcard(cd)
return card
end
}
LuaBifa = sgs.CreatePhaseChangeSkill{
name = "LuaBifa",
view_as_skill = LuaBifaVS,
on_phasechange = function(self, player)
local room = player:getRoom()
if player:isAlive() and player:hasSkill(self:objectName()) and player:getPhase() == sgs.Player_Finish and not player:isKongcheng() then
room:askForUseCard(player, "@@LuaBifa", "@bifa-remove")
return false
elseif player:getPhase() == sgs.Player_RoundStart and player:getPile("bifa"):length() > 0 then
local card_id = player:getPile("bifa"):first()
local chenlin = player:getTag("BifaSource"..tostring(card_id)):toPlayer()
local ids = sgs.IntList()
ids:append(card_id)
local log = sgs.LogMessage()
log.type = "$BifaView"
log.from = player
log.card_str = tostring(card_id)
log.arg = self:objectName()
room:sendLog(log, player)
room:fillAG(ids, player)
local cd = sgs.Sanguosha:getCard(card_id)
local pattern
if cd:isKindOf("BasicCard") then
pattern = "BasicCard"
elseif cd:isKindOf("TrickCard") then
pattern = "TrickCard"
elseif cd:isKindOf("EquipCard") then
pattern = "EquipCard"
end
local data_for_ai = sgs.QVariant(pattern)
pattern = pattern.."|.|.|hand"
local to_give = nil
if not player:isKongcheng() and chenlin and chenlin:isAlive() then
to_give = room:askForCard(player, pattern, "@bifa-give", data_for_ai, sgs.Card_MethodNone, chenlin)
end
if chenlin and to_give then
room:broadcastSkillInvoke(self:objectName(), 2)
local reasonG = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_GIVE, player:objectName(), chenlin:objectName(), self:objectName(), "")
room:obtainCard(chenlin, to_give, reasonG, false)
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_EXCHANGE_FROM_PILE, player:objectName(), self:objectName(), "")
room:obtainCard(player, cd, reason, false)
else
room:broadcastSkillInvoke(self:objectName(), 3)
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_REMOVE_FROM_PILE, "", self:objectName(), "")
room:throwCard(cd, reason, nil)
room:loseHp(player)
end
room:clearAG(player)
player:removeTag("BifaSource"..tostring(card_id))
end
return false
end ,
can_trigger = function(self, target)
return target
end
}
--[[
技能名:闭月
相关武将:标准·貂蝉、SP貂蝉、☆SP貂蝉、1v1·貂蝉1v1、怀旧-标准·貂蝉-旧、SP·台版貂蝉
描述:结束阶段开始时,你可以摸一张牌。
引用:LuaBiyue
状态:0405验证通过
]]--
LuaBiyue = sgs.CreatePhaseChangeSkill{
name = "LuaBiyue",
frequency = sgs.Skill_Frequent,
on_phasechange = function(self, player)
if player:getPhase() == sgs.Player_Finish then
local room = player:getRoom()
if room:askForSkillInvoke(player, self:objectName()) then
player:drawCards(1, self:objectName())
end
end
return false
end
}
--[[
技能名:变天
相关武将:守卫剑阁·天候孔明
描述:锁定技。准备阶段开始时,你进行判定:若结果为黑色,直到你的回合开始时,所有己方角色处于“大雾”状态;若结果为红色,指导你的回合开始时,所有对方角色处于“狂风”状态。
引用:
状态:
]]--
--[[
技能名:秉壹
相关武将:一将成名2014·顾雍
描述:结束阶段开始时,若你有手牌,你可以展示所有手牌:若均为同一颜色,你可以令至多X名角色各摸一张牌。(X为你的手牌数)
引用:LuaBingyi
状态:0405验证通过
]]--
LuaBingyiCard = sgs.CreateSkillCard{
name = "LuaBingyiCard",
will_throw = false,
handling_method = sgs.Card_MethodNone,
filter = function(self, targets, to_select, player)
local handcard = player:getHandcards()
for _, cd in sgs.qlist(handcard) do
if handcard:first():sameColorWith(cd) then continue end
return false
end
return #targets < player:getHandcardNum()
end,
feasible = function(self, targets, player)
local handcard = player:getHandcards()
for _, cd in sgs.qlist(handcard) do
if handcard:first():sameColorWith(cd) then continue end
return #targets == 0
end
return #targets <= player:getHandcardNum()
end,
on_use = function(self, room, source, targets)
room:showAllCards(source)
for _, p in ipairs(targets) do
room:drawCards(p, 1, "LuaBingyi")
end
end
}
LuaBingyiVS = sgs.CreateZeroCardViewAsSkill{
name = "LuaBingyi",
response_pattern = "@@LuaBingyi",
view_as = function()
return LuaBingyiCard:clone()
end
}
LuaBingyi = sgs.CreatePhaseChangeSkill{
name = "LuaBingyi",
view_as_skill = LuaBingyiVS,
on_phasechange = function(self, target)
if target:getPhase() ~= sgs.Player_Finish or target:isKongcheng() then return false end
target:getRoom():askForUseCard(target, "@@LuaBingyi", "@bingyi-card")
return false
end
}
--[[
技能名:补益
相关武将:一将成名·吴国太
描述:当一名角色进入濒死状态时,你可以展示该角色的一张手牌,若此牌不为基本牌,该角色弃置之,然后回复1点体力。
引用:LuaBuyi
状态:0405验证通过
]]--
LuaBuyi = sgs.CreateTriggerSkill{
name = "LuaBuyi",
events = {sgs.Dying},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local dying = data:toDying()
local _player = dying.who
if _player:isKongcheng() then return false end
if _player:getHp() < 1 and player:askForSkillInvoke(self:objectName(), data) then
local card
if player:objectName() == _player:objectName() then
card = room:askForCardShow(_player, player, "LuaBuyi")
else
local id = room:askForCardChosen(player, _player, "h", self:objectName())
card = sgs.Sanguosha:getCard(id)
end
room:showCard(_player, card:getEffectiveId())
if card:getTypeId() ~= sgs.Card_TypeBasic then
if not _player:isJilei(card) then
room:throwCard(card, _player)
end
room:broadcastSkillInvoke(self:objectName())
room:recover(_player, sgs.RecoverStruct(player))
end
end
return false
end,
}
--[[
技能名:不屈(锁定技)
相关武将:风·周泰
描述:锁定技。每当你处于濒死状态时,你将牌堆顶的一张牌置于武将牌上:若无同点数的“不屈牌”,你回复至1点体力;否则你将此牌置入弃牌堆。若你有“不屈牌”,你的手牌上限等于“不屈牌”的数量。
引用:LuaBuqu、LuaBuquMaxCards
状态:0405验证通过
]]--
LuaBuqu = sgs.CreateTriggerSkill{
name = "LuaBuqu",
frequency = sgs.Skill_Compulsory,
events = {sgs.AskForPeaches},
on_trigger = function(self, event, zhoutai, data)
local room = zhoutai:getRoom()
local dying = data:toDying()
if dying.who:objectName() ~= zhoutai:objectName() then
return false
end
if zhoutai:getHp() > 0 then return false end
room:sendCompulsoryTriggerLog(zhoutai, self:objectName())
local id = room:drawCard()
local num = sgs.Sanguosha:getCard(id):getNumber()
local duplicate = false
for _, card_id in sgs.qlist(zhoutai:getPile("luabuqu")) do
if sgs.Sanguosha:getCard(card_id):getNumber() == num then
duplicate = true
break
end
end
zhoutai:addToPile("luabuqu", id)
if duplicate then
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_REMOVE_FROM_PILE, "", self:objectName(), "")
room:throwCard(sgs.Sanguosha:getCard(id), reason, nil)
else
room:recover(zhoutai, sgs.RecoverStruct(zhoutai, nil, 1 - zhoutai:getHp()))
end
return false
end
}
LuaBuquMaxCards = sgs.CreateMaxCardsSkill{
name = "#LuaBuqu",
fixed_func = function(self, target)
local len = target:getPile("luabuqu"):length()
if len > 0 then
return len
else
return -1
end
end
}
--[[
技能名:不屈
相关武将:怀旧·周泰
描述:每当你扣减1点体力后,若你的体力值为0,你可以将牌堆顶的一张牌置于武将牌上,称为“创”,若所有“创”的点数均不同,你不会进入濒死状态。
引用:LuaNosBuqu、LuaNosBuquRemove
状态:0405验证通过
]]--
function Remove(zhoutai)
local room = zhoutai:getRoom()
local nosbuqu = zhoutai:getPile("luanosbuqu")
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_REMOVE_FROM_PILE, "", "LuaNosBuqu", "")
local need = 1 - zhoutai:getHp()
if need <= 0 then
for _, card_id in sgs.qlist(nosbuqu) do
local log = sgs.LogMessage()
log.type = "$NosBuquRemove"
log.from = zhoutai
log.card_str = sgs.Sanguosha:getCard(card_id):toString()
room:sendLog(log)
room:throwCard(sgs.Sanguosha:getCard(card_id), reason, nil)
end
else
local to_remove = nosbuqu:length() - need
for i = 0, to_remove - 1, 1 do
room:fillAG(nosbuqu)
local card_id = room:askForAG(zhoutai, nosbuqu, false, "LuaNosBuqu")
local log = sgs.LogMessage()
log.type = "$NosBuquRemove"
log.from = zhoutai
log.card_str = sgs.Sanguosha:getCard(card_id):toString()
room:sendLog(log)
nosbuqu:removeOne(card_id)
room:throwCard(sgs.Sanguosha:getCard(card_id), reason, nil)
room:clearAG()
end
end
end
LuaNosBuqu = sgs.CreateTriggerSkill{
name = "LuaNosBuqu",
events = {sgs.HpChanged, sgs.AskForPeachesDone},
priority = {1, 2},
on_trigger = function(self, event, zhoutai, data)
local room = zhoutai:getRoom()
if event == sgs.HpChanged and ((data:toDamage() and data:toDamage().to) or data:toInt() > 0) and zhoutai:getHp() < 1 then
if room:askForSkillInvoke(zhoutai, self:objectName(), data) then
room:setTag("LuaNosBuqu", sgs.QVariant(zhoutai:objectName()))
local nosbuqu = zhoutai:getPile("luanosbuqu")
local need = 1 - zhoutai:getHp()
local n = need - nosbuqu:length()
if n > 0 then
local card_ids = room:getNCards(n, false)
zhoutai:addToPile("luanosbuqu", card_ids)
end
local nosbuqunew = zhoutai:getPile("luanosbuqu")
local duplicate_numbers = sgs.IntList()
local numbers = {}
for _, card_id in sgs.qlist(nosbuqunew) do
local card = sgs.Sanguosha:getCard(card_id)
local number = card:getNumber()
if table.contains(numbers, number) then
duplicate_numbers:append(number)
else
table.insert(numbers, number)
end
end
if duplicate_numbers:isEmpty() then
room:setTag("LuaNosBuqu", sgs.QVariant())