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路过围观竟躺着中枪,时耶,命耶?
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胡乱写一个涅盘lua求鉴定 shangjiangvs=sgs.CreateViewAsSkill{ name="shangjiang", n=0, view_as=function(self,cards) local acard=sgs.Sanguosha:cloneCard("slash",sgs.Card_NoSuit,0) acard:setSkillName("shangjiang") return acard end, enabled_at_play=function() if sgs.Self:getMark("@shangjiang")>0 then return true else return false end end, } shangjiang=sgs.CreateTriggerSkill{ name="shangjiang", frequency=sgs.Skill_Limited, view_as_skill=shangjiangvs, events={sgs.GameStart,sgs.CardUsed,sgs.Predamage}, priority=2, on_trigger=function(self,event,player,data) local room=player:getRoom() if event==sgs.GameStart then player:gainMark("@shangjiang") elseif event==sgs.CardUsed then local card=data:toCardUse().card if card:getSkillName()~="shangjiang" then return false end player:loseAllMarks("@shangjiang") elseif event==sgs.Predamage then local damage=data:toDamage() local acard=damage.card if acard:getSkillName()~="shangjiang" then return false end damage.damge=damage.damage+1 player:speak("我是无双上将!!!!!!!") data:setValue(damage) return false end end, } miaosha=sgs.CreateTriggerSkill{ name="miaosha", frequency=sgs.Skill_Compulsory, events={sgs.Predamage,sgs.DamageForseen}, priority=1, on_trigger=function(self,event,player,data) local room=player:getRoom() local damage=data:toDamage() local card=damage.card if card:inherits("Slash") or card:inherits("Duel") then if (not damage.from:getGeneral():isMale()) or (not damage.to:getGeneral():isMale()) then return false end damage.damage=damage.damage+1 data:setValue(damage) end end, }
胡乱写一段lua,求鉴定。。。(可能打错) ToushiCard=sgs.CreateSkillCard{ name="toushi", target_flxed=false, with_throw=true, filter=function(self,targets,to_select) return #targets==0 end, on_use=function(self,room,source,targets) if (not source:getOffensiveHorse() and not source:getDefensiveHorse()) and source:hasFlag("ts")then return true end if (source:getOffensiveHorse() and source:getDefensiveHorse()) and source:hasFlag("ts") and source:hasFlag("ts1") and source:hasFlag("ts2") then return true end if source:getOffensiveHorse() and not source:getDefensiveHorse() and source:hasFlag("ts") and source:hasFlag("ts1") then return true end if source:getDefensiveHorse() and not source:getOffensiveHorse() and source:hasFlag("ts") and source:hasFlag("ts2") then return true end local use=sgs.CardUseStruct() use.from=source use.card=self local sp=sgs.SPlayerList() sp:append(targets[1]) use.to=sp room:useCard(use,false) if not source:hasFlag("ts") then room:setPlayerFlag(source,"ts") elseif source:hasFlag("ts") and not source:hasFlag("ts1") then if source:getOffensiveHorse() then room:setPlayerFlag("ts1") elseif not source:getOffensiveHorse() then room:setPlayerFlag("ts2") end elseif source:hasFlag("ts") and source:hasFlag("ts1") then room:setPlayerFlag("ts2") elseif source:hasFlag("ts") and source:hasFlag("ts2") then room:setPlayerFlag("ts1") end end, } ToushifCard=sgs.CreateSkillCard{ name="toushi", target_fixed=true, } toushi=sgs.CreateFilterSkill{ name="toushi", view_filter=function(self,selected,to_select) return to_select:inherits("Weapon") or to_select:inherits("Slash") end, view_as=function(self,card) if card:inherits("Weapon") then local filtered=ToushifCard:clone() elseif card:inherits("Slash") then local filtered=ToushiCard:clone() filtered:addSubcard(card) end filtered:setSkillName("toushi") return filtered end }
重开水楼,但灌水规则修改 --这楼只允许发一段自己写的完整的技能lua,不得抄袭楼上或教程,如果有话要说请把要说的话注释掉。 YinlingCard = sgs.CreateSkillCard { name = "yinling", target_fixed = false, will_throw = true, filter = function(self, targets, to_select,player) if(#targets > 0) then return false end if(to_select:getSeat() == player:getSeat()) then return false end return not to_select:isNude() end, on_use = function(self, room, source, targets) room:throwCard(self) local target = targets[1] effect = sgs.CardEffectStruct() effect.card = self effect.from = source effect.to = target room:cardEffect(effect) end, on_effect = function(self, effect) local from = effect.from local to = effect.to local room = to:getRoom() local card_id = room:askForCardChosen(from, to, "he", "yinling") from:addToPile("jin_pile",card_id) room:setEmotion(to, "bad") room:setEmotion(from, "good") end, } yinling = sgs.CreateViewAsSkill { name = "yinling", n = 1, view_filter = function(self, selected, to_select) return to_select:isBlack() end, view_as = function(self, cards) if #cards == 1 then local card = cards[1] local new_card =YinlingCard:clone() new_card:addSubcard(card:getId()) new_card:setSkillName(self:objectName()) return new_card end end, enabled_at_play=function(self,player) return player:getPile("jin_pile"):length()<4 end, } junwei=sgs.CreateTriggerSkill{ name="junwei", events={sgs.PhaseChange}, on_trigger=function(self,event,player,data) local room=player:getRoom() local players=room:getAlivePlayers() if player:hasSkill("junwei") and player:getPhase()==sgs.Player_Finish then if player:getPile("jin_pile"):length()<3 then return end if not room:askForSkillInvoke(player,"junwei") then return end local target=room:askForPlayerChosen(player, players, "junwei") local log=sgs.LogMessage() log.type = "#junwei" log.from = player log.to:append(target) room:sendLog(log); room:playSkillEffect("junwei") for var=1,3,1 do room:throwCard(player:getPile("jin_pile"):first()) end local jink=room:askForCard(target, " Jink|.|.", ", "@junwei-jink", data) if jink then local target2=room:askForPlayerChosen(player, room:getAlivePlayers(), "fangquan") target2:obtainCard(jink) else room:loseHp(target) if not (target:getWeapon() or target:getArmor() or target:getDefensiveHorse() or target:getOffensiveHorse() ) then return false end local card_id = room:askForCardChosen(player, target, "e", "junwei") target:addToPile("junwei",card_id) end elseif (not player:hasSkill("junwei")) and player:getPhase()==sgs.Player_Finish then if player:getPile("junwei"):isEmpty() then return end room:moveCardTo(sgs.Sanguosha:getCard(player:getPile("junwei"):first()), player, sgs.Player_Equip, true) end end, can_trigger=function() return true end, }
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