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Add Info&Alphebetize Skills
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YanGuam committed Mar 31, 2013
1 parent 7c9eece commit 5c31009
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Showing 18 changed files with 2,688 additions and 2,395 deletions.
12 changes: 11 additions & 1 deletion ChapterB.lua
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
--[[
代码速查手册(B区)
技能索引:
八阵、霸刀、霸王、拜印、豹变、暴虐、悲歌、北伐、崩坏、笔伐、闭月、补益、不屈
八阵、霸刀、霸王、拜将、拜印、豹变、暴虐、悲歌、北伐、备粮、崩坏、笔伐、闭月、补益、不屈
]]--
--[[
技能名:八阵(锁定技)
Expand Down Expand Up @@ -146,6 +146,11 @@ LuaXBawang = sgs.CreateTriggerSkill{
end,
priority = 2
}
--[[
技能名:拜将(觉醒技)
相关武将:胆创·钟会
描述:回合开始阶段开始时,若你的装备区的装备牌为三张或更多时,你必须增加1点体力上限,失去技能【权计】和【争功】并获得技能“野心”。
]]--
--[[
技能名:拜印(觉醒技)
相关武将:神·司马懿
Expand Down Expand Up @@ -381,6 +386,11 @@ LuaXBeifa = sgs.CreateTriggerSkill{
return false
end
}
--[[
技能名:备粮
相关武将:长坂坡·神张飞
描述:摸牌阶段,你可以选择放弃摸牌,将手牌补至等同于你体力上限的张数。
]]--
--[[
技能名:崩坏(锁定技)
相关武将:林·董卓
Expand Down
253 changes: 132 additions & 121 deletions ChapterC.lua
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
--[[
代码速查手册(C区)
技能索引:
藏匿、超级观星、称象、冲阵、筹粮、持重、醇醪、聪慧
藏匿、谗陷、缠蛇、超级观星、称象、持重、冲阵、筹粮、醇醪、聪慧
]]--
--[[
技能名:藏匿
Expand Down Expand Up @@ -95,6 +95,16 @@ LuaXCangni = sgs.CreateTriggerSkill{
return false
end
}
--[[
技能名:谗陷
相关武将:3D织梦·孙鲁班
描述: 出牌阶段,你可以将一张方片牌交给一名其他角色,该角色进行二选一:1、对其攻击范围内的另一名由你指定的角色使用一张【杀】。2.令你选择获得其一张牌或对其造成一点伤害。每阶段限一次。
]]--
--[[
技能名:缠蛇(聚气技)
相关武将:长坂坡·神张飞
描述:出牌阶段,你可以将你的任意方片花色的“怒”当【乐不思蜀】使用。
]]--
--[[
技能名:超级观星
相关武将:测试·五星诸葛
Expand All @@ -116,55 +126,7 @@ LuaXSuperGuanxing = sgs.CreateTriggerSkill{
return false
end
}
--[[
技能名:冲阵
相关武将:☆SP·赵云
描述:每当你发动“龙胆”使用或打出一张手牌时,你可以立即获得对方的一张手牌。
状态:验证通过
]]--
LuaChongzhen = sgs.CreateTriggerSkill{
name = "LuaChongzhen",
frequency = sgs.Skill_NotFrequent,
events = {sgs.CardResponsed, sgs.TargetConfirmed},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.CardResponsed then
local resp = data:toResponsed()
local dest = resp.m_who
local card = resp.m_card
if card:getSkillName() == "longdan" then
if dest and not dest:isKongcheng() then
local ai_data = sgs.QVariant()
ai_data:setValue(dest)
if player:askForSkillInvoke(self:objectName(), ai_data) then
card_id = room:askForCardChosen(player, dest, "h", self:objectName())
local destcard = sgs.Sanguosha:getCard(card_id)
room:obtainCard(player, destcard)
end
end
end
elseif event == sgs.TargetConfirmed then
local use = data:toCardUse()
if use.from:objectName() == player:objectName() then
if use.card:getSkillName() == "longdan" then
local targets = use.to
for _,dest in sgs.qlist(targets) do
if not dest:isKongcheng() then
local ai_data = sgs.QVariant()
ai_data:setValue(dest)
if player:askForSkillInvoke(self:objectName(), ai_data) then
local card_id = room:askForCardChosen(player, dest, "h", self:objectName())
local destcard = sgs.Sanguosha:getCard(card_id)
room:obtainCard(player, destcard)
end
end
end
end
end
end
return false
end
}

--[[
技能名:称象
相关武将:倚天·曹冲
Expand Down Expand Up @@ -256,6 +218,126 @@ LuaXChengxiang = sgs.CreateTriggerSkill{
end
end
}
--[[
技能名:持重(锁定技)
相关武将:铜雀台·伏完
描述:你的手牌上限等于你的体力上限;其他角色死亡时,你加1点体力上限。
状态:验证通过
]]--
LuaXChizhongKeep = sgs.CreateMaxCardsSkill{
name = "LuaXChizhong",
extra_func = function(self, target)
if target:hasSkill(self:objectName()) then
return target:getLostHp()
end
end
}
LuaXChizhong = sgs.CreateTriggerSkill{
name = "#LuaXChizhong",
frequency = sgs.Skill_Compulsory,
events = {sgs.Death},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local splayer = room:findPlayerBySkillName(self:objectName())
if splayer then
if event == sgs.Death then
if player:objectName() ~= splayer:objectName() then
local maxhp = splayer:getMaxHp() + 1
room:setPlayerProperty(splayer, "maxhp", sgs.QVariant(maxhp))
end
end
end
return false
end,
can_trigger = function(self, target)
return target
end
}
--[[
技能名:冲阵
相关武将:☆SP·赵云
描述:每当你发动“龙胆”使用或打出一张手牌时,你可以立即获得对方的一张手牌。
状态:验证通过
]]--
LuaChongzhen = sgs.CreateTriggerSkill{
name = "LuaChongzhen",
frequency = sgs.Skill_NotFrequent,
events = {sgs.CardResponsed, sgs.TargetConfirmed},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.CardResponsed then
local resp = data:toResponsed()
local dest = resp.m_who
local card = resp.m_card
if card:getSkillName() == "longdan" then
if dest and not dest:isKongcheng() then
local ai_data = sgs.QVariant()
ai_data:setValue(dest)
if player:askForSkillInvoke(self:objectName(), ai_data) then
card_id = room:askForCardChosen(player, dest, "h", self:objectName())
local destcard = sgs.Sanguosha:getCard(card_id)
room:obtainCard(player, destcard)
end
end
end
elseif event == sgs.TargetConfirmed then
local use = data:toCardUse()
if use.from:objectName() == player:objectName() then
if use.card:getSkillName() == "longdan" then
local targets = use.to
for _,dest in sgs.qlist(targets) do
if not dest:isKongcheng() then
local ai_data = sgs.QVariant()
ai_data:setValue(dest)
if player:askForSkillInvoke(self:objectName(), ai_data) then
local card_id = room:askForCardChosen(player, dest, "h", self:objectName())
local destcard = sgs.Sanguosha:getCard(card_id)
room:obtainCard(player, destcard)
end
end
end
end
end
end
return false
end
}
--[[
技能名:筹粮
相关武将:智·蒋琬
描述:回合结束阶段开始时,若你手牌少于三张,你可以从牌堆顶亮出X张牌(X为4减当前手牌数),拿走其中的基本牌,把其余的牌置入弃牌堆
状态:验证通过
]]--
LuaXChouliang = sgs.CreateTriggerSkill{
name = "LuaXChouliang",
frequency = sgs.Skill_Frequent,
events = {sgs.EventPhaseStart},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local handcardnum = player:getHandcardNum()
if player:getPhase() == sgs.Player_Finish then
if handcardnum < 3 then
if room:askForSkillInvoke(player, self:objectName()) then
for i=1, 4-handcardnum, 1 do
local card_id = room:drawCard()
local card = sgs.Sanguosha:getCard(card_id)
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_SHOW, player:objectName(), "", self:objectName(), "")
room:moveCardTo(card, player, sgs.Player_PlaceTable, reason, true)
room:getThread():delay()
if not card:isKindOf("BasicCard") then
room:throwCard(card_id, nil)
room:setEmotion(player, "bad")
else
room:obtainCard(player, card_id)
room:setEmotion(player, "good")
end
end
end
end
end
return false
end
}
--[[
技能名:醇醪
相关武将:二将成名·程普
Expand Down Expand Up @@ -342,77 +424,6 @@ LuaChunlao = sgs.CreateTriggerSkill{
return false
end
}
--[[
技能名:筹粮
相关武将:智·蒋琬
描述:回合结束阶段开始时,若你手牌少于三张,你可以从牌堆顶亮出X张牌(X为4减当前手牌数),拿走其中的基本牌,把其余的牌置入弃牌堆
状态:验证通过
]]--
LuaXChouliang = sgs.CreateTriggerSkill{
name = "LuaXChouliang",
frequency = sgs.Skill_Frequent,
events = {sgs.EventPhaseStart},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local handcardnum = player:getHandcardNum()
if player:getPhase() == sgs.Player_Finish then
if handcardnum < 3 then
if room:askForSkillInvoke(player, self:objectName()) then
for i=1, 4-handcardnum, 1 do
local card_id = room:drawCard()
local card = sgs.Sanguosha:getCard(card_id)
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_SHOW, player:objectName(), "", self:objectName(), "")
room:moveCardTo(card, player, sgs.Player_PlaceTable, reason, true)
room:getThread():delay()
if not card:isKindOf("BasicCard") then
room:throwCard(card_id, nil)
room:setEmotion(player, "bad")
else
room:obtainCard(player, card_id)
room:setEmotion(player, "good")
end
end
end
end
end
return false
end
}
--[[
技能名:持重(锁定技)
相关武将:铜雀台·伏完
描述:你的手牌上限等于你的体力上限;其他角色死亡时,你加1点体力上限。
状态:验证通过
]]--
LuaXChizhongKeep = sgs.CreateMaxCardsSkill{
name = "LuaXChizhong",
extra_func = function(self, target)
if target:hasSkill(self:objectName()) then
return target:getLostHp()
end
end
}
LuaXChizhong = sgs.CreateTriggerSkill{
name = "#LuaXChizhong",
frequency = sgs.Skill_Compulsory,
events = {sgs.Death},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local splayer = room:findPlayerBySkillName(self:objectName())
if splayer then
if event == sgs.Death then
if player:objectName() ~= splayer:objectName() then
local maxhp = splayer:getMaxHp() + 1
room:setPlayerProperty(splayer, "maxhp", sgs.QVariant(maxhp))
end
end
end
return false
end,
can_trigger = function(self, target)
return target
end
}
--[[
技能名:聪慧(锁定技)
相关武将:倚天·曹冲
Expand Down
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