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代码速查手册(L区)

#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

返回目录 ##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,
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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 :仅需将新版离间的 "duel:toTrick():setCancelable(false)" 那一行改掉即可 返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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 ,
	}

返回索引 ##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
	}

返回索引 ##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:当你在出牌阶段内使用【杀】指定一名角色为目标后,以下两种情况,你可以令其不可以使用【闪】对此【杀】进行响应: 1.目标角色的手牌数大于或等于你的体力值。2.目标角色的手牌数小于或等于你的攻击范围。
引用:LuaLiegong
状态:1217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.TargetConfirmed} ,
		on_trigger = function(self, event, player, data)
			local use = data:toCardUse()
			if (player:objectName() ~= use.from:objectName()) or (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 handcardnum = p:getHandcardNum()
				if (player:getHp() <= handcardnum) or (player:getAttackRange() >= handcardnum) 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:每当你于出牌阶段内使用【杀】指定对手为目标后,若对手的手牌数大于或等于你的体力值,你可以令该角色不能使用【闪】对此【杀】进行响应。
引用:LuaKOFLiegong
状态:1217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.TargetConfirmed} ,
		on_trigger = function(self, event, player, data)
			local use = data:toCardUse()
			if player:objectName() ~= use.from:objectName() or 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)
		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
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:1217验证通过

	LuaLongdan = sgs.CreateViewAsSkill{
		name = "LuaLongdan" ,
		n = 1 ,
		view_filter = function(self, selected, to_select)
			if #selected > 0 then return false end
			local card = to_select
			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, cards)
			if #cards ~= 1 then return nil end
			local originalCard = cards[1]
			if originalCard:isKindOf("Slash") then
				local jink = sgs.Sanguosha:cloneCard("jink", originalCard:getSuit(), originalCard:getNumber())
				jink:addSubcard(originalCard)
				jink:setSkillName(self:objectName())
				return jink
			elseif originalCard:isKindOf("Jink") then
				local slash = sgs.Sanguosha:cloneCard("slash", originalCard:getSuit(), originalCard:getNumber())
				slash:addSubcard(originalCard)
				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
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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
	}

返回索引 ##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
	}

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