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ChapterR.lua
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ChapterR.lua
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--[[
代码速查手册(R区)
技能索引:
仁德、仁德、仁德、仁望、仁心、忍戒、肉林、若愚
]]--
--[[
技能名:仁德
相关武将:标准·刘备
描述:出牌阶段限一次,你可以将至少一张手牌交给其他角色,若你以此法交给其他角色的手牌数量不少于2,你回复1点体力。
状态:1217验证通过
引用:LuaRende
注备:为什么table.contains不好使……
]]--
LuaRendeCard = sgs.CreateSkillCard{
name = "LuaRendeCard" ,
will_throw = false ,
handling_method = sgs.Card_MethodNone ,
filter = function(self, selected, to_select)
return (#selected == 0) and (to_select:objectName() ~= sgs.Self:objectName())
end ,
on_use = function(self, room, source, targets)
local target = targets[1];
source:speak("a")
local old_value = source:getMark("LuaRende");
local rende_list = {}
if old_value > 0 then
rende_list = source:property("LuaRende"):toString():split("+")
else
rende_list = sgs.QList2Table(source:handCards())
end
for _,id in sgs.qlist(self:getSubcards())do
table.removeOne(rende_list,id)
end
room:setPlayerProperty(source, "LuaRende", sgs.QVariant(table.concat(rende_list,"+")));
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_GIVE, source:objectName(), target:objectName(), "LuaRende","")
room:moveCardTo(self,target,sgs.Player_PlaceHand,reason)
local new_value = old_value + self:getSubcards():length()
room:setPlayerMark(source, "LuaRende", new_value);
if (old_value < 2 and new_value >= 2) then
local recover = sgs.RecoverStruct()
recover.card = self
recover.who = source;
room:recover(source, recover);
end
if room:getMode() == "04_1v3" and source:getMark("LuaRende") >= 2 then return end
if source:isKongcheng() or source:isDead() or #rende_list == 0 then return end
room:addPlayerHistory(source, "#LuaRendeCard", -1);
if not room:askForUseCard(source, "@@LuaRende", "@rende-give", -1, sgs.Card_MethodNone) then
room:addPlayerHistory(source,"#LuaRendeCard")
end
end,
}
LuaRendeVs = sgs.CreateViewAsSkill{
name = "LuaRende",
n = 10086,
response_pattern = "@@LuaRende",
view_filter = function(self, selected, to_select)
if sgs.Self:property("GameMode"):toString() == "04_1v3" and #selected + sgs.Self:getMark("LuaRende") >= 2 then
return false
else
if to_select:isEquipped() then return false end
if sgs.Sanguosha:getCurrentCardUsePattern() == "@@LuaRende" then
local rende_list = sgs.Self:property("LuaRende"):toString():split("+")
return function()
for _,id in pairs(rende_list)do
if id == to_select:getEffectiveId() then
return true
end
end
return false
end
else
return true
end
return true
end
end,
view_as = function(self, cards)
if #cards > 0 then
local rende = LuaRendeCard:clone()
for _,c in ipairs(cards)do
rende:addSubcard(c)
end
return rende
end
end,
enabled_at_play = function(self, player)
if player:property("GameMode"):toString() == "04_1v3" and player:getMark("LuaRende") >= 2 then
return false
end
return (not player:hasUsed("#LuaRendeCard")) and not player:isKongcheng()
end,
}
LuaRende = sgs.CreateTriggerSkill{
name = "LuaRende" ,
events = {sgs.EventPhaseChanging,sgs.TurnStart} ,
view_as_skill = LuaRendeVs ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.EventPhaseChanging and player:getMark("LuaRende") > 0 then
local change = data:toPhaseChange()
if change.to ~= sgs.Player_NotActive then return false end
room:setPlayerMark(player,"LuaRende", 0)
return false
elseif event == sgs.TurnStart and player:property("GameMode"):toString() == "" then
room:setPlayerProperty(player,"GameMode",sgs.QVariant(room:getMode()))
end
end ,
can_trigger = function(self, target)
return target
end
}
--[[
技能名:仁德
相关武将:怀旧-标准·刘备-旧
描述:出牌阶段,你可以将至少一张手牌任意分配给其他角色。你于本阶段内以此法给出的手牌首次达到两张或更多后,你回复1点体力。
引用:LuaNosRende
状态:0405验证通过
备注:虎牢关部分没有lua
]]--
LuaNosRendeCard = sgs.CreateSkillCard{
name = "LuaNosRendeCard" ,
will_throw = false ,
handling_method = sgs.Card_MethodNone ,
filter = function(self, selected, to_select)
return (#selected == 0) and (to_select:objectName() ~= sgs.Self:objectName())
end ,
on_use = function(self, room, source, targets)
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_GIVE, source:objectName(), targets[1]:objectName(), "LuaNosRende", "")
room:obtainCard(targets[1], self, reason, false)
local old_value = source:getMark("LuaNosRende")
local new_value = old_value + self:getSubcards():length()
room:setPlayerMark(source, "LuaNosRende", new_value)
if old_value < 2 and new_value >= 2 then
room:recover(source, sgs.RecoverStruct(source))
end
end
}
LuaNosRendeVS = sgs.CreateViewAsSkill{
name = "LuaNosRende" ,
n = 999 ,
view_filter = function(self, selected, to_select)
return not to_select:isEquipped()
end ,
view_as = function(self, cards)
if #cards == 0 then return nil end
local rende_card = LuaNosRendeCard:clone()
for _, c in ipairs(cards) do
rende_card:addSubcard(c)
end
return rende_card
end ,
enabled_at_play = function(self, player)
return not player:isKongcheng()
end
}
LuaNosRende = sgs.CreateTriggerSkill{
name = "LuaNosRende" ,
events = {sgs.EventPhaseChanging} ,
view_as_skill = LuaNosRendeVS ,
on_trigger = function(self, event, player, data)
local change = data:toPhaseChange()
if change.to ~= sgs.Player_NotActive then return false end
player:getRoom():setPlayerMark(player, self:objectName(), 0)
return false
end ,
can_trigger = function(self, target)
return target and target:getMark(self:objectName()) > 0
end
}
--[[
技能名:仁德
相关武将:虎牢关·刘备
描述:出牌阶段,你可以将最多两张手牌交给其他角色,若此阶段你给出的牌张数达到两张时,你回复1点体力。
引用:LuaRende
状态:验证通过
]]--
LuaRendeCard = sgs.CreateSkillCard{
name = "LuaRendeCard",
target_fixed = false,
will_throw = false,
on_use = function(self, room, source, targets)
local target
if #targets == 0 then
local list = room:getAlivePlayers()
for _,player in sgs.qlist(list) do
if player:objectName() ~= source:objectName() then
target = player
break
end
end
else
target = targets[1]
end
room:obtainCard(target, self, false)
local subcards = self:getSubcards()
local old_value = source:getMark("rende")
local new_value = old_value + subcards:length()
room:setPlayerMark(source, "rende", new_value)
if old_value < 2 then
if new_value >= 2 then
local recover = sgs.RecoverStruct()
recover.card = self
recover.who = source
room:recover(source, recover)
end
end
end
}
LuaRendeVS = sgs.CreateViewAsSkill{
name = "LuaRende",
n = 2,
view_filter = function(self, selected, to_select)
if not to_select:isEquipped() then
local markCount = sgs.Self:getMark("rende")
return #selected + markCount < 2
end
end,
view_as = function(self, cards)
if #cards > 0 then
local rende_card = LuaRendeCard:clone()
for i=1, #cards, 1 do
local id = cards[i]:getId()
rende_card:addSubcard(id)
end
return rende_card
end
end
}
LuaRende = sgs.CreateTriggerSkill{
name = "LuaRende",
frequency = sgs.Skill_NotFrequent,
events = {sgs.EventPhaseStart},
view_as_skill = LuaRendeVS,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
room:setPlayerMark(player, "rende", 0)
return false
end,
can_trigger = function(self, target)
if target then
if target:isAlive() then
if target:hasSkill(self:objectName()) then
if target:getPhase() == sgs.Player_NotActive then
return target:hasUsed("#LuaRendeCard")
end
end
end
end
return false
end
}
--[[
技能名:仁望
相关武将:1v1·刘备
描述:对手于其出牌阶段内对包括你的角色使用第二张及以上【杀】或非延时锦囊牌时,你可以弃置其一张牌。
引用:LuaRenwang
状态:1217验证通过
]]--
LuaRenwang = sgs.CreateTriggerSkill{
name = "LuaRenwang" ,
events = {sgs.CardUsed, sgs.EventPhaseChanging} ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.CardUsed and player:getPhase() == sgs.Player_Play then
local use = data:toCardUse()
if not use.card:isKindOf("Slash") and not use.card:isNDTrick() then return false end
local first = sgs.SPlayerList()
for _,to in sgs.qlist(use.to) do
if to:objectName() ~= player:objectName() and not to:hasFlag("LuaRenwangEffect") then
first:append(to)
to:setFlags("LuaRenwangEffect")
end
end
for _,p in sgs.qlist(room:getOtherPlayers(use.from)) do
if use.to:contains(p) and not first:contains(p) and p:canDiscard(use.from, "he") and p:hasFlag("LuaRenwangEffect") and p:isAlive() and p:hasSkill(self:objectName()) then
if not room:askForSkillInvoke(p, self:objectName(), data) then return false end
room:throwCard(room:askForCardChosen(p, use.from, "he", self:objectName(), false, sgs.Card_MethodDiscard), use.from, p);
end
end
elseif event == sgs.EventPhaseChanging then
local change = data:toPhaseChange()
if change.to == sgs.Player_NotActive then
for _,to in sgs.qlist(room:getAlivePlayers()) do
if to:hasFlag("LuaRenwangEffect") then
to:setFlags("-LuaRenwangEffect")
end
end
end
end
end,
can_trigger = function(self, target)
return target ~= nil
end
}
--[[
技能名:仁心
相关武将:一将成名2013·曹冲
描述:一名其他角色处于濒死状态时,你可以将武将牌翻面并将所有手牌交给该角色,令该角色回复1点体力。
引用:LuaRenxin
状态:1217验证通过
]]--
LuaRenxinCard = sgs.CreateSkillCard{
name = "LuaRenxinCard",
target_fixed = true,
on_use = function(self, room, source, targets)
local who = room:getCurrentDyingPlayer()
if who then
source:turnOver()
room:obtainCard(who,source:wholeHandCards(),false)
local recover = sgs.RecoverStruct()
recover.who = source
room:recover(who,recover)
end
end
}
LuaRenxin = sgs.CreateZeroCardViewAsSkill{
name = "LuaRenxin",
view_as = function(self)
return LuaRenxinCard:clone()
end,
enabled_at_play = function(self, player)
return false
end,
enabled_at_response = function(self, player, pattern)
return pattern == "peach" and not player:isKongcheng()
end
}
--[[
技能名:忍戒(锁定技)
相关武将:神·司马懿
描述:每当你受到1点伤害后或于弃牌阶段因你的弃置而失去一张牌后,你获得一枚“忍”。
引用:LuaRenjie
状态:0405验证通过
]]--
LuaRenjie = sgs.CreateTriggerSkill{
name = "LuaRenjie" ,
events = {sgs.Damaged, sgs.CardsMoveOneTime} ,
frequency = sgs.Skill_Compulsory ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if event == sgs.CardsMoveOneTime then
if 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
local n = move.card_ids:length()
if n > 0 then
room:notifySkillInvoked(player, self:objectName())
player:gainMark("@bear", n)
end
end
end
elseif event == sgs.Damaged then
room:notifySkillInvoked(player, self:objectName())
local damage = data:toDamage()
player:gainMark("@bear",damage.damage)
end
return false
end
}
--[[
技能名:肉林(锁定技)
相关武将:林·董卓
当你使用【杀】指定一名女性角色为目标后,该角色需连续使用两张【闪】才能抵消;当你成为女性角色使用【杀】的目标后,你需连续使用两张【闪】才能抵消。
引用:LuaRoulin
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
LuaRoulin = sgs.CreateTriggerSkill{
name = "LuaRoulin",
frequency = sgs.Skill_Compulsory,
events = {sgs.TargetConfirmed},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local use = data:toCardUse()
if use.card:isKindOf("Slash") and player:objectName() == use.from:objectName() then
local jink_table = sgs.QList2Table(use.from:getTag("Jink_" .. use.card:toString()):toIntList())
local index = 1
local play_effect = false
if use.from and use.from:isAlive() and use.from:hasSkill(self:objectName()) then
for _,p in sgs.qlist(use.to) do
if p:isFemale() then
play_effect = true
if jink_table[index] == 1 then
jink_table[index] = 2
end
end
index = index + 1
end
local jink_data = sgs.QVariant()
jink_data:setValue(Table2IntList(jink_table))
use.from:setTag("Jink_" .. use.card:toString(), jink_data)
if play_effect then
room:notifySkillInvoked(use.from, self:objectName())
end
elseif use.from:isFemale() then
for _,p in sgs.qlist(use.to) do
if p:hasSkill(self:objectName()) then
play_effect = true
if jink_table[index] == 1 then
jink_table[index] = 2
end
end
index = index + 1
end
local jink_data = sgs.QVariant()
jink_data:setValue(Table2IntList(jink_table))
use.from:setTag("Jink_" .. use.card:toString(), jink_data)
if play_effect then
for _,p in sgs.qlist(use.to) do
if p:hasSkill(self:objectName()) then
room:notifySkillInvoked(p, self:objectName())
end
end
end
end
end
end,
can_trigger = function(self, target)
return target ~= nil and (target:hasSkill(self:objectName()) or target:isFemale())
end
}
--[[
技能名:若愚(主公技、觉醒技)
相关武将:山·刘禅
描述:回合开始阶段开始时,若你的体力是全场最少的(或之一),你须加1点体力上限,回复1点体力,并获得技能“激将”。
引用:LuaRuoyu
状态:1217验证通过
]]--
LuaRuoyu = sgs.CreateTriggerSkill{
name = "LuaRuoyu$",
events = {sgs.EventPhaseStart},
frequency = sgs.Skill_Wake,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local can_invoke = true
for _, p in sgs.qlist(room:getAllPlayers()) do
if player:getHp() > p:getHp() then
can_invoke = false
break
end
end
if can_invoke then
room:addPlayerMark(player, "LuaRuoyu")
if room:changeMaxHpForAwakenSkill(player, 1) then
local recover = sgs.RecoverStruct()
recover.who = player
room:recover(player, recover)
if player:isLord() then
room:acquireSkill(player, "jijiang")
end
end
end
end,
can_trigger = function(self, target)
return target and (target:getPhase() == sgs.Player_Start)
and target:hasLordSkill("LuaRuoyu")
and target:isAlive()
and (target:getMark("LuaRuoyu") == 0)
end
}