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代码速查手册(S区)

#技能索引 伤逝伤逝-旧尚义烧营涉猎神愤甚贤神戟神君神力神速神威神智生息师恩识破恃才恃勇弑神誓仇慎拒守成授业淑德淑慎双刃双雄水箭水泳死谏死节死战颂词颂威肃资随势

返回目录 ##伤逝 相关武将:一将成名·张春华
描述:弃牌阶段外,当你的手牌数小于X时,你可以将手牌补至X张(X为你已损失的体力值且最多为2)。
引用:LuaShangshi
状态:1217验证通过

	LuaShangshi = sgs.CreateTriggerSkill{
		name = "LuaShangshi",
		events = {sgs.EventPhaseChanging, sgs.CardsMoveOneTime, sgs.MaxHpChanged, sgs.HpChanged},
		frequency = sgs.Skill_Frequent,
		on_trigger = function(self, triggerEvent, zhangchunhua, data)
			local room = zhangchunhua:getRoom()
			local losthp = math.min(zhangchunhua:getLostHp(),2)
			--如果是怀旧版请这么写。
			--local losthp = zhangchunhua:getLostHp()
			if (triggerEvent == sgs.CardsMoveOneTime) then
				local move = data:toMoveOneTime()
				if zhangchunhua:getPhase() == sgs.Player_Discard then
					local changed = false
					if move.from and move.from:objectName() == zhangchunhua:objectName() and move.from_places:contains(sgs.Player_PlaceHand) then
						changed = true
					end
					if moce.to and move.to:objectName() == zhangchunhua:objectName() and move.to_place == sgs.Player_PlaceHand then
						changed = true
					end
					if changed then
						zhangchunhua:addMark("shangshi")
					end
					return false
				else
					local can_invoke = false
					if move.from and move.from:objectName() == zhangchunhua:objectName() and move.from_places:contains(sgs.Player_PlaceHand) then
						can_invoke = true
					end
					if move.to and move.to:objectName() == zhangchunhua:objectName() and move.to_place == sgs.Player_PlaceHand then
						can_invoke = true
					end
					if not can_invoke then
						return false
					end
				end
			elseif triggerEvent == sgs.HpChanged or triggerEvent == sgs.MaxHpChanged then
				if zhangchunhua:getPhase() == sgs.Player_Discard then
					zhangchunhua:addMark("shangshi")
					return false
				end
			elseif triggerEvent == sgs.EventPhaseChanging then
				local change = data:toPhaseChange()
				if change.from ~= sgs.Player_Discard then
					return false
				end
				if zhangchunhua:getMark("shangshi") <= 0 then
					return false
				end
				zhangchunhua:setMark("shangshi", 0)
			end
			if (zhangchunhua:getHandcardNum() < losthp and zhangchunhua:getPhase() ~= sgs.Player_Discard and zhangchunhua:askForSkillInvoke(self:objectName())) then
				zhangchunhua:drawCards(losthp - zhangchunhua:getHandcardNum());
			end
			return false;
		end
	}

返回索引 ##伤逝-旧 相关武将:怀旧·张春华
描述:弃牌阶段外,当你的手牌数小于X时,你可以将手牌补至X张(X为你已损失的体力值)
引用:LuaNosShangshi
状态:1217验证通过(见伤逝

返回索引 ##尚义 相关武将:阵·蒋钦
描述:出牌阶段限一次,你可以令一名其他角色观看你的手牌,然后你选择一项:1.观看其手牌,然后你可以弃置其中一张黑色牌。2.观看其身份牌。
引用:LuaShangyi
状态:1217验证通过

	local json = require ("json")
	LuaShangyiCard = sgs.CreateSkillCard{
		name = "LuaShangyiCard", 
		target_fixed = false,
		will_throw = true,
		filter = function(self, targets, to_select) 
			return #targets == 0 and to_select:objectName() ~= sgs.Self:objectName()
		end,
		on_effect = function(self, effect) 
			local room = effect.from:getRoom()
			local player = effect.to
			if not effect.from:isKongcheng() then
				room:showAllCards(effect.from, player)
			end
			local choicelist = {}
			if not effect.to:isKongcheng() then
				table.insert(choicelist,"handcards")
			end
			if (room:getMode() == "04_1v3" or room:getMode() == "06_3v3")then	
			elseif (room:getMode() == "06_XMode") then
				local backup = player:getTag("XModeBackup"):toStringList()
				if #backup > 0 then
					table.insert(choicelist,"remainedgenerals")
				end
			elseif (room:getMode() == "02_1v1") then
				local list = player:getTag("1v1Arrange"):toStringList()
				if #list > 0 then
					table.insert(choicelist,"remainedgenerals")
				end
			elseif sgs.GetConfig("EnableBasara",true) then
				if player:getGeneralName() == "anjiang" or player:getGeneral2Name() == "anjiang"then
					table.insert(choicelist,"generals")
				end
			elseif not player:isLord() then
				table.insert(choicelist,"role")
			end
			if #choicelist == 0 then return end
			local choice = room:askForChoice(effect.from, "shangyi", table.concat(choicelist,"+"))
			local jsonLog ={
				"$ShangyiView",
				effect.from:objectName(),
				effect.to:objectName(),
				"",
				"shangyi:" .. choice,
				"",
			}
			room:doBroadcastNotify(room:getOtherPlayers(effect.from), sgs.CommandType.S_COMMAND_LOG_SKILL, json.encode(jsonLog))
			if choice == "handcards"then
				local ids = sgs.IntList()
				for _,card in sgs.qlist(player:getHandcards())do
					if card:isBlack() then
						ids:append(card:getEffectiveId())
					end
				end
				local card_id = room:doGongxin(effect.from, player, ids, "shangyi");
				if card_id == -1 then return end
				effect.from:removeTag("shangyi")
				local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_DISMANTLE, effect.from:objectName(),"", "shangyi","")
				room:throwCard(sgs.Sanguosha:getCard(card_id), reason, effect.to, effect.from)
			elseif choice == "remainedgenerals" then
				local list;
				if room:getMode() == "02_1v1" then
					list = player:getTag("1v1Arrange"):toStringList()
				elseif room:getMode() == "06_XMode" then
					list = player:getTag("XModeBackup"):toStringList()
				end
				for _,name in pairs(list)do
					local jsonLog ={
						"$ShangyiViewRemained",
						effect.from:objectName(),
						player:objectName(),
						"",
						name,
						"",
					}
					room:doNotify(effect.from, sgs.CommandType.S_COMMAND_LOG_SKILL, json.encode(jsonLog))
				end
				local jsonValue = {
					"shangyi",
					sgs.QList2Table(list)
				}
				room:doNotify(effect.from, sgs.CommandType.S_COMMAND_VIEW_GENERALS, json.encode(jsonValue))
			elseif choice == "generals" then
				local list = room:getTag(player:objectName()).toStringList();
				for _,name in pairs(list)do
					local jsonLog ={
						"$ShangyiViewUnknown",
						effect.from:objectName(),
						player:objectName(),
						"",
						name,
						"",
					}
					room:doNotify(effect.from, sgs.CommandType.S_COMMAND_LOG_SKILL, json.encode(jsonLog))
				end
				local jsonValue = {
					"shangyi",
					sgs.QList2Table(list)
				}
				room:doNotify(effect.from, sgs.CommandType.S_COMMAND_VIEW_GENERALS, json.encode(jsonValue))
			elseif choice == "role" then
				local jsonValue = {
					player:objectName(),
					"role",
					player:getRole(),
				}
				room:doNotify(effect.from, sgs.CommandType.S_COMMAND_SET_PROPERTY, json.encode(jsonValue)); --源码这里竟然有坑……
				local jsonLog ={
					"$ViewRole",
					effect.from:objectName(),
					player:objectName(),
					"",
					player:getRole(),
					"",
				}
				room:doNotify(effect.from, sgs.CommandType.S_COMMAND_LOG_SKILL, json.encode(jsonLog))
			end
		end,
	}
	LuaShangyi = sgs.CreateZeroCardViewAsSkill{
		name = "LuaShangyi",
		view_as = function(self) 
			return LuaShangyiCard:clone()
		end, 
		enabled_at_play = function(self, player)
			return not player:hasUsed("#LuaShangyiCard")
		end, 
	}

返回索引 ##烧营 相关武将:倚天·陆伯言
描述:当你对一名不处于连环状态的角色造成一次火焰伤害时,你可选择一名其距离为1的另外一名角色并进行一次判定:若判定结果为红色,则你对选择的角色造成一点火焰伤害
引用:LuaShaoying
状态:1217验证通过

	LuaShaoying = sgs.CreateTriggerSkill{
		name = "LuaShaoying" ,
		events = {sgs.PreDamageDone, sgs.DamageComplete} ,
		on_trigger = function(self, event, player, data)
			local damage = data:toDamage()
			local room = player:getRoom()
			if event == sgs.PreDamageDone then
				if (not player:isChained()) and damage.from and (damage.nature == sgs.DamageStruct_Fire) and
						(damage.from:isAlive() and damage.from:hasSkill(self:objectName())) then
					local targets = sgs.SPlayerList()
					for _, p in sgs.qlist(room:getAlivePlayers()) do
						if (player:distanceTo(p) == 1) then
							targets:append(p)
						end
					end
					if targets:isEmpty() then return false end
					if damage.from:askForSkillInvoke(self:objectName(), data) then
						local target = room:askForPlayerChosen(damage.from, targets, self:objectName())
						local _data = sgs.QVariant()
						_data:setValue(target)
						damage.from:setTag("LuaShaoyingTarget", _data)
					end
				end
				return false
			elseif event == sgs.DamageComplete then
				if damage.from == nil then return false end
				local target = damage.from:getTag("LuaShaoyingTarget"):toPlayer()
				damage.from:removeTag("LuaShaoyingTarget")
				if (not target) or (not damage.from) or (damage.from:isDead()) then return false end
				local judge = sgs.JudgeStruct()
				judge.pattern = ".|red"
				judge.good = true
				judge.reason = self:objectName()
				judge.who = damage.from
				room:judge(judge)
				if judge:isGood() then
					local shaoying_damage = sgs.DamageStruct()
					shaoying_damage.nature = sgs.DamageStruct_Fire
					shaoying_damage.from = damage.from
					shaoying_damage.to = target
					room:damage(shaoying_damage)
				end
				return false
			end
			return false
		end ,
		can_trigger = function(self, target)
			return target
		end
	}

返回索引 ##涉猎 相关武将:神·吕蒙 描述:摸牌阶段开始时,你可以放弃摸牌,改为从牌堆顶亮出五张牌,你获得不同花色的牌各一张,将其余的牌置入弃牌堆。
引用:LuaShelie
状态:0405验证通过 备注:与源码略有区别,源码自定义函数删除,再新增自定义函数

	function getCardList(intlist)
		local ids = sgs.CardList()
		for _, id in sgs.qlist(intlist) do
			ids:append(sgs.Sanguosha:getCard(id))
		end
		return ids
	end
	LuaShelie = sgs.CreateTriggerSkill{
		name = "LuaShelie",
		events = {sgs.EventPhaseStart},
		on_trigger = function(self, event, shenlvmeng, data)
			if shenlvmeng:getPhase() ~= sgs.Player_Draw then
				return false
			end
			local room = shenlvmeng:getRoom()
			if not shenlvmeng:askForSkillInvoke(self:objectName()) then
				return false
			end
			local card_ids = room:getNCards(5)
			room:fillAG(card_ids)
			local to_get = sgs.IntList()
			local to_throw = sgs.IntList()
			while not card_ids:isEmpty() do
				local card_id = room:askForAG(shenlvmeng, card_ids, false, "shelie")
				card_ids:removeOne(card_id)
				to_get:append(card_id)--弃置剩余所有符合花色的牌(原文:throw the rest cards that matches the same suit)
				local card = sgs.Sanguosha:getCard(card_id)
				local suit = card:getSuit()
				room:takeAG(shenlvmeng, card_id, false)
				local _card_ids = card_ids
				for i = 0, 150 do	--这一句不加的话,涉猎很多牌可能会bug,150可以改,数值越大,越精准,一般和你涉猎的牌数相等是没有bug的
					for _,id in sgs.qlist(_card_ids) do
						local c = sgs.Sanguosha:getCard(id)
						if c:getSuit() == suit then
							card_ids:removeOne(id)
							room:takeAG(nil, id, false)
							to_throw:append(id)
						end
					end
				end
			end
			local dummy = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
			if not to_get:isEmpty() then
				dummy:addSubcards(getCardList(to_get))
				shenlvmeng:obtainCard(dummy)
			end
			dummy:clearSubcards()
			if not to_throw:isEmpty() then
				dummy:addSubcards(getCardList(to_throw))
				local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_NATURAL_ENTER, shenlvmeng:objectName(), self:objectName(),"")
				room:throwCard(dummy, reason, nil)
			end
			dummy:deleteLater()
			room:clearAG()
			return true
		end
	}

返回索引 ##神愤 相关武将:神·吕布、SP·神吕布
描述:**出牌阶段限一次,**你可以弃六枚“暴怒”标记:若如此做,所有其他角色受到1点伤害,弃置装备区的所有牌,弃置四张手牌,然后你将武将牌翻面。 引用:LuaShenfen
状态:0405验证通过(未处理胆守)

	LuaShenfenCard = sgs.CreateSkillCard{
		name = "LuaShenfenCard" ,
		target_fixed = true ,
		on_use = function(self, room, source, targets)
			source:setFlags("LuaShenfenUsing")
			source:loseMark("@wrath", 6)
			local players = room:getOtherPlayers(source)
			for _, player in sgs.qlist(players) do
				room:damage(sgs.DamageStruct("LuaShenfen", source, player))
			end
			for _, player in sgs.qlist(players) do
				player:throwAllEquips()
			end
			for _, player in sgs.qlist(players) do
				room:askForDiscard(player, "LuaShenfen", 4, 4)
			end
			source:turnOver()
			source:setFlags("-LuaShenfenUsing")
		end
	}
	LuaShenfen = sgs.CreateZeroCardViewAsSkill{
		name = "LuaShenfen",
		view_as = function()
			return LuaShenfenCard:clone()
		end , 
		enabled_at_play = function(self,player)
			return player:getMark("@wrath") >= 6 and not player:hasUsed("#LuaShenfenCard")
		end
	}

返回索引 ##甚贤 相关武将:SP·星彩
描述:你的回合外,每当有其他角色因弃置而失去牌时,若其中有基本牌,你可以摸一张牌。
引用:LuaShenxian
状态:1217验证通过

	LuaShenxian = sgs.CreateTriggerSkill{
		name = "LuaShenxian" ,
		frequency = sgs.Skill_Frequent ,
		events = {sgs.CardsMoveOneTime},
		on_trigger = function(self, event, player, data)
			local move = data:toMoveOneTime()
			if move.from and (move.from:objectName() ~= player:objectName())
					and (move.from_places:contains(sgs.Player_PlaceHand) or move.from_places:contains(sgs.Player_PlaceEquip))
					and (bit32.band(move.reason.m_reason, sgs.CardMoveReason_S_MASK_BASIC_REASON) == sgs.CardMoveReason_S_REASON_DISCARD)
					and (player:getPhase() == sgs.Player_NotActive) then
				local can_draw = 0
				for _, id in sgs.qlist(move.card_ids) do
					if sgs.Sanguosha:getCard(id):isKindOf("BasicCard") then
						can_draw = can_draw + 1
					end
				end
				if can_draw > 0 then
					if move.reason.m_reason == sgs.CardMoveReason_S_REASON_RULEDISCARD then
						local n = 0
						for n = 1, can_draw , 1 do
							if player:askForSkillInvoke(self:objectName()) then
								player:drawCards(1)
							else
								break
							end
						end
					elseif player:askForSkillInvoke(self:objectName()) then
						player:drawCards(1)
					end
				end
			end
			return false
		end ,
	}

返回索引 ##神戟 相关武将:SP·暴怒战神、2013-3v3·吕布
描述:若你的装备区没有武器牌,当你使用【杀】时,你可以额外选择至多两个目标。
引用:LuaShenji
状态:0405验证通过

	LuaShenji = sgs.CreateTargetModSkill{
		name = "LuaShenji" ,
		extra_target_func = function(self, from)
			if from:hasSkill(self:objectName()) and from:getWeapon() == nil then
				return 2
			else
				return 0
			end
		end
	}

返回索引 ##神君 相关武将:倚天·陆伯言
描述:**锁定技,**游戏开始时,你必须选择自己的性别。回合开始阶段开始时,你必须倒转性别,异性角色对你造成的非雷电属性伤害无效
引用:LuaShenjun
状态:1217验证通过

	LuaShenjun = sgs.CreateTriggerSkill{
		name = "LuaShenjun" ,
		events = {sgs.GameStart, sgs.EventPhaseStart, sgs.DamageInflicted} ,
		frequency = sgs.Skill_Compulsory ,
		on_trigger = function(self, event, player, data)
			local room = player:getRoom()
			if event == sgs.GameStart then
				local gender = room:askForChoice(player, self:objectName(), "male+female")
				local is_male = player:isMale()
				if gender == "female" then
					if is_male then
						player:setGender(sgs.General_Female)
					end
				elseif gender == "male" then
					if not is_male then
						player:setGender(sgs.General_Male)
					end
				end
			elseif event == sgs.EventPhaseStart then
				if player:getPhase() == sgs.Player_Start then
					if player:isMale() then
						player:setGender(sgs.General_Female)
					else
						player:setGender(sgs.General_Male)
					end
				end
			elseif event == sgs.DamageInflicted then
				local damage = data:toDamage()
				if (damage.nature ~= sgs.DamageStruct_Thunder) and damage.from and
						(damage.from:isMale() ~= player:isMale()) then
					return true
				end
			end
			return false
		end
	}

返回索引 ##神力 相关武将:倚天·古之恶来
描述:**锁定技,**出牌阶段,你使用【杀】造成的第一次伤害+X,X为当前死战标记数且最大为3
引用:LuaShenli
状态:1217验证通过

	LuaShenli = sgs.CreateTriggerSkill{
		name = "LuaShenli" ,
		frequency = sgs.Skill_Compulsory ,
		events = {sgs.ConfirmDamage} ,
		on_trigger = function(self, event, player, data)
			local damage = data:toDamage()
			if damage.card and damage.card:isKindOf("Slash") and (player:getPhase() == sgs.Player_Play) and (not player:hasFlag("shenli")) then
				player:setFlags("shenli")
				local x = player:getMark("@struggle")
				if x > 0 then
					x = math.min(3, x)
					damage.damage = damage.damage + x
					data:setValue(damage)
				end
			end
			return false
		end
	}

返回索引 ##神速 相关武将:风·夏侯渊、1v1·夏侯渊1v1
描述:你可以选择一至两项:
1.跳过你的判定阶段和摸牌阶段。
2.跳过你的出牌阶段并弃置一张装备牌。
你每选择一项,视为对一名其他角色使用一张【杀】(无距离限制)。
引用:LuaShensu、LuaShensuSlash
状态:1217验证通过

	LuaShensuCard = sgs.CreateSkillCard{
		name = "LuaShensuCard" ,
		filter = function(self, targets, to_select)
			local targets_list = sgs.PlayerList()
			for _, target in ipairs(targets) do
				targets_list:append(target)
			end
			local slash = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
			slash:setSkillName("LuaShensu")
			slash:deleteLater()
			return slash:targetFilter(targets_list, to_select, sgs.Self)
		end ,
		on_use = function(self, room, source, targets)
			local targets_list = sgs.SPlayerList()
			for _, target in ipairs(targets) do
				if source:canSlash(target, nil, false) then
					targets_list:append(target)
				end
			end
			if targets_list:length() > 0 then
				local slash = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
				slash:setSkillName("LuaShensu")
				room:useCard(sgs.CardUseStruct(slash, source, targets_list))
			end
		end
	}
	LuaShensuVS = sgs.CreateViewAsSkill{
		name = "LuaShensu" ,
		n = 1 ,
		view_filter = function(self, selected, to_select)
			if string.endsWith(sgs.Sanguosha:getCurrentCardUsePattern(), "1") then 
				return false
			else
				return #selected == 0 and to_select:isKindOf("EquipCard") and not sgs.Self:isJilei(to_select)
			end
		end ,
		view_as = function(self, cards)
			if string.endsWith(sgs.Sanguosha:getCurrentCardUsePattern(), "1") then
				return #cards == 0 and LuaShensuCard:clone() or nil
			else
				if #cards ~= 1 then
					return nil
				end
				local card = LuaShensuCard:clone()
				for _, cd in ipairs(cards) do
					card:addSubcard(cd)
				end
				return card
			end
		end ,
		enabled_at_play = function()
			return false
		end ,
		enabled_at_response = function(self, player, pattern)
			return string.startsWith(pattern, "@@LuaShensu")
		end
	}
	LuaShensu = sgs.CreateTriggerSkill{
		name = "LuaShensu" ,
		events = {sgs.EventPhaseChanging} ,
		view_as_skill = LuaShensuVS ,
		on_trigger = function(self, event, player, data)
			local room = player:getRoom()
			local change = data:toPhaseChange()
			if change.to == sgs.Player_Judge and not player:isSkipped(sgs.Player_Judge) 
				and not player:isSkipped(sgs.Player_Draw) then
				if sgs.Slash_IsAvailable(player) and room:askForUseCard(player, "@@LuaShensu1", "@shensu1", 1) then
					player:skip(sgs.Player_Judge)
					player:skip(sgs.Player_Draw)
				end
			elseif sgs.Slash_IsAvailable(player) and change.to == sgs.Player_Play and not player:isSkipped(sgs.Player_Play) then
				if player:canDiscard(player, "he") and room:askForUseCard(player, "@@LuaShensu2", "@shensu2", 2, sgs.Card_MethodDiscard) then
					player:skip(sgs.Player_Play)
				end
			end
			return false
		end
	}
	LuaShensuSlash = sgs.CreateTargetModSkill{
		name = "#LuaShensu-slash" ,
		pattern = "Slash" ,
		distance_limit_func = function(self, player, card)
			if player:hasSkill("LuaShensu") and (card:getSkillName() == "LuaShensu") then
				return 1000
			else
				return 0
			end
		end
	}

返回索引 ##神威 相关武将:SP·暴怒战神
描述:**锁定技,**摸牌阶段,你额外摸两张牌;你的手牌上限+2。
引用:LuaShenwei、LuaShenweiDraw
状态:0405验证通过

	LuaShenweiDraw = sgs.CreateDrawCardsSkill{
		name = "#LuaShenwei-draw" ,
		frequency = sgs.Skill_Compulsory ,
		draw_num_func = function(self, player, n)
			player:getRoom():sendCompulsoryTriggerLog(player, "LuaShenwei")
			return n + 2
		end
	}
	LuaShenwei = sgs.CreateMaxCardsSkill{
		name = "LuaShenwei" ,
		extra_func = function(self, target)
			if target:hasSkill(self:objectName()) then
				return 2
			else
				return 0
			end
		end
	}

返回索引 ##神智 相关武将:国战·甘夫人
描述:准备阶段开始时,你可以弃置所有手牌。若你以此法弃置的牌不少于X张,你回复1点体力。(X为你当前的体力值)
引用:LuaShenzhi
状态:1217验证通过

	LuaShenzhi = sgs.CreateTriggerSkill{
		name = "LuaShenzhi" ,
		events = {sgs.EventPhaseStart} ,
		on_trigger = function(self, event, player, data)
			local room = player:getRoom()
			if (player:getPhase() ~= sgs.Player_Start) or (player:isKongcheng()) then return false end
			if room:askForSkillInvoke(player, self:objectName()) then
				for _, card in sgs.qlist(player:getHandcards()) do
					if player:isJilei(card) then return false end
				end
				local handcard_num = player:getHandcardNum()
				player:throwAllHandCards()
				if handcard_num >= player:getHp() then
					local recover = sgs.RecoverStruct()
					recover.who = player
					room:recover(player, recover)
				end
			end
			return false
		end
	}

返回索引 ##生息 相关武将:阵·蒋琬&费祎
描述:每当你的出牌阶段结束时,若你于此阶段未造成伤害,你可以摸两张牌。
引用:LuaShengxi
状态:0405验证通过

	LuaShengxi = sgs.CreateTriggerSkill{
		name = "LuaShengxi", 
		frequency = sgs.Skill_Frequent, 
		events = {sgs.PreDamageDone,sgs.EventPhaseEnd}, 
		global = true, 
		on_trigger = function(self, event, player, data)
			if event == sgs.EventPhaseEnd then
				local can_trigger = true
				if player:hasFlag("ShengxiDamageInPlayPhase") then
					can_trigger = false	
					player:setFlags("-ShengxiDamageInPlayPhase")	
				end
				if player and player:isAlive() and player:hasSkill(self:objectName()) and player:getPhase() == sgs.Player_Play and can_trigger and player:askForSkillInvoke(self:objectName()) then
					player:drawCards(2)
				end
			elseif event == sgs.PreDamageDone then
				local damage = data:toDamage()
				if damage.from and damage.from:getPhase() == sgs.Player_Play and not damage.from:hasFlag("ShengxiDamageInPlayPhase") then
					damage.from:setFlags("ShengxiDamageInPlayPhase")
				end
			end
			return false
		end
	}

返回索引 ##师恩 相关武将:智·司马徽
描述:其他角色使用非延时锦囊时,可以让你摸一张牌
引用:LuaShien
状态:1217验证通过
:智水镜的三个技能均有联系,为了方便起见统一使用本LUA版本的技能,并非原版

	LuaShien = sgs.CreateTriggerSkill{
		name = "LuaShien" ,
		events = {sgs.CardUsed} ,
		on_trigger = function(self, event, player, data)
			if not player then return false end
			if (player:getMark("forbid_LuaShien") > 0) or (player:hasFlag("forbid_LuaShien")) then return false end
			local card = data:toCardUse().card
			if card and card:isNDTrick() then
				local room = player:getRoom()
				local shuijing = room:findPlayerBySkillName(self:objectName())
				if not shuijing then return false end
				local _data = sgs.QVariant()
				_data:setValue(shuijing)
				if room:askForSkillInvoke(player, self:objectName(), _data) then
					shuijing:drawCards(1)
				else
					local choice = room:askForChoice(player, "forbid_LuaShien", "yes+no+maybe")
					if choice == "yes" then
						room:setPlayerMark(player, "forbid_LuaShien", 1)
					elseif choice == "maybe" then
						room:setPlayerFlag(player, "forbid_LuaShien")
					end
				end
			end
			return false
		end ,
		can_trigger = function(self, target)
			return target and (not target:hasSkill(self:objectName()))
		end
	}

返回索引 ##识破 相关武将:智·田丰
描述:任意角色判定阶段判定前,你可以弃置两张牌,获得该角色判定区里的所有牌
引用:LuaShipo
状态:1217验证通过

	LuaShipo = sgs.CreateTriggerSkill{
		name = "LuaShipo" ,
		events = {sgs.EventPhaseStart} ,
		on_trigger = function(self, event, player, data)
			if (player:getPhase() ~= sgs.Player_Judge) or (player:getJudgingArea():length() == 0) then return false end
			local room = player:getRoom()
			local tians = room:findPlayersBySkillName(self:objectName())
			for _, tianfeng in sgs.qlist(tians) do
				if tianfeng:getCardCount(true) >= 2 then
					local _data = sgs.QVariant()
					_data:setValue(player)
					if room:askForSkillInvoke(tianfeng, self:objectName(), _data) then
						if room:askForDiscard(tianfeng, self:objectName(), 2, 2, false, true) then
							local dummy = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
							dummy:addSubcards(player:getJudgingArea())
							tianfeng:obtainCard(dummy)
							break
						end
					end
				end
			end
			return false
		end ,
		can_trigger = function(self, target)
			return target
		end
	}

返回索引 ##恃才 相关武将:智·许攸
描述:**锁定技,**当你拼点成功时,摸一张牌
引用:LuaShicai
状态:1217验证通过

	LuaShicai = sgs.CreateTriggerSkill{
		name = "LuaShicai" ,
		events = {sgs.Pindian} ,
		frequency = sgs.Skill_Compulsory ,
		on_trigger = function(self, event, player, data)
			local room = player:getRoom()
			local xuyou = room:findPlayerBySkillName(self:objectName())
			if not xuyou then return false end
			local pindian = data:toPindian()
			if (pindian.from:objectName() ~= xuyou:objectName()) and (pindian.to:objectName() ~= xuyou:objectName()) then return false end
			local winner = nil
			if pindian.from_number > pindian.to_number then
				winner = pindian.from
			else
				winner = pindian.to
			end
			if winner:objectName() == xuyou:objectName() then
				xuyou:drawCards(1)
			end
			return false
		end ,
		can_trigger = function(self, target)
			return target
		end
	}

返回索引 ##恃勇 相关武将:二将成名·华雄
描述:**锁定技,**每当你受到一次红色的【杀】或因【酒】生效而伤害+1的【杀】造成的伤害后,你减1点体力上限。
引用:LuaShiyong
状态:1217验证通过

	LuaShiyong = sgs.CreateTriggerSkill{
		name = "LuaShiyong" ,
		events = {sgs.Damaged} ,
		frequency = sgs.Skill_Compulsory ,
		on_trigger = function(self, event, player, data)
			local damage = data:toDamage()
			if damage.card and damage.card:isKindOf("Slash")
					and (damage.card:isRed() or damage.card:hasFlag("drank")) then
				player:getRoom():loseMaxHp(player)
			end
			return false
		end
	}

返回索引 ##誓仇 相关武将:☆SP·刘备
描述:**主公技,限定技,**准备阶段开始时,你可以交给一名其他蜀势力角色两张牌。每当你受到伤害时,你将此伤害转移给该角色,然后该角色摸X张牌,直到其第一次进入濒死状态时。(X为伤害点数)
引用:LuaShichou
状态:1217验证通过

	LuaShichou = sgs.CreateTriggerSkill{
		name = "LuaShichou$",
		frequency = sgs.Skill_Limited,
		limit_mark = "@hate";
		events = {sgs.EventPhaseStart, sgs.DamageInflicted, sgs.Dying, sgs.DamageComplete},
		on_trigger = function(self, event, player, data)
			local room = player:getRoom()
			if event == sgs.EventPhaseStart then
				if player:hasLordSkill(self:objectName()) then
					if player:getPhase() == sgs.Player_Start then
						if player:getMark("shichouInvoke") == 0 then
							if player:getCards("he"):length() > 1 then
								local targets = room:getOtherPlayers(player)
								local victims = sgs.SPlayerList()
								for _,target in sgs.qlist(targets) do
									if target:getKingdom() == "shu" then
										victims:append(target)
									end
								end
								if victims:length() > 0 then
									if player:askForSkillInvoke(self:objectName()) then
										player:loseMark("@hate", 1)
										room:setPlayerMark(player, "shichouInvoke", 1)
										local victim = room:askForPlayerChosen(player, victims, self:objectName())
										room:setPlayerMark(victim, "@chou", 1)
										local tagvalue = sgs.QVariant()
										tagvalue:setValue(victim)
										room:setTag("ShichouTarget", tagvalue)
										local card = room:askForExchange(player, self:objectName(), 2, true, "ShichouGive")
										room:obtainCard(victim, card, false)
									end
								end
							end
						end
					end
				end
			elseif event == sgs.DamageInflicted then
				if player:hasLordSkill(self:objectName(), true) then
					local tag = room:getTag("ShichouTarget")
					if tag then
						local target = tag:toPlayer()
						if target then
							room:setPlayerFlag(target, "Shichou")
							if player:objectName() ~= target:objectName() then
								local damage = data:toDamage()
								damage.to = target
								damage.transfer = true
								room:damage(damage)
								return true
							end
						end
					end
				end
			elseif event == sgs.DamageComplete then
				if player:hasFlag("Shichou") then
					local damage = data:toDamage()
					local count = damage.damage
					player:drawCards(count)
					room:setPlayerFlag(player, "-Shichou")
				end
			elseif event == sgs.Dying then
				if player:getMark("@chou") > 0 then
					player:loseMark("@chou")
					local list = room:getAlivePlayers()
					for _,lord in sgs.qlist(list) do
						if lord:hasLordSkill(self:objectName(), true) then
							local tag = room:getTag("ShichouTarget")
							local target = tag:toPlayer()
							if target:objectName() == player:objectName() then
								room:removeTag("ShichouTarget")
							end
						end
					end
				end
			end
			return false
		end,
		can_trigger = function(self, target)
			return target
		end
	}

返回索引 ##慎拒 相关武将:1v1·吕蒙
描述:**锁定技,**你的手牌上限+X。(X为弃牌阶段开始时其他角色最大的体力值)
引用:LuaShenju LuaShenjuMark
状态:1217验证通过

	LuaShenju = sgs.CreateMaxCardsSkill{
		name = "Luashenju",
		extra_func = function(self, target) 
			if target:hasSkill(self:objectName()) then
				return target:getMark("shenju")
			else
				return 0
			end
		end
	}
	LuaShenjuMark = sgs.CreateTriggerSkill{
		name = "#LuaShenjuMark",
		events = {sgs.EventPhaseStart},
		on_trigger = function(self, event, player, data)
			local room = player:getRoom()
			if player:getPhase() == sgs.Player_Discard then
				local max_hp = -1000
				for _, p in sgs.qlist(room:getOtherPlayers(player)) do
					local hp = p:getHp()
					if hp > max_hp then
						max_hp = hp
					end
				end 
				player:setMark("shenju", math.max(max_hp, 0))
			end
			return false
		end,
	}

返回索引 ##守成 相关武将:阵·蒋琬费祎
描述:每当一名角色于其回合外失去最后的手牌后,你可以令该角色选择是否摸一张牌。
引用:LuaShoucheng
状态:1217验证通过

	LuaShoucheng = sgs.CreateTriggerSkill{
		name = "LuaShoucheng", 
		frequency = sgs.Skill_NotFrequency, --Frequent, NotFrequent, Compulsory, Limited, Wake 
		events = {sgs.CardsMoveOneTime}, 
		on_trigger = function(self, event, player, data)
			local move = data:toMoveOneTime()
			local room = player:getRoom()
			if (move.from and move.from:isAlive() and move.from:getPhase() == sgs.Player_NotActive
				and move.from_places:contains(sgs.Player_PlaceHand) and move.is_last_handcard) then
				local target = nil
				for _,p in sgs.qlist(room:getAlivePlayers())do
					if p:objectName() == move.from:objectName() then
						target = p
					end
				end
				local ai_data = sgs.QVariant()
				ai_data:setValue(target)
				if (room:askForSkillInvoke(player, self:objectName(), ai_data)) then
					target:drawCards(1)
				end
			end
			return false
		end,
	}

返回索引 ##授业 相关武将:智·司马徽
描述:出牌阶段,你可以弃置一张红色手牌,指定最多两名其他角色各摸一张牌
引用:LuaShouye
状态:1217验证通过
:智水镜的三个技能均有联系,为了方便起见统一使用本LUA版本的技能,并非原版

	LuaShouyeCard = sgs.CreateSkillCard{
		name = "LuaShouyeCard" ,
		filter = function(self, targets, to_select)
			if #targets >= 2 then return false end
			if to_select:objectName() == sgs.Self:objectName() then return false end
			return true
		end ,
		on_effect = function(self, effect)
			effect.to:drawCards(1)
			if effect.from:getMark("LuaJiehuo") == 0 then
				effect.from:gainMark("@shouye")
			end
		end
	}
	LuaShouye = sgs.CreateViewAsSkill{
		name = "LuaShouye" ,
		n = 1 ,
		view_filter = function(self, selected, to_select)
			return (#selected == 0) and (not to_select:isEquipped()) and (to_select:isRed())
		end ,
		view_as = function(self, cards)
			if #cards ~= 1 then return nil end
			local card = LuaShouyeCard:clone()
			card:addSubcard(cards[1])
			return card
		end ,
		enabled_at_play = function(self, player)
			return (player:getMark("LuaJiehuo") == 0) or (not player:hasUsed("#LuaShouyeCard"))
		end
	}

返回索引 ##淑德 相关武将:贴纸·王元姬
描述:结束阶段开始时,你可以将手牌数补至等于体力上限的张数。
引用:LuaShude
状态:1217验证通过

	LuaShude = sgs.CreateTriggerSkill{
		name = "LuaShude" ,
		events = {sgs.EventPhaseStart} ,
		frequency = sgs.Skill_Frequent,
		on_trigger = function(self, event, player, data)
			if player:getPhase() == sgs.Player_Finish then
				local upper = player:getMaxHp()
				local handcard = player:getHandcardNum()
				if handcard < upper then
					if player:getRoom():askForSkillInvoke(player, self:objectName()) then
						player:drawCards(upper - handcard)
					end
				end
			end
		end
	}

返回索引 ##淑慎 相关武将:国战·甘夫人
描述:每当你回复1点体力后,你可以令一名其他角色摸一张牌。
引用:LuaShushen
状态:1217验证通过

	LuaShushen = sgs.CreateTriggerSkill{
		name = "LuaShushen" ,
		events = {sgs.HpRecover} ,
		on_trigger = function(self, event, player, data)
			local recover_struct = data:toRecover()
			local recover = recover_struct.recover
			local room = player:getRoom()
			for i = 0, recover - 1, 1 do
				local target = room:askForPlayerChosen(player, room:getOtherPlayers(player), self:objectName(), "shushen-invoke", true, true)
				if target then
					target:drawCards(1)
				else
					break
				end
			end
			return false
		end
	}

返回索引 ##双刃 相关武将:国战·纪灵
描述:出牌阶段开始时,你可以与一名其他角色拼点:若你赢,视为你一名其他角色使用一张无距离限制的普通【杀】(此【杀】不计入出牌阶段使用次数的限制);若你没赢,你结束出牌阶段。
引用:LuaXShuangren
状态:1217验证通过

	LuaXShuangrenCard = sgs.CreateSkillCard{
		name = "LuaXShuangrenCard",
		target_fixed = false,
		will_throw = false,
		handling_method = sgs.Card_MethodPindian,
		filter = function(self, targets, to_select)
			if #targets == 0 then
				if not to_select:isKongcheng() then
					return to_select:objectName() ~= sgs.Self:objectName()
				end
			end
			return false
		end,
		on_effect = function(self, effect)
			local room = effect.from:getRoom()
			local success = effect.from:pindian(effect.to, "LuaXShuangren")
			if success then
				local targets = sgs.SPlayerList()
				local others = room:getOtherPlayers(effect.from)
				for _,target in sgs.qlist(others) do
					if effect.from:canSlash(target, nil, false) then
						targets:append(target)
					end
				end
				if not targets:isEmpty() then
					local target = room:askForPlayerChosen(effect.from, targets, "shuangren-slash")
					local slash = sgs.Sanguosha:cloneCard("slash", sgs.Card_NoSuit, 0)
					slash:setSkillName("LuaXShuangren")
					local card_use = sgs.CardUseStruct()
					card_use.card = slash
					card_use.from = effect.from
					card_use.to:append(target)
					room:useCard(card_use, false)
				end
			else
				room:setPlayerFlag(effect.from, "SkipPlay")
			end
		end
	}
	LuaXShuangrenVS = sgs.CreateZeroCardViewAsSkill{
		name = "LuaXShuangren",
		response_pattern = "@@LuaXShuangren",
		view_as = function(self) 
			return LuaXShuangrenCard:clone()
		end, 
	}
	LuaXShuangren = sgs.CreateTriggerSkill{
		name = "LuaXShuangren",
		frequency = sgs.Skill_NotFrequent,
		events = {sgs.EventPhaseStart},
		view_as_skill = LuaXShuangrenVS,
		on_trigger = function(self, event, player, data)
			if player:getPhase() == sgs.Player_Play then
				local room = player:getRoom()
				local can_invoke = false
				local other_players = room:getOtherPlayers(player)
				for _,p in sgs.qlist(other_players) do
					if not player:isKongcheng() then
						can_invoke = true
						break
					end
				end
				if can_invoke and not player:isKongcheng() then
					room:askForUseCard(player, "@@LuaXShuangren", "@shuangren-card", -1, sgs.Card_MethodPindian)
				end
				if player:hasFlag("SkipPlay") then
					return true
				end
			end
			return false
		end
	}

返回索引 ##双雄 相关武将:火·颜良文丑
描述:摸牌阶段开始时,你可以放弃摸牌,改为进行一次判定,你获得生效后的判定牌,然后你可以将一张与此判定牌颜色不同的手牌当【决斗】使用,直到回合结束。
引用:LuaShuangxiong LuaShuangxiongJudge
状态:1217验证通过

	local json = require ("json")
	LuaShuangxiong = sgs.CreateOneCardViewAsSkill{
		name = "LuaShuangxiong",
		view_filter = function(self,to_select)
			if to_select:isEquipped() then return false end
			local value = sgs.Self:getMark("LuaShuangxiong")
			if value == 1 then
				return to_select:isBlack()
			elseif value == 2 then
				return to_select:isRed()
			end
			return false
		end,
		view_as = function(self, card)
			local duel = sgs.Sanguosha:cloneCard("duel", card:getSuit(), card:getNumber())
			duel:addSubcard(card)
			duel:setSkillName(self:objectName())
			return duel
		end,
		enabled_at_play = function(self, player)
			return (player:getMark("LuaShuangxiong") > 0) and (not player:isKongcheng())
		end
	}
	LuaShuangxiongJudge = sgs.CreateTriggerSkill{
		name = "#LuaShuangxiongJudge",
		frequency = sgs.Skill_NotFrequent,
		events = {sgs.EventPhaseStart, sgs.FinishJudge,sgs.EventLoseSkill},
		on_trigger = function(self, event, player, data)
			local room = player:getRoom()
			if event == sgs.EventPhaseStart then
				if player:getPhase() == sgs.Player_Start then
					room:setPlayerMark(player, "LuaShuangxiong", 0)
				elseif (player:getPhase() == sgs.Player_Draw) and (player and player:isAlive() and player:hasSkill("LuaShuangxiong")) then
					if player:askForSkillInvoke("LuaShuangxiong") then
						room:setPlayerFlag(player, "LuaShuangxiong")
						local judge = sgs.JudgeStruct()
						judge.good = true
						judge.reason = "LuaShuangxiong"
						judge.who = player
						room:judge(judge)
						local markid = 2
						if judge.card:isRed() then markid = 1 end
						room:setPlayerMark(player, "LuaShuangxiong", markid)
						return true
					end
				elseif player:getPhase() == sgs.Player_Finish then
						if player:getMark("LuaShuangxiong_Lost") ~= 1 then return false end
						room:setPlayerMark(player, "QingchengLuaShuangxiong", 0)
						room:setPlayerMark(player,"LuaShuangxiong_Lost",0)
						local jsonValue = {
							4,
							player:objectName(),
							"LuaShuangxiong"
						}
						room:doNotify(player,sgs.CommandType.S_COMMAND_LOG_EVENT, json.encode(jsonValue))
				end
			elseif event == sgs.FinishJudge then
				local judge = data:toJudge()
				if judge.reason == "LuaShuangxiong" then
					player:obtainCard(judge.card)
				end
			elseif event == sgs.EventLoseSkill then
				if data:toString() == "LuaShuangxiong" then
					room:doNotify(player, sgs.CommandType.S_COMMAND_ATTACH_SKILL, json.encode("LuaShuangxiong"))
					room:addPlayerMark(player, "QingchengLuaShuangxiong")
					room:setPlayerFlag(player, "LuaShuangxiong")
					room:setPlayerMark(player,"LuaShuangxiong_Lost",1)
				end
			end
			return false
		end,
		can_trigger = function(self, target)
			return target
		end
	}

返回索引 ##水箭 相关武将:奥运·孙扬
描述:摸牌阶段摸牌时,你可以额外摸X+1张牌,X为你装备区的牌数量的一半(向下取整)。
引用:LuaXShuijian
状态:1217验证通过

	LuaXShuijian = sgs.CreateTriggerSkill{
		name = "LuaXShuijian",
		frequency = sgs.Skill_Frequent,
		events = {sgs.DrawNCards},
		on_trigger = function(self, event, player, data)
			if player:askForSkillInvoke(self:objectName(), data) then
				local equips = player:getEquips()
				local length = equips:length()
				local extra = (length / 2) + 1
				local count = data:toInt() + extra
				data:setValue(count)
				return false
			end
		end
	}

返回索引 ##水泳 相关武将:奥运·叶诗文
描述:**锁定技,**防止你受到的火焰伤害。
引用:LuaXShuiyong
状态:1217验证通过

	LuaXShuiyong = sgs.CreateTriggerSkill{
		name = "LuaXShuiyong",
		frequency = sgs.Skill_Compulsory,
		events = {sgs.DamageInflicted},
		on_trigger = function(self, event, player, data)
			local damage = data:toDamage()
			return damage.nature == sgs.DamageStruct_Fire
		end
	}

返回索引 ##死谏 相关武将:国战·田丰
描述:每当你失去最后的手牌后,你可以弃置一名其他角色的一张牌。
引用:LuaSijian
状态:1217验证通过

	LuaSijian = sgs.CreateTriggerSkill{
		name = "LuaSijian" ,
		events = {sgs.BeforeCardsMove, sgs.CardsMoveOneTime} ,
		on_trigger = function(self, event, player, data)
			local move = data:toMoveOneTime()
			if (move.from and move.from:objectName() == player:objectName()) and move.from_places:contains(sgs.Player_PlaceHand) then
				if event == sgs.BeforeCardsMove then
					if player:isKongcheng() then return false end
					for _, id in sgs.qlist(player:handCards()) do
						if not move.card_ids:contains(id) then return false end
					end
					player:addMark(self:objectName())
				else
					if player:getMark(self:objectName()) == 0 then return false end
					player:removeMark(self:objectName())
					local room = player:getRoom()
					local other_players = room:getOtherPlayers(player)
					local targets = sgs.SPlayerList()
					for _, p in sgs.qlist(other_players) do
						if player:canDiscard(p, "he") then
							targets:append(p)
						end
					end
					if targets:isEmpty() then return false end
					local to = room:askForPlayerChosen(player, targets, self:objectName(), "sijian-invoke", true, true)
					if to then
						local card_id = room:askForCardChosen(player, to, "he", self:objectName(), false, sgs.Card_MethodDiscard)
						room:throwCard(card_id, to, tianfeng)
					end
				end
			end
			return false
		end
	}

返回索引 ##死战 相关武将:倚天·古之恶来
描述:**锁定技,**当你受到伤害时,防止该伤害并获得与伤害点数等量的死战标记;你的回合结束阶段开始时,你须弃掉所有的X个死战标记并流失X点体力
引用:LuaSizhan
状态:1217验证通过

	LuaSizhan = sgs.CreateTriggerSkill{
		name = "LuaSizhan" ,
		frequency = sgs.Skill_Compulsory ,
		events = {sgs.DamageInflicted, sgs.EventPhaseStart} ,
		on_trigger = function(self, event, player, data)
			if event == sgs.DamageInflicted then
				local damage = data:toDamage()
				player:gainMark("@struggle", damage.damage)
				return true
			elseif (event == sgs.EventPhaseStart) and (player:getPhase() == sgs.Player_Finish) then
				local x = player:getMark("@struggle")
				if x > 0 then
					player:getRoom():loseHp(player, x)
				end
				player:setFlags("-shenli")
			end
			return false
		end
	}

返回索引 ##颂词 相关武将:SP·陈琳
描述:出牌阶段,你可以选择一项:1、令一名手牌数小于其当前的体力值的角色摸两张牌。2、令一名手牌数大于其当前的体力值的角色弃置两张牌。每名角色每局游戏限一次。
引用:LuaSongci
状态:1217验证通过

	LuaSongciCard = sgs.CreateSkillCard{
		name = "LuaSongciCard" ,
		filter = function(self, targets, to_select)
			return (#targets == 0) and (to_select:getMark("@songci") == 0) and (to_select:getHandcardNum() ~= to_select:getHp())
		end ,
		on_effect = function(self, effect)
			local handcard_num = effect.to:getHandcardNum()
			local hp = effect.to:getHp()
			effect.to:gainMark("@songci")
			if handcard_num > hp then
				effect.to:getRoom():askForDiscard(effect.to, "LuaSongci", 2, 2, false, true)
			else
				effect.to:drawCards(2, "LuaSongci")
			end
		end
	}
	LuaSongciVS = sgs.CreateZeroCardViewAsSkill{
		name = "LuaSongci",
		view_as = function()
			return LuaSongciCard:clone()
		end ,
		enabled_at_play = function(self, player)
			if (player:getMark("@songci") == 0) and (player:getHandcardNum() ~= player:getHp()) then return true end
			for _, sib in sgs.qlist(player:getSiblings()) do
				if (sib:getMark("@songci") == 0) and (sib:getHandcardNum() ~= sib:getHp()) then return true end
			end
			return false
		end 
	}
	LuaSongci = sgs.CreateTriggerSkill{
		name = "LuaSongci" ,
		events = {sgs.Death} ,
		view_as_skill = LuaSongciVS ,
		on_trigger = function(self, event, player, data)
			local death = data:toDeath()
			if death.who:objectName() ~= player:objectName() then return false end
			for _, p in sgs.qlist(player:getRoom():getAllPlayers()) do
				if p:getMark("@songci") > 0 then
					player:getRoom():setPlayerMark(p, "@songci", 0)
				end
			end
			return false
		end ,
		can_trigger = function(self, target)
			return target and target:hasSkill(self:objectName())
		end
	}

返回索引 ##颂威 相关武将:林·曹丕、铜雀台·曹丕
描述:**主公技,**其他魏势力角色的黑色判定牌生效后,该角色可以令你摸一张牌。
引用:LuaSongwei
状态:0405验证通过

	LuaSongwei = sgs.CreateTriggerSkill{
		name = "LuaSongwei$",
		events = {sgs.FinishJudge},
		can_trigger = function(self, target)
			return target and target:getKingdom() == "wei"
		end,
		on_trigger = function(self, event, player, data)
			local room = player:getRoom()
			local judge = data:toJudge()
			local card = judge.card
			if card:isBlack() then
				local caopis = sgs.SPlayerList()
				for _, p in sgs.qlist(room:getOtherPlayers(player)) do
					if p:hasLordSkill(self:objectName()) then
						caopis:append(p)
					end
				end
			end
			while not caopis:isEmpty() do
				local caopi = room:askForPlayerChosen(player, caopis, self:objectName(), "@LuaSongwei-to", true)
				if caopi then
					room:notifySkillInvoked(caopi, self:objectName())
					caopi:drawCards(1, self:objectName())
					caopis:removeOne(caopi)
				else
					break
				end
			end
			return false
		end
	}

返回索引 ##肃资 相关武将:1v1·夏侯渊1v1
描述:每当已死亡的对手的牌因弃置而置入弃牌堆前,你可以获得之。
引用:LuaSuzi
状态:1217验证通过

	LuaSuzi = sgs.CreateTriggerSkill{
		name = "LuaSuzi",
		events = {sgs.BuryVictim},
		on_trigger = function(self, event, player, data)
			local room = player:getRoom()
			if player:isNude() then return false end
			local xiahouyuan = room:findPlayerBySkillName(self:objectName())
			local death = data:toDeath()
			if xiahouyuan and xiahouyuan:objectName() == death.who:objectName() then return false end
			if room:askForSkillInvoke(xiahouyuan, self:objectName(), data) then
				local dummy = sgs.Sanguosha:cloneCard("jink")
				local cards = player:getCards("he")
				for _, card in sgs.qlist(cards) do
					dummy:addSubcard(card);
				end
				if dummy:subcardsLength() > 0 then
					local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_RECYCLE, xiahouyuan:objectName())
					room:moveCardTo(dummy, player, xiahouyuan, sgs.Player_PlaceHand, reason)
				end
				dummy:deleteLater()
			end
			return false
		end,
		can_trigger = function(self, target)
			return target ~= nil
		end,		
	}

返回索引 ##随势 相关武将:国战·田丰
描述:每当其他角色进入濒死状态时,伤害来源可以令你摸一张牌;每当其他角色死亡时,伤害来源可以令你失去1点体力。
引用:LuaSuishi
状态:1217验证通过

	LuaSuishi = sgs.CreateTriggerSkill{
		name = "LuaSuishi" ,
		events = {sgs.Dying, sgs.Death} ,
		on_trigger = function(self, event, player, data)
			local target = nil
			if event == sgs.Dying then
				local dying = data:toDying()
				if dying.damage and dying.damage.from then
					target = dying.damage.from
				end
				if (dying.who:objectName() ~= player:objectName()) and target then
					if player:getRoom():askForSkillInvoke(target, self:objectName(), sgs.QVariant("draw:" .. player:objectName())) then
						player:drawCards(1)
					end
				end
			elseif event == sgs.Death then
				local death = data:toDeath()
				if death.damage and death.damage.from then
					target = death.damage.from
				end
				if target then
					if player:getRoom():askForSkillInvoke(target, self:objectName(), sgs.QVariant("losehp:" .. player:objectName())) then
						player:getRoom():loseHp(player)
					end
				end
			end
			return false
		end
	}

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