吕布吧 关注:23,420贴子:897,191
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【三国杀实验室】测试一下沈吧DIY的吕布的强度

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无意之中看到了这个...

首先我脑补了一下...这简直弱爆啊 除了每回合一伤害外 既不能回复体力 又不能对对手进行任何干扰..
于是为了 验证我的想法我就来测试一下

无双: 锁定技,除了你的【闪】以外所有类的牌均视为【杀】。当你使用【杀】指定一名目标角色后,该角色需连续使用两张【闪】才能抵消;与你进行【决斗】的角色,每次需连续打出两张【杀】。
神装: 锁定技,当你计算与其他角色的距离时,始终-1。若你的装备区没有武器牌,则视为你拥有【方天画戟】的武器特效。
我自己写了LUA 然后放入太阳神三国杀中

然后进行单挑


IP属地:湖南1楼2015-05-31 18:44回复
    然后只能结束回合


    IP属地:湖南3楼2015-05-31 18:48
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      然后我只能杀

      他马上打出两张闪


      IP属地:湖南5楼2015-05-31 18:51
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        他再砍一刀

        我再砍一刀


        IP属地:湖南6楼2015-05-31 18:52
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          然后再 只剩一滴血了

          然后就死了


          IP属地:湖南7楼2015-05-31 18:55
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            然后







            IP属地:湖南8楼2015-05-31 19:06
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              IP属地:湖南9楼2015-05-31 19:14
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                超出了我的预料啊...我还以为14把 4把都赢不了.....没想到还赢了6把..


                IP属地:湖南10楼2015-05-31 19:17
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                  这次是忠臣

                  又到我了 只能杀.......

                  干掉内奸

                  然后我就死了

                  然后


                  IP属地:湖南13楼2015-05-31 19:37
                  回复
                    8人局

                    不知道身份 弃牌过

                    到我了 只能杀

                    还是只能杀

                    一人一张杀我就死了



                    IP属地:湖南14楼2015-05-31 19:46
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                      额.....这操作 只能杀和闪...好无聊啊..而且没有回复 和大部分英雄没有配合 ....这强度果然和我想的一样...
                      不知道@沈涵濬 觉得怎么样....


                      IP属地:湖南15楼2015-05-31 19:48
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                        1楼的图放错了
                        这张才是正确的图


                        IP属地:湖南19楼2015-05-31 21:10
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                          module("extensions.yu", package.seeall)
                          extension=sgs.Package("yu")
                          yulvbu=sgs.General(extension, "yulvbu", "qun", 4)
                          yuwushuang = sgs.CreateFilterSkill{
                          name = "yuwushuang",
                          view_filter = function(self,to_select)
                          return (to_select:isKindOf("TrickCard")) or (to_select:isKindOf("EquipCard"))
                          end,
                          view_as = function(self, card)
                          local slash = sgs.Sanguosha:cloneCard("Slash", card:getSuit(), card:getNumber())
                          slash:setSkillName(self:objectName())
                          local _card = sgs.Sanguosha:getWrappedCard(card:getId())
                          _card:takeOver(slash)
                          return _card
                          end
                          }
                          yuwushuang2 = sgs.CreateFilterSkill{
                          name = "#yuwushuang2" ,
                          view_filter = function(self, card)
                          return card:objectName() == "analeptic" or card:objectName() == "peach"
                          end ,
                          view_as = function(self, card)
                          local slash = sgs.Sanguosha:cloneCard("slash", card:getSuit(), card:getNumber())
                          slash:setSkillName(self:objectName())
                          local wrap = sgs.Sanguosha:getWrappedCard(card:getId())
                          wrap:takeOver(slash)
                          return wrap
                          end
                          }
                          Table2IntList = function(theTable)
                          local result = sgs.IntList()
                          for i = 1, #theTable, 1 do
                          result:append(theTable[i])
                          end
                          return result
                          end
                          yuwushuang1 = sgs.CreateTriggerSkill{
                          name = "#yuwushuang1" ,
                          frequency = sgs.Skill_Compulsory ,
                          events = {sgs.TargetConfirmed,sgs.CardEffected } ,
                          on_trigger = function(self, event, player, data)
                          local room = player:getRoom()
                          if event == sgs.TargetConfirmed then
                          local use = data:toCardUse()
                          local can_invoke = false
                          if use.card:isKindOf("Slash") and (player and player:isAlive() and player:hasSkill(self:objectName())) and (use.from:objectName() == player:objectName()) then
                          can_invoke = true
                          local jink_table = sgs.QList2Table(player:getTag("Jink_" .. use.card:toString()):toIntList())
                          for i = 0, use.to:length() - 1, 1 do
                          if jink_table[i + 1] == 1 then
                          jink_table[i + 1] = 2
                          end
                          end
                          local jink_data = sgs.QVariant()
                          jink_data:setValue(Table2IntList(jink_table))
                          player:setTag("Jink_" .. use.card:toString(), jink_data)
                          end
                          elseif event == sgs.CardEffected then
                          local effect = data:toCardEffect()
                          if effect.card:isKindOf("Duel") then
                          if effect.from and effect.from:isAlive() and effect.from:hasSkill(self:objectName()) then
                          can_invoke = true
                          end
                          if effect.to and effect.to:isAlive() and effect.to:hasSkill(self:objectName()) then
                          can_invoke = true
                          end
                          end
                          if not can_invoke then return false end
                          if effect.card:isKindOf("Duel") then
                          if room:isCanceled(effect) then
                          effect.to:setFlags("Global_NonSkillNullify")
                          return true;
                          end
                          if effect.to:isAlive() then
                          local second = effect.from
                          local first = effect.to
                          room:setEmotion(first, "duel");
                          room:setEmotion(second, "duel")
                          while true do
                          if not first:isAlive() then
                          break
                          end
                          local slash
                          if second:hasSkill(self:objectName()) then
                          slash = room:askForCard(first,"slash","@Luawushuang-slash-1:" .. second:objectName(),data,sgs.Card_MethodResponse, second);
                          if slash == nil then
                          break
                          end
                          slash = room:askForCard(first, "slash", "@Luawushuang-slash-2:" .. second:objectName(),data,sgs.Card_MethodResponse,second);
                          if slash == nil then
                          break
                          end
                          else
                          slash = room:askForCard(first,"slash","duel-slash:" .. second:objectName(),data,sgs.Card_MethodResponse,second)
                          if slash == nil then
                          break
                          end
                          end
                          local temp = first
                          first = second
                          second = temp
                          end
                          local daamgeSource = function() if second:isAlive() then return secoud else return nil end end
                          local damage = sgs.DamageStruct(effect.card, daamgeSource() , first)
                          if second:objectName() ~= effect.from:objectName() then
                          damage.by_user = false;
                          end
                          room:damage(damage)
                          end
                          room:setTag("SkipGameRule",sgs.QVariant(true))
                          end
                          end
                          return false
                          end ,
                          can_trigger = function(self, target)
                          return target
                          end,
                          priority = 1,
                          }
                          yushenzhuang = sgs.CreateDistanceSkill{
                          name = "yushenzhuang",
                          correct_func = function(self, from, to)
                          if from:hasSkill("yushenzhuang") then
                          return -1
                          end
                          end,
                          }
                          yushenzhuang1 = sgs.CreateTargetModSkill{
                          name = "#yushenzhuang1" ,
                          extra_target_func = function(self, from)
                          if from:hasSkill(self:objectName()) and from:getWeapon() == nil then
                          return 2
                          else
                          return 0
                          end
                          end
                          }
                          yulvbu:addSkill(yuwushuang)
                          yulvbu:addSkill(yuwushuang1)
                          yulvbu:addSkill(yushenzhuang)
                          yulvbu:addSkill(yushenzhuang1)
                          yulvbu:addSkill(yuwushuang2)
                          sgs.LoadTranslationTable{
                          ["yu"]="御",
                          ["yulvbu"]="吕布",
                          ["&yulvbu"]="吕布",
                          ["#yulvbu"]="渣沈的自制",
                          ["designer:yulvbu"]="沈涵浚",
                          ["cv:yulvbu"]="暂无",
                          ["illustrator:yulvbu"]="",
                          ["yuwushuang"]="无双",
                          [":yuwushuang"]="锁定技,除了你的【闪】以外所有类的牌均视为【杀】。当你使用【杀】指定一名目标角色后,该角色需连续使用两张【闪】才能抵消;与你进行【决斗】的角色,每次需连续打出两张【杀】。",
                          ["yushenzhuang"]="神装",
                          [":yushenzhuang"]="锁定技,当你计算与其他角色的距离时,始终-1。若你的装备区没有武器牌,则视为你拥有【方天画戟】的武器特效 ",
                          }
                          这个就是LUA 很简单的就是各种技能的拼凑


                          IP属地:湖南22楼2015-05-31 22:18
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