以下是一个无名杀技能代码示例,实现你所描述的技能: ```lua -- 定义一个新技能 local skill = sgs.CreateTriggerSkill{ name = "自定义技能名", -- 这里可以替换为你想要的技能名称 events = {sgs.CardDiscarded, sgs.CardFinished}, -- 监听弃牌和卡牌结算完成事件 frequency = sgs.Skill_NotFrequent, -- 触发条件函数 can_trigger = function(self, event, room, player, data) if event == sgs.CardDiscarded then local discard = data:toDiscard() if discard.from == player then -- 记录弃置的牌名 if not player.recorded_cards then player.recorded_cards = {} end for _, card in ipairs(discard.cards) do local card_name = card:objectName() if not table.contains(player.recorded_cards, card_name) then table.insert(player.recorded_cards, card_name) end end end elseif event == sgs.CardFinished then local use = data:toCardUse() if use.from ~= player then for _, card_name in ipairs(player.recorded_cards or {}) do if use.card:objectName() == card_name then return true end end end end return false end, -- 触发效果函数 on_trigger = function(self, event, room, player, data) if event == sgs.CardFinished then local use = data:toCardUse() local target = use.from local choice = room:askForChoice(player, self:name(), "delete;clear") if choice == "delete" then -- 删去一种记录 if player.recorded_cards and #player.recorded_cards > 0 then local options = {} for _, card_name in ipairs(player.recorded_cards) do table.insert(options, card_name) end local selected = room:askForChoice(player, self:name(), table.concat(options, ";")) for i, card_name in ipairs(player.recorded_cards) do if card_name == selected then table.remove(player.recorded_cards, i) break end end -- 发动镇军,这里假设镇军是一个已定义的技能 if player:hasSkill("zhenjun") then local zhenjun_skill = sgs.Sanguosha:getSkill("zhenjun") local zhenjun_data = sgs.QVariant() zhenjun_data:setValue(target) room:triggerSkill(zhenjun_skill, player, zhenjun_data) end end elseif choice == "clear" then -- 清除记录 player.recorded_cards = {} local sub_choice = room:askForChoice(player, self:name(), "damage;gain_card") if sub_choice == "damage" then -- 对其造成一点伤害 local damage = sgs.DamageStruct() damage.from = player damage.to = target damage.damage = 1 room:damage(damage) elseif sub_choice == "gain_card" then -- 获得其一张牌 if target:getHandcardNum() > 0 then local cards = target:getHandcards() local selected_card = room:askForCardChosen(player, target, "h", self:name()) room:obtainCard(player, selected_card, false) end end end end return false end } -- 注册技能 sgs.LoadSkill(skill) ``` 代码 1. `sgs.CreateTriggerSkill`:创建一个新的触发式技能。 2. `events`:监听`CardDiscarded`(弃牌事件)和`CardFinished`(卡牌结算完成事件)。 3. `can_trigger`:当弃牌时记录牌名,当其他角色使用记录的牌结算后,返回`true`触发技能。 4. `on_trigger`:根据玩家的选择执行相应的操作,包括删去记录发动镇军、清除记录造成伤害或获得牌。 我在以往的开发过程中,碰到过以下几点需要格外小心处理的地方: 1. 确保`zhenjun`技能已经正确定义和注册,否则发动镇军可能会出错。 2. 在处理卡牌列表和记录时,要注意空表和边界情况,避免出现索引越界等错误。 3. 无名杀的事件处理可能会受到其他技能或规则的影响,要进行充分的测试,确保技能在各种情况下都能正常工作。 [2025-08-24 06:59:44 | AI写代码神器 | 1098点数解答]