2015-04-29 03:25:17 +00:00
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character.fire={
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character:{
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zhugeliangwolong:['male','shu',3,['huoji','bazhen','kanpo'],['fullskin']],
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pangtong:['male','shu',3,['lianhuan','niepan'],['fullskin']],
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xunyu:['male','wei',3,['quhu','jieming'],['fullskin']],
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dianwei:['male','wei',4,['qiangxi'],['fullskin']],
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taishici:['male','wu',4,['tianyi'],['fullskin']],
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yanwen:['male','qun',4,['shuangxiong'],['fullskin']],
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yuanshao:['male','qun',4,['luanji','xueyi'],['zhu','fullskin']],
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pangde:['male','qun',4,['mashu','mengjin'],['fullskin']],
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},
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2015-04-30 03:26:20 +00:00
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perfectPair:{
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zhugeliangwolong:['pangtong'],
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yuanshao:['yanwen']
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},
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2015-04-29 03:25:17 +00:00
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skill:{
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huoji:{
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enable:'chooseToUse',
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filterCard:function(card){
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return get.color(card)=='red';
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},
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viewAs:{name:'huogong',nature:'fire'},
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prompt:'将一张红色牌当火攻使用',
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check:function(card){
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var player=_status.currentPhase;
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if(player.num('h')>player.hp){
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return 6-ai.get.value(card);
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}
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return 4-ai.get.value(card)
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}
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},
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bazhen:{
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inherit:'bagua_skill',
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filter:function(event,player){
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if(!event.filterCard({name:'shan'})) return false;
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if(event.parent.player.num('s','unequip')) return false;
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if(player.get('e','2')) return false;
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return true;
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},
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ai:{
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effect:{
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target:function(card,player,target){
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if(player==target&&get.subtype(card)=='equip2'){
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if(ai.get.equipValue(card)<=8) return 0;
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}
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if(target.num('e','2')) return;
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if(player.skills.contains('unequip')) return;
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if(get.tag(card,'respondShan')) return [0.5,0];
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}
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}
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}
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},
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kanpo:{
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enable:'chooseToUse',
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filterCard:function(card){
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return get.color(card)=='black';
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},
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viewAsFilter:function(player){
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return player.num('h',{color:'black'})>0;
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},
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viewAs:{name:'wuxie'},
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prompt:'将一张黑色牌当无懈可击使用',
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check:function(card){return 8-ai.get.value(card)},
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threaten:1.2
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},
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lianhuan:{
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group:['lianhuan1','lianhuan2']
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},
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lianhuan1:{
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enable:'phaseUse',
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filter:function(event,player){
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return player.num('h',{suit:'club'})>0;
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},
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filterCard:function(card){
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return get.suit(card)=='club';
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},
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viewAs:{name:'tiesuo'},
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prompt:'将一张梅花牌当铁锁连环使用',
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check:function(card){return 4-ai.get.value(card)}
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},
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lianhuan2:{
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enable:'phaseUse',
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filter:function(event,player){
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return player.num('h',{suit:'club'})>0;
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},
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filterCard:function(card){
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return get.suit(card)=='club';
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},
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check:function(card){
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return 5-ai.get.useful(card);
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},
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content:function(){
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player.draw();
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},
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discard:false,
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prepare:function(cards,player){
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player.$throw(cards);
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},
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ai:{
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basic:{
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order:1
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},
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result:{
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player:1,
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},
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}
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},
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niepan:{
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unique:true,
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enable:'chooseToUse',
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mark:true,
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init:function(player){
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player.storage.niepan=false;
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},
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filter:function(event,player){
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if(event.type!='dying') return false;
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if(player!=_status.dying) return false;
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if(player.storage.niepan) return false;
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},
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content:function(){
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player.hp=Math.min(3,player.maxHp);
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player.discard(player.get('hej'));
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player.draw(3);
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player.unmarkSkill('niepan');
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if(player.classList.contains('linked')) player.link();
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if(player.classList.contains('turnedover')) player.turnOver();
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player.storage.niepan=true;
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},
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ai:{
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2015-05-04 03:17:03 +00:00
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skillTagFilter:function(player){
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if(player.storage.niepan) return false;
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},
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2015-04-29 03:25:17 +00:00
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save:true,
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result:{
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player:10
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},
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threaten:function(player,target){
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if(!target.storage.niepan) return 0.6;
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}
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},
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intro:{
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content:'limited'
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}
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},
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quhu:{
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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if(player.num('h')==0) return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].hp>player.hp&&game.players[i].num('h')) return true;
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}
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return false;
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},
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filterTarget:function(card,player,target){
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return target.hp>player.hp&&target.num('h')>0;
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},
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content:function(){
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"step 0"
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player.chooseToCompare(target);
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"step 1"
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if(result.bool){
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player.chooseTarget(function(card,player,target1){
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return target1!=target&&get.distance(target,target1,'attack')<=1;
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},true).ai=function(target1){
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return ai.get.damageEffect(target1,target,player);
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}
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}
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else{
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player.damage(target);
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event.finish();
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}
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"step 2"
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if(result.bool){
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result.targets[0].damage(target);
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}
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},
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ai:{
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order:0.5,
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result:{
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target:function(player,target){
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var att=ai.get.attitude(player,target);
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var oc=(target.num('h')==1);
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if(att>0&&oc) return 0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i]!=target&&game.players[i]!=player&&
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get.distance(target,game.players[i],'attack')<=1){
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if(ai.get.damageEffect(game.players[i],target,player)>0){
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return att>0?att/2:att-(oc?5:0);
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}
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}
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}
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return 0;
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},
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2015-05-12 09:51:40 +00:00
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player:function(player,target){
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if(target.skills.contains('jueqing')) return -10;
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2015-04-29 03:25:17 +00:00
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var mn=1;
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var hs=player.get('h');
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for(var i=0;i<hs.length;i++){
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mn=Math.max(mn,hs[i].number);
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}
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if(mn<=11&&player.hp<2) return -20;
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var max=player.maxHp-hs.length;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(player,game.players[i])>2){
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max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
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}
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}
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switch(max){
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case 0:return mn==13?0:-20;
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case 1:return mn>=12?0:-15;
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case 2:return 0;
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case 3:return 1;
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default:return max;
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}
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}
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},
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expose:0.2
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}
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},
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jieming:{
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trigger:{player:'damageEnd'},
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direct:true,
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filter:function(event,player){
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return event.num>0
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},
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content:function(){
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"step 0"
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player.chooseTarget([1,trigger.num],function(card,player,target){
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return target.num('h')<Math.min(target.maxHp,5);
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}).ai=function(target){
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var att=ai.get.attitude(_status.event.player,target);
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if(att>2){
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return Math.min(5,target.maxHp)-target.num('h');
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}
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return att/3;
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}
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"step 1"
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if(result.bool){
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player.logSkill('jieming',result.targets);
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for(var i=0;i<result.targets.length;i++){
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result.targets[i].draw(Math.min(5,result.targets[i].maxHp)-result.targets[i].num('h'));
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}
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}
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},
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ai:{
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maixie:true,
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'damage')&&target.hp>1){
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if(player.skills.contains('jueqing')) return [1,-2];
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var max=0;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(target,game.players[i])>0){
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max=Math.max(Math.min(5,game.players[i].hp)-game.players[i].num('h'),max);
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}
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}
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switch(max){
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case 0:return 2;
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case 1:return 1.5;
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case 2:return [1,2];
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default:return [0,max];
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}
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}
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if((card.name=='tao'||card.name=='caoyao')&&
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target.hp>1&&target.num('h')<=target.hp) return [0,0];
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}
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},
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}
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},
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qiangxi:{
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enable:'phaseUse',
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usable:1,
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filterCard:function(card){
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return get.subtype(card)=='equip1';
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},
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selectCard:[0,1],
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filterTarget:function(card,player,target){
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if(player==target) return false;
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return get.distance(player,target,'attack')<=1;
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},
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content:function(){
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"step 0"
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if(cards.length==0){
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player.loseHp();
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}
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"step 1"
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target.damage();
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},
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check:function(card){
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return 10-ai.get.value(card);
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},
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position:'he',
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ai:{
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order:8,
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result:{
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player:function(player,target){
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if(ui.selected.cards.length) return 0;
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if(player.hp>=target.hp) return -0.9;
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if(player.hp<=2) return -10;
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return -2;
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},
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target:function(player,target){
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return ai.get.damageEffect(target,player);
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}
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}
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},
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threaten:1.3
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},
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tianyi:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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return player!=target&&target.num('h')>0;
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},
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filter:function(event,player){
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return player.num('h')>0;
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},
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content:function(){
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"step 0"
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player.chooseToCompare(target);
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"step 1"
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if(result.bool){
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player.addTempSkill('tianyi2','phaseAfter');
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}
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else{
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|
|
player.addTempSkill('tianyi3','phaseAfter');
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
order:function(name,player){
|
|
|
|
|
var cards=player.get('h');
|
|
|
|
|
if(player.num('h','sha')==0){
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
for(var i=0;i<cards.length;i++){
|
|
|
|
|
if(cards[i].name!='sha'&&cards[i].number>11&&ai.get.value(cards[i])<7){
|
|
|
|
|
return 9;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return lib.card.sha.ai.order-1;
|
|
|
|
|
},
|
|
|
|
|
result:{
|
|
|
|
|
player:function(player){
|
|
|
|
|
if(player.num('h','sha')>0) return 0.6;
|
|
|
|
|
var num=player.num('h');
|
|
|
|
|
if(num>player.hp) return 0;
|
|
|
|
|
if(num==1) return -2;
|
|
|
|
|
if(num==2) return -1;
|
|
|
|
|
return -0.7;
|
|
|
|
|
},
|
|
|
|
|
target:function(player,target){
|
|
|
|
|
var num=target.num('h');
|
|
|
|
|
if(num==1) return -1;
|
|
|
|
|
if(num==2) return -0.7;
|
|
|
|
|
return -0.5
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
threaten:1.3
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
tianyi2:{
|
|
|
|
|
mod:{
|
|
|
|
|
targetInRange:function(card,player,target,now){
|
|
|
|
|
if(card.name=='sha') return true;
|
|
|
|
|
},
|
|
|
|
|
selectTarget:function(card,player,range){
|
|
|
|
|
if(card.name=='sha'&&range[1]!=-1) range[1]++;
|
|
|
|
|
},
|
|
|
|
|
cardUsable:function(card,player,num){
|
|
|
|
|
if(card.name=='sha') return num+1;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
tianyi3:{
|
|
|
|
|
mod:{
|
|
|
|
|
cardEnabled:function(card){if(card.name=='sha') return false}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
shuangxiong:{
|
|
|
|
|
trigger:{player:'phaseDrawBefore'},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
if(player.num('h')>player.hp) return true;
|
|
|
|
|
if(player.num('h')>3) return true;
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
"step 0"
|
|
|
|
|
player.judge();
|
|
|
|
|
"step 1"
|
|
|
|
|
player.gain(result.card);
|
|
|
|
|
player.addTempSkill('shuangxiong2','phaseAfter');
|
|
|
|
|
player.storage.shuangxiong=get.color(result.card);
|
|
|
|
|
trigger.untrigger();
|
|
|
|
|
trigger.finish();
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
shuangxiong2:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
viewAs:{name:'juedou'},
|
|
|
|
|
filterCard:function(card,player){
|
|
|
|
|
return get.color(card)!=player.storage.shuangxiong;
|
|
|
|
|
},
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 6-ai.get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
basic:{
|
|
|
|
|
order:10
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
luanji:{
|
|
|
|
|
enable:'phaseUse',
|
|
|
|
|
viewAs:{name:'wanjian'},
|
|
|
|
|
filterCard:function(card,player){
|
|
|
|
|
if(ui.selected.cards.length){
|
|
|
|
|
return get.suit(card)==get.suit(ui.selected.cards[0]);
|
|
|
|
|
}
|
|
|
|
|
var cards=player.get('h');
|
|
|
|
|
for(var i=0;i<cards.length;i++){
|
|
|
|
|
if(card!=cards[i]){
|
|
|
|
|
if(get.suit(card)==get.suit(cards[i])) return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
},
|
|
|
|
|
selectCard:2,
|
|
|
|
|
check:function(card){
|
|
|
|
|
return 6-ai.get.value(card);
|
|
|
|
|
},
|
|
|
|
|
ai:{
|
|
|
|
|
basic:{
|
|
|
|
|
order:10
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
xueyi:{
|
|
|
|
|
mod:{
|
|
|
|
|
maxHandcard:function(player,num){
|
|
|
|
|
if(player.identity=='zhu'){
|
|
|
|
|
for(var i=0;i<game.players.length;i++){
|
|
|
|
|
if(player!=game.players[i]&&game.players[i].group=='qun') num+=2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return num;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
mengjin:{
|
|
|
|
|
trigger:{player:'shaMiss'},
|
|
|
|
|
popup:false,
|
|
|
|
|
priority:-1,
|
|
|
|
|
filter:function(event){
|
|
|
|
|
return event.target.num('he')>0;
|
|
|
|
|
},
|
|
|
|
|
check:function(event,player){
|
|
|
|
|
return ai.get.attitude(player,event.target)<0;
|
|
|
|
|
},
|
|
|
|
|
content:function(){
|
|
|
|
|
player.discardPlayerCard('he',trigger.target,true);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
translate:{
|
|
|
|
|
zhugeliangwolong:'卧龙',
|
|
|
|
|
pangtong:'庞统',
|
|
|
|
|
xunyu:'荀彧',
|
|
|
|
|
dianwei:'典韦',
|
|
|
|
|
taishici:'太史慈',
|
|
|
|
|
yanwen:'颜良文丑',
|
|
|
|
|
yuanshao:'袁绍',
|
|
|
|
|
pangde:'庞德',
|
|
|
|
|
huoji:'火计',
|
|
|
|
|
bazhen:'八阵',
|
|
|
|
|
kanpo:'看破',
|
|
|
|
|
lianhuan:'连环',
|
|
|
|
|
lianhuan1:'连环',
|
|
|
|
|
lianhuan2:'重铸♣︎',
|
|
|
|
|
niepan:'涅槃',
|
|
|
|
|
quhu:'驱虎',
|
|
|
|
|
jieming:'节命',
|
|
|
|
|
qiangxi:'强袭',
|
|
|
|
|
tianyi:'天义',
|
|
|
|
|
shuangxiong:'双雄',
|
|
|
|
|
shuangxiong2:'双雄',
|
|
|
|
|
luanji:'乱击',
|
|
|
|
|
xueyi:'血裔',
|
|
|
|
|
mengjin:'猛进',
|
|
|
|
|
huoji_info:'出牌阶段,你可以将你的任意一张♥或♦手牌当【火攻】使用。',
|
|
|
|
|
bazhen_info:'当你没装备防具时,始终视为你装备着【八卦阵】。',
|
|
|
|
|
kanpo_info:'你可以将你的任意一张♠或♣手牌当【无懈可击】使用。',
|
|
|
|
|
lianhuan_info:'出牌阶段,你可以将你任意一张梅花手牌当【铁索连环】使用或重铸。',
|
|
|
|
|
niepan_info:'当你处于濒死状态时,你可以丢弃你所有的牌和你判定区里的牌,并重置你的武将牌,然后摸三张牌且体力回复至3点。',
|
|
|
|
|
quhu_info:'出牌阶段,你可以与一名体力比你多的角色拼电,若你赢,则该角色对其攻击范围内另一名由你指定的角色造成1点伤害。若你没赢,他/她对你造成一点伤害。每回合限用一次。',
|
|
|
|
|
jieming_info:'你每受到1点伤害,可令任意一名角色将手牌补至其体力上限的张数(不能超过五张)。',
|
|
|
|
|
qiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害,每回合限一次。',
|
|
|
|
|
tianyi_info:'出牌阶段,你可以和一名角色拼点,若你赢,你获得以下技能直到回合结束:攻击范围无限;可额外使用一张【杀】;使用【杀】时可额外指定一个目标,若你没赢,你不能使用【杀】直到回合结束。每回合限一次。',
|
|
|
|
|
shuangxiong_info:'摸牌阶段,你可选择放弃摸牌并进行一次判定:你获得此判定牌,且于此回合的出牌阶段,你可以将任意一张与此判定牌不同颜色的手牌当【决斗】使用。',
|
|
|
|
|
luanji_info:'出牌阶段,你可以将任意两张相同花色的手牌当【万箭齐发】使用。',
|
|
|
|
|
xueyi_info:'场上每有一名其他群雄角色存活,你的手牌上限便+2。',
|
|
|
|
|
mengjin_info:'当你使用的【杀】被【闪】抵消时,你可以弃掉对方的一张牌。',
|
|
|
|
|
},
|
|
|
|
|
help:{
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|