noname/character/yxs.js

985 lines
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JavaScript
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2015-04-29 03:25:17 +00:00
'use strict';
character.yxs={
character:{
yxs_wuzetian:['female','wu',4,['nvquan','qiandu','weiyi'],['fullskin']],
yxs_caocao:['male','wei',4,['zhulu','xieling'],['fullskin']],
yxs_mozi:['male','qun',3,['jieyong','feigong','jianai'],['fullskin']],
yxs_bole:['male','wu',3,['bolehuiyan','xiangma'],['fullskin']],
yxs_aijiyanhou:['female','qun',3,['seyou','sheshi'],['fullskin']],
yxs_diaochan:['female','qun',3,['fengyi','wange'],['fullskin']],
yxs_yangyuhuan:['female','wu',3,['fengyan','nichang'],['fullskin']],
},
skill:{
nichang:{
trigger:{player:'phaseDrawBefore'},
check:function(event,player){
var suits=['spade','heart','diamond','club'];
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
suits.remove(get.suit(cards[i]));
}
return suits.length>=2;
},
content:function(){
trigger.untrigger();
trigger.finish();
player.addSkill('nichang2');
}
},
nichang2:{
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
"step 0"
if(player.num('h')){
player.showHandcards();
}
player.removeSkill('nichang2');
"step 1"
var suits=['spade','heart','diamond','club'];
var cards=player.get('h');
for(var i=0;i<cards.length;i++){
suits.remove(get.suit(cards[i]));
}
player.draw(suits.length);
}
},
fengyan:{
trigger:{global:'judgeAfter'},
frequent:true,
filter:function(event,player){
if(event.player==player) return false;
if(event.player.sex!='male') return false;
if(event.result.card.parentNode.id!='discardPile') return false;
return (get.color(event.result.card)=='red');
},
content:function(){
player.gain(trigger.result.card);
player.$gain2(trigger.result.card);
}
},
fengyi:{
enable:'phaseUse',
usable:1,
filterCard:true,
filterTarget:function(card,player,target){
return player!=target;
},
check:function(card){
return 8-ai.get.value(card);
},
content:function(){
target.draw(2);
},
ai:{
result:{
target:2
},
order:1,
threaten:1.5
}
},
wange:{
trigger:{player:'phaseDrawBegin'},
check:function(event,player){
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])<0) return true;
}
},
content:function(){
trigger.num--;
player.addSkill('wange2');
},
ai:{
threaten:1.8
}
},
wange2:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
"step 0"
var num=Math.max(1,player.maxHp-player.hp);
player.chooseTarget('婉歌:获得至多'+get.cnNumber(num)+'名角色的一张手牌',[1,num],function(card,player,target){
return target.num('h')&&target!=player;
}).ai=function(target){
return -ai.get.attitude(player,target);
};
player.removeSkill('wange2');
"step 1"
if(result.bool){
event.targets=result.targets;
player.logSkill('wange',result.targets);
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
var target=event.targets.shift();
player.gain(target.get('h').randomGet(),'give');
target.$give(1,player);
event.redo();
}
}
},
kuixin:{
trigger:{player:'judgeEnd'},
forced:true,
content:function(){
player.gain(trigger.result.card);
player.$gain2(trigger.result.card);
}
},
seyou:{
unique:true,
mark:true,
init:function(player){
player.storage.seyou=false;
},
enable:'phaseUse',
filter:function(event,player){
return !player.storage.seyou
},
intro:{
content:'limited'
},
filterTarget:true,
content:function(){
"step 0"
player.unmarkSkill('seyou');
player.storage.seyou=true;
event.targets=game.players.slice(0);
event.targets.remove(player);
event.targets.remove(target);
for(var i=0;i<event.targets.length;i++){
if(event.targets[i].sex!='male'){
event.targets.splice(i--,1);
}
}
"step 1"
if(event.targets.length){
event.current=event.targets.shift();
if(event.current.num('he')&&target.isAlive()){
event.current.chooseToUse({name:'sha'},target,-1);
}
}
else{
event.finish();
}
"step 2"
if(result.bool==false){
player.gainPlayerCard(event.current,true,'he');
}
event.goto(1);
},
ai:{
order:5,
result:{
target:function(player,target){
if(player.hp>1){
if(game.phaseNumber<game.players.length) return 0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].ai.shown==0) return 0;
if(game.players[i].sex=='unknown') return 0;
}
}
var effect=0;
for(var i=0;i<game.players.length;i++){
if(game.players[i].sex=='male'&&game.players[i]!=target&&game.players[i]!=player&&game.players[i].num('he'))
effect+=ai.get.effect(target,{name:'sha'},game.players[i],target);
}
return effect;
}
}
}
},
sheshi:{
trigger:{player:'damageEnd'},
direct:true,
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('是否发动【蛇噬】?');
}
if(ui.cardPile.childNodes.length<4){
var discardcards=get.cards(4);
for(var i=0;i<discardcards.length;i++){
ui.discardPile.appendChild(discardcards[i]);
}
}
player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
if(Math.random()<0.5) return 'club2';
if(Math.random()<0.5) return 'spade2';
if(Math.random<2/3) return 'diamond2';
return 'heart2';
};
"step 1"
if(event.dialog){
event.dialog.close();
}
if(result.control!='cancel'){
player.logSkill('sheshi');
game.log(get.translation(player)+'指定的花色为'+get.translation(result.control));
var suit=result.control.slice(0,result.control.length-1);
var cards=[];
for(var i=0;i<ui.cardPile.childNodes.length;i++){
var card=ui.cardPile.childNodes[i];
cards.push(card);
if(get.suit(card)==suit||i>=3){
break;
}
}
event.cards=cards;
event.suit=suit;
player.showCards(cards);
}
else{
event.finish();
}
"step 2"
if(event.cards&&event.cards.length){
if(get.suit(event.cards[event.cards.length-1])==event.suit){
ui.discardPile.appendChild(event.cards.pop());
}
if(event.cards.length){
player.gain(event.cards,'draw2');
}
}
},
ai:{
maixie:true,
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-2];
var hasfriend=false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=target&&ai.get.attitude(game.players[i],target)>=0){
hasfriend=true;break;
}
}
if(!hasfriend) return;
if(target.hp>=4) return [1,2];
if(target.hp==3) return [1,1.5];
if(target.hp==2) return [1,0.5];
}
}
}
}
},
bolehuiyan:{
trigger:{global:'shaBegin'},
direct:true,
priority:11,
filter:function(event,player){
if(player.skills.contains('bolehuiyan4')) return false;
if(lib.config.mode=='versus'&&lib.storage.single_control&&event.target.side==player.side) return false;
return event.player!=player&&event.target!=player&&event.target.num('h')>0;
},
group:['bolehuiyan2','bolehuiyan3'],
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'对'+get.translation(trigger.target)+'的杀能否命中');
}
player.chooseControl('能命中','不能命中','cancel').ai=function(event){
if(trigger.player.skills.contains('wushuang')) return 0;
if(trigger.player.skills.contains('liegong')) return 0;
if(trigger.player.skills.contains('tieji')) return 0;
if(trigger.player.skills.contains('retieji')) return 0;
if(trigger.player.skills.contains('roulin')&&trigger.target.sex=='female') return 0;
if(trigger.player.skills.contains('nvquan')&&trigger.target.sex=='male') return 0;
if(trigger.target.skills.contains('yijue2')) return 0;
if(trigger.target.skills.contains('shejie2')) return 0;
var equip=trigger.target.get('e','2');
if(equip&&equip.name=='bagua') return 1;
return trigger.target.num('h')<2?0:1;
};
"step 1"
if(event.dialog){
event.dialog.close();
}
if(result.control!='cancel'){
player.addTempSkill('bolehuiyan4','phaseAfter');
game.log(get.translation(player)+'预言'+result.control);
player.storage.bolehuiyan=result.control;
player.popup(result.control);
game.delay();
}
}
},
bolehuiyan2:{
trigger:{global:'shaEnd'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.bolehuiyan?true:false;
},
content:function(){
if(player.storage.bolehuiyan=='不能命中'){
player.popup('预言成功');
player.draw();
}
delete player.storage.bolehuiyan;
}
},
bolehuiyan3:{
trigger:{global:'shaDamage'},
forced:true,
popup:false,
filter:function(event,player){
return player.storage.bolehuiyan?true:false;
},
content:function(){
if(player.storage.bolehuiyan=='能命中'){
player.popup('预言成功');
player.draw();
}
delete player.storage.bolehuiyan;
}
},
bolehuiyan4:{},
oldbolehuiyan:{
trigger:{global:'judgeBegin'},
direct:true,
priority:11,
filter:function(event,player){
return event.player!=player;
},
content:function(){
"step 0"
if(event.isMine()){
event.dialog=ui.create.dialog('慧眼:预言'+get.translation(trigger.player)+'的'+trigger.judgestr+'判定');
}
player.chooseControl('heart2','diamond2','club2','spade2','cancel').ai=function(event){
switch(Math.floor(Math.random()*4)){
case 0:return 'heart2';
case 1:return 'diamond2';
case 2:return 'club2';
case 3:return 'spade2';
}
};
"step 1"
if(event.dialog){
event.dialog.close();
}
if(result.control!='cancel'){
game.log(get.translation(player)+'预言判定结果为'+get.translation(result.control));
player.storage.bolehuiyan=result.control.slice(0,result.control.length-1);
player.popup(result.control);
game.delay();
}
},
group:'bolehuiyan2'
},
oldbolehuiyan2:{
trigger:{global:'judgeEnd'},
forced:true,
popup:false,
content:function(){
if(player.storage.bolehuiyan==trigger.result.suit){
game.log(get.translation(player)+'预言成功');
player.popup('洗具');
player.draw(2);
}
else if(get.color({suit:player.storage.bolehuiyan})==trigger.result.color){
player.popup('洗具');
player.draw();
}
delete player.storage.bolehuiyan;
}
},
xiangma:{
// group:['mashu','feiying']
inherit:'yicong'
},
weiyi:{
trigger:{player:'damageEnd'},
filter:function(event,player){
return (event.source&&event.source.num('he'));
},
check:function(event,player){
return ai.get.attitude(player,event.source)<0;
},
content:function(){
trigger.source.chooseToDiscard(2,'he',true);
},
ai:{
result:{
target:function(card,player,target){
if(player.num('he')>1&&get.tag(card,'damage')){
if(player.skills.contains('jueqing')) return [1,-1];
if(ai.get.attitude(target,player)<0) return [1,0,0,-1.5];
}
}
}
}
},
qiandu:{
enable:'phaseUse',
usable:1,
2015-05-01 13:51:00 +00:00
changeSeat:true,
2015-04-29 03:25:17 +00:00
filterTarget:function(card,player,target){
return player!=target&&player.next!=target;
},
filterCard:{color:'black'},
check:function(card){
return 4-ai.get.value(card);
},
content:function(){
game.swapSeat(player,target);
},
ai:{
order:5,
result:{
player:function(player,target){
var att=ai.get.attitude(player,target);
if(target==player.previous&&att>0) return att;
if(target==player.next&&att<0) return -att;
var att2=ai.get.attitude(player,player.next);
if(target==player.next.next&&att<0&&att2<0) return -att-att2;
return 0;
}
}
}
},
nvquan:{
group:['nvquan1','nvquan2','nvquan3'],
},
nvquan1:{
trigger:{player:'shaBegin'},
forced:true,
filter:function(event){
return event.target.sex=='male';
},
content:function(){
"step 0"
var next=trigger.target.chooseToRespond({name:'shan'});
next.autochoose=lib.filter.autoRespondShan;
next.ai=function(card){
if(trigger.target.num('h','shan')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.untrigger();
trigger.directHit=true;
}
}
},
nvquan2:{
trigger:{player:'juedou',target:'juedou'},
forced:true,
filter:function(event,player){
return event.turn!=player&&event.turn.sex=='male';
},
content:function(){
"step 0"
var next=trigger.turn.chooseToRespond({name:'sha'});
next.autochoose=lib.filter.autoRespondSha;
next.ai=function(card){
if(ai.get.attitude(trigger.turn,player)<0&&trigger.turn.num('h','sha')>1){
return ai.get.unuseful2(card);
}
return -1;
};
"step 1"
if(result.bool==false){
trigger.directHit=true;
}
},
ai:{
result:{
target:function(card,player,target){
if(card.name=='juedou'&&target.num('h')>0) return [1,0,0,-1];
}
}
}
},
nvquan3:{
// trigger:{target:'useCardToBegin'},
// filter:function(event){
// return event.player.sex=='male'&&(event.card.name=='sha'||event.card.name=='juedou');
// },
// check:function(event,player){
// return ai.get.attitude(player,event.player)<=0;
// },
// direct:true,
// content:function(){
// "step 0"
// var bool=(ai.get.attitude(player,trigger.player)<=0);
// player.choosePlayerCard(trigger.player,'是否发动【女权】?','he').ai=function(button){
// if(bool){
// return ai.get.buttonValue(button);
// }
// else{
// return 0;
// }
// }
// "step 1"
// if(result.bool){
// trigger.player.discard(result.links);
// }
// }
mod:{
targetEnabled:function(card,player,target){
if(card.name=='juedou'&&player.sex=='male'){
return false;
}
}
}
},
feigong:{
trigger:{global:'useCard'},
priority:15,
filter:function(event,player){
return event.card.name=='sha'&&event.player!=player&&
player.num('h','sha')>0&&event.targets.contains(player)==false;
},
direct:true,
content:function(){
"step 0"
var effect=0;
for(var i=0;i<trigger.targets.length;i++){
effect+=ai.get.effect(trigger.targets[i],trigger.card,trigger.player,player);
}
var str='是否弃置一张杀令'+get.translation(trigger.player);
if(trigger.targets&&trigger.targets.length){
str+='对'+get.translation(trigger.targets);
}
str+='的'+get.translation(trigger.card)+'失效?';
if(event.isMine()||effect<0){
game.delay(0.5);
}
player.chooseToDiscard('h',{name:'sha'},str).ai=function(card){
if(effect<0){
return 9-ai.get.value(card);
}
return -1;
}
"step 1"
if(result.bool){
trigger.untrigger();
trigger.finish();
player.logSkill('feigong',trigger.targets);
}
},
ai:{
threaten:1.2,
expose:0.1
}
},
feiming:{
trigger:{player:'damageEnd'},
check:function(event,player){
return ai.get.attitude(player,event.source)<=0;
},
filter:function(event,player){
return event.source&&event.source!=player;
},
content:function(){
"step 0"
trigger.source.chooseCard('交出一张红桃牌或流失一点体力',function(card){
return get.suit(card)=='heart';
}).ai=function(card){
return 6-ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(result.cards[0]);
trigger.source.$give(1,player);
}
else{
trigger.source.loseHp();
}
},
ai:{
effect:{
target:function(card,player,target){
if(get.tag(card,'damage')) return [1,0,0,-1];
}
}
}
},
jianai:{
trigger:{player:'recoverEnd'},
check:function(event,player){
if(event.parent.name=='taoyuan'&&event.parent.player==player){
console.log(1);return false;
}
var num=0;
var ef;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=player){
ef=0;
if(game.players[i].hp<game.players[i].maxHp){
ef++;
}
if(game.players[i].hp==1&&game.players[i].maxHp>2){
ef+=0.5;
}
}
if(ai.get.attitude(player,game.players[i])>0){
num+=ef;
}
else if(ai.get.attitude(player,game.players[i])<0){
num-=ef;
}
}
return num>0;
},
content:function(){
"step 0"
event.targets=game.players.slice(0);
event.targets.remove(player);
"step 1"
if(event.targets.length){
event.targets.shift().recover();
event.redo();
}
},
ai:{
expose:0.1
}
},
jieyong:{
trigger:{player:'useCardAfter'},
direct:true,
filter:function(event,player){
if(get.position(event.card)!='d') return false;
if(player.skills.contains('jieyong2')) return false;
return player.num('he',{color:'black'})>0;
},
content:function(){
"step 0"
player.chooseToDiscard('he','是否弃置一张黑色牌并收回'+get.translation(trigger.card)+'',{color:'black'}).ai=function(card){
return ai.get.value(trigger.card)-ai.get.value(card);
}
"step 1"
if(result.bool){
player.logSkill('jieyong');
player.gain(trigger.card,'gain2');
player.addTempSkill('jieyong2',['phaseAfter','phaseBegin']);
}
},
ai:{
threaten:1.3
}
},
jieyong_old:{
enable:'phaseUse',
usable:1,
group:['jieyong3'],
direct:true,
filter:function(event,player){
return player.num('h',{suit:'heart'})>0;
},
content:function(){
"step 0"
var list=[];
player.getStat('skill').jieyong--;
for(var i in lib.card){
if(lib.card[i].mode&&lib.card[i].mode.contains(lib.config.mode)==false) continue;
if(lib.card[i].type=='trick'||lib.card[i].type=='basic'){
if(lib.filter.filterCard({name:i,suit:'heart'}),player){
var select=get.select(lib.card[i].selectTarget);
if(select[0]==1&&select[1]==1){
list.push(['','',i]);
}
}
}
}
var dialog=ui.create.dialog([list,'vcard']);
player.chooseButton(dialog,function(button){
// if(player.skills.contains('jieyong4')==false){
// for(var i=0;i<game.players.length;i++){
// if(ai.get.attitude(player,game.players[i])<-3&&
// game.players[i].hp==1&&game.players[i].num('h')<=1){
// return (button.link[2]=='juedou')?1:-1
// }
// }
// }
var recover=0,lose=1;
for(var i=0;i<game.players.length;i++){
if(!game.players[i].isOut()){
if(game.players[i].hp<game.players[i].maxHp){
if(ai.get.attitude(player,game.players[i])>0){
if(game.players[i].hp<2){
lose--;
recover+=0.5;
}
lose--;
recover++;
}
else if(ai.get.attitude(player,game.players[i])<0){
if(game.players[i].hp<2){
lose++;
recover-=0.5;
}
lose++;
recover--;
}
}
else{
if(ai.get.attitude(player,game.players[i])>0){
lose--;
}
else if(ai.get.attitude(player,game.players[i])<0){
lose++;
}
}
}
}
if(player.hp<player.num('h')) return (button.link[2]=='wuzhong')?1:-1;
return (button.link[2]=='wuzhong')?1:-1;
});
"step 1"
if(result.bool){
lib.skill.jieyong2.viewAs={name:result.buttons[0].link[2]};
// player.popup(result.buttons[0].link[2]);
event.parent.parent.backup('jieyong2');
event.parent.parent.step=0;
if(event.isMine()){
event.parent.parent.skillDialog='将一张红桃牌当'+get.translation(result.buttons[0].link[2])+'使用';
}
player.addTempSkill('jieyong6','phaseAfter');
}
else{
if(player.skills.contains('jieyong4')){
player.addTempSkill('jieyong5','phaseAfter')
}
else{
player.addTempSkill('jieyong4','phaseAfter')
}
event.finish();
}
},
ai:{
order:9,
result:{
player:function(player){
if(player.skills.contains('jieyong5')||player.skills.contains('jieyong6')) return 0;
return 1;
}
},
threaten:1.6,
}
},
jieyong2:{
filterCard:{suit:'heart'},
},
jieyong3:{
trigger:{player:'useCardBefore'},
forced:true,
popup:false,
filter:function(event,player){
return event.skill=='jieyong2';
},
content:function(){
player.popup(trigger.card.name);
player.getStat('skill').jieyong++;
}
},
jieyong4:{},
jieyong5:{},
jieyong6:{},
zhulu:{
trigger:{global:'useCardAfter'},
direct:true,
filter:function(event,player){
return _status.currentPhase!=player&&get.type(event.card)=='trick'&&
get.position(event.card)=='d'&&!player.skills.contains('zhulu2')&&
get.itemtype(event.card)=='card'&&player.num('he',{suit:get.suit(event.card)})>0;
},
content:function(){
"step 0"
var val=ai.get.value(trigger.card);
var suit=get.suit(trigger.card);
player.chooseToDiscard('he','逐鹿:是否发动弃置一张'+get.translation(suit)+
'牌并获得'+get.translation(trigger.card)+'',{suit:suit}).ai=function(card){
return val-ai.get.value(card);
};
"step 1"
if(result.bool){
player.gain(trigger.card,'gain2');
player.addTempSkill('zhulu2','phaseAfter');
player.logSkill('zhulu');
}
},
ai:{
threaten:1.2
}
},
zhulu2:{},
xieling:{
enable:'phaseUse',
usable:1,
filterCard:true,
selectCard:2,
check:function(card){
return 7-ai.get.value(card);
},
multitarget:true,
targetprompt:['被移走','移动目标'],
filterTarget:function(card,player,target){
if(ui.selected.targets.length){
var from=ui.selected.targets[0];
var judges=from.get('j');
for(var i=0;i<judges.length;i++){
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if(!target.hasJudge(judges[i].viewAs||judges[i].name)) return true;
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}
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if(target.isMin()) return false;
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if((from.get('e','1')&&!target.get('e','1'))||
(from.get('e','2')&&!target.get('e','2'))||
(from.get('e','3')&&!target.get('e','3'))||
(from.get('e','4')&&!target.get('e','4'))||
(from.get('e','5')&&!target.get('e','5'))) return true;
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return false;
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}
else{
return target.num('ej')>0;
}
},
selectTarget:2,
content:function(){
"step 0"
if(targets.length==2){
player.choosePlayerCard('ej',function(button){
if(ai.get.attitude(player,targets[0])>ai.get.attitude(player,targets[1])){
return get.position(button.link)=='j'?10:0;
}
else{
if(get.position(button.link)=='j') return -10;
return ai.get.equipValue(button.link);
}
},targets[0]);
}
else{
event.finish();
}
"step 1"
if(result.bool){
if(get.position(result.buttons[0].link)=='e'){
event.targets[1].equip(result.buttons[0].link);
}
else if(result.buttons[0].link.viewAs){
event.targets[1].addJudge({name:result.buttons[0].link.viewAs},[result.buttons[0].link]);
}
else{
event.targets[1].addJudge(result.buttons[0].link);
}
event.targets[0].$give(result.buttons[0].link,event.targets[1])
game.delay();
}
},
ai:{
order:10,
result:{
target:function(player,target){
if(ui.selected.targets.length==0){
if(target.num('j')&&ai.get.attitude(player,target)>0) return 1;
if(ai.get.attitude(player,target)<0){
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
if((target.get('e','1')&&!game.players[i].get('e','1'))||
(target.get('e','2')&&!game.players[i].get('e','2'))||
(target.get('e','3')&&!game.players[i].get('e','3'))||
(target.get('e','4')&&!game.players[i].get('e','4'))||
(target.get('e','5')&&!game.players[i].get('e','5')))
return -1;
}
}
}
return 0;
}
else{
return ai.get.attitude(player,ui.selected.targets[0])>0?-1:1;
}
},
},
expose:0.2,
threaten:1.5
}
}
},
translate:{
yxs_guanyu:'关羽',
yxs_wuzetian:'武则天',
yxs_caocao:'曹操',
yxs_mozi:'墨子',
yxs_bole:'伯乐',
yxs_aijiyanhou:'埃及艳后',
yxs_diaochan:'貂蝉',
yxs_yangyuhuan:'杨玉环',
kuixin:'窥心',
kuixin_info:'锁定技,你立即获得你的判定牌',
weiyi:'威仪',
weiyi_info:'每当你受到一次伤害,可以令伤害来源弃置两张牌',
xieling:'挟令',
xieling_info:'出牌阶段,弃掉两张手牌,将任意一名角色装备区或判定区的牌移动到另一名角色对应的区域',
baye:'霸业',
baye_info:'出牌阶段,你可以将一张牌当做本回合内前一张使用的牌来使用。每回合限用一次。',
nvquan:'女权',
nvquan1:'女权',
nvquan2:'女权',
nvquan_info:'你对男性角色使用【杀】或【决斗】时,对方需连续打出两张【杀】当做一张【杀】;你不能成为男性角色的决斗目标',
qiandu:'迁都',
qiandu_info:'出牌阶段,你可以弃一张黑色手牌,和一名存活的玩家与其交换位置。每回合限一次。',
budao:'补刀',
budao_info:'你的回合外,你的攻击范围的一名角色受到【杀】的伤害时,你可以对其使用一张【杀】,只要你的【杀】对目标角色造成了伤害,你就可以继续对其使用【杀】。',
feigong:'非攻',
feigong_info:'其他角色使用杀时,若你不是杀的目标,可以弃置一张杀取消之',
jianai:'兼爱',
jianai_info:'每当你回复一点体力,可以令所有其他角色回复一点体力',
bolehuiyan:'慧眼',
bolehuiyan_info:'当一名有手牌的其他角色成为来源不为你的杀的目标时,你可以预言此杀能否命中,若预言正确,你摸一张牌,每回合限发动一次',
xiangma:'相马',
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xiangma_info:'锁定技只要你的体力值大于2点你计算与其他角色的距离时始终-1只要你的体力值为2点或更低其他角色计算与你的距离时始终+1。',
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seyou:'色诱',
seyou_info:'限定技出牌阶段你可以指定任意1名角色其他所有男性角色需选择1项执行1对你指定的角色出【杀】2令你获得其一张牌。',
sheshi:'蛇噬',
sheshi_info:'每受到1次伤害可以指定1种花色依次展示牌堆顶的牌直到出现指定花色的牌为止你获得与指定花色不同花色的所有牌最多展示4张牌。',
sanbanfu:'三板斧',
sanbanfu_info:'出牌阶段你使用对目标角色使用【杀】时若目标角色不出闪则目标受到2点伤害你弃掉1张手牌若目标角色出1张闪则目标角色受到1点伤害你自减1点血量若目标角色出2张闪则目标角色不掉血你自减1点血量。每回合限一次。',
fengyi:'凤仪',
fengyi_info:'出牌阶段,你可以弃一张手牌,指定任意目标摸两张牌。(每回合限用一次)',
wange:'婉歌',
wange_info:'摸牌时你可以少摸一张牌则回合结束时你可以抽取一名其他角色的手牌至少1张至多X张X为你当前的掉血量。',
nichang:'霓裳',
nichang2:'霓裳',
nichang_info:'摸牌时,你可以选择不摸牌,回合结束时展示手牌,每少一种花色摸一张牌',
fengyan:'丰艳',
fengyan_info:'你可以获得其他男性角色的红色判定牌',
chujia:'出嫁',
chujia_info:'出牌阶段可以弃掉两张相同颜色的手牌指定任意角色摸X张牌。X为该角色已损失的血量',
zhulu:'逐鹿',
zhulu_info:'回合外,当有非延时锦囊结算完毕后,你可以立即弃掉一张相同花色手牌或装备区的牌,获得这张锦囊牌。',
jieyong:'节用',
jieyong2:'节用',
jieyong_info:'你使用的卡牌进入弃牌堆后,你可以弃置一张黑色牌并重新获得之(每回合限一次)',
shangtong:'尚同',
shangtong_info:'每当你令其他角色恢复1点血量或掉1点血量时你可以摸1张牌摸牌上限为4',
feiming:'非命',
feiming_info:'其他角色对你造成伤害时你可以令该角色须选择1项执行1将1张红桃花色手牌交给你2流失1点血量',
yxsrenwang:'人望',
yxsrenwang_info:'出牌阶段你可以弃掉2张牌并指定一名手牌数大于你的角色你摸牌至与该角色手牌数相等每阶段限一次。',
shiwei:'施威',
shiwei_info:'当其他角色失去最后一张手牌时,你可以将牌堆顶的一张牌背面朝上置于该角色面前,该角色回合,跳过出牌阶段并弃掉这张牌。',
yxswushuang:'无双',
yxswushuang_info:'出牌阶段你使用【杀】时可同时打出两张【杀】则该【杀】具有以下效果之一1伤害+12额外指定两个目标',
xiaoyong:'骁勇',
xiaoyong_info:'你可以将黑色手牌当作【杀】来使用',
qinzheng:'亲征',
qinzheng_info:'出牌阶段,你对其他角色造成伤害时,可以令场上任意角色摸一张牌。',
juma:'拒马',
juma_info:'你与其他角色的距离始终视为1。',
},
};