Merge pull request #887 from mengxinzxz/PR-Branch
OL谋太史慈+谋关羽石韬技能调整+其他bugfix
This commit is contained in:
commit
2766fbbad1
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@ -9,12 +9,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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ol_jianyong:['male','shu',3,['olqiaoshui','jyzongshi'],['tempname:re_jianyong','die_audio:re_jianyong']],
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ol_lingtong:['male','wu',4,['olxuanfeng'],['die_audio:re_lingtong']],
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ol_sb_guanyu:['male','shu',4,['olsbfumeng','olsbguidao']],
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ol_sb_taishici:['male','wu',4,['olsbdulie','olsbdouchan']],
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},
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characterSort:{
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onlyOL:{
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onlyOL_yijiang1:['ol_jianyong','ol_lingtong'],
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onlyOL_yijiang2:['ol_caozhang'],
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onlyOL_sb:['ol_sb_jiangwei','ol_sb_guanyu'],
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onlyOL_sb:['ol_sb_jiangwei','ol_sb_guanyu','ol_sb_taishici'],
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},
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},
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characterIntro:{
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@ -22,17 +23,71 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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characterReplace:{
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},
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skill:{
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//OL谋太史慈
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olsbdulie:{
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audio:2,
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trigger:{target:'useCardToTarget'},
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filter(event,player){
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if(event.player==player||!event.isFirstTarget||event.targets.length!=1) return false;
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if(player.getAttackRange()<=0) return;
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return ['basic','trick'].includes(get.type(event.card));
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},
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prompt2(event,player){
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return '令'+get.translation(event.card)+'额外结算一次,此牌结算完毕后,你摸等同于你攻击范围的牌';
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},
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check(event,player){
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const num=Math.min(5,player.getAttackRange());
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if(get.effect(player,event.card,event.player,player)>0) return true;
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if(event.card.name=='guohe'||event.card.name=='shunshou'||event.card.name=='zhujinqiyuan') return num>(event.effectCount||0);
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if(!get.tag(event.card,'damage')) return true;
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return num>1;
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},
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usable:1,
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async content(event,trigger,player){
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trigger.getParent().effectCount++;
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player.when({global:'useCardAfter'})
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.filter(evt=>evt==trigger.getParent())
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.then(()=>{
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const num=Math.min(5,player.getAttackRange());
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if(num>0) player.draw(num);
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});
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},
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},
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olsbdouchan:{
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audio:2,
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trigger:{player:'phaseZhunbeiBegin'},
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forced:true,
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async content(event,trigger,player){
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const card=get.cardPile2(card=>card.name=='juedou');
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if(card) player.gain(card,'gain2');
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else if(player.countMark('olsbdouchan')<game.players.length+game.dead.length) player.addMark('olsbdouchan',1,false);
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},
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mod:{
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attackRange(player,num){
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return num+player.countMark('olsbdouchan');
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},
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cardUsable(card,player,num){
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if(card.name=='sha') return num+player.countMark('olsbdouchan');
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},
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},
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intro:{content:'<li>攻击距离+#<br><li>使用【杀】的次数上限+#'},
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},
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//OL谋关羽
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//可以和手杀谋关羽组成卧龙凤雏了
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olsbfumeng:{
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audio:2,
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trigger:{global:'roundStart'},
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filter(event,player){
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return player.countCards('h');
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return player.countCards('h',card=>{
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if(_status.connectMode) return true;
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return get.name(card,player)!='sha';
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});
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},
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direct:true,
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async content(event,trigger,player){
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const {result:{bool,cards}}=await player.chooseCard(get.prompt2('olsbfumeng'),[1,Infinity]).set('ai',card=>{
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const {result:{bool,cards}}=await player.chooseCard(get.prompt2('olsbfumeng'),[1,Infinity],(card,player)=>{
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return get.name(card,player)!='sha';
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}).set('ai',card=>{
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const player=get.event('player');
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if(player.hasSkill('olsbfumeng')) return 7-get.value(card);
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return 4.5-get.value(card);
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@ -131,7 +186,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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charlotte:true,
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trigger:{global:'damageBegin3'},
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filter(event,player){
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return event.card&&event.source&&event.card.storage&&event.card.storage.olsbguidao&&event.source==player;
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if(!event.card||!event.card.storage||!event.card.storage.olsbguidao) return false;
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if(!event.source||event.source!=player) return false;
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const evt=event.getParent('useCard');
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return evt.player==player&&evt.targets.includes(event.player);
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},
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forced:true,
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popup:false,
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@ -281,14 +339,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}).set('list',[-num1,player.getDamagedHp()]);
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}
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if(result.index==0){
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if(num1<0) player.drawTo(player.getHandcardLimit());
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else player.chooseToDiscard(num1,'h',true);
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if(num1<0) yield player.drawTo(player.getHandcardLimit());
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else yield player.chooseToDiscard(num1,'h',true);
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}
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else{
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player.recover(player.maxHp-player.hp);
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yield player.recover(player.maxHp-player.hp);
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}
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}
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player.when('olsbranjiAfter').then(()=>player.addSkill('olsbranji_norecover'));
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player.addSkill('olsbranji_norecover');
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player.when({source:'dieAfter'}).then(()=>player.removeSkill('olsbranji_norecover'));
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},
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derivation:['kunfenx','zhaxiang'],
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@ -495,6 +553,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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olsbfumeng_info:'一轮游戏开始时,你可以令任意张手牌的牌名视为【杀】。',
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olsbguidao:'归刀',
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olsbguidao_info:'出牌阶段,你可以重铸两张牌并视为使用一张【决斗】(重铸的【杀】数须比本回合上次发动〖归刀〗重铸的【杀】数多)。目标角色受到此牌伤害时,其须猜测你手牌中牌名为【杀】的牌数量多还是牌名不为【杀】的牌数多,若其猜错,则此【决斗】对其造成的伤害+1。',
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ol_sb_taishici:'OL谋太史慈',
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ol_sb_taishici_prefix:'OL谋',
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olsbdulie:'笃烈',
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olsbdulie_info:'每回合限一次,当你成为其他角色使用基本牌或普通锦囊牌的目标时,你可以令此牌额外结算一次。若如此做,此牌结算完毕后,你摸X张牌(X为你的攻击范围且至多为5)。',
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olsbdouchan:'斗缠',
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olsbdouchan_info:'锁定技,准备阶段,你从牌堆中获得一张【决斗】,若牌堆没有【决斗】,则你的攻击范围和出牌阶段使用【杀】的次数上限+1(增加次数不超过游戏人数)。',
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onlyOL_yijiang1:'OL专属·将1',
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onlyOL_yijiang2:'OL专属·将2',
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@ -664,6 +664,7 @@ window.noname_character_rank={
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'jsrg_zhaoyun',
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'jsrg_zhangxuan',
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'sb_xunyu',
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'ol_sb_taishici',
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],
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bp:[
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'xin_huojun',
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@ -2122,6 +2123,7 @@ window.noname_character_rank={
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'xia_shitao',
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],
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rare:[
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'ol_sb_taishici',
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'clan_wuqiao',
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'xin_huojun',
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'muludawang',
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@ -805,7 +805,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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direct:true,
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content:function*(event,map){
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var player=map.player;
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var result=yield player.chooseTarget(get.prompt('sbwusheng'),'选择一名非主公的其他角色,本阶段对其使用【杀】无距离和次数限制,使用【杀】指定其为目标后摸一张牌,对其使用'+(get.mode()==='identity'?'五':'三')+'张【杀】后不能对其使用【杀】',(card,player,target)=>{
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var result=yield player.chooseTarget(get.prompt('sbwusheng'),'选择一名非主公的其他角色,本阶段对其使用【杀】无距离和次数限制,使用【杀】指定其为目标后摸'+(get.mode()==='identity'?'两':'一')+'张牌,对其使用三张【杀】后不能对其使用【杀】',(card,player,target)=>{
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return target!=player&&!target.isZhu2();
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}).set('ai',target=>{
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var player=_status.event.player;
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@ -908,7 +908,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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playerEnabled:function(card,player,target){
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if(card.name!='sha'||typeof player.storage.sbwusheng_effect[target.playerid]!='number') return;
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if(player.storage.sbwusheng_effect[target.playerid]>=(get.mode()==='identity'?5:3)) return false;
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if(player.storage.sbwusheng_effect[target.playerid]>=3) return false;
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},
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},
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audio:'sbwusheng',
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@ -926,7 +926,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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else{
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player.logSkill('sbwusheng_effect',trigger.target);
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player.draw();
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player.draw(get.mode()==='identity'?2:1);
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}
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},
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},
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@ -954,7 +954,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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charlotte:true,
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onremove:true,
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audio:'sbyijue',
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trigger:{player:'useCardToPlayered'},
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trigger:{player:'useCardToPlayer'},
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filter:function(event,player){
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return player.getStorage('sbyijue_effect').includes(event.target);
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},
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@ -6710,9 +6710,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sbwusheng:'武圣',
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sbwusheng_wusheng_backup:'武圣',
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sbwusheng_info:'你可以将一张手牌当作任意【杀】使用或打出。出牌阶段开始时,你可以选择一名非主公的其他角色,本阶段对其使用【杀】无距离和次数限制,使用【杀】指定其为目标后摸一张牌,对其使用三张【杀】后不能对其使用【杀】。',
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sbwusheng_info_identity:'你可以将一张手牌当作任意【杀】使用或打出。出牌阶段开始时,你可以选择一名非主公的其他角色,本阶段对其使用【杀】无距离和次数限制,使用【杀】指定其为目标后摸一张牌,对其使用五张【杀】后不能对其使用【杀】。',
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sbwusheng_info_identity:'你可以将一张手牌当作任意【杀】使用或打出。出牌阶段开始时,你可以选择一名非主公的其他角色,本阶段对其使用【杀】无距离和次数限制,使用【杀】指定其为目标后摸两张牌,对其使用三张【杀】后不能对其使用【杀】。',
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sbyijue:'义绝',
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sbyijue_info:'锁定技,每名角色每局游戏限一次,当你对一名角色造成大于等于其体力值的伤害时,你防止此伤害,且本回合你使用牌指定其为目标后,取消之。',
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sbyijue_info:'锁定技,每名角色每局游戏限一次,当你对一名角色造成大于等于其体力值的伤害时,你防止此伤害,且本回合你使用牌指定其为目标时,此牌对其无效。',
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sb_caopi:'谋曹丕',
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sb_caopi_prefix:'谋',
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sbxingshang:'行殇',
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@ -24763,12 +24763,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player:'enterGame',
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},
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filter:function(event,player){
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if(player.countMark('xinfu_xionghuo')>=3) return false;
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return event.name!='phase'||game.phaseNumber==0;
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},
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forced:true,
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locked:false,
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content:function(){
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player.addMark('xinfu_xionghuo',3);
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player.addMark('xinfu_xionghuo',3-player.countMark('xinfu_xionghuo'));
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},
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},
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damage:{
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@ -24856,13 +24857,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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audio:2,
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trigger:{global:'dying'},
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filter:function(event,player){
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return event.player!=player;
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if(event.player==player) return false;
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const bool1=(!player.hasSkill('xinfu_xionghuo')||player.countMark('xinfu_xionghuo')<3);
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const bool2=(event.player.hp<0&&get.itemtype(event.parent.cards)=='cards'&&event.parent.cards.some(card=>get.position(card,true)=='o'));
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return bool1||bool2;
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},
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forced:true,
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content:function(){
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if(player.countMark('xinfu_xionghuo')<3) player.addMark('xinfu_xionghuo',1);
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if(trigger.player.hp<0&&get.itemtype(trigger.parent.cards)=='cards'&&get.position(trigger.parent.cards[0],true)=='o'){
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player.gain(trigger.parent.cards,'gain2');
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if(!player.hasSkill('xinfu_xionghuo')||player.countMark('xinfu_xionghuo')<3) player.addMark('xinfu_xionghuo',1);
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if(trigger.player.hp<0&&get.itemtype(trigger.parent.cards)=='cards'&&trigger.parent.cards.some(card=>get.position(card,true)=='o')){
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player.gain(trigger.parent.cards.filter(card=>get.position(card,true)=='o'),'gain2');
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}
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},
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},
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|
|
108
character/tw.js
108
character/tw.js
|
@ -780,45 +780,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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target.disableEquip(disables);
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if(num) target.draw(num);
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target.when('phaseDiscardEnd')
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.then(()=>{
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if(!trigger.cards||!trigger.cards.length||!player.hasDisabledSlot()){
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event.finish();
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return;
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}
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const num=trigger.cards.length;
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let list=[];
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for(let i=1;i<6;i++){
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if(player.hasDisabledSlot(i)){
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for(let j=0;j<player.countDisabledSlot(i);j++){
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list.push('equip'+i);
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}
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}
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}
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event.list=list;
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const transList=list.map(i=>get.translation(i));
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player.chooseButton([
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'劫囚:请选择你要恢复的装备栏',
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[transList,'tdnodes'],
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],num,true).set('ai',button=>['equip5','equip4','equip1','equip3','equip2'].indexOf(button.link)+2);
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})
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.then(()=>{
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if(result.bool){
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let map={};
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for(let i of event.list){
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if(!map[get.translation(i)]) map[get.translation(i)]=i;
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}
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player.enableEquip(result.links.slice().map(i=>map[i]));
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}
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});
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target.when('phaseEnd')
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.then(()=>{
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if(player.hasDisabledSlot()&&target.isIn()&&!target.hasSkill('twjieqiu_used')){
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target.popup('劫囚');
|
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target.addTempSkill('twjieqiu_used','roundStart');
|
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target.insertPhase();
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}
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}).vars({target:player});
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target.addSkill('twjieqiu_buff');
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target.markAuto('twjieqiu_buff',[player]);
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target.when('enableEquipEnd')
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.filter((e,p)=>!p.hasDisabledSlot())
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.then(()=>player.removeSkill('twjieqiu_buff'));
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||||
},
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ai:{
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order:7,
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|
@ -828,7 +794,60 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
|
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},
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},
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subSkill:{used:{charlotte:true}},
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subSkill:{
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used:{charlotte:true},
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buff:{
|
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charlotte:true,
|
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onremove:true,
|
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trigger:{player:'phaseDiscardEnd'},
|
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filter(event,player){
|
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return player.hasDisabledSlot()&&event.cards&&event.cards.length;
|
||||
},
|
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forced:true,
|
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popup:false,
|
||||
async content(event,trigger,player){
|
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const num=trigger.cards.length;
|
||||
let list=[],map={};
|
||||
for(let i=1;i<6;i++){
|
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map[get.translation('equip'+i)]=('equip'+i);
|
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if(player.hasDisabledSlot(i)){
|
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for(let j=0;j<player.countDisabledSlot(i);j++){
|
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list.push('equip'+i);
|
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}
|
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}
|
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}
|
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const transList=list.map(i=>get.translation(i));
|
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const {result:{bool,links}}=await player.chooseButton([
|
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'劫囚:请选择你要恢复的装备栏',
|
||||
[transList,'tdnodes'],
|
||||
],num,true).set('map',map)
|
||||
.set('ai',button=>['equip5','equip4','equip1','equip3','equip2'].indexOf(get.event('map')[button.link])+2);
|
||||
if(bool) player.enableEquip(links.slice().map(i=>map[i]));
|
||||
},
|
||||
group:['twjieqiu_end'],
|
||||
},
|
||||
end:{
|
||||
charlotte:true,
|
||||
trigger:{player:'phaseEnd'},
|
||||
filter(event,player){
|
||||
return player.hasDisabledSlot()&&player.getStorage('twjieqiu_buff').some(target=>{
|
||||
return target.isIn()&&!target.hasSkill('twjieqiu_used');
|
||||
});
|
||||
},
|
||||
forced:true,
|
||||
popup:false,
|
||||
async content(event,trigger,player){
|
||||
const targets=player.getStorage('twjieqiu_buff').filter(target=>{
|
||||
return target.isIn()&&!target.hasSkill('twjieqiu_used');
|
||||
}).sortBySeat();
|
||||
for(const target of targets){
|
||||
target.popup('劫囚');
|
||||
target.addTempSkill('twjieqiu_used','roundStart');
|
||||
target.insertPhase();
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
twenchou:{
|
||||
audio:2,
|
||||
|
@ -855,7 +874,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
const {result:{bool,links}}=await player.chooseButton([
|
||||
'恩仇:请选择'+get.translation(target)+'要恢复的装备栏',
|
||||
[transList,'tdnodes'],
|
||||
],true).set('ai',button=>1/(['equip5','equip4','equip1','equip3','equip2'].indexOf(button.link)+2));
|
||||
],true).set('map',map)
|
||||
.set('ai',button=>1/(['equip5','equip4','equip1','equip3','equip2'].indexOf(get.event('map')[button.link])+2));
|
||||
if(bool) target.enableEquip(links.slice().map(i=>map[i]));
|
||||
},
|
||||
ai:{
|
||||
|
@ -945,7 +965,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
locked:false,
|
||||
async content(event,trigger,player){
|
||||
await player.draw();
|
||||
await player.addMark('twchue',1);
|
||||
player.addMark('twchue',1);
|
||||
},
|
||||
},
|
||||
effect:{
|
||||
|
@ -15976,7 +15996,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
twchue_info:'①当你使用【杀】指定唯一目标时,你可以失去1点体力,为此牌额外指定Z个目标。②当你受到伤害或失去体力后,你摸一张牌并获得1个“勇”标记。③回合结束时,若你本回合发动过〖除恶②〗,则你可以失去Z个“勇”标记,视为使用一张伤害+1且可以额外指定Z个目标的【杀】。(Z为你的体力值)',
|
||||
xia_shitao:'石韬',
|
||||
twjieqiu:'劫囚',
|
||||
twjieqiu_info:'出牌阶段限一次,你可以选择一名装备区没有废除栏的其他角色,废除其所有装备栏,然后其摸X张牌(X为其废除装备栏前的装备区牌数)。其下个弃牌阶段结束时,其恢复等同于其弃置牌数的装备栏;其下个回合结束时,若其仍有已废除的装备栏,则你执行一个额外回合(每轮限一次)。',
|
||||
twjieqiu_info:'出牌阶段限一次,你可以选择一名装备区没有废除栏的其他角色,废除其所有装备栏,然后其摸X张牌(X为其废除装备栏前的装备区牌数),直到其恢复所有装备栏前:其弃牌阶段结束时,其恢复等同于其弃置牌数的装备栏;其回合结束时,若其仍有已废除的装备栏,则你执行一个额外回合(每轮限一次)。',
|
||||
twenchou:'恩仇',
|
||||
twenchou_info:'出牌阶段限一次,你可以观看一名存在废除装备栏的其他角色的手牌并获得其中一张牌,然后你恢复其一个装备栏。',
|
||||
xia_shie:'史阿',
|
||||
|
@ -15984,7 +16004,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
twdengjianx:'剑法',
|
||||
twdengjian_info:'①其他角色的弃牌阶段结束时,你可以弃置一张牌并随机获得本回合所有造成伤害的牌对应的实体牌的其中一张与你本轮以此法获得的牌的颜色均不同的【杀】,称为“剑法”。②你使用“剑法”牌不计入次数限制。',
|
||||
twxinshou:'心授',
|
||||
twxinshou_info:'当你于出牌阶段使用【杀】时,若此【杀】与你本回合使用的所有其他【杀】的颜色均不相同,则你可以选择执行以下一项本回合未执行过的项:⒈摸一张牌;⒉交给一名其他角色一张牌。若这两项本回合均已被选择过,则你可以令〖登剑①〗失效并令一名其他角色获得〖登剑〗,你的下个回合开始时,其失去〖登剑〗,若其这期间使用【杀】造成过伤害,则你结束〖登剑①〗的失效状态。',
|
||||
twxinshou_info:'①当你于出牌阶段使用【杀】时,若此【杀】与你本回合使用的所有其他【杀】的颜色均不相同,则你可以选择执行以下一项本回合未执行过的项:⒈摸一张牌;⒉交给一名其他角色一张牌。②当你使用【杀】时,若〖心授①〗的两项本回合均已被你选择过,则你可以令〖登剑①〗失效并令一名其他角色获得〖登剑〗,你的下个回合开始时,其失去〖登剑〗,若其这期间使用【杀】造成过伤害,则你结束〖登剑①〗的失效状态。',
|
||||
xia_yuzhenzi:'玉真子',
|
||||
twhuajing:'化境',
|
||||
twhuajing_info:'①游戏开始时,你获得6个效果各不相同的无效果“武”标记。②一名拥有“武”标记的角色的攻击范围+X(X为其拥有的“武”标记数)。③出牌阶段限一次,你可以展示至多四张手牌,然后根据这些牌含有的花色数于本回合获得等量你拥有的“武”标记的效果。④拥有“武”标记效果的角色的武器牌失效(武器牌不提供攻击范围且武器技能失效)。',
|
||||
|
|
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Reference in New Issue