commit
7273418d0b
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@ -397,7 +397,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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player.logSkill('taipingyaoshu');
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player.logSkill('taipingyaoshu');
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player.draw(2);
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player.draw(2);
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'step 1'
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'step 1'
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if(player.hp>1) player.loseHp();
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if(player.hp>1||get.mode()=='guozhan') player.loseHp();
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}
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}
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},
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},
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yuxi:{
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yuxi:{
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@ -1496,7 +1496,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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return current.isFriendOf(player);
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return current.isFriendOf(player);
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});
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});
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}
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}
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return num+game.countGroup();
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return num+game.countGroup()-1;
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}
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}
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},
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},
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trigger:{player:'damageBegin4'},
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trigger:{player:'damageBegin4'},
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@ -1687,34 +1687,23 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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},
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},
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g_diaohulishan:{},
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g_diaohulishan:{},
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diaohulishan:{
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diaohulishan:{
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trigger:{player:['damageBegin3','loseHpBefore','recoverBefore']},
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charlotte:true,
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forced:true,
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popup:false,
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content:function(){
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trigger.cancel();
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},
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mod:{
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cardEnabled:function(){
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return false;
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},
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cardSavable:function(){
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return false;
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},
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targetEnabled:function(){
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return false;
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},
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},
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mark:true,
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intro:{
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content:'不计入距离的计算且不能使用牌且不是牌的合法目标且不能失去/回复体力和受到伤害'
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},
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group:'undist',
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group:'undist',
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ai:{
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init:function(player){
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effect:{
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if(player.isIn()){
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target:function (card,player,target){
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game.broadcastAll(function(player){
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if(get.tag(card,'recover')||get.tag(card,'damage')) return 'zeroplayertarget';
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player.classList.add('out');
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},
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},player);
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game.log(player,'移出了游戏');
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}
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},
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},
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onremove:function(player){
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if(player.isOut()){
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game.broadcastAll(function(player){
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player.classList.remove('out');
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},player);
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game.log(player,'移回了游戏');
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}
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},
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},
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},
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},
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huxinjing:{
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huxinjing:{
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@ -1815,8 +1804,8 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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feilongduofeng3:'飞龙夺凤',
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feilongduofeng3:'飞龙夺凤',
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feilongduofeng_info:'①当你使用【杀】指定目标后,你可令目标角色弃置一张牌。②当你因使用【杀】而令其他角色进入濒死状态时,你可以获得其一张手牌。',
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feilongduofeng_info:'①当你使用【杀】指定目标后,你可令目标角色弃置一张牌。②当你因使用【杀】而令其他角色进入濒死状态时,你可以获得其一张手牌。',
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taipingyaoshu:'太平要术',
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taipingyaoshu:'太平要术',
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taipingyaoshu_info:'锁定技。①当你即将收到属性伤害时,取消之。②你的手牌上限+X(X为势力数)。③当你失去装备区里的【太平要术】时,你摸两张牌,然后若你的体力值大于1,你失去1点体力。',
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taipingyaoshu_info:'锁定技。①当你即将受到属性伤害时,取消之。②你的手牌上限+X(X为场上势力数-1)。③当你失去装备区里的【太平要术】时,你摸两张牌,然后若你的体力值大于1,你失去1点体力。',
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taipingyaoshu_info_guozhan:'锁定技。①当你即将收到属性伤害时,取消之。②你的手牌上限+X(X为与你势力相同的角色数)。③当你失去装备区里的【太平要术】时,你摸两张牌,然后若你的体力值大于1,你失去1点体力。',
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taipingyaoshu_info_guozhan:'锁定技。①当你即将受到属性伤害时,取消之。②你的手牌上限+X(X为与你势力相同的角色数)。③当你失去装备区里的【太平要术】时,你摸两张牌,然后你失去1点体力。',
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yuxi_skill:'玉玺',
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yuxi_skill:'玉玺',
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yuxi_skill2:'玉玺',
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yuxi_skill2:'玉玺',
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yuxi:'玉玺',
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yuxi:'玉玺',
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@ -1836,7 +1825,7 @@ game.import('card',function(lib,game,ui,get,ai,_status){
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chiling:'敕令',
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chiling:'敕令',
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chiling_info:'①出牌阶段,对所有没有势力的角色使用。目标角色选择一项:1、明置一张武将牌,然后摸一张牌;2、弃置一张装备牌;3、失去1点体力。②当【敕令】因判定或弃置而置入弃牌堆时,系统将之移出游戏并将【诏书】置于牌堆底,然后系统于当前回合结束后视为对所有没有势力的角色使用【敕令】。',
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chiling_info:'①出牌阶段,对所有没有势力的角色使用。目标角色选择一项:1、明置一张武将牌,然后摸一张牌;2、弃置一张装备牌;3、失去1点体力。②当【敕令】因判定或弃置而置入弃牌堆时,系统将之移出游戏并将【诏书】置于牌堆底,然后系统于当前回合结束后视为对所有没有势力的角色使用【敕令】。',
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diaohulishan:'调虎离山',
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diaohulishan:'调虎离山',
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diaohulishan_info:'出牌阶段,对至多两名其他角色使用。目标角色于此回合结束之前不计入距离的计算且不能使用牌且不是牌的合法目标且不能失去或回复体力或受到伤害。',
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diaohulishan_info:'出牌阶段,对至多两名其他角色使用。目标角色于此回合视为移出游戏。',
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huoshaolianying:'火烧连营',
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huoshaolianying:'火烧连营',
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huoshaolianying_bg:'烧',
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huoshaolianying_bg:'烧',
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huoshaolianying_info_guozhan:'出牌阶段,对你的下家及其队列中的所有角色使用。你对目标角色造成1点火属性伤害。',
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huoshaolianying_info_guozhan:'出牌阶段,对你的下家及其队列中的所有角色使用。你对目标角色造成1点火属性伤害。',
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@ -613,38 +613,39 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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return game.hasPlayer(current=>{
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return game.hasPlayer(current=>{
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if(current==player||current==event.player) return false;
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if(current==player||current==event.player) return false;
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return current.hasHistory('lose',function(evt){
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return current.hasHistory('lose',function(evt){
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return evt.cards.length>0;
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return evt.cards2.length>0;
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});
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});
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})&&(_status.connectMode||player.hasCard({type:'basic'},'h'));
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})&&(_status.connectMode||player.hasCard({type:'basic'},'h'));
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},
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},
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direct:true,
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direct:true,
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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var map={};
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game.countPlayer(function(current){
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if(current==player||current==trigger.player) return false;
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if(current.hasHistory('lose',function(evt){
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return evt.cards2.length>0;
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})) map[current.playerid]=Math.min(5,current.getHistory('lose').reduce(function(num,evt){
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return num=evt.cards2.length;
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},0))+1;
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});
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player.chooseCardTarget({
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player.chooseCardTarget({
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prompt:get.prompt('dcporui'),
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prompt:get.prompt('dcporui'),
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//prompt2:'弃置一张基本牌并选择一名本回合失去过牌的非当前回合的其他角色,你视为对其依次使用'+get.cnNumber(Math.max(0,player.hp)+1)+'张【杀】',
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prompt2:get.skillInfoTranslation('dcporui',player),
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prompt2:get.skillInfoTranslation('dcporui',player),
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filterCard:lib.filter.cardDiscardable,
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filterCard:function(card,player){
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selectCard:1,
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return get.type2(card)=='basic'&&lib.filter.cardDiscardable(card,player,'dcporui');
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},
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position:'he',
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position:'he',
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list:game.filterPlayer(current=>{
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if(current==player||current==trigger.player) return false;
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return current.hasHistory('lose',function(evt){
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return evt.cards.length>0;
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});
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}),
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return _status.event.list.map(i=>i[0]).contains(target);
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return Object.keys(_status.event.map).contains(target.playerid);
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},
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},
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ai1:function(card){
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ai1:function(card){
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return 7-get.value(card);
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return 7-get.value(card);
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},
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},
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ai2:function(target){
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ai2:function(target){
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return get.effect(target,{name:'sha'},_status.event.player,_status.event.player)*_status.event.list.find(i=>{
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return get.effect(target,{name:'sha'},_status.event.player,_status.event.player)*_status.event.map[target.playerid];
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return i[0]==target;
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})[1];
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}
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}
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});
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}).set('map',map);
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'step 1'
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'step 1'
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if(result.bool){
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if(result.bool){
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var target=result.targets[0],cards=result.cards;
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var target=result.targets[0],cards=result.cards;
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@ -168,9 +168,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.addSkillLog('rezhiheng');
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player.addSkillLog('rezhiheng');
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player.addSkill('jsrgzhasi_undist');
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player.addSkill('jsrgzhasi_undist');
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},
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},
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derivation:'rezhiheng',
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subSkill:{
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subSkill:{
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undist:{
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undist:{
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inherit:'undist',
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group:'undist',
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charlotte:true,
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charlotte:true,
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trigger:{
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trigger:{
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player:['useCardAfter','damageEnd'],
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player:['useCardAfter','damageEnd'],
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@ -301,7 +302,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}).set('choice',maxGroup);
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}).set('choice',maxGroup);
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'step 1'
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'step 1'
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var group=result.control;
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var group=result.control;
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if(group=='cancel2')
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if(group=='cancel2') return;
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player.logSkill('jsrglipan');
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player.logSkill('jsrglipan');
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player.popup(group+'2',get.groupnature(group,'raw'));
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player.popup(group+'2',get.groupnature(group,'raw'));
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player.changeGroup(group);
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player.changeGroup(group);
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@ -575,6 +576,18 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.useCard({name:name},target,cards);
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player.useCard({name:name},target,cards);
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player.addTempSkill('jsrgqingjiao_'+name,'phaseUseAfter');
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player.addTempSkill('jsrgqingjiao_'+name,'phaseUseAfter');
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},
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},
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ai:{
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order:7,
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result:{
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target:function(player,target){
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var name=(target.countCards('h')>player.countCards('h')?'tuixinzhifu':'chenghuodajie');
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var list=[];
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if(ui.selected.cards.length) list.addArray(ui.selected.cards);
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var card=get.autoViewAs({name:name},list);
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return get.effect(card,target,player);
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},
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},
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},
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subSkill:{
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subSkill:{
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tuixinzhifu:{
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tuixinzhifu:{
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charlotte:true,
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charlotte:true,
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@ -1526,13 +1539,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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player.chooseTarget(get.prompt('jsrgtuwei'),'获得攻击范围内任意名角色的各一张牌。然后回合结束时这些角色中未受过伤害的角色依次获得你的一张牌。',(card,player,target)=>{
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player.chooseTarget(get.prompt('jsrgtuwei'),'获得攻击范围内任意名角色的各一张牌。然后回合结束时这些角色中未受过伤害的角色依次获得你的一张牌。',(card,player,target)=>{
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return player.inRange(current)&&target.countGainableCards(player,'he')>0;
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return player.inRange(target)&&target.countGainableCards(player,'he')>0;
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},[1,Infinity]).set('ai',target=>{
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},[1,Infinity]).set('ai',target=>{
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var player=_status.event.player;
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var player=_status.event.player;
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return get.effect(target,{name:'shunshou'},player,player);
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return get.effect(target,{name:'shunshou_copy2'},player,player);
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}).set('damage',player.hasCard(card=>{
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});
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return player.hasValueTarget(card)&&get.tag(card,'damage');
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},'hs'));
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'step 1'
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'step 1'
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if(result.bool){
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if(result.bool){
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var targets=result.targets.slice();
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var targets=result.targets.slice();
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@ -1831,7 +1842,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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//江山如故·起
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//江山如故·起
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sbyingmen:{
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sbyingmen:{
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forbid:['guozhan'],
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trigger:{
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trigger:{
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global:'phaseBefore',
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global:'phaseBefore',
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player:'enterGame',
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player:'enterGame',
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@ -6488,21 +6488,34 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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tianshu:{
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tianshu:{
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audio:2,
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audio:2,
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enable:'phaseUse',
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trigger:{player:'phaseUseBegin'},
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usable:1,
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filter:function(event,player){
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filter:function(event,player){
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return player.countCards('he')>0&&!game.hasPlayer(function(current){
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return player.countCards('he')&&!game.hasPlayer(function(current){
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return current.countCards('ej','taipingyaoshu');
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return current.countCards('ej','taipingyaoshu');
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});
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});
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},
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},
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position:'he',
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direct:true,
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filterCard:true,
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filterTarget:true,
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check:function(card){
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return 6-get.value(card);
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},
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content:function(){
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content:function(){
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'step 0'
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'step 0'
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player.chooseCardTarget({
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prompt:get.prompt2('tianshu'),
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filterCard:true,
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position:'he',
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ai1:function(card){
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return 5-get.value(card);
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},
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ai2:function(target){
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var player=_status.event.player;
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if(get.attitude(player,target)>0&&!target.hasEmptySlot(2)) return 0;
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return get.attitude(player,target);
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},
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});
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'step 1'
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if(!result.bool){event.finish();return;}
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var target=result.targets[0];
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event.target=target;
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player.logSkill('tianshu',target);
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player.discard(result.cards);
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if(!lib.inpile.contains('taipingyaoshu')){
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if(!lib.inpile.contains('taipingyaoshu')){
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lib.inpile.push('taipingyaoshu');
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lib.inpile.push('taipingyaoshu');
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event.card=game.createCard2('taipingyaoshu','heart',3);
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event.card=game.createCard2('taipingyaoshu','heart',3);
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@ -6514,20 +6527,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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}
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if(!event.card) event.finish();
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if(!event.card) event.finish();
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else target.gain(event.card,'gain2');
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else target.gain(event.card,'gain2');
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'step 1'
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'step 2'
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if(target.getCards('h').contains(card)&&get.name(card,target)=='taipingyaoshu') target.chooseUseTarget(card,'nopopup',true);
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if(target.getCards('h').contains(card)&&get.name(card,target)=='taipingyaoshu') target.chooseUseTarget(card,'nopopup',true);
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},
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},
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ai:{
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order:3,
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result:{
|
|
||||||
target:function(player,target){
|
|
||||||
if(lib.inpile.contains('taipingyaoshu')&&!get.cardPile(function(card){
|
|
||||||
return card.name=='taipingyaoshu';
|
|
||||||
})) return 0;
|
|
||||||
return target.getUseValue({name:'taipingyaoshu'});
|
|
||||||
},
|
|
||||||
},
|
|
||||||
},
|
|
||||||
},
|
},
|
||||||
//界伏寿
|
//界伏寿
|
||||||
xinzhuikong:{
|
xinzhuikong:{
|
||||||
|
@ -13560,7 +13562,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
yufeng2:'御风',
|
yufeng2:'御风',
|
||||||
yufeng_info:'出牌阶段限一次,你可以表演“御风飞行”。若表演失败,则你摸X张牌。若表演成功,则你可以选择至多X名其他角色获得“御风”效果,然后摸X-Y张牌(准备阶段开始时,你进行判定。若结果为:红色,你跳过摸牌阶段;黑色,你跳过出牌阶段和弃牌阶段。X为你的得分。Y为你选择的角色数)。',
|
yufeng_info:'出牌阶段限一次,你可以表演“御风飞行”。若表演失败,则你摸X张牌。若表演成功,则你可以选择至多X名其他角色获得“御风”效果,然后摸X-Y张牌(准备阶段开始时,你进行判定。若结果为:红色,你跳过摸牌阶段;黑色,你跳过出牌阶段和弃牌阶段。X为你的得分。Y为你选择的角色数)。',
|
||||||
tianshu:'天书',
|
tianshu:'天书',
|
||||||
tianshu_info:'出牌阶段限一次,若场上没有【太平要术】,则你可以弃置一张牌并选择一名角色。该角色获得并使用【太平要术】。',
|
tianshu_info:'出牌阶段开始时,若场上没有【太平要术】,则你可以弃置一张牌并选择一名角色。该角色获得并使用【太平要术】。',
|
||||||
re_jiangwei:'手杀姜维',
|
re_jiangwei:'手杀姜维',
|
||||||
retiaoxin:'挑衅',
|
retiaoxin:'挑衅',
|
||||||
retiaoxin_info:'出牌阶段限一次,你可以指定一名有牌的其他角色,该角色需对你使用一张【杀】,否则你弃置其一张牌。',
|
retiaoxin_info:'出牌阶段限一次,你可以指定一名有牌的其他角色,该角色需对你使用一张【杀】,否则你弃置其一张牌。',
|
||||||
|
|
|
@ -467,6 +467,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
sbzhiba:{
|
sbzhiba:{
|
||||||
|
init:function(player){
|
||||||
|
if(player.hasZhuSkill('sbzhiba')) player.markSkill('sbzhiba');
|
||||||
|
},
|
||||||
audio:2,
|
audio:2,
|
||||||
trigger:{player:'dying'},
|
trigger:{player:'dying'},
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
|
@ -475,6 +478,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
},
|
},
|
||||||
zhuSkill:true,
|
zhuSkill:true,
|
||||||
limited:true,
|
limited:true,
|
||||||
|
mark:false,
|
||||||
skillAnimation:true,
|
skillAnimation:true,
|
||||||
animationColor:'wood',
|
animationColor:'wood',
|
||||||
content:function(){
|
content:function(){
|
||||||
|
@ -1603,7 +1607,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
lose:false,
|
lose:false,
|
||||||
delay:false,
|
delay:false,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
return player.countMark('sbrende')<2||player.hasSkill('sbrende_used');
|
if(player.countMark('sbrende')<2||player.hasSkill('sbrende_used')) return true;
|
||||||
|
for(var name of lib.inpile){
|
||||||
|
if(get.type(name)!='basic') continue;
|
||||||
|
var card={name:name,isCard:true};
|
||||||
|
if(event.filterCard(card,player,event)) return false;
|
||||||
|
if(name=='sha'){
|
||||||
|
for(var nature of lib.inpile_nature){
|
||||||
|
card.nature=nature;
|
||||||
|
if(event.filterCard(card,player,event)) return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
},
|
},
|
||||||
filterTarget:function(card,player,target){
|
filterTarget:function(card,player,target){
|
||||||
if(player.getStorage('sbrende_given').contains(target)) return false;
|
if(player.getStorage('sbrende_given').contains(target)) return false;
|
||||||
|
|
|
@ -6548,7 +6548,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
spjungong_info:'出牌阶段,你可失去X+1点体力或弃置X+1张牌,视为对一名其他角色使用【杀】(不计入次数和距离限制,X为你本回合内发动过〖峻攻〗的次数)。若你因此【杀】造成了伤害,则你令此技能失效直到回合结束。',
|
spjungong_info:'出牌阶段,你可失去X+1点体力或弃置X+1张牌,视为对一名其他角色使用【杀】(不计入次数和距离限制,X为你本回合内发动过〖峻攻〗的次数)。若你因此【杀】造成了伤害,则你令此技能失效直到回合结束。',
|
||||||
spdengli:'等力',
|
spdengli:'等力',
|
||||||
spdengli_info:'当你使用【杀】指定目标后,或成为【杀】的目标后,若使用者和目标的体力值相等,则你摸一张牌。',
|
spdengli_info:'当你使用【杀】指定目标后,或成为【杀】的目标后,若使用者和目标的体力值相等,则你摸一张牌。',
|
||||||
sp_huaman:'手杀花蔓',
|
sp_huaman:'手杀花鬘',
|
||||||
spxiangzhen:'象阵',
|
spxiangzhen:'象阵',
|
||||||
spxiangzhen_info:'锁定技。①【南蛮入侵】对你无效。②当有角色使用的【南蛮入侵】结算结束后,若有角色因此牌受到过伤害,则你和使用者各摸一张牌。',
|
spxiangzhen_info:'锁定技。①【南蛮入侵】对你无效。②当有角色使用的【南蛮入侵】结算结束后,若有角色因此牌受到过伤害,则你和使用者各摸一张牌。',
|
||||||
spfangzong:'芳踪',
|
spfangzong:'芳踪',
|
||||||
|
|
|
@ -14846,7 +14846,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
|
||||||
gzzhengrong:'征荣',
|
gzzhengrong:'征荣',
|
||||||
gzzhengrong_info:'锁定技。①你至大势力角色的距离-1。②当你选择“军令”时,你令可选军令数量+1。③当你造成或受到伤害时,若你没有存活的队友,则此伤害+1。',
|
gzzhengrong_info:'锁定技。①你至大势力角色的距离-1。②当你选择“军令”时,你令可选军令数量+1。③当你造成或受到伤害时,若你没有存活的队友,则此伤害+1。',
|
||||||
gzhongju:'鸿举',
|
gzhongju:'鸿举',
|
||||||
gzhongju_info:'限定技。出牌阶段,你可以选择一名其他角色A并选择一个“军令”。你执行该军令,然后令除A以外的所有其他角色依次选择一项:⒈执行该军令。⒉不计入距离的计算且不能使用牌且不是牌的合法目标且不能失去或回复体力或受到伤害直到回合结束。',
|
gzhongju_info:'限定技。出牌阶段,你可以选择一名其他角色A并选择一个“军令”。你执行该军令,然后令除A以外的所有其他角色依次选择一项:⒈执行该军令。⒉于本回合视为移出游戏。',
|
||||||
gzbiaozhao:'表召',
|
gzbiaozhao:'表召',
|
||||||
gzbiaozhao_info:'出牌阶段限一次。你可以选择两名势力不同的其他角色A和B。你视为对A使用一张【知己知彼】,然后将一张牌交给B并摸一张牌。',
|
gzbiaozhao_info:'出牌阶段限一次。你可以选择两名势力不同的其他角色A和B。你视为对A使用一张【知己知彼】,然后将一张牌交给B并摸一张牌。',
|
||||||
gzyechou:'业仇',
|
gzyechou:'业仇',
|
||||||
|
|
Loading…
Reference in New Issue