v1.9.90(part3)

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Spmario233 2019-07-17 16:27:09 +08:00 committed by GitHub
parent a15678aa29
commit 863ddcdd4a
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3 changed files with 151 additions and 116 deletions

View File

@ -1701,7 +1701,93 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
target.storage.boss_shedu+=trigger.num; target.storage.boss_shedu+=trigger.num;
target.markSkill('boss_shedu'); target.markSkill('boss_shedu');
}, },
forced:true,
global:'boss_shedu', global:'boss_shedu',
mod:{
cardEnabled:function (card,player){
if(_status.event.skill!='boss_duqu_sha'&&get.owner(card)!=undefined&&card.name=='tao') return false;
},
cardUsable:function (card,player){
if(_status.event.skill!='boss_duqu_sha'&&get.owner(card)!=undefined&&card.name=='tao') return false;
},
cardRespondable:function (card,player){
if(_status.event.skill!='boss_duqu_sha'&&get.owner(card)!=undefined&&card.name=='tao') return false;
},
cardSavable:function (card,player){
if(_status.event.skill!='boss_duqu_sha'&&get.owner(card)!=undefined&&card.name=='tao') return false;
},
},
group:["boss_duqu_sha"],
subSkill:{
sha:{
enable:["chooseToUse","chooseToRespond"],
filterCard:{
name:"tao",
},
viewAs:{
name:"sha",
},
viewAsFilter:function (player){
if(!player.countCards('h','tao')) return false;
},
prompt:"将一张桃当杀使用或打出",
check:function (){return 1},
ai:{
effect:{
target:function (card,player,target,current){
if(get.tag(card,'respondSha')&&current<0) return 0.6
},
},
respondSha:true,
skillTagFilter:function (player){
if(!player.countCards('h','tao')) return false;
},
order:function (){
return get.order({name:'sha'})-0.1;
},
useful:-1,
value:-1,
basic:{
useful:[5,1],
value:[5,1],
},
result:{
target:function (player,target){
if(player.hasSkill('jiu')&&!target.getEquip('baiyin')){
if(get.attitude(player,target)>0){
return -6;
}
else{
return -3;
}
}
return -1.5;
},
},
tag:{
respond:1,
respondShan:1,
damage:function (card){
if(card.nature=='poison') return;
return 1;
},
natureDamage:function (card){
if(card.nature) return 1;
},
fireDamage:function (card,nature){
if(card.nature=='fire') return 1;
},
thunderDamage:function (card,nature){
if(card.nature=='thunder') return 1;
},
poisonDamage:function (card,nature){
if(card.nature=='poison') return 1;
},
},
},
sub:true,
},
},
}, },
boss_shedu:{ boss_shedu:{
trigger:{player:"phaseBefore"}, trigger:{player:"phaseBefore"},
@ -6855,20 +6941,22 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
filter:function(event,player){ filter:function(event,player){
if(player.countCards('h')==0) return false; if(player.countCards('h')==0) return false;
if(!player.hasSkill('qiangxi')) return true; if(!player.hasSkill('qiangxi')) return true;
if(!player.hasSkill('lieren')) return true; if(!player.hasSkill('retieji')) return true;
if(!player.hasSkill('xuanfeng')) return true; if(!player.hasSkill('xuanfeng')) return true;
if(!player.hasSkill('wansha')) return true; if(!player.hasSkill('wansha')) return true;
return false; return false;
}, },
filterCard:true, filterCard:true,
position:'he',
check:function(card){ check:function(card){
if(get.position(card)=='e'&&player.hasSkill('xuanfeng')) return 12-get.value(card);
return 7-get.value(card); return 7-get.value(card);
}, },
content:function(){ content:function(){
'step 0' 'step 0'
var list=[]; var list=[];
if(!player.hasSkill('qiangxi')) list.push('qiangxi'); if(!player.hasSkill('qiangxi')) list.push('qiangxi');
if(!player.hasSkill('lieren')) list.push('lieren'); if(!player.hasSkill('retieji')) list.push('retieji');
if(!player.hasSkill('xuanfeng')) list.push('xuanfeng'); if(!player.hasSkill('xuanfeng')) list.push('xuanfeng');
if(!player.hasSkill('wansha')) list.push('wansha'); if(!player.hasSkill('wansha')) list.push('wansha');
if(list.length==1){ if(list.length==1){
@ -6892,7 +6980,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
if(list.contains('xuanfeng')) return 'xuanfeng'; if(list.contains('xuanfeng')) return 'xuanfeng';
if(list.contains('qiangxi')) return 'qiangxi'; if(list.contains('qiangxi')) return 'qiangxi';
if(list.contains('wansha')) return 'wansha'; if(list.contains('wansha')) return 'wansha';
return 'lieren'; return 'retieji';
}).set('prompt','选择获得一项技能直到回合结束'); }).set('prompt','选择获得一项技能直到回合结束');
} }
'step 1' 'step 1'

View File

@ -306,12 +306,12 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
gz_jun_zhangjiao:['male','qun',4,['wuxin','hongfa','wendao','huangjintianbingfu']], gz_jun_zhangjiao:['male','qun',4,['wuxin','hongfa','wendao','huangjintianbingfu']],
gz_jun_sunquan:['male','wu',4,['jiahe','lianzi','jubao','yuanjiangfenghuotu']], gz_jun_sunquan:['male','wu',4,['jiahe','lianzi','jubao','yuanjiangfenghuotu']],
gz_liqueguosi:['male','qun',4,['xiongsuan']], gz_liqueguosi:['male','qun',4,['gzxiongsuan']],
gz_zuoci:['male','qun',3,['yigui','jihun'],['gzskin']], gz_zuoci:['male','qun',3,['yigui','jihun'],['gzskin']],
gz_bianfuren:['female','wei',3,['wanwei','yuejian']], gz_bianfuren:['female','wei',3,['wanwei','gzyuejian']],
gz_xunyou:['male','wei',3,['gzqice','zhiyu'],['gzskin']], gz_xunyou:['male','wei',3,['gzqice','zhiyu'],['gzskin']],
gz_lingtong:['male','wu',4,['xuanlve','yongjin'],['gzskin']], gz_lingtong:['male','wu',4,['xuanlve','yongjin'],['gzskin']],
gz_lvfan:['male','wu',3,['xindiaodu','diancai']], gz_lvfan:['male','wu',3,['xindiaodu','gzdiancai']],
gz_masu:['male','shu',3,['sanyao','gzzhiman'],['gzskin']], gz_masu:['male','shu',3,['sanyao','gzzhiman'],['gzskin']],
gz_shamoke:['male','shu',4,['gzjili']], gz_shamoke:['male','shu',4,['gzjili']],
@ -319,7 +319,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
gz_lifeng:['male','shu',3,['tunchu','shuliang']], gz_lifeng:['male','shu',3,['tunchu','shuliang']],
gz_beimihu:["female","qun",3,["hmkguishu","hmkyuanyu"]], gz_beimihu:["female","qun",3,["hmkguishu","hmkyuanyu"]],
gz_cuimao:['male','wei',3,['zhengbi','fengying'],[]], gz_cuimao:['male','wei',3,['gzzhengbi','gzfengying'],[]],
gz_yujin:['male','wei',4,['gzjieyue'],['gzskin']], gz_yujin:['male','wei',4,['gzjieyue'],['gzskin']],
gz_wangping:['male','shu',4,['jianglue'],['gzskin']], gz_wangping:['male','shu',4,['jianglue'],['gzskin']],
gz_fazheng:['male','shu',3,['gzxuanhuo','gzenyuan'],['gzskin']], gz_fazheng:['male','shu',3,['gzxuanhuo','gzenyuan'],['gzskin']],
@ -482,8 +482,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
var xx=lib.skill.yigui_backup; var xx=lib.skill.yigui_backup;
var evt=_status.event; var evt=_status.event;
var group=xx.group; var group=xx.group;
if(target.group!='unknown'&&target.group!=group) return false;
var info=get.info(card); var info=get.info(card);
if((!(info.singleCard&&ui.selected.targets.length))&&target.group!='unknown'&&target.group!=group) return false;
if(info.changeTarget){ if(info.changeTarget){
var targets=[target]; var targets=[target];
info.changeTarget(player,targets); info.changeTarget(player,targets);
@ -1203,7 +1203,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
intro:{content:function(){return get.translation('wuziliangjiangdao_info')}}, intro:{content:function(){return get.translation('wuziliangjiangdao_info')}},
}, },
zhengbi:{ gzzhengbi:{
trigger:{player:'phaseUseBegin'}, trigger:{player:'phaseUseBegin'},
filter:function(event,player){ filter:function(event,player){
//if(event.player!=player) return false; //if(event.player!=player) return false;
@ -1261,8 +1261,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
player.$give(result.cards,result.targets[0]); player.$give(result.cards,result.targets[0]);
} }
else{ else{
player.storage.zhengbi_eff1=result.targets[0]; player.storage.gzzhengbi_eff1=result.targets[0];
player.addTempSkill('zhengbi_eff1'); player.addTempSkill('gzzhengbi_eff1');
event.finish(); event.finish();
} }
'step 3' 'step 3'
@ -1299,13 +1299,13 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
sub:true, sub:true,
mod:{ mod:{
targetInRange:function (card,player,target){ targetInRange:function (card,player,target){
if(target==player.storage.zhengbi_eff1) return true; if(target==player.storage.gzzhengbi_eff1) return true;
}, },
cardUsable:function (card,player,num){ cardUsable:function (card,player,num){
if(typeof num=='number'&&player.storage.zhengbi_eff1.isAlive()&&player.storage.zhengbi_eff1.isUnseen()) return num+100; if(typeof num=='number'&&player.storage.gzzhengbi_eff1.isAlive()&&player.storage.gzzhengbi_eff1.isUnseen()) return num+100;
}, },
playerEnabled:function (card,player,target){ playerEnabled:function (card,player,target){
if(player.storage.zhengbi_eff1.isAlive()&&player.storage.zhengbi_eff1.isUnseen()&&target!=player.storage.zhengbi_eff1){ if(player.storage.gzzhengbi_eff1.isAlive()&&player.storage.gzzhengbi_eff1.isUnseen()&&target!=player.storage.gzzhengbi_eff1){
var num=player.getCardUsable(card)-100; var num=player.getCardUsable(card)-100;
if(num<=0) return false; if(num<=0) return false;
} }
@ -1316,14 +1316,14 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
eff2:{sub:true}, eff2:{sub:true},
} }
}, },
fengying:{ gzfengying:{
limited:true, limited:true,
enable:'phaseUse', enable:'phaseUse',
position:'h', position:'h',
filterCard:true, filterCard:true,
selectCard:-1, selectCard:-1,
filter:function(event,player){ filter:function(event,player){
return !player.storage.fengying&&player.countCards('h')>0; return !player.storage.gzfengying&&player.countCards('h')>0;
}, },
filterTarget:function(card,player,target){ filterTarget:function(card,player,target){
return target==player; return target==player;
@ -1333,8 +1333,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
lose:false, lose:false,
content:function(){ content:function(){
'step 0' 'step 0'
player.awakenSkill('fengying'); player.awakenSkill('gzfengying');
player.storage.fengying=true; player.storage.gzfengying=true;
player.useCard({name:'xietianzi'},cards,target); player.useCard({name:'xietianzi'},cards,target);
'step 1' 'step 1'
var list=game.filterPlayer(function(current){ var list=game.filterPlayer(function(current){
@ -1420,7 +1420,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
position:'h', position:'h',
filterCard:true, filterCard:true,
filterTarget:function(card,player,target){ filterTarget:function(card,player,target){
return target.identity!='wei'; return target.identity!='wei'&&target!=player;
}, },
ai1:function(card,player,target){ ai1:function(card,player,target){
if(get.attitude(player,target)>0) return 11-get.value(card); if(get.attitude(player,target)>0) return 11-get.value(card);
@ -3703,38 +3703,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
} }
} }
}, },
gzjili:{
subSkill:{
count:{
trigger:{player:['useCard','respond']},
silent:true,
priority:1,
content:function(){
player.storage.gzjili++;
}
},
init:{
trigger:{global:'phaseBefore'},
silent:true,
content:function(){
player.storage.gzjili=0;
}
}
},
group:['gzjili_count','gzjili_init'],
trigger:{player:['useCard','respond']},
frequent:true,
filter:function(event,player){
return player.storage.gzjili==player.getAttackRange();
},
audio:2,
content:function(){
player.draw(player.getAttackRange());
},
ai:{
threaten:1.8
}
},
gzzhiman:{ gzzhiman:{
inherit:'zhiman', inherit:'zhiman',
content:function(){ content:function(){
@ -3749,12 +3717,12 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
} }
} }
}, },
diancai:{ gzdiancai:{
group:['diancai_count','diancai_init'], group:['gzdiancai_count','gzdiancai_init'],
audio:2, audio:2,
trigger:{global:'phaseUseEnd'}, trigger:{global:'phaseUseEnd'},
filter:function(event,player){ filter:function(event,player){
return _status.currentPhase!=player&&player.storage.diancai>=player.hp; return _status.currentPhase!=player&&player.storage.gzdiancai>=player.hp;
}, },
content:function(){ content:function(){
'step 0' 'step 0'
@ -3773,7 +3741,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}, },
silent:true, silent:true,
content:function(){ content:function(){
player.storage.diancai=0; player.storage.gzdiancai=0;
} }
}, },
count:{ count:{
@ -3783,12 +3751,12 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
return _status.currentPhase!=player; return _status.currentPhase!=player;
}, },
content:function(){ content:function(){
player.storage.diancai+=trigger.cards.length; player.storage.gzdiancai+=trigger.cards.length;
} }
} }
} }
}, },
diaodu:{ /*diaodu:{
enable:'phaseUse', enable:'phaseUse',
audio:2, audio:2,
usable:1, usable:1,
@ -3889,7 +3857,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
} }
} }
} }
}, },*/
yongjin:{ yongjin:{
unique:true, unique:true,
limited:true, limited:true,
@ -4491,35 +4459,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
threaten:1.6, threaten:1.6,
} }
}, },
wanwei:{ gzyuejian:{
trigger:{target:['discardPlayerCardBegin','gainPlayerCardBegin']},
direct:true,
filter:function(event,player){
return event.player!=player&&!event.directresult;
},
audio:2,
content:function(){
'step 0'
player.choosePlayerCard(player,get.prompt('wanwei'),trigger.position).set('ai',function(button){
return 20-get.value(button.link);
});
'step 1'
if(result.bool){
player.logSkill('wanwei');
trigger.directresult=result.links.slice(0);
trigger.untrigger();
}
}
},
yuejian:{
trigger:{global:'phaseDiscardBegin'}, trigger:{global:'phaseDiscardBegin'},
init:function(player){ init:function(player){
player.storage.yuejian={}; player.storage.gzyuejian={};
}, },
audio:2, audio:'yuejian',
filter:function(event,player){ filter:function(event,player){
if(player.sameIdentityAs(event.player)){ if(player.sameIdentityAs(event.player)){
var targets=player.storage.yuejian[event.player.playerid]; var targets=player.storage.gzyuejian[event.player.playerid];
if(targets){ if(targets){
for(var i=0;i<targets.length;i++){ for(var i=0;i<targets.length;i++){
if(event.player.differentIdentityFrom(targets[i],player==event.player)){ if(event.player.differentIdentityFrom(targets[i],player==event.player)){
@ -4532,14 +4480,14 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
return false; return false;
}, },
content:function(){ content:function(){
trigger.player.addTempSkill('yuejian_num'); trigger.player.addTempSkill('gzyuejian_num');
}, },
logTarget:'player', logTarget:'player',
check:function(event,player){ check:function(event,player){
return event.player.needsToDiscard()&&event.player.isDamaged(); return event.player.needsToDiscard()&&event.player.isDamaged();
}, },
frequent:true, frequent:true,
group:['yuejian_count','yuejian_clear'], group:['gzyuejian_count','gzyuejian_clear'],
subSkill:{ subSkill:{
num:{ num:{
mod:{ mod:{
@ -4558,20 +4506,20 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}, },
silent:true, silent:true,
content:function(){ content:function(){
if(!player.storage.yuejian[trigger.player.playerid]){ if(!player.storage.gzyuejian[trigger.player.playerid]){
player.storage.yuejian[trigger.player.playerid]=[]; player.storage.gzyuejian[trigger.player.playerid]=[];
} }
player.storage.yuejian[trigger.player.playerid].addArray(trigger.targets); player.storage.gzyuejian[trigger.player.playerid].addArray(trigger.targets);
} }
}, },
clear:{ clear:{
trigger:{global:'phaseAfter'}, trigger:{global:'phaseAfter'},
silent:true, silent:true,
filter:function(event,player){ filter:function(event,player){
return player.storage.yuejian[event.player.playerid]?true:false; return player.storage.gzyuejian[event.player.playerid]?true:false;
}, },
content:function(){ content:function(){
delete player.storage.yuejian[trigger.player.playerid]; delete player.storage.gzyuejian[trigger.player.playerid];
} }
} }
} }
@ -4850,8 +4798,9 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
} }
} }
}, },
xiongsuan:{ gzxiongsuan:{
limited:true, limited:true,
audio:'xiongsuan',
enable:'phaseUse', enable:'phaseUse',
filterCard:true, filterCard:true,
filter:function(event,player){ filter:function(event,player){
@ -4865,8 +4814,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
}, },
content:function(){ content:function(){
'step 0' 'step 0'
player.awakenSkill('xiongsuan'); player.awakenSkill('gzxiongsuan');
target.damage(); target.damage('nocard');
'step 1' 'step 1'
player.draw(3); player.draw(3);
var list=[]; var list=[];
@ -4877,8 +4826,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
} }
} }
if(list.length==1){ if(list.length==1){
target.storage.xiongsuan_restore=list[0]; target.storage.gzxiongsuan_restore=list[0];
target.addTempSkill('xiongsuan_restore','phaseBegin'); target.addTempSkill('gzxiongsuan_restore','phaseBegin');
event.finish(); event.finish();
} }
else if(list.length>1){ else if(list.length>1){
@ -4888,15 +4837,15 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
event.finish(); event.finish();
} }
'step 2' 'step 2'
target.storage.xiongsuan_restore=result.control; target.storage.gzxiongsuan_restore=result.control;
target.addTempSkill('xiongsuan_restore','phaseBegin'); target.addTempSkill('gzxiongsuan_restore','phaseBegin');
}, },
subSkill:{ subSkill:{
restore:{ restore:{
trigger:{global:'phaseAfter'}, trigger:{global:'phaseAfter'},
silent:true, silent:true,
content:function(){ content:function(){
player.restoreSkill(player.storage.xiongsuan_restore); player.restoreSkill(player.storage.gzxiongsuan_restore);
} }
} }
}, },
@ -4905,7 +4854,6 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
damage:true, damage:true,
result:{ result:{
target:function(player,target){ target:function(player,target){
if(get.damageEffect(target,player,player)>0) return 10;
if(target.hp>1){ if(target.hp>1){
var skills=target.getOriginalSkills(); var skills=target.getOriginalSkills();
for(var i=0;i<skills.length;i++){ for(var i=0;i<skills.length;i++){
@ -4914,6 +4862,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
} }
} }
} }
if(target!=player) return 0;
if(get.damageEffect(target,player,player)>0) return 10;
if(target.hp>=4) return 5; if(target.hp>=4) return 5;
if(target.hp==3){ if(target.hp==3){
if(player.countCards('h')<=2&&game.hasPlayer(function(current){ if(player.countCards('h')<=2&&game.hasPlayer(function(current){
@ -7476,10 +7426,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
junling6_info:'若被执行,执行者选择一张手牌和一张装备区内牌(若有),然后弃置其余的牌。', junling6_info:'若被执行,执行者选择一张手牌和一张装备区内牌(若有),然后弃置其余的牌。',
gz_cuimao:'崔琰毛玠', gz_cuimao:'崔琰毛玠',
zhengbi:'征辟', gzzhengbi:'征辟',
zhengbi_info:'出牌阶段开始时,你可以选择一项:选择一名未确定势力的角色,你对其使用的牌无距离限制且不计入使用次数,直到其明置武将牌或回合结束;或将一张基本牌交给一名有明置武将牌的角色,然后其交给你一张非基本牌或两张基本牌。', gzzhengbi_info:'出牌阶段开始时,你可以选择一项:选择一名未确定势力的角色,你对其使用的牌无距离限制且不计入使用次数,直到其明置武将牌或回合结束;或将一张基本牌交给一名有明置武将牌的角色,然后其交给你一张非基本牌或两张基本牌。',
fengying:'奉迎', gzfengying:'奉迎',
fengying_info:'限定技,你可以将所有手牌当【挟天子以令诸侯】使用(无视大势力限制),然后所有与你势力相同的角色将手牌补至体力上限。', gzfengying_info:'限定技,你可以将所有手牌当【挟天子以令诸侯】使用(无视大势力限制),然后所有与你势力相同的角色将手牌补至体力上限。',
gz_yujin:'于禁', gz_yujin:'于禁',
gzjieyue:'节钺', gzjieyue:'节钺',
gzjieyue_info:'准备阶段开始时,你可以将一张手牌交给一名非魏势力角色,然后选择一个“军令”,然后令其选择一项:执行该军令,然后你摸一张牌;或令你于此回合摸牌阶段摸牌时,额外摸三张牌。', gzjieyue_info:'准备阶段开始时,你可以将一张手牌交给一名非魏势力角色,然后选择一个“军令”,然后令其选择一项:执行该军令,然后你摸一张牌;或令你于此回合摸牌阶段摸牌时,额外摸三张牌。',
@ -7524,7 +7474,7 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
gzzongyu_info:'当【六龙骖驾】进入其他角色的装备区后,你可以用你装备区内所有坐骑牌(至少一张)与【六龙骖驾】交换位置。锁定技,当你使用一张坐骑牌后,若场上或弃牌堆中有【六龙骖驾】,则将【六龙骖驾】置入你的装备区。', gzzongyu_info:'当【六龙骖驾】进入其他角色的装备区后,你可以用你装备区内所有坐骑牌(至少一张)与【六龙骖驾】交换位置。锁定技,当你使用一张坐骑牌后,若场上或弃牌堆中有【六龙骖驾】,则将【六龙骖驾】置入你的装备区。',
xindiaodu:"调度", xindiaodu:"调度",
"xindiaodu_info":"当与你势力相同的角色使用装备牌时,该角色可以摸一张牌;出牌阶段开始时,你可以获得与你势力相同的一名角色装备区里的一张牌,然后你可以将此牌交给另一名角色。", "xindiaodu_info":"当与你势力相同的角色使用装备牌时,该角色可以摸一张牌;出牌阶段开始时,你可以获得与你势力相同的一名其他角色装备区里的一张牌,然后你可以将此牌交给另一名与你势力相同的其他角色。",
yigui:"役鬼", yigui:"役鬼",
"yigui_info":"当你第一次明置此武将牌时,你将剩余武将牌堆的两张牌扣置于游戏外,称为“魂”;你可以将一张“魂”亮出并置入剩余武将牌堆,视为你使用一张本回合你未以此法使用过的基本牌或普通锦囊牌,且目标须为与此“魂”势力相同或未确定势力的角色。 ", "yigui_info":"当你第一次明置此武将牌时,你将剩余武将牌堆的两张牌扣置于游戏外,称为“魂”;你可以将一张“魂”亮出并置入剩余武将牌堆,视为你使用一张本回合你未以此法使用过的基本牌或普通锦囊牌,且目标须为与此“魂”势力相同或未确定势力的角色。 ",
"yigui_init":"役鬼", "yigui_init":"役鬼",
@ -7624,19 +7574,16 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
gzshushen:'淑慎', gzshushen:'淑慎',
gzshushen_info:'当你回复1点体力时你可令与你势力相同的一名其他角色摸一张牌。', gzshushen_info:'当你回复1点体力时你可令与你势力相同的一名其他角色摸一张牌。',
_lianheng:'合纵', _lianheng:'合纵',
lianheng_tag:'合', lianheng_tag:'合',
guo_tag:'国', guo_tag:'国',
qianhuan:'千幻', qianhuan:'千幻',
qianhuan_bg:'幻', qianhuan_bg:'幻',
qianhuan_info:'当与你势力相同的一名角色受到伤害后,你可以将一张与你武将牌上花色均不同的牌置于你的武将牌上。当一名与你势力相同的角色成为基本牌或锦囊牌的唯一目标时,你可以移去一张“千幻”牌,取消之。', qianhuan_info:'当与你势力相同的一名角色受到伤害后,你可以将一张与你武将牌上花色均不同的牌置于你的武将牌上。当一名与你势力相同的角色成为基本牌或锦囊牌的唯一目标时,你可以移去一张“千幻”牌,取消之。',
gzjili:'蒺藜',
gzjili_info:'当你于一回合内使用或打出第X张牌时你可以摸X张牌X为你的攻击范围。',
gzzhiman:'制蛮', gzzhiman:'制蛮',
gzzhiman_info:'当你对其他角色造成伤害时,你可以防止此伤害。若如此做,你获得其装备区或判定区里的一张牌。然后若该角色与你势力相同,则该角色可以变更其副将。', gzzhiman_info:'当你对其他角色造成伤害时,你可以防止此伤害。若如此做,你获得其装备区或判定区里的一张牌。然后若该角色与你势力相同,则该角色可以变更其副将。',
diaodu:'调度',
diaodu_info:'出牌阶段限一次所有与你势力相同的角色可以依次选择一项1、使用一张装备牌2、将装备区里的一张牌移动至另一名与你势力相同的角色的装备区里。', gzdiancai:'典财',
diancai:'典财', gzdiancai_info:'其他角色的出牌阶段结束时若你于此阶段失去了x张或更多的牌则你可以将手牌摸至体力上限。若如此做你可以变更副将x为你的体力值。',
diancai_info:'其他角色的出牌阶段结束时若你于此阶段失去了x张或更多的牌则你可以将手牌摸至体力上限。若如此做你可以变更副将x为你的体力值。',
xuanlve:'旋略', xuanlve:'旋略',
xuanlve_info:'当你失去装备区里的牌后,你可以弃置一名其他角色的一张牌。', xuanlve_info:'当你失去装备区里的牌后,你可以弃置一名其他角色的一张牌。',
yongjin:'勇进', yongjin:'勇进',
@ -7646,12 +7593,10 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
gzqice:'奇策', gzqice:'奇策',
gzqice_backup:'奇策', gzqice_backup:'奇策',
gzqice_info:'出牌阶段限一次你可以将所有手牌当任意一张普通锦囊牌使用你不能以此法使用目标数超过X的牌X为你的手牌数然后你可以变更副将。', gzqice_info:'出牌阶段限一次你可以将所有手牌当任意一张普通锦囊牌使用你不能以此法使用目标数超过X的牌X为你的手牌数然后你可以变更副将。',
wanwei:'挽危', gzyuejian:'约俭',
wanwei_info:'当你因被其他角色获得或弃置而失去牌时,你可以改为自己选择失去的牌', gzyuejian_info:'与你势力相同角色的弃牌阶段开始时,若其本回合未使用指定过其他势力的角色为目标,则该角色本回合手牌上限等同于其体力上限',
yuejian:'约俭', gzxiongsuan:'凶算',
yuejian_info:'与你势力相同角色的弃牌阶段开始时,若其本回合未使用指定过其他势力的角色为目标,则该角色本回合手牌上限等同于其体力上限', gzxiongsuan_info:'限定技出牌阶段你可以弃置一张手牌并选择与你势力相同的一名角色对其造成1点伤害然后你摸三张牌。若该角色有已发动的限定技则你选择其中一个限定技此回合结束后视为该限定技未发动过。',
xiongsuan:'凶算',
xiongsuan_info:'限定技出牌阶段你可以弃置一张手牌并选择与你势力相同的一名角色对其造成1点伤害然后你摸三张牌。若该角色有已发动的限定技则你选择其中一个限定技此回合结束后视为该限定技未发动过。',
gzhuashen:'化身', gzhuashen:'化身',
gzhuashen_info:'准备阶段开始时,若你的“化身”不足两张,则你可以观看剩余武将牌堆中的五张牌,然后扣置其中至多两张武将牌在你的武将旁,称为“化身”;若“化身”有两张以上,则你可以用剩余武将牌堆顶的一张牌替换一张“化身”。你可以于相应的时机明置并发动“化身”的一个技能,技能结算完成后将该“化身”放回剩余武将牌堆。你每个时机只能发动一张“化身”的技能,且不能发动带有技能类型的技能(锁定技、限定技等)。', gzhuashen_info:'准备阶段开始时,若你的“化身”不足两张,则你可以观看剩余武将牌堆中的五张牌,然后扣置其中至多两张武将牌在你的武将旁,称为“化身”;若“化身”有两张以上,则你可以用剩余武将牌堆顶的一张牌替换一张“化身”。你可以于相应的时机明置并发动“化身”的一个技能,技能结算完成后将该“化身”放回剩余武将牌堆。你每个时机只能发动一张“化身”的技能,且不能发动带有技能类型的技能(锁定技、限定技等)。',
gzxinsheng:'新生', gzxinsheng:'新生',

View File

@ -98,6 +98,8 @@ game.import('mode',function(lib,game,ui,get,ai,_status){
game.prepareArena(2); game.prepareArena(2);
} }
else if(_status.mode=='three'){ else if(_status.mode=='three'){
lib.character.wenpin[3]=['zhenwei_three'];
lib.character.zhugejin[3]=['hongyuan','huanshi_three','mingzhe'];
if(!get.config('enable_all_cards')){ if(!get.config('enable_all_cards')){
lib.translate.wuzhong_info+='若对方存活角色多于己方,则额外摸一张牌'; lib.translate.wuzhong_info+='若对方存活角色多于己方,则额外摸一张牌';
lib.translate.zhuge_info='锁定技,出牌阶段,你使用杀的次数上限+3'; lib.translate.zhuge_info='锁定技,出牌阶段,你使用杀的次数上限+3';