海外服新将技能调整与修复

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copcap 2024-03-17 16:37:25 +08:00
parent c14608c957
commit 866b03db80
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1 changed files with 144 additions and 100 deletions

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@ -134,6 +134,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
kaisa:["male","western",4,["zhengfu"]], kaisa:["male","western",4,["zhengfu"]],
}, },
characterIntro:{ characterIntro:{
yanliang:'颜良(?~200年字公骥安平郡堂阳县今河北省新河县人。东汉末年河北将领。颜良性格促狭虽骁勇不可独任为一夫之勇。官渡之战袁绍令颜良进攻白马今河南滑县。曹操采用军师荀攸“声东击西、轻兵掩袭”之计大败袁军颜良本人也被关羽亲自斩杀死白马之围遂解。据说颜之推是其后人。',
wenchou:'文丑(?~200年东汉末年河北将领。文丑为一夫之勇。建安五年200年带领左将军刘备进驻延津误中曹操军师荀攸的“饵敌”之计其麾下“五六千骑”惨败于“不满六百”的曹军骑兵。文丑本人也死于乱军之中葬于河南省禹州市。',
yuantan:'袁谭205年字显思汝南郡汝阳县袁绍长子曾任青州刺史。建安元年196年击败田楷、孔融完全占据青州。袁绍去世后审配等伪立遗令拥立袁尚为继承人袁谭不能继位心怀愤恨。后袁谭、袁尚二人的矛盾彻底爆发袁谭联合曹操共同攻打袁尚。建安十年曹操兴兵进攻南皮袁谭奋力抵抗终于在曹操急攻之下战败为曹纯麾下虎豹骑所杀。',
yuzhenzi:'评书三国中的人物,其人有徒弟兼义子童渊、徒弟并州李彦,有徒孙常山赵子龙、北地枪王张绣、张任等人。', yuzhenzi:'评书三国中的人物,其人有徒弟兼义子童渊、徒弟并州李彦,有徒孙常山赵子龙、北地枪王张绣、张任等人。',
shie:'三国人物,善剑术。桓、灵间,有虎贲王越以剑术称于京师,阿得其法。魏帝曹丕曾从阿学剑术。曹丕在《典论·自叙》中说:“余又学击剑,阅师多矣,四方之法各异,唯京师为善。桓、灵之间,有虎贲王越善斯术,称於京师。河南史阿言昔与越游,具得其法,余从阿学精熟。尝与平虏将军刘勋、奋威将军邓展等共饮,宿闻展善有手臂,晓五兵,又称其能空手入白刃。余与论剑良久,谓将军非法也,余顾尝好之,又得善术,因求与余对。', shie:'三国人物,善剑术。桓、灵间,有虎贲王越以剑术称于京师,阿得其法。魏帝曹丕曾从阿学剑术。曹丕在《典论·自叙》中说:“余又学击剑,阅师多矣,四方之法各异,唯京师为善。桓、灵之间,有虎贲王越善斯术,称於京师。河南史阿言昔与越游,具得其法,余从阿学精熟。尝与平虏将军刘勋、奋威将军邓展等共饮,宿闻展善有手臂,晓五兵,又称其能空手入白刃。余与论剑良久,谓将军非法也,余顾尝好之,又得善术,因求与余对。',
shitao:'石韬,字广元,即石广元,颍川(今河南禹州)人,仕魏,官拜典农校尉、郡守。初平年间,石韬与徐庶一同来到荆州,在荆州时与诸葛亮和庞统等人相善。与崔州平(名钧)、孟公威(名建)、徐元直(名庶)为“诸葛四友”。', shitao:'石韬,字广元,即石广元,颍川(今河南禹州)人,仕魏,官拜典农校尉、郡守。初平年间,石韬与徐庶一同来到荆州,在荆州时与诸葛亮和庞统等人相善。与崔州平(名钧)、孟公威(名建)、徐元直(名庶)为“诸葛四友”。',
@ -301,6 +304,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
derivation:['twxiayong','twylyanshix'], derivation:['twxiayong','twylyanshix'],
global:'twduwang_global', global:'twduwang_global',
group:['twduwang_effect','twduwang_achieve','twduwang_fail'], group:['twduwang_effect','twduwang_achieve','twduwang_fail'],
onremove:['twduwang','twduwang_fail'],
subSkill:{ subSkill:{
effect:{ effect:{
audio:'twduwang1.mp3', audio:'twduwang1.mp3',
@ -334,8 +338,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
async content(event,trigger,player){ async content(event,trigger,player){
const targets=event.targets; const targets=event.targets;
player.logSkill('twduwang_effect',targets);
await player.draw(targets.length+1); await player.draw(targets.length+1);
await game.asyncDelayx();
for(const target of targets){ for(const target of targets){
if(!target.hasCard(card=>{ if(!target.hasCard(card=>{
return target.canUse(get.autoViewAs({name:'juedou'},[card]),player,false); return target.canUse(get.autoViewAs({name:'juedou'},[card]),player,false);
@ -358,6 +362,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}) })
.set('sourcex',player) .set('sourcex',player)
.set('addCount',false); .set('addCount',false);
await game.asyncDelayx();
} }
}, },
}, },
@ -369,15 +374,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
if(get.name(card)=='sha') return 5-get.value(card); if(get.name(card)=='sha') return 5-get.value(card);
return 8-get.value(card); return 8-get.value(card);
}, },
precontent(){
delete event.result.skill;
}
}, },
achieve:{ achieve:{
audio:'twduwang2.mp3', audio:'twduwang2.mp3',
trigger:{player:'phaseZhunbeiBegin'}, trigger:{player:'phaseZhunbeiBegin'},
filter(event,player){ filter(event,player){
if(player.storage.twduwang_fail) return false;
const history=player.actionHistory; const history=player.actionHistory;
if(history.length<2) return false; if(history.length<2) return false;
for(let i=history.length-2;i>=0;i--){ for(let i=history.length-2;i>=0;i--){
if(history[i].isMe){ if(history[i].isMe&&!history[i].isSkipped){
let num=history[i].useCard.filter(evt=>{ let num=history[i].useCard.filter(evt=>{
return evt.card.name=='juedou'; return evt.card.name=='juedou';
}).length,targets=game.players.slice().concat(game.dead.slice()); }).length,targets=game.players.slice().concat(game.dead.slice());
@ -397,19 +406,27 @@ game.import('character',function(lib,game,ui,get,ai,_status){
async content(event,trigger,player){ async content(event,trigger,player){
player.awakenSkill('twduwang'); player.awakenSkill('twduwang');
game.log(player,'完成使命'); game.log(player,'完成使命');
if(player.awakenedSkills.includes('twduwang')){
player.restoreSkill('twduwang');
game.log(player,'重置了技能','#g【独往】');
}
if(!player.storage.twduwang_fail){
player.storage.twduwang_fail=true;
game.log(player,'修改了技能','#g【独往】');
}
let result,bool1=(player.hasSkill('twxiayong',null,false,false)),bool2=(!player.awakenedSkills.includes('twylyanshi')&&player.storage.twduwang_ylyanshi); let result,bool1=(player.hasSkill('twxiayong',null,false,false)),bool2=(!player.awakenedSkills.includes('twylyanshi')&&player.storage.twduwang_ylyanshi);
if(bool1&&bool2) result={index:2}; if(bool1&&bool2) result={index:2};
else if(bool1) result={index:1}; else if(bool1) result={index:1};
else if(bool2) result={index:0}; else if(bool2) result={index:0};
else result=await player.chooseControl().set('choiceList',[ else result=await player.chooseControl().set('choiceList',[
'获得技能【狭勇】', '获得〖狭勇〗',
'重置【延势】,获得【延势】的历战效果', '重置〖延势〗并为其添加历战效果',
]).set('prompt','独往:请选择一项').set('ai',()=>{ ]).set('prompt','独往:请选择一项').set('ai',()=>{
const player=get.event('player'),num=game.countPlayer(current=>{ const player=get.event('player'),num=game.countPlayer(current=>{
return current!=player&&current.hasCard(card=>{ return current!=player&&current.hasCard(card=>{
if(get.position(card)=='h') return true; if(get.position(card)=='h') return true;
return current.canUse(get.autoViewAs({name:'juedou'},[card]),player,false); return current.canUse(get.autoViewAs({name:'juedou'},[card]),player,false);
},'he')&&get.effect(current,{name:'guohe_copy2'},current,player)+get.effect(player,{name:'juedou'},current,player); },'he')&&(get.effect(current,{name:'guohe_copy2'},current,player)/2.5+get.effect(player,{name:'juedou'},current,player)>0);
}); });
return num>=2?0:1; return num>=2?0:1;
}).forResult(); }).forResult();
@ -425,16 +442,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
game.log(player,'修改了技能','#g【延势】'); game.log(player,'修改了技能','#g【延势】');
} }
} }
else{
if(player.awakenedSkills.includes('twduwang')){
player.restoreSkill('twduwang');
game.log(player,'重置了技能','#g【独往】');
}
if(!player.storage.twduwang_fail){
player.storage.twduwang_fail=true;
game.log(player,'修改了技能','#g【独往】');
}
}
}, },
}, },
fail:{ fail:{
@ -480,6 +487,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
limited:true, limited:true,
skillAnimation:true, skillAnimation:true,
animationColor:'fire', animationColor:'fire',
onremove:['twylyanshi','twduwang_ylyanshi'],
chooseButton:{ chooseButton:{
dialog(event,player){ dialog(event,player){
const list=['juedou','binglinchengxiax'].concat(get.zhinangs()).filter(name=>{ const list=['juedou','binglinchengxiax'].concat(get.zhinangs()).filter(name=>{
@ -564,36 +572,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return target!=player&&player.canUse(card,target); return target!=player&&player.canUse(card,target);
}, },
usable:1, usable:1,
onremove:'twjuexing_lizhan',
async content(event,trigger,player){ async content(event,trigger,player){
player.when({global:'phaseEnd'}).then(()=>{
player.popup('历战');
player.addSkill('twjuexing_lizhan');
player.addMark('twjuexing_lizhan',1,false);
game.log(player,'触发了','#g【绝行】','的','#y历战','效果');
});
const target=event.target; const target=event.target;
const card=new lib.element.VCard({name:'juedou'}); const card=new lib.element.VCard({name:'juedou'});
player.when({global:'juedouBegin'}).filter(evt=>evt.getParent(2)==event) player.addTempSkill('twjuexing_effect');
.vars({target:target}).then(()=>{
player.addSkill('twjuexing_buff');
target.addSkill('twjuexing_buff');
}).then(()=>{
let list=[];
for(const i of [player,target]){
if(i.isIn()&&i.countCards('h')){
list.push([i,i.getCards('h')]);
}
}
if(list.length){
game.loseAsync({
lose_list:list,
log:true,
animate:'giveAuto',
gaintag:['twjuexing_buff'],
}).setContent(get.info('sbquhu').addToExpansionMultiple);
}
}).then(()=>{
if(player.getHp()) player.draw(player.getHp(),(target.getHp()?'nodelay':'')).gaintag=['twjuexing'];
if(target.getHp()) target.draw(target.getHp()).gaintag=['twjuexing'];
});
player.when({global:'useCardAfter'}).filter(evtx=>evtx.getParent()==event) player.when({global:'useCardAfter'}).filter(evtx=>evtx.getParent()==event)
.vars({target:target}).then(()=>{ .then(()=>{
let list=[]; let list=[];
for(const i of [player,target]){ var targets=[player].concat(trigger.targets);
for(const i of targets){
if(i.isIn()&&i.hasCard(card=>card.hasGaintag('twjuexing'),'h')){ if(i.isIn()&&i.hasCard(card=>card.hasGaintag('twjuexing'),'h')){
list.push([i,i.getCards('h',card=>card.hasGaintag('twjuexing'))]); list.push([i,i.getCards('h',card=>card.hasGaintag('twjuexing'))]);
} }
@ -603,7 +597,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
} }
}).then(()=>{ }).then(()=>{
let listx=[]; let listx=[];
for(const i of [player,target]){ var targets=[player].concat(trigger.targets);
for(const i of targets){
if(i.isIn()&&i.getExpansions('twjuexing_buff').length){ if(i.isIn()&&i.getExpansions('twjuexing_buff').length){
listx.push([i,i.getExpansions('twjuexing_buff')]); listx.push([i,i.getExpansions('twjuexing_buff')]);
} }
@ -612,16 +607,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
game.loseAsync({gain_list:listx,animate:'draw'}).setContent('gaincardMultiple'); game.loseAsync({gain_list:listx,animate:'draw'}).setContent('gaincardMultiple');
} }
}).then(()=>{ }).then(()=>{
player.removeSkill('twjuexing_buff'); var targets=[player].concat(trigger.targets);
target.removeSkill('twjuexing_buff'); targets.forEach(current=>{
current.removeSkill('twjuexing_buff');
});
game.delay();
}); });
await player.useCard(card,target,false); await player.useCard(card,target,false);
player.when({global:'phaseEnd'}).then(()=>{
player.popup('历战');
player.addSkill('twjuexing_tuzhan');
player.addMark('twjuexing_tuzhan',1,false);
game.log(player,'触发了','#g【绝行】','的','#y历战','效果');
});
}, },
ai:{ ai:{
order:1, order:1,
@ -632,14 +624,45 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
}, },
subSkill:{ subSkill:{
tuzhan:{ effect:{
trigger:{global:'useCardToBegin'},
forced:true,
popup:false,
charlotte:true,
filter(event,player){
return event.getParent(2).name==='twjuexing';
},
async content(event,trigger,player){
const target=trigger.target;
player.addSkill('twjuexing_buff');
target.addSkill('twjuexing_buff');
let list=[];
for(const i of [player,target]){
if(i.isIn()&&i.countCards('h')){
list.push([i,i.getCards('h')]);
}
}
if(list.length){
await game.loseAsync({
lose_list:list,
log:true,
animate:'giveAuto',
gaintag:['twjuexing_buff'],
}).setContent(get.info('sbquhu').addToExpansionMultiple);
}
if(player.getHp()>0) await player.draw(player.getHp(),(target.getHp()>0?'nodelay':'')).set('gaintag',['twjuexing']);
if(target.getHp()>0) await target.draw(target.getHp()).set('gaintag',['twjuexing']);
await game.asyncDelay();
}
},
lizhan:{
charlotte:true, charlotte:true,
onremove:true, onremove:true,
marktext:'战', marktext:'战',
intro:{content:'因【绝行】摸牌时,摸牌数+#'}, intro:{content:'因【绝行】摸牌时,摸牌数+#'},
trigger:{player:'drawBegin'}, trigger:{player:'drawBegin'},
filter(event,player){ filter(event,player){
if(!player.hasMark('twjuexing_tuzhan')) return false; if(!player.hasMark('twjuexing_lizhan')) return false;
return (event.gaintag||[]).includes('twjuexing'); return (event.gaintag||[]).includes('twjuexing');
}, },
forced:true, forced:true,
@ -647,7 +670,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content(){ content(){
player.popup('历战'); player.popup('历战');
game.log(player,'触发了','#g【绝行】','的','#y历战','效果'); game.log(player,'触发了','#g【绝行】','的','#y历战','效果');
trigger.num+=player.countMark('twjuexing_tuzhan'); trigger.num+=player.countMark('twjuexing_lizhan');
}, },
}, },
buff:{ buff:{
@ -670,7 +693,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
twxiayong:{ twxiayong:{
audio:2, audio:2,
audioname:['tw_yanliang'], audioname:['tw_yanliang'],
trigger:{global:'damageBegin2'}, trigger:{global:'damageBegin1'},
filter(event,player){ filter(event,player){
if(event.getParent().type!='card'||event.card.name!='juedou'||!event.player.isIn()) return false; if(event.getParent().type!='card'||event.card.name!='juedou'||!event.player.isIn()) return false;
const evt=game.getGlobalHistory('useCard',evt=>evt.card==event.card)[0]; const evt=game.getGlobalHistory('useCard',evt=>evt.card==event.card)[0];
@ -684,8 +707,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
forced:true, forced:true,
logTarget:'player', logTarget:'player',
content(){ async content(event,trigger,player){
trigger.player==player?player.chooseToDiscard('h',true):trigger.num++; if(trigger.player===player){
const cards=player.getCards('h',card=>{
return lib.filter.cardDiscardable(card,player,'twxiayong');
});
if(cards.length>0) player.discard(cards.randomGet());
}
else{
trigger.increase('num');
}
}, },
}, },
//袁谭 //袁谭
@ -726,8 +757,13 @@ game.import('character',function(lib,game,ui,get,ai,_status){
const evtx=evt.getParent(); const evtx=evt.getParent();
if(evtx.name!='orderingDiscard') return false; if(evtx.name!='orderingDiscard') return false;
const evt2=(evtx.relatedEvent||evtx.getParent()); const evt2=(evtx.relatedEvent||evtx.getParent());
if(evt2.name=='phaseJudge'||evt2.player==player) return false; const current=evt2.player;
return evt.cards.filterInD('d').length; if(evt2.name=='phaseJudge'||current==player) return false;
return current.hasHistory('lose',evtx3=>{
const evtx4=evtx3.relatedEvent||evtx3.getParent();
if(evt2!=evtx4) return false;
return evtx3.getl(current).cards2.length>0;
});
}); });
if(historyx.length){ if(historyx.length){
for(const evtx of historyx) cards.addArray(evtx.cards.filterInD('d')); for(const evtx of historyx) cards.addArray(evtx.cards.filterInD('d'));
@ -741,50 +777,54 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filter(event,player){ filter(event,player){
return player.isDamaged()&&player.countCards('h')&&game.hasPlayer(target=>{ return player.isDamaged()&&player.countCards('h')&&game.hasPlayer(target=>{
return target!=player&&target.countCards('h'); return target!=player&&target.countCards('h');
})&&(player.getHp()+player.countMark('twbaizu_tuzhan')); })&&(player.getHp()+player.countMark('twbaizu_lizhan'));
}, },
forced:true, locked:true,
async content(event,trigger,player){ async cost(event,trigger,player){
const sum=player.getHp()+player.countMark('twbaizu_tuzhan'); const sum=player.getHp()+player.countMark('twbaizu_lizhan'),filterTarget=(_,player,target)=>{
let result,filterTarget=(_,player,target)=>{
return target!=player&&target.countCards('h'); return target!=player&&target.countCards('h');
},targets=game.filterPlayer(target=>filterTarget(null,player,target)); };
if(targets.length<=sum) result={bool:true,targets:targets}; let targets=game.filterPlayer(target=>filterTarget(null,player,target));
else result=await player.chooseTarget('请选择【败族】的目标','令你和这些角色同时弃置一张手牌然后你对与你弃置牌类别相同的角色各造成1点伤害',filterTarget,sum,true).set('ai',target=>{ if(targets.length>sum){
const player=get.event('player'); targets=await player.chooseTarget('请选择【败族】的目标','令你和这些角色同时弃置一张手牌然后你对与你弃置牌类别相同的其他角色各造成1点伤害',filterTarget,sum,true).set('ai',target=>{
return get.effect(target,{name:'guohe_copy2'},target,player)+get.damageEffect(target,player,player); const player=get.event('player');
}).forResult(); return get.effect(target,{name:'guohe_copy2'},target,player)+get.damageEffect(target,player,player);
if(result.bool){ }).forResultTargets();
targets=result.targets.sortBySeat(); }
player.line(targets); event.result={bool:true,targets};
let list=[player].concat(targets).filter(target=>target.countDiscardableCards(target,'h')); },
if(list.length){ async content(event,trigger,player){
let discards=[]; const targets=event.targets.slice().sortBySeat();
const {result}=await player.chooseCardOL(list,'败族:弃置一张手牌',(card,player)=>{ player.line(targets);
return lib.filter.cardDiscardable(card,player); let list=[player].concat(targets).filter(target=>target.countDiscardableCards(target,'h'));
},true).set('ai',get.unuseful); if(list.length){
if(result){ let discards=[];
for(let i=0;i<result.length;i++){ const {result}=await player.chooseCardOL(list,'败族:请弃置一张手牌',(card,player)=>{
discards.push([list[i],result[i].cards]); return lib.filter.cardDiscardable(card,player);
} },true).set('ai',get.unuseful);
await game.loseAsync({lose_list:discards}).setContent('discardMultiple'); if(result){
list=list.filter(i=>get.type2(result[0].cards[0])==get.type2(result[list.indexOf(i)].cards[0])); for(let i=0;i<result.length;i++){
if(list.length){ discards.push([list[i],result[i].cards]);
player.line(list); }
for(const i of list) await i.damage(); await game.loseAsync({lose_list:discards}).setContent('discardMultiple');
list=list.filter(i=>get.type2(result[0].cards[0])==get.type2(result[list.indexOf(i)].cards[0]));
if(list.length){
for(const i of list){
if(i===player) continue;
player.line(i);
await i.damage();
} }
} }
} }
} }
player.when({global:'phaseEnd'}).then(()=>{ player.when({global:'phaseEnd'}).then(()=>{
player.popup('历战'); player.popup('历战');
player.addSkill('twbaizu_tuzhan'); player.addMark('twbaizu_lizhan',1,false);
player.addMark('twbaizu_tuzhan',1,false);
game.log(player,'触发了','#g【败族】','的','#y历战','效果'); game.log(player,'触发了','#g【败族】','的','#y历战','效果');
}); });
}, },
subSkill:{ subSkill:{
tuzhan:{ lizhan:{
charlotte:true, charlotte:true,
onremove:true, onremove:true,
marktext:'战', marktext:'战',
@ -15955,10 +15995,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return str; return str;
}, },
twduwang(player){ twduwang(player){
let str='使命技。使命出牌阶段开始时你可以选择至多三名其他角色并摸X张牌X为选择角色数+1然后这些角色依次将一张牌当作【决斗】对你使用。成功准备阶段若你上回合使用和成为【决斗】的次数和不小于4若游戏总人数小于4则改为3你选择一项①获得技能〖狭勇〗②重置〖独往〗和〖延势〗并删除〖独往〗的使命失败分支。'; let str='使命技。';
if(player.storage.twduwang_fail) str+='<span style="text-decoration: line-through; ">'; if(!player.storage.twduwang_fail) str+='①';
str+='失败:当你进入濒死状态时,其他角色不能对你使用【桃】,当你死亡时,使命失败。'; str+='出牌阶段开始时你可以选择至多三名有牌的其他角色摸X张牌X为选择角色数+1然后这些角色依次将一张牌当【决斗】对你使用。';
if(player.storage.twduwang_fail) str+='</span>'; if(!player.storage.twduwang_fail) str+=`\
②当你处于濒死状态时其他角色不能对你使用\
③使命使用决斗或成为决斗目标的次数之和不小于4若游戏总人数小于4则改为3\
④成功准备阶段若你于你的上回合完成了独往③的使命则你重置独往并将独往修改至只保留独往①的效果选择一项⒈获得狭勇⒉重置延势并令其获得历战效果\
⑤失败当你死亡时使命失败`;
return str; return str;
}, },
twylyanshi(player){ twylyanshi(player){
@ -16638,19 +16682,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
tw_wenchou:'文丑', tw_wenchou:'文丑',
tw_yuantan:'袁谭', tw_yuantan:'袁谭',
twduwang:'独往', twduwang:'独往',
twduwang_info:'使命技。使命出牌阶段开始时你可以选择至多三名其他角色并摸X张牌X为选择角色数+1然后这些角色依次将一张牌当作【决斗】对你使用。成功准备阶段若你上回合使用和成为【决斗】的次数和不小于4若游戏总人数小于4则改为3你选择一项然后重置〖独往〗并删除〖独往〗的使命失败分支①获得技能〖狭勇〗②重置〖延势〗并修改〖延势〗令〖延势〗获得历战效果。失败当你进入濒死状态时其他角色不能对你使用【桃】当你死亡时,使命失败。', twduwang_info:'使命技。①出牌阶段开始时你可以选择至多三名有牌的其他角色摸X张牌X为选择角色数+1然后这些角色依次将一张牌当【决斗】对你使用。②当你处于濒死状态时其他角色不能对你使用【桃】。③使命使用【决斗】或成为【决斗】目标的次数之和不小于4若游戏总人数小于4则改为3。④成功准备阶段若你于你的上回合完成了〖独往③〗的使命则你重置〖独往〗并将〖独往〗修改至只保留〖独往①〗的效果选择一项⒈获得〖狭勇〗⒉重置〖延势〗并令其获得历战效果。⑤失败当你死亡时,使命失败。',
twylyanshi:'延势', twylyanshi:'延势',
twylyanshi_info:'限定技你可以将一张【杀】当作【决斗】、【兵临城下】或任意智囊牌使用或打出。', twylyanshi_info:'限定技你可以将一张【杀】当作【决斗】、【兵临城下】或任意智囊牌使用或打出。',
twylyanshix:'延势·改', twylyanshix:'延势·改',
twylyanshix_info:'限定技你可以将一张【杀】当作【决斗】、【兵临城下】或任意智囊牌使用或打出。历战:重置〖延势〗。', twylyanshix_info:'限定技你可以将一张【杀】当作【决斗】、【兵临城下】或任意智囊牌使用或打出。历战:重置〖延势〗。',
twjuexing:'绝行', twjuexing:'绝行',
twjuexing_info:'出牌阶段限一次,你可以视为对一名其他角色使用【决斗】。此【决斗】生效时,你与其将所有手牌扣置于武将牌上,然后各摸等同于当前体力值的牌,此牌结算完毕后,你与其弃置本次以此法摸的牌,然后获得扣置于武将牌上的牌。历战:当你因〖绝行〗摸牌时,摸牌数+1。', twjuexing_info:'出牌阶段限一次。你可以视为对一名其他角色使用一张【决斗】。此牌对一名角色生效时,你与其将所有手牌扣置于武将牌上,然后各摸等同于当前体力值的牌。此牌结算结束后,你与所有目标角色弃置本次以此法摸的牌,然后获得扣置于武将牌上的牌。历战:当你因〖绝行〗摸牌时,摸牌数+1。',
twxiayong:'狭勇', twxiayong:'狭勇',
twxiayong_info:'锁定技,当你使用的【决斗】对其他角色造成伤害时,或其他角色使用【决斗】对你造成伤害时,若受伤角色为/不为你,则你弃置一张牌/此伤害+1。', twxiayong_info:'锁定技。当你使用的【决斗】或目标角色包括你的【决斗】造成伤害时,若受伤角色为你,则你随机弃置一张手牌;否则你令此伤害+1。',
twqiaosi:'峭嗣', twqiaosi:'峭嗣',
twqiaosi_info:'结束阶段,你可以获得其他角色本回合从其手牌区和装备区进入弃牌堆的然后若你以此法获得的牌数小于你的体力值则你失去1点体力。', twqiaosi_info:'结束阶段,你可以获得由其他角色区域直接置入或经由处理区置入弃牌堆的所有然后若你以此法获得的牌数小于你的体力值则你失去1点体力。',
twbaizu:'败族', twbaizu:'败族',
twbaizu_info:'锁定技结束阶段若你已受伤且你有手牌则你须选择X名有手牌的其他角色X为你的体力值你与这些角色同时弃置一张手牌然后你对与你弃置牌类别相同的所有角色各造成1点伤害。历战〖败族〗目标选择数+1。', twbaizu_info:'锁定技结束阶段若你已受伤且你有手牌则你须选择X名有手牌的其他角色X为你的体力值你与这些角色同时弃置一张手牌然后你对与你弃置牌类别相同的所有其他角色各造成1点伤害。历战〖败族〗目标选择数+1。',
tw_mobile:'海外服·稀有专属', tw_mobile:'海外服·稀有专属',
tw_yunchouzhi:'运筹帷幄·智', tw_yunchouzhi:'运筹帷幄·智',