手杀新将结算调整&交互优化&bugfix

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copcap 2023-11-21 17:41:39 +08:00
parent de1f3d7532
commit a9fc7dffb1
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GPG Key ID: 30E7AB6699451AEE
3 changed files with 253 additions and 65 deletions

View File

@ -101,31 +101,60 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return !target.hasSkill('wuling_wuqinxi');
},
usable:1,
prompt:'选择一名角色,向其传授“五禽戏”',
group:'wuling_die',
content:function(){
'step 0'
target.addSkill('wuling_wuqinxi');
player.chooseControl(lib.skill.wuling.wuqinxi).set('prompt','五灵:请选择'+get.translation(target)+'的初始五禽戏效果').set('ai',()=>['鹿','熊'].randomGet()).set('choiceList',lib.skill.wuling.wuqinxiMap);
target.addAdditionalSkill(`wuling_${player.playerid}`,'wuling_wuqinxi');
var next=player.chooseToMove(`五灵:调整向${get.translation(target)}传授的“五禽戏”顺序`);
next.set('list',[
['',[lib.skill.wuling.wuqinxi,(item,type,position,noclick,node)=>{
node=ui.create.buttonPresets.vcard(item,type,position,noclick);
node._customintro=[
node=>{
return `五禽戏:${node.link[2]}`;
},
node=>{
return lib.skill.wuling.wuqinxiMap[lib.skill.wuling.wuqinxi.indexOf(node.link[2])].slice(2);
}
];
return node;
}]]
]);
next.set('processAI',()=>{
const event=get.event().getParent(),player=event.player,target=event.target;
let first;
if(get.recoverEffect(target,player,player)>0) first=['鹿','熊'].randomGet();
else first='熊';
return [[first].concat(lib.skill.wuling.wuqinxi.slice().remove(first).randomSort()).map(i=>['','',i])];
})
'step 1'
player.popup(result.control);
target.storage.wuling_wuqinxi=result.control;
var sortedWuqinxi=result.moved[0].map(i=>i[2]);
game.log(target,'习得的五禽戏顺序为','#g'+sortedWuqinxi.join('、'));
sortedWuqinxi.unshift(sortedWuqinxi.pop());
target.storage.wuling_wuqinxi=sortedWuqinxi;
lib.skill.wuling.updateMark(target);
},
wuqinxi:['虎','鹿','熊','猿','鹤'],
wuqinxiMap:[
'虎:使用仅指定唯一目标的牌对目标角色造成的伤害+1',
'鹿回复1点体力并弃置判定区的所有牌不能成为延时锦囊牌的目标',
'熊:受到伤害时,此伤害-1',
'猿:出牌阶段开始时,选择一名角色,随机获得其装备区里的一张牌',
'鹤:出牌阶段开始时,摸两张牌',
'虎:当你使用指定唯一目标的牌对目标角色造成伤害时,此伤害+1。',
'鹿:①当你获得此效果时你回复1点体力并弃置判定区的所有牌。②你不能成为延时锦囊牌的目标。',
'熊:当你受到伤害时,此伤害-1',
'猿:出牌阶段开始时,选择一名角色,随机获得其装备区里的一张牌',
'鹤:出牌阶段开始时,摸两张牌',
],
updateMark:function(player){
var wuqinxi=player.storage.wuling_wuqinxi;
game.log(player,'获得了','#g【'+wuqinxi+'】','标记');
if(!wuqinxi) return;
var prevMark=wuqinxi.shift();
wuqinxi.push(prevMark);
var curMark=wuqinxi[0];
game.log(player,'获得了','#g【'+curMark+'】','标记');
player.markSkill('wuling_wuqinxi');
game.broadcastAll(function(player,wuqinxi){
if(player.marks.wuling_wuqinxi) player.marks.wuling_wuqinxi.firstChild.innerHTML=wuqinxi;
},player,wuqinxi);
if(wuqinxi=='鹿'){
game.broadcastAll(function(player,curMark){
if(player.marks.wuling_wuqinxi) player.marks.wuling_wuqinxi.firstChild.innerHTML=curMark;
},player,curMark);
if(curMark=='鹿'){
player.logSkill('wuling_wuqinxi');
player.recover();
player.discard(player.getCards('j')).discarder=player;
@ -133,6 +162,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
ai:{
order:7,
threaten:5,
result:{target:1},
},
derivation:'wuling_wuqinxi',
@ -141,27 +171,30 @@ game.import('character',function(lib,game,ui,get,ai,_status){
nopop:true,
charlotte:true,
intro:{
content:function(storage){
var str='<li>当前效果:'+storage;
var list=lib.skill.wuling.wuqinxiMap.map(str2=>str2.slice(2));
str+='<br><li>';
str+=list[lib.skill.wuling.wuqinxi.indexOf(storage)];
return str;
markcount:()=>0,
mark:function(dialog,storage){
const wuqinxiMap=lib.skill.wuling.wuqinxiMap;
const str=`<li>当前效果:${storage[0]}<br><li>${wuqinxiMap.find(str=>storage[0]==str[0]).slice(2)}<br>`;
dialog.addText(str,false);
const str2='<div class="text center">“五禽戏”顺序:<br>'+storage.join(' ')+'</div>';
dialog.addText(str2);
const str3=`<div class="text" style="font-size:10px; ">[下一效果] ${wuqinxiMap.find(str=>storage[1]==str[0])}<br></div>`;
dialog.add(str3);
},
},
mod:{
targetEnabled:function(card,player,target){
if(get.type(card)=='delay'&&target.storage.wuling_wuqinxi&&target.storage.wuling_wuqinxi=='鹿') return false;
if(get.type(card)=='delay'&&target.storage.wuling_wuqinxi&&target.storage.wuling_wuqinxi[0]=='鹿') return false;
},
},
trigger:{
source:'damageBegin1',
player:['phaseBegin','damageBegin4','phaseUseBegin'],
player:['phaseZhunbeiBegin','damageBegin4','phaseUseBegin'],
},
filter:function(event,player,name){
var wuqinxi=player.storage.wuling_wuqinxi;
const wuqinxi=player.storage.wuling_wuqinxi&&player.storage.wuling_wuqinxi[0];
if(!wuqinxi) return false;
if(event.name=='phase') return true;
if(event.name=='phaseZhunbei') return true;
switch(name){
case 'damageBegin1':
if(wuqinxi!='虎'||!event.card) return false;
@ -178,11 +211,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
forced:true,
content:function(){
'step 0'
var wuqinxi=player.storage.wuling_wuqinxi;
if(trigger.name=='phase'){
var num=lib.skill.wuling.wuqinxi.indexOf(wuqinxi)+1;
if(num>=lib.skill.wuling.wuqinxi.length) num-=lib.skill.wuling.wuqinxi.length;
player.storage.wuling_wuqinxi=lib.skill.wuling.wuqinxi[num];
var wuqinxi=player.storage.wuling_wuqinxi[0];
if(trigger.name=='phaseZhunbei'){
lib.skill.wuling.updateMark(player);
event.finish();
}
@ -229,7 +259,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
ai:{
effect:{
target:function(card,player,target){
var wuqinxi=target.storage.wuling_wuqinxi;
var wuqinxi=target.storage.wuling_wuqinxi&&target.storage.wuling_wuqinxi[0];
if(!wuqinxi||wuqinxi!='熊') return;
if(player.hasSkillTag('jueqing',false,target)) return;
var num=get.tag(card,'damage');
@ -241,6 +271,22 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
},
},
die:{
trigger:{player:'die'},
filter:function(event,player){
return game.hasPlayer(current=>current.additionalSkills(`wuling_${player.playerid}`));
},
forced:true,
locked:false,
forceDie:true,
content:function(){
var targets=game.filterPlayer(current=>{
return current.additionalSkills(`wuling_${player.playerid}`);
});
player.line(targets);
targets.forEach(current=>current.removeAdditionalSkill(`wuling_${player.playerid}`));
},
},
},
},
youyi:{
@ -7799,16 +7845,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
shen_huatuo:'神华佗',
shen_huatuo_prefix:'神',
wuling:'五灵',
wuling_info:'出牌阶段限一次,你可以令一名没有“五禽戏”的角色获得“五禽戏”,然后你为其指定一个“五禽戏”的初始效果。',
// wuling_info:'出牌阶段限一次。你可以令一名没有“五禽戏”的角色获得“五禽戏”,然后你为其指定一个“五禽戏”的初始效果。',
wuling_info:'①出牌阶段限一次。你可以选择一名没有“五禽戏”的角色,按照你选择的顺序向其传授“五禽戏”,且其获得你选择的第一种“五禽戏”的效果,并在其准备阶段切换为下一种。②当你死亡时,你令场上的角色失去你传授的“五禽戏”。',
wuling_wuqinxi:'五禽戏',
wuling_wuqinxi_info:'<br><li>“五禽戏”分为“虎、鹿、熊、猿、鹤”五个不同的效果,有“五禽戏”的角色的准备阶段,将自己“五禽戏”的效果更换为“五禽戏”顺序的下一种效果'+
'<br><li>虎:你使用仅指定唯一目标的牌对目标角色造成的伤害+1'+
'<br><li>鹿:获得或更换至此效果时回复1点体力并弃置判定区的所有牌你不能成为延时锦囊牌的目标'+
'<br><li>熊:当你受到伤害时,此伤害-1'+
'<br><li>猿:出牌阶段开始时,你选择一名角色,随机获得其装备区里的一张牌'+
'<br><li>鹤:出牌阶段开始时,你摸两张牌',
wuling_wuqinxi_info:'<br><li>“五禽戏”分为“虎、鹿、熊、猿、鹤”五个不同的效果'+
'<br><li>虎:当你使用指定唯一目标的牌对目标角色造成伤害时,此伤害+1。'+
'<br><li>鹿:①当你获得此效果时你回复1点体力并弃置判定区的所有牌。②你不能成为延时锦囊牌的目标。'+
'<br><li>熊:当你受到伤害时,此伤害-1'+
'<br><li>猿:出牌阶段开始时,你选择一名角色,随机获得其装备区里的一张牌'+
'<br><li>鹤:出牌阶段开始时,你摸两张牌',
youyi:'游医',
youyi_info:'①弃牌阶段结束时,你可以将所有于此阶段进入弃牌堆的牌置入仁区。②出牌阶段限一次,你可以将仁区的所有牌置入弃牌堆,然后令所有角色各回复1点体力。',
youyi_info:'①弃牌阶段结束时,你可以将所有于此阶段弃置的牌置入仁区。②出牌阶段限一次。你可以将仁区的所有牌置入弃牌堆,令所有角色各回复1点体力。',
extra_feng:'神话再临·风',
extra_huo:'神话再临·火',

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@ -410,17 +410,23 @@ game.import('character',function(lib,game,ui,get,ai,_status){
map.trigger.cancel();
var num=player.countDiscardableCards(player,'he');
if(num){
var result=yield player.chooseToDiscard('纳学:弃置任意张牌并摸等量的牌',[1,num],true).set('ai',lib.skill.zhiheng.check);
var result=yield player.chooseToDiscard('纳学:是否弃置任意张牌并摸等量的牌','he',[1,num]).set('ai',lib.skill.zhiheng.check);
if(result.bool) yield player.draw(result.cards.length);
}
if(player.countCards('he')){
if(player.countCards('h')){
var result2=yield player.chooseCardTarget({
prompt:'纳学:将至多两张牌交给一名其他角色',
prompt:'是否交给至多两名其他角色各一张手牌?',
prompt2:'先按顺序选中所有要给出的牌,然后再按顺序选择等量的目标角色。',
selectCard:[1,2],
filterCard:true,
filterTarget:lib.filter.notMe,
forced:true,
position:'he',
selectTarget:function(){
return ui.selected.cards.length;
},
filterOk:()=>{
return ui.selected.cards.length==ui.selected.targets.length;
},
position:'h',
ai1:function(card){
if(card.name=='du') return 10;
else if(ui.selected.cards.length&&ui.selected.cards[0].name=='du') return 0;
@ -437,7 +443,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
return att;
},
});
if(result2.bool) player.give(result2.cards,result2.targets[0]);
if(result2.bool){
const list=[];
for(let i=0;i<result2.targets.length;i++){
list.push([result2.targets[i],result2.cards[i]]);
player.line(result2.targets[i]);
}
game.loseAsync({
gain_list:list,
player:player,
cards:result2.cards,
giver:player,
animate:'giveAuto',
}).setContent('gaincardMultiple');
}
}
},
},
@ -15752,7 +15771,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
re_xianglang:'手杀向朗',
re_xianglang_prefix:'手杀',
naxue:'纳学',
naxue_info:'你可以跳过出牌阶段。若如此做,你弃置任意张牌并摸等量的牌,然后交给一名其他角色至多两张牌。',
naxue_given:'已分配',
naxue_info:'你可以跳过出牌阶段。若如此做,你可以弃置任意张牌并摸等量的牌,然后你可以交给至多两名其他角色各一张手牌。',
yijie:'遗诫',
yijie_info:'锁定技。当你死亡时你令所有其他角色将体力回复或失去至XX为所有其他角色的体力之和除以所有其他角色数向下取整且X至少为1。',

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@ -7,7 +7,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
character:{
sb_huangyueying:['female','shu',3,['sbqicai','sbjizhi']],
sb_sp_zhugeliang:['male','shu',3,['sbhuoji','sbkanpo']],
sb_zhugeliang:['male','shu',3,['sbguanxing','sbkongcheng']],
sb_zhugeliang:['male','shu',3,['sbguanxing','sbkongcheng'],['unseen']],
sb_zhanghe:['male','wei',4,['sbqiaobian']],
sb_yujin:['male','wei',4,['sbxiayuan','sbjieyue']],
sb_huaxiong:['male','qun','3/4/1',['new_reyaowu','sbyangwei']],
@ -46,10 +46,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
},
characterSort:{
sb:{
sb_zhi:['sb_sunquan','sb_zhouyu','sb_zhangjiao','sb_caocao','sb_zhenji','sb_liubei','sb_daqiao','sb_liubiao'],
sb_zhi:['sb_sunquan','sb_zhouyu','sb_zhangjiao','sb_caocao','sb_zhenji','sb_liubei','sb_daqiao','sb_liubiao','sb_sp_zhugeliang'],
sb_shi:['sb_xuhuang','sb_machao','sb_fazheng','sb_chengong','sb_diaochan','sb_pangtong','sb_zhanghe'],
sb_tong:['liucheng','sp_yangwan','sb_xiahoushi','sb_zhangfei','sb_zhaoyun','sb_sunce','sb_zhurong','sb_xiaoqiao'],
sb_yu:['sb_yujin','sb_lvmeng','sb_huangzhong','sb_huanggai','sb_zhouyu','sb_caoren','sb_ganning','sb_yl_luzhi'],
sb_yu:['sb_yujin','sb_lvmeng','sb_huangzhong','sb_huanggai','sb_zhouyu','sb_caoren','sb_ganning','sb_yl_luzhi','sb_huangyueying'],
sb_neng:['sb_huaxiong','sb_sunshangxiang','sb_jiangwei','sb_yuanshao','sb_menghuo'],
}
},
@ -278,17 +278,24 @@ game.import('character',function(lib,game,ui,get,ai,_status){
filterTarget:lib.filter.notMe,
prompt:'选择一名其他角色对其与其势力相同的所有其他角色各造成1点火属性伤害',
usable:1,
line:false,
line:'fire',
content:function(){
'step 0'
target.damage('fire');
'step 1'
var targets=game.filterPlayer(current=>{
if(current==player) return false;
if(current==player||current==target) return false;
return current.group==target.group;
});
player.line(targets);
targets.forEach(i=>i.damage(1,'fire'));
if(targets.length){
game.delayx();
player.line(targets,'fire');
targets.forEach(i=>i.damage('fire'));
}
},
ai:{
order:7,
fireAttack:true,
result:{
target:function(player,target){
var att=get.attitude(player,target);
@ -362,13 +369,57 @@ game.import('character',function(lib,game,ui,get,ai,_status){
trigger:{global:'roundStart'},
forced:true,
locked:false,
get getNumber(){
return 3;
},
content:function*(event,map){
var player=map.player;
var storage=player.getStorage('sbkanpo').slice();
if(storage.length){
player.unmarkAuto('sbkanpo',storage);
}
var result=yield player.chooseButton(['看破:是否记录三张不同的牌名',[lib.inpile.map(name=>[get.translation(get.type(name)),'',name]),'vcard']],3).set('ai',function(button){
const list=get.inpileVCardList(info=>{
if(info[2]=='sha'&&info[3]) return false;
return info[0]!='equip';
});
const func=()=>{
const event=get.event();
const controls=[link=>{
const evt=get.event();
let result=evt.result;
if(!result) result={};
if(link=='cancel2') result.bool=false;
else{
if(evt.dialog&&evt.dialog.buttons){
for(let i=0;i<evt.dialog.buttons.length;i++){
const button=evt.dialog.buttons[i];
button.classList.remove('selectable');
button.classList.remove('selected');
const counterNode=button.querySelector('.caption');
if(counterNode){
counterNode.innerText=``;
}
}
ui.selected.buttons.length=0;
game.check();
}
return;
}
event.controls.forEach(i=>i.close());
game.resume();
_status.imchoosing=false;
}];
event.controls=['清除选择','cancel2'].map(control=>{
return ui.create.control(controls.concat(control=='清除选择'?[control,'stayleft']:control));
});
};
if(event.isMine()) func();
else if(event.isOnline()) event.player.send(func);
var result=yield player.chooseButton(['看破:是否记录三个牌名?',[
list,function(item,type,position,noclick,node){
return lib.skill.sbkanpo.$createButton(item,type,position,noclick,node);
}
]],[1,3],true).set('ai',function(button){
switch(button.link[2]){
case 'wuxie':return 5+Math.random();
case 'sha':return 5+Math.random();
@ -383,14 +434,79 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}
}).set('filterButton',button=>{
return !_status.event.names.includes(button.link[2]);
}).set('names',storage);
}).set('names',storage).set('custom',{
add:{
confirm:function(bool){
if(bool!=true) return;
const event=get.event().getParent();
if(event.controls) event.controls.forEach(i=>i.close());
},
button:function(){
const event=get.event();
if(event.dialog&&event.dialog.buttons){
for(let i=0;i<event.dialog.buttons.length;i++){
const button=event.dialog.buttons[i];
if(ui.selected.buttons.includes(button)) continue;
const counterNode=button.querySelector('.caption');
if(counterNode){
counterNode.innerText=``;
}
}
}
if(!ui.selected.buttons.length){
const evt=event.getParent();
if(evt.controls) evt.controls[0].hide();
}
},
},
replace:{
button:function(button){
const event=get.event();
if(!_status.event.isMine()) return;
if(button.classList.contains('selectable')==false) return;
if(ui.selected.buttons.length>=lib.skill.sbkanpo.getNumber) return false;
button.classList.add('selected');
ui.selected.buttons.push(button);
const counterNode=button.querySelector('.caption');
if(counterNode){
counterNode.innerHTML=`<span style="font-size:24px; font-family:xinwei; text-shadow:#FFF 0 0 5px;">×${ui.selected.buttons.filter(i=>i==button).length}</span>`;
}
const evt=get.event().getParent();
if(evt.controls) evt.controls[0].show();
game.check();
},
}
});
if(result.bool){
var names=result.links.map(link=>link[2]);
player.markAuto('sbkanpo',names);
game.log(player,'记录了','#y'+get.translation(names));
player.setStorage('sbkanpo',names);
player.markSkill('sbkanpo');
}
},
intro:{content:'已记录$'},
$createButton:function(item,type,position,noclick,node){
node=ui.create.buttonPresets.vcard(item,type,position,noclick);
const counterNode=ui.create.caption(`<div class="text"></div>`,node);
counterNode.style.right='5px';
counterNode.style.bottom='2px';
return node;
},
marktext:'破',
intro:{
markcount:function(storage,player){
if(player.isUnderControl(true)) return storage.length;
return '?';
},
mark:function(dialog,content,player){
if(player.isUnderControl(true)){
const storage=player.getStorage('sbkanpo');
dialog.addText('已记录牌名:');
dialog.addSmall([storage,'vcard']);
}
else{
return `${get.translation(player)}记录了一些牌名`;
}
},
},
group:'sbkanpo_kanpo',
subSkill:{
kanpo:{
@ -442,19 +558,20 @@ game.import('character',function(lib,game,ui,get,ai,_status){
content:function(){
'step 0'
if(trigger.name=='phaseJieshu'){
event.goto(1);
event.goto(2);
return;
}
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
if(cards.length) player.loseToDiscardpile(cards);
var bool=player.getAllHistory('useSkill',evt=>evt.skill=='sbguanxing').length>1;
var num=Math.min(7,bool?cards.length+1:7);
event.num=Math.min(7,bool?cards.length+1:7);
'step 1'
var cards2=get.cards(num);
player.$gain2(cards2,false);
game.log(player,'将',cards2,'置于了武将牌上');
player.loseToSpecial(cards2,'sbguanxing').visible=true;
player.markSkill('sbguanxing');
'step 1'
'step 2'
var cards=player.getCards('s',card=>card.hasGaintag('sbguanxing'));
if(cards.length){
player.chooseToMove().set('list',[
@ -479,7 +596,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
});
}
else event._result={bool:false};
'step 2'
'step 3'
if(result.bool){
var cards=result.moved[1];
player.loseToDiscardpile(cards,ui.cardPile,'insert').log=false;
@ -530,7 +647,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
audio:2,
trigger:{player:['damageBegin3','damageBegin4']},
filter:function(event,player,name){
return player.hasSkill('sbguanxing');
if(!player.hasSkill('sbguanxing')) return false;
const num=player.countCards('s',card=>card.hasGaintag('sbguanxing'));
if(name=='damageBegin3'&&!num) return true;
if(name=='damageBegin4'&&num) return true;
return false;
},
forced:true,
content:function(){
@ -5600,14 +5721,14 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sb_xiaoqiao_prefix:'谋',
sbtianxiang:'天香',
sbtianxiang_info:'①出牌阶段限三次你可以交给一名没有“天香”标记的其他角色一张红色牌然后令其获得此牌花色的“天香”标记。②当你受到伤害时你可以移去一名角色的“天香”标记若此“天香”标记为红桃你防止此伤害其受到伤害来源对其造成的1点伤害若没有伤害来源则改为无来源伤害方片其交给你两张牌。③准备阶段你移去场上所有的“天香”标记然后摸等量的牌。',
sb_sp_zhugeliang:'谋卧龙',
sb_sp_zhugeliang:'谋诸葛亮',
sb_sp_zhugeliang_prefix:'谋',
sb_zhugeliang:'谋诸葛亮',
sb_zhugeliang_prefix:'谋',
sbhuoji:'火计',
sbhuoji_info:'使命技。①使命:出牌阶段限一次你可以选择一名其他角色对其和所有势力与其势力相同的其他角色造成1点火属性伤害。②成功准备阶段若你本局游戏已造成的火属性伤害大于等于游戏人数则你将武将牌更换为谋诸葛亮若你没有拥有此技能的武将牌则改为失去〖火计〗和〖看破〗,然后获得〖观星〗和〖空城〗。③失败:使命成功前进入濒死状态。',
sbhuoji_info:'使命技。①使命:出牌阶段限一次。你可以对一名其他角色造成1点火焰伤害然后你对所有与其势力相同的不为其的其他角色各造成1点火焰伤害。②成功准备阶段若你本局游戏已造成的火焰伤害不小于本局游戏总角色数则你失去〖火计〗和〖看破〗,然后获得〖观星〗和〖空城〗。③失败:使命成功前进入濒死状态。',
sbkanpo:'看破',
sbkanpo_info:'①一轮开始时,你清除“看破”记录的牌名,然后你可以记录三个非此次移去的牌名的牌名。②一名其他角色使用你“看破”记录的牌名的牌时,你可以从“看破”中移去此牌名,令此牌无效。',
sbkanpo_info:'①一轮游戏开始时,你清除〖看破①〗记录的牌名,然后你可以依次记录共计三个未于本次清除过的非装备牌牌名。②当其他角色使用你〖看破①〗记录过的牌名的牌时,你可以移去一个〖看破①〗中的此牌名的记录,令此牌无效。',
sbguanxing:'观星',
sbguanxing_info:'①准备阶段你将所有“星”置入弃牌堆将牌堆顶的X张牌置于你的武将牌上称为“星”。然后你可以将任意张“星”置于牌堆顶X为你此次移去的“星”数+1且至多为7若你此前未发动过〖观星①〗则X为7。②结束阶段若你未于本回合的准备阶段将“星”置于过牌堆顶你可以将任意张“星”置于牌堆顶。③你可以如手牌般使用或打出“星”。',
sbkongcheng:'空城',