commit
b578aac2b1
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@ -204,7 +204,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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hujinding:'胡金定,女,传说中关羽之妻。关索之母,配偶关羽,出处《花关索传》和元代《三国志评话》民间传说人物。',
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hujinding:'胡金定,女,传说中关羽之妻。关索之母,配偶关羽,出处《花关索传》和元代《三国志评话》民间传说人物。',
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},
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},
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characterTitle:{
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characterTitle:{
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sp_jianggan:'#b对决限定武将',
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},
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},
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card:{
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card:{
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ly_piliche:{
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ly_piliche:{
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@ -385,9 +384,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(mode=='versus') return _status.mode!='three';
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if(mode=='versus') return _status.mode!='three';
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return true;
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return true;
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},
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},
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sp_jianggan:function(mode){
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return mode!='identity'&&mode!='guozhan';
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},
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},
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},
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skill:{
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skill:{
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//十常侍
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//十常侍
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@ -870,7 +866,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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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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var next=player.choosePlayerCard(trigger.target,'he',[1,2],get.prompt('scschiyan',trigger.target));
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var next=player.choosePlayerCard(trigger.target,'he',get.prompt('scschiyan',trigger.target));
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next.set('ai',function(button){
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next.set('ai',function(button){
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if(!_status.event.goon) return 0;
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if(!_status.event.goon) return 0;
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var val=get.value(button.link);
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var val=get.value(button.link);
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@ -1053,7 +1049,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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target.skip('phaseDraw');
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target.skip('phaseDraw');
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target.addTempSkill('scsyaozhuo_skip',{player:'phaseDrawSkipped'});
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target.addTempSkill('scsyaozhuo_skip',{player:'phaseDrawSkipped'});
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}
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}
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else player.chooseToDiscard(true,'he');
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else player.chooseToDiscard(2,true,'he');
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},
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},
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subSkill:{
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subSkill:{
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skip:{
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skip:{
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@ -1086,17 +1082,17 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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usable:1,
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usable:1,
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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.draw(3);
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player.draw(2);
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'step 1'
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'step 1'
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var num=player.countCards('he');
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var num=player.countCards('he');
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if(!num) event.finish();
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if(!num) event.finish();
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else if(num<3) event._result={index:1};
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else if(num<2) event._result={index:1};
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else player.chooseControl().set('choiceList',[
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else player.chooseControl().set('choiceList',[
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'将三张牌交给一名其他角色',
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'将两张牌交给一名其他角色',
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'弃置三张牌',
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'弃置两张牌',
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]).set('ai',function(){
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]).set('ai',function(){
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if(game.hasPlayer(function(current){
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if(game.hasPlayer(function(current){
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return current!=player&&get.attitude(player,current)>2;
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return current!=player&&get.attitude(player,current)>0;
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})) return 0;
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})) return 0;
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return 1;
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return 1;
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});
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});
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@ -1105,7 +1101,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.chooseCardTarget({
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player.chooseCardTarget({
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position:'he',
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position:'he',
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filterCard:true,
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filterCard:true,
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selectCard:3,
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selectCard:2,
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filterTarget:function(card,player,target){
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filterTarget:function(card,player,target){
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return player!=target;
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return player!=target;
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},
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},
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@ -1118,12 +1114,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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if(target.hasJudge('lebu')) att/=5;
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if(target.hasJudge('lebu')) att/=5;
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return att;
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return att;
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},
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},
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prompt:'选择三张牌,交给一名其他角色',
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prompt:'选择两张牌,交给一名其他角色',
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forced:true,
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forced:true,
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});
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});
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}
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}
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else{
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else{
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player.chooseToDiscard(3,true,'he');
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player.chooseToDiscard(2,true,'he');
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event.finish();
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event.finish();
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}
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}
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'step 3'
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'step 3'
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@ -3404,78 +3400,90 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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//蒋干
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//蒋干
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spdaoshu:{
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spdaoshu:{
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audio:2,
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audio:3,
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trigger:{global:'phaseUseBegin'},
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group:'spdaoshu_effect',
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round:1,
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filter:function(event,player){
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return event.player.isEnemyOf(player)&&event.player.countCards('h')>0&&event.player.hasUseTarget({name:'jiu',isCard:true},null,true);
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},
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logTarget:'player',
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prompt2:'令其视为使用一张【酒】。其声明一个基本牌的牌名,然后你判断其手牌区内是否有该牌名的牌。若你判断正确,则你随机获得其五张手牌,否则你不能响应其使用的牌直到回合结束。',
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check:function(event,player){
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var target=event.player;
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if(target.countCards('h')<3) return false;
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var att=get.attitude(player,target);
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if(att>0) return false;
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if(att==0) return !player.inRangeOf(target);
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return true;
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},
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content:function(){
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'step 0'
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event.target=trigger.player;
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event.target.chooseUseTarget('jiu',true);
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'step 1'
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if(!target.countCards('h')){
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event.finish();
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return;
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}
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var list=[];
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for(var i of lib.inpile){
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if(get.type(i)=='basic') list.push(i);
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}
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if(!list.length){
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event.finish();
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return;
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}
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target.chooseControl(list).set('prompt','请声明一种基本牌').set('ai',()=>_status.event.rand).set('rand',get.rand(0,list.length-1));
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'step 2'
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event.cardname=result.control;
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target.chat('我声明'+get.translation(event.cardname));
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game.log(target,'声明的牌名为','#y'+get.translation(event.cardname));
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game.delayx();
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player.chooseControl('有!','没有!').set('prompt','你觉得'+get.translation(target)+'的手牌区里有'+get.translation(event.cardname)+'吗?').set('ai',function(){
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return _status.event.choice;
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}).set('choice',function(){
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var rand={
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sha:0.273,
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shan:0.149,
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tao:0.074,
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jiu:0.031,
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}[event.cardname]||0.1;
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return (1-Math.pow(1-rand,target.countCards('h')))>0.5?'有!':'没有!';
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}());
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'step 3'
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player.chat(result.control);
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game.log(player,'认为','#y'+result.control);
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game.delayx();
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'step 4'
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var bool1=(result.index==0);
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var bool2=(target.hasCard(function(card){
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return get.name(card,target)==event.cardname;
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},'h'));
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if(bool1==bool2){
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player.popup('判断正确','wood');
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var cards=target.getCards('h',function(card){
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return lib.filter.canBeGained(card,player,target);
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}).randomGets(5);
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if(cards.length>0) player.gain(cards,target,'giveAuto','bySelf');
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}
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else{
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player.popup('判断错误','fire');
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player.addTempSkill('spdaoshu_respond');
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}
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},
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subSkill:{
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subSkill:{
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effect:{
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audio:'spdaoshu1',
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trigger:{global:'phaseUseBegin'},
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filter:function(event,player){
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var goon=(event.player!=player&&(get.mode()=='identity'||get.mode()=='guozhan'||event.player.isEnemyOf(player)));
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return goon&&event.player.countCards('h')>0&&event.player.hasUseTarget({name:'jiu',isCard:true},null,true);
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},
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round:1,
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logTarget:'player',
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prompt2:()=>lib.translate.spdaoshu_info,
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check:function(event,player){
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var target=event.player;
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var att=get.attitude(player,target);
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if(att>0) return false;
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if(att==0) return !player.inRangeOf(target);
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return true;
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},
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content:function(){
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'step 0'
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event.target=trigger.player;
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event.target.chooseUseTarget('jiu',true);
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'step 1'
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if(!target.countCards('h')){
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event.finish();
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return;
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}
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var list=[];
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for(var i of lib.inpile){
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if(get.type(i)=='basic') list.push(i);
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}
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if(!list.length){
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event.finish();
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return;
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}
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target.chooseControl(list).set('prompt','请声明一种基本牌').set('ai',()=>_status.event.rand).set('rand',get.rand(0,list.length-1));
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'step 2'
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event.cardname=result.control;
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target.chat('我声明'+get.translation(event.cardname));
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game.log(target,'声明的牌名为','#y'+get.translation(event.cardname));
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game.delayx();
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player.chooseControl('有!','没有!').set('prompt','你觉得'+get.translation(target)+'的手牌区里有'+get.translation(event.cardname)+'吗?').set('ai',function(){
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return _status.event.choice;
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}).set('choice',function(){
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var rand={
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sha:0.273,
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shan:0.149,
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tao:0.074,
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jiu:0.031,
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}[event.cardname]||0.1;
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return (1-Math.pow(1-rand,target.countCards('h')))>0.5?'有!':'没有!';
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}());
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'step 3'
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player.chat(result.control);
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game.log(player,'认为','#y'+result.control);
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game.delayx();
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'step 4'
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var bool1=(result.index==0);
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var bool2=(target.hasCard(function(card){
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return get.name(card,target)==event.cardname;
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},'h'));
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if(bool1==bool2){
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player.popup('判断正确','wood');
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game.broadcastAll(function(){
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if(lib.config.background_speak) game.playAudio('skill','spdaoshu2');
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});
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player.gainPlayerCard(target,'h',2,true);
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//var cards=target.getCards('h',function(card){
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// return lib.filter.canBeGained(card,player,target);
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//}).randomGets(5);
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//if(cards.length>0) player.gain(cards,target,'giveAuto','bySelf');
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}
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else{
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player.popup('判断错误','fire');
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game.broadcastAll(function(){
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if(lib.config.background_speak) game.playAudio('skill','spdaoshu3');
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});
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//player.addTempSkill('spdaoshu_respond');
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}
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},
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ai:{expose:0.3},
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},
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respond:{
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respond:{
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trigger:{global:'useCard1'},
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trigger:{global:'useCard1'},
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forced:true,
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forced:true,
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@ -3489,6 +3497,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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},
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},
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},
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},
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spdaoshu1:{audio:true},
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spdaizui:{
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spdaizui:{
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audio:2,
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audio:2,
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trigger:{player:'damageBegin2'},
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trigger:{player:'damageBegin2'},
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@ -8759,7 +8768,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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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.chooseCard('he',get.prompt2('duoduan')).set('ai',function(card){
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player.chooseCard('he',get.prompt2('duoduan'),lib.filter.cardRecastable).set('ai',function(card){
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if(_status.event.goon) return 8-get.value(card);
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if(_status.event.goon) return 8-get.value(card);
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return 0;
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return 0;
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}).set('goon',function(){
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}).set('goon',function(){
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@ -8771,12 +8780,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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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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player.addTempSkill('duoduan_im');
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player.addTempSkill('duoduan_im');
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var card=result.cards[0];
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player.logSkill('duoduan',trigger.player);
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player.logSkill('duoduan',trigger.player);
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player.lose(card,ui.discardPile,'visible');
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player.recast(result.cards);
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player.$throw(card,1000);
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game.log(player,'将',card,'置入弃牌堆');
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player.draw();
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}
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}
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else event.finish();
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else event.finish();
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'step 2'
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'step 2'
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@ -11854,31 +11859,19 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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prompt:"重铸一张防具牌,然后将体力回复至1点。",
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prompt:"重铸一张防具牌,然后将体力回复至1点。",
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audio:'xinfu_jingxie',
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audio:'xinfu_jingxie',
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enable:"chooseToUse",
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enable:"chooseToUse",
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filterCard:function(card){
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filterCard:(card,player)=>get.subtype(card)=='equip2'&&player.canRecast(card),
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return get.subtype(card)=='equip2';
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filter:(event,player)=>{
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},
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if(event.type!='dying') return false;
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filter:function(event,player){
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if(player!=event.dying) return false;
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if(event.type=='dying'){
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return player.hasCard(card=>lib.skill.xinfu_jingxie2.filterCard(card,player),lib.skill.xinfu_jingxie2.position);
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if(player!=event.dying) return false;
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return player.countCards('he',function(card){
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return get.subtype(card)=='equip2';
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})>0;
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}
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return false;
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},
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check:function(){
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return 1;
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},
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},
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position:"he",
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position:"he",
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discard:false,
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discard:false,
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loseTo:'discardPile',
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lose:false,
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prepare:function(cards,player){
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delay:false,
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player.$throw(cards,1000);
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game.log(player,'将',cards,'置入了弃牌堆')
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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.draw();
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player.recast(cards);
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'step 1'
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'step 1'
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var num=1-player.hp;
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var num=1-player.hp;
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if(num) player.recover(num);
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if(num) player.recover(num);
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@ -11887,10 +11880,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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order:0.5,
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order:0.5,
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skillTagFilter:function(player,arg,target){
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skillTagFilter:function(player,arg,target){
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if(player!=target) return false;
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if(player!=target) return false;
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return player.countCards('he',function(card){
|
return player.hasCard(card=>_status.connectMode&&get.position(card)=='h'||get.subtype(card)=='equip2'&&player.canRecast(card),'he');
|
||||||
if(_status.connectMode&&get.position(card)=='h') return true;
|
|
||||||
return get.subtype(card)=='equip2';
|
|
||||||
})>0;
|
|
||||||
},
|
},
|
||||||
save:true,
|
save:true,
|
||||||
result:{
|
result:{
|
||||||
|
@ -13557,7 +13547,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
juezhi_info:'出牌阶段,你可以弃置至少两张牌,然后从牌堆中获得一张点数为X的牌(X为这些牌的点数和除以13后的余数,且当余数为0时X为13)。',
|
juezhi_info:'出牌阶段,你可以弃置至少两张牌,然后从牌堆中获得一张点数为X的牌(X为这些牌的点数和除以13后的余数,且当余数为0时X为13)。',
|
||||||
sp_jianggan:'手杀蒋干',
|
sp_jianggan:'手杀蒋干',
|
||||||
spdaoshu:'盗书',
|
spdaoshu:'盗书',
|
||||||
spdaoshu_info:'每轮限一次。一名敌方角色的出牌阶段开始时,若其有手牌,则你可以令其视为使用一张【酒】。其须声明一个基本牌的牌名,然后你判断其手牌区内是否有该牌名的牌。若你判断正确,则你随机获得其五张手牌,否则你不能响应其使用的牌直到回合结束。',
|
spdaoshu_info:'每轮限一次。一名敌方角色的出牌阶段开始时,若其有手牌,则你可以令其视为使用一张【酒】。其须声明一个基本牌的牌名,然后你判断其手牌区内是否有该牌名的牌。若你判断正确,则你获得其两张手牌。',
|
||||||
|
spdaoshu_info_identity:'每轮限一次。一名其他角色的出牌阶段开始时,若其有手牌,则你可以令其视为使用一张【酒】。其须声明一个基本牌的牌名,然后你判断其手牌区内是否有该牌名的牌。若你判断正确,则你获得其两张手牌。',
|
||||||
|
spdaoshu_info_guozhan:'每轮限一次。一名其他角色的出牌阶段开始时,若其有手牌,则你可以令其视为使用一张【酒】。其须声明一个基本牌的牌名,然后你判断其手牌区内是否有该牌名的牌。若你判断正确,则你获得其两张手牌。',
|
||||||
spdaizui:'戴罪',
|
spdaizui:'戴罪',
|
||||||
spdaizui2:'戴罪',
|
spdaizui2:'戴罪',
|
||||||
spdaizui_info:'限定技。当你受到伤害值不小于体力值的伤害时,你可防止此伤害并将此伤害渠道对应的所有实体牌置于伤害来源的武将牌上,称为“释”。本回合结束时,其获得所有“释”。',
|
spdaizui_info:'限定技。当你受到伤害值不小于体力值的伤害时,你可防止此伤害并将此伤害渠道对应的所有实体牌置于伤害来源的武将牌上,称为“释”。本回合结束时,其获得所有“释”。',
|
||||||
|
@ -13659,7 +13651,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
scstaoluan_info:'出牌阶段限一次。你可以将一张牌当任意一种基本牌或普通锦囊牌使用。',
|
scstaoluan_info:'出牌阶段限一次。你可以将一张牌当任意一种基本牌或普通锦囊牌使用。',
|
||||||
scs_zhaozhong:'赵忠',
|
scs_zhaozhong:'赵忠',
|
||||||
scschiyan:'鸱咽',
|
scschiyan:'鸱咽',
|
||||||
scschiyan_info:'①当你使用【杀】指定目标后,你可以将其的至多两张牌置于其武将牌上,然后其于当前回合结束时获得这些牌。②当你因执行【杀】的效果对一名角色造成伤害时,若该角色的手牌数和装备区内的牌数均不大于你,此伤害+1。',
|
scschiyan_info:'①当你使用【杀】指定目标后,你可以将其的一张牌置于其武将牌上,然后其于当前回合结束时获得这些牌。②当你因执行【杀】的效果对一名角色造成伤害时,若该角色的手牌数和装备区内的牌数均不大于你,此伤害+1。',
|
||||||
scs_sunzhang:'孙璋',
|
scs_sunzhang:'孙璋',
|
||||||
scszimou:'自谋',
|
scszimou:'自谋',
|
||||||
scszimou_info:'锁定技。出牌阶段,当你使用第二/四/六张牌时,你从牌堆中获得一张【酒】/【杀】/【决斗】。',
|
scszimou_info:'锁定技。出牌阶段,当你使用第二/四/六张牌时,你从牌堆中获得一张【酒】/【杀】/【决斗】。',
|
||||||
|
@ -13668,10 +13660,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
scspicai_info:'出牌阶段限一次。你可进行判定牌不置入弃牌堆的判定。若判定结果与本次发动技能时的其他判定结果的花色均不相同,则你可以重复此流程。然后你将所有位于处理区的判定牌交给一名角色。',
|
scspicai_info:'出牌阶段限一次。你可进行判定牌不置入弃牌堆的判定。若判定结果与本次发动技能时的其他判定结果的花色均不相同,则你可以重复此流程。然后你将所有位于处理区的判定牌交给一名角色。',
|
||||||
scs_xiayun:'夏恽',
|
scs_xiayun:'夏恽',
|
||||||
scsyaozhuo:'谣诼',
|
scsyaozhuo:'谣诼',
|
||||||
scsyaozhuo_info:'出牌阶段限一次。你可以与一名角色拼点,若你赢,其跳过下一个摸牌阶段;若你没赢,你弃置一张牌。',
|
scsyaozhuo_info:'出牌阶段限一次。你可以与一名角色拼点,若你赢,其跳过下一个摸牌阶段;若你没赢,你弃置两张牌。',
|
||||||
scs_hankui:'韩悝',
|
scs_hankui:'韩悝',
|
||||||
scsxiaolu:'宵赂',
|
scsxiaolu:'宵赂',
|
||||||
scsxiaolu_info:'出牌阶段限一次。你可以摸三张牌,然后选择一项:1.弃置三张牌;2.将三张牌交给一名其他角色。',
|
scsxiaolu_info:'出牌阶段限一次。你可以摸两张牌,然后选择一项:1.弃置两张牌;2.将两张牌交给一名其他角色。',
|
||||||
scs_lisong:'栗嵩',
|
scs_lisong:'栗嵩',
|
||||||
scskuiji:'窥机',
|
scskuiji:'窥机',
|
||||||
scskuiji_info:'出牌阶段限一次。你可以观看一名其他角色的手牌,然后弃置你与其的共计四张花色各不相同的手牌。',
|
scskuiji_info:'出牌阶段限一次。你可以观看一名其他角色的手牌,然后弃置你与其的共计四张花色各不相同的手牌。',
|
||||||
|
|
Loading…
Reference in New Issue