commit
b69f2716eb
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@ -743,7 +743,7 @@ const skills = {
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player.addMark("dcbianzhuang", 1, false);
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if (player.countMark("dcbianzhuang") > 2) {
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player.storage.dcbianzhuang_inited = true;
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player.reinitCharacter("zhutiexiong", "wu_zhutiexiong");
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player.reinitCharacter(get.character(player.name2, 3).includes("dcbianzhuang") ? player.name2 : player.name1, "wu_zhutiexiong");
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}
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}
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},
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@ -5279,7 +5279,7 @@ const skills = {
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.set("logSkill", "nsduijue");
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"step 1";
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if (result.bool) {
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player.addTempSkill("nsduijue_use");
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player.addTempSkill("nsduijue_use", "phaseUseAfter");
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player.storage.nsduijue_use = get.color(result.cards[0]);
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}
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},
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@ -6851,7 +6851,7 @@ game.import("character", function () {
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guozai2: {
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mark: true,
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intro: {
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content: "结束阶段需弃置&张牌",
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content: "当前阶段结束时需弃置&张牌",
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},
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trigger: { player: "phaseUseEnd" },
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forced: true,
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@ -6887,7 +6887,7 @@ game.import("character", function () {
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guozaix2: {
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mark: true,
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intro: {
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content: "结束阶段需弃置&张牌",
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content: "当前阶段结束时需弃置&张牌",
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},
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trigger: { player: "phaseUseEnd" },
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forced: true,
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@ -12422,19 +12422,14 @@ const skills = {
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audio: 2,
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trigger: { global: "useCardToPlayered" },
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filter: function (event, player) {
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if (player == event.player || event.targets.length != 1 || event.player.countCards("h") >= event.player.hp) return false;
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if (player == event.player || event.targets.length != 1) return false;
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var bool = function (card) {
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return (card.name == "sha" || get.type(card, false) == "trick") && get.color(card, false) == "black";
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};
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if (!bool(event.card)) return false;
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var evt = event.getParent("phaseUse");
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if (evt.player != event.player) return false;
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return (
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get.mode() != "guozhan" ||
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event.player.getHistory("useCard", function (evtx) {
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return bool(evtx.card) && evtx.getParent("phaseUse") == evt;
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})[0] == event.getParent()
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);
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return true;
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},
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logTarget: "player",
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check: function (event, player) {
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@ -12452,42 +12447,24 @@ const skills = {
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content: function () {
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"step 0";
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var num = Math.min(5, trigger.player.hp) - trigger.player.countCards("h");
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if (num > 0) trigger.player.draw(num);
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"step 1";
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trigger.player.addTempSkill("xibing2");
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player._xibing = true;
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if (get.mode() != "guozhan" || player.isUnseen(2) || trigger.player.isUnseen(2)) event.finish();
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"step 2";
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var target = trigger.player;
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var players1 = [player.name1, player.name2];
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var players2 = [target.name1, target.name2];
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player
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.chooseButton(2, ["是否暗置自己和" + get.translation(target) + "的各一张武将牌?", '<div class="text center">你的武将牌</div>', [players1, "character"], '<div class="text center">' + get.translation(target) + "的武将牌</div>", [players2, "character"]])
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.set("players", players1)
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.set("complexSelect", true)
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.set("filterButton", function (button) {
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return !get.is.jun(button.link) && (ui.selected.buttons.length == 0) == _status.event.players.includes(button.link);
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});
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"step 3";
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if (result.bool) {
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var target = trigger.player;
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player.hideCharacter(player.name1 == result.links[0] ? 0 : 1);
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target.hideCharacter(target.name1 == result.links[1] ? 0 : 1);
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player.addTempSkill("xibing3");
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target.addTempSkill("xibing3");
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if (num > 0) {
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trigger.player.draw(num);
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trigger.player.addTempSkill("xibing_banned");
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}
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},
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},
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xibing2: {
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mod: {
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cardEnabled2: function (card) {
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if (get.position(card) == "h") return false;
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subSkill:{
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banned: {
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mod: {
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cardEnabled(card) {
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return false;
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},
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cardSavable(card) {
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return false;
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},
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},
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},
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},
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},
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xibing3: {
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ai: { nomingzhi: true },
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},
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//小虎
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remeibu: {
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audio: "meibu",
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@ -100,8 +100,7 @@ const translates = {
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spwanggui: "望归",
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spwanggui_info: "①当你受到伤害后,你可以摸一张牌,或和一名势力相同的其他角色各摸一张牌;②每回合限一次,当你造成伤害后,你可以对一名与你势力不同的角色造成1点伤害。",
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xibing: "息兵",
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xibing_info: "当一名其他角色在其出牌阶段内使用黑色【杀】或黑色普通锦囊牌指定唯一角色为目标后,你可令该角色将手牌摸至当前体力值(至多摸至五张)且本回合不能再使用手牌。",
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xibing_info_guozhan: "当一名其他角色在其出牌阶段内使用第一张黑色【杀】或黑色普通锦囊牌指定唯一角色为目标后,你可令该角色将手牌摸至当前体力(至多摸至五张)值且本回合不能再使用手牌。若你与其均明置了所有武将牌,则你可以暗置你与其各一张武将牌且本回合不能再明置此武将牌。",
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xibing_info: "每回合限一次,当其他角色于其出牌阶段内使用黑色【杀】或黑色普通锦囊牌指定唯一角色为目标后,你可令该角色将手牌摸至当前体力值(至多摸至五张)。若其因此摸牌,其本回合不能再使用牌。",
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luyusheng: "陆郁生",
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zhente: "贞特",
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zhente2: "贞特",
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@ -167,7 +166,7 @@ const translates = {
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weimeng_info: "出牌阶段限一次,你可以获得一名其他角色的至多X张手牌,然后交给其等量的牌(X为你的体力值)。若你给出的牌点数之和:大于得到的牌,则你摸一张牌;小于得到的牌,弃置该角色区域内的一张牌。",
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mamidi: "马日磾",
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bingjie: "秉节",
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bingjie_info: "出牌阶段开始时,你可减1点体力上限,然后当你于本阶段内使用【杀】或普通锦囊牌指定其他角色为目标后,其弃置一张牌。若其弃置的牌与你使用的牌颜色相同,其无法响应此牌。",
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bingjie_info: "出牌阶段开始时,你可减1点体力上限,然后当你本回合使用【杀】或普通锦囊牌指定其他角色为目标后,其弃置一张牌。若其弃置的牌与你使用的牌颜色相同,其无法响应此牌。",
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zhengding: "正订",
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zhengding_info: "锁定技。当你于回合外使用或打出牌响应其他角色使用的牌时,若这两张牌颜色相同,则你加1点体力上限并回复1点体力。",
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dc_jiben: "吉本",
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@ -619,7 +619,7 @@ const skills = {
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},
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async content(event, trigger, player) {
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player.line(trigger.player);
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trigger.player.addTempSkill("jsrglonglin_forbid");
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trigger.player.addTempSkill("jsrglonglin_forbid", "phaseUseAfter");
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},
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},
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forbid: {
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@ -3647,7 +3647,7 @@ const skills = {
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},
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content: function () {
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"step 0";
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event.num = 0;
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target.addTempSkill("jsrgyangming_lose", "phaseUseAfter");
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"step 1";
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player.chooseToCompare(target).set(
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"small",
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@ -3667,9 +3667,11 @@ const skills = {
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.chooseBool("是否与其重复此拼点流程?")
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.set("ai", () => get.event("bool"))
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.set("bool", get.effect(target, "jsrgyangming", player, player) > 0);
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event.num++;
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game.broadcastAll((target)=>{
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target.storage.jsrgyangming_lose++;
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}, target);
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} else {
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if (event.num) target.draw(event.num);
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if (target.storage.jsrgyangming_lose) target.draw(target.storage.jsrgyangming_lose);
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player.recover();
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event.finish();
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}
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@ -3700,6 +3702,15 @@ const skills = {
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},
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},
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},
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subSkill: {
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lose: {
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init(player, skill) {
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player.storage[skill] = 0;
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},
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onremove: true,
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charlotte: true
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}
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}
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},
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//韩遂
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jsrgniluan: {
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@ -6014,6 +6025,9 @@ const skills = {
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lib.skill.sbyingmen.addVisitors(characters, player);
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game.delayx();
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},
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ai: {
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combo: "sbpingjian"
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},
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group: "sbyingmen_reload",
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subSkill: {
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reload: {
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@ -6654,7 +6668,12 @@ const skills = {
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group: "jsrgguanhuo_viewas",
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content: function () {
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"step 0";
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var count = player.getHistory("useSkill", evt => evt.skill == "jsrgguanhuo_viewas").length;
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var count = player.getHistory("useSkill", evt => {
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return (
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evt.skill == "jsrgguanhuo_viewas" &&
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evt.getParent("phaseUse") === trigger.getParent("phaseUse")
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);
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}).length;
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if (count == 1) {
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player.addTempSkill("jsrgguanhuo_ex", "phaseUseAfter");
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player.addMark("jsrgguanhuo_ex", 1, false);
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@ -6666,8 +6685,18 @@ const skills = {
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ai: {
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effect: {
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player: function (card, player) {
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if (_status.event.getParent().skill == "jsrgguanhuo_viewas" && player.getHistory("useSkill", evt => evt.skill == "jsrgguanhuo_viewas").length == 1) return "zeroplayertarget";
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if (_status.event.type == "phase" && _status.event.skill == "jsrgguanhuo_viewas" && player.getHistory("useSkill", evt => evt.skill == "jsrgguanhuo_viewas").length > 1 && player.countCards("h") <= 3) return [0, 0];
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if (_status.event.getParent().skill == "jsrgguanhuo_viewas" && player.getHistory("useSkill", evt => {
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return (
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evt.skill == "jsrgguanhuo_viewas" &&
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evt.getParent("phaseUse") === _status.event.getParent("phaseUse")
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);
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}).length == 1) return "zeroplayertarget";
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if (_status.event.type == "phase" && _status.event.skill == "jsrgguanhuo_viewas" && player.getHistory("useSkill", evt => {
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return (
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evt.skill == "jsrgguanhuo_viewas" &&
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evt.getParent("phaseUse") === _status.event.getParent("phaseUse")
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);
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}).length > 1 && player.countCards("h") <= 3) return [0, 0];
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},
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},
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},
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@ -7074,7 +7074,7 @@ const skills = {
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let num = 1 + event.cost_data;
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await player.draw(num).set("gaintag", ["shiorimiyuki_tingxian"]);
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await player.recover();
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player.addTempSkill("shiorimiyuki_tingxian2");
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player.addTempSkill("shiorimiyuki_tingxian2", "phaseUseAfter");
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},
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group: "shiorimiyuki_tingxian1",
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},
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@ -8694,7 +8694,7 @@ const skills = {
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});
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}
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} else {
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player.addTempSkill("zishou2", "phaseEnd");
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player.addTempSkill("zishou2", "phaseUseAfter");
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}
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},
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ai: { expose: 0.2 },
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@ -1869,9 +1869,6 @@ const skills = {
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cardUsable: function (card, player) {
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if (player.countMark("mbzhixi") >= player.hp) return false;
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},
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cardRespondable: function (card, player) {
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if (player.countMark("mbzhixi") >= player.hp) return false;
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},
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cardSavable: function (card, player) {
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if (player.countMark("mbzhixi") >= player.hp) return false;
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},
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@ -11913,7 +11913,7 @@ const skills = {
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player.loseHp();
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}
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"step 1";
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target.addTempSkill("reqiangxi_off");
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target.addTempSkill("reqiangxi_off", "phaseUseAfter");
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target.damage("nocard");
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},
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check: function (card) {
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@ -14611,7 +14611,7 @@ const skills = {
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if (!phsu || phsu.player != player) return false;
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if (
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player.getHistory("gain", function (evt) {
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return evt.getParent().name == "chengshang";
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return evt.getParent().name == "chengshang" && phsu === evt.getParent("phaseUse");
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}).length
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)
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return false;
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@ -17173,9 +17173,6 @@ const skills = {
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cardUsable: function (card, player) {
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if (player.storage.new_zhixi2 || player.countMark("new_zhixi") >= player.hp) return false;
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},
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cardRespondable: function (card, player) {
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if (player.storage.new_zhixi2 || player.countMark("new_zhixi") >= player.hp) return false;
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},
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cardSavable: function (card, player) {
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if (player.storage.new_zhixi2 || player.countMark("new_zhixi") >= player.hp) return false;
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},
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@ -3338,6 +3338,9 @@ const skills = {
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if (event.num > 0) event.redo();
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}
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},
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ai: {
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halfneg: true
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},
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},
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xiongrao: {
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audio: 2,
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@ -110,7 +110,7 @@ const translates = {
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xpchijie_info: "每回合每项各限一次。1.当其他角色使用的牌对你结算结束后,你可以令此牌对所有后续目标无效。2.其他角色使用的牌结算完成时,若你是此牌的目标之一且此牌未造成过伤害,则你可以获得此牌对应的所有实体牌。",
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xpchijie2: "持节",
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yinju: "引裾",
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yinju_info: "限定技,出牌阶段,你可以选择一名其他角色。若如此做,当你于此阶段内使用牌指定其为目标后,你与其各摸一张牌;当你即将对其造成伤害时,防止此伤害,然后其回复等量的体力。",
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yinju_info: "限定技,出牌阶段,你可以选择一名其他角色。若如此做,直到回合结束:1.当你使用牌指定其为目标后,你与其各摸一张牌;2.当你即将对其造成伤害时,防止此伤害,然后其回复等量的体力。",
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yinju2: "引裾",
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spjiedao: "截刀",
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@ -6257,7 +6257,7 @@ const skills = {
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var history = current.getHistory("useCard");
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if (!history.length) return false;
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for (var evt of history) {
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if (evt.card && evt.card.name == "shunshou") {
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if (evt.card && evt.card.name == "shunshou" && evt.getParent("phaseUse") === event.getParent("phaseUse")) {
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targets.addArray(evt.targets);
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}
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}
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@ -308,9 +308,9 @@ game.import("character", function () {
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},
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content: function () {
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player.storage.yuexing2 = target;
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player.addTempSkill("yuexing2");
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player.addTempSkill("yuexing2", "phaseUseAfter");
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target.storage.yuexing2 = player;
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target.addTempSkill("yuexing2");
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target.addTempSkill("yuexing2", "phaseUseAfter");
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},
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ai: {
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order: function () {
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@ -1238,7 +1238,10 @@ const skills = {
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aiOrder: function (player, card, num) {
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if (typeof card.number != "number") return;
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var history = player.getHistory("useCard", function (evt) {
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return evt.isPhaseUsing();
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return (
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evt.isPhaseUsing() &&
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evt.getParent("phaseUse") === _status.event.getParent("phaseUse")
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);
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});
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if (history.length == 0) return num + 10 * (14 - card.number);
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var num = get.number(history[0].card);
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@ -1253,7 +1256,10 @@ const skills = {
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},
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filter: function (event, player) {
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var history = player.getHistory("useCard", function (evt) {
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return evt.isPhaseUsing();
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return (
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evt.isPhaseUsing() &&
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evt.getParent("phaseUse") === event.getParent("phaseUse")
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);
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});
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if (history.length < 2) return false;
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var num = get.number(history[0].card);
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|
@ -1291,7 +1297,10 @@ const skills = {
|
|||
aiOrder: function (player, card, num) {
|
||||
if (typeof card.number != "number") return;
|
||||
var history = player.getHistory("useCard", function (evt) {
|
||||
return evt.isPhaseUsing();
|
||||
return (
|
||||
evt.isPhaseUsing() &&
|
||||
evt.getParent("phaseUse") === _status.event.getParent("phaseUse")
|
||||
);
|
||||
});
|
||||
if (history.length == 0) return num + 10 * card.number;
|
||||
var num = get.number(history[0].card);
|
||||
|
@ -1306,7 +1315,10 @@ const skills = {
|
|||
},
|
||||
filter: function (event, player) {
|
||||
var history = player.getHistory("useCard", function (evt) {
|
||||
return evt.isPhaseUsing();
|
||||
return (
|
||||
evt.isPhaseUsing() &&
|
||||
evt.getParent("phaseUse") === event.getParent("phaseUse")
|
||||
);
|
||||
});
|
||||
if (history.length < 2) return false;
|
||||
var num = get.number(history[0].card);
|
||||
|
|
|
@ -14447,7 +14447,8 @@ const skills = {
|
|||
aiOrder: function (player, card, num) {
|
||||
if (typeof card == "object" && player.isPhaseUsing()) {
|
||||
var evt = player.getLastUsed();
|
||||
if (evt && evt.card && ((get.suit(evt.card) && get.suit(evt.card) == get.suit(card)) || (evt.card.number && evt.card.number == get.number(card)))) {
|
||||
if (!evt || !evt.card || evt.getParent("phaseUse") !== _status.event.getParent("phaseUse")) return num;
|
||||
if ((get.suit(evt.card) && get.suit(evt.card) == get.suit(card)) || (evt.card.number && evt.card.number == get.number(card))) {
|
||||
return num + 10;
|
||||
}
|
||||
}
|
||||
|
@ -14460,7 +14461,7 @@ const skills = {
|
|||
if (!evt || !evt.card) return false;
|
||||
if (!player.isPhaseUsing()) return false;
|
||||
var evt2 = evt.getParent("phaseUse");
|
||||
if (!evt2 || evt2.name != "phaseUse" || evt2.player != player) return false;
|
||||
if (!evt2 || evt2.name != "phaseUse" || evt2 !== event.getParent("phaseUse")) return false;
|
||||
return (get.suit(evt.card) != "none" && get.suit(evt.card) == get.suit(event.card)) || (typeof get.number(evt.card, false) == "number" && get.number(evt.card, false) == get.number(event.card));
|
||||
},
|
||||
content: function () {
|
||||
|
|
|
@ -2501,14 +2501,37 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
|
|||
},
|
||||
fakexibing: {
|
||||
audio: "xibing",
|
||||
inherit: "xibing",
|
||||
filter: function (event, player) {
|
||||
if (player == event.player || event.targets.length != 1 || event.player.countCards("h") >= event.player.hp) return false;
|
||||
var bool = function (card) {
|
||||
return (card.name == "sha" || get.type(card, false) == "trick") && get.color(card, false) == "black";
|
||||
};
|
||||
if (!bool(event.card)) return false;
|
||||
var evt = event.getParent("phaseUse");
|
||||
if (evt.player != event.player) return false;
|
||||
return event.player.getHistory("useCard", function (evtx) {
|
||||
return bool(evtx.card) && evtx.getParent("phaseUse") == evt;
|
||||
})[0] == event.getParent();
|
||||
},
|
||||
logTarget: "player",
|
||||
check: function (event, player) {
|
||||
var target = event.player;
|
||||
var att = get.attitude(player, target);
|
||||
var num2 = Math.min(5, target.hp) - target.countCards("h");
|
||||
if (num2 <= 0) return att <= 0;
|
||||
var num = target.countCards("h", function (card) {
|
||||
return target.hasValueTarget(card, null, true);
|
||||
});
|
||||
if (!num) return att > 0;
|
||||
return (num - num2) * att < 0;
|
||||
},
|
||||
preHidden: true,
|
||||
content() {
|
||||
"step 0";
|
||||
var num = trigger.player.hp - trigger.player.countCards("h");
|
||||
if (num > 0) trigger.player.draw(num);
|
||||
"step 1";
|
||||
trigger.player.addTempSkill("xibing2");
|
||||
player._xibing = true;
|
||||
trigger.player.addTempSkill("fakexibing_banned");
|
||||
if (get.mode() != "guozhan" || player.isUnseen(2) || trigger.player.isUnseen(2))
|
||||
event.finish();
|
||||
"step 2";
|
||||
|
@ -2537,10 +2560,22 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
|
|||
var target = trigger.player;
|
||||
player.hideCharacter(player.name1 == result.links[0] ? 0 : 1);
|
||||
target.hideCharacter(target.name1 == result.links[1] ? 0 : 1);
|
||||
player.addTempSkill("xibing3");
|
||||
target.addTempSkill("xibing3");
|
||||
player.addTempSkill("fakexibing_nomingzhi");
|
||||
target.addTempSkill("fakexibing_nomingzhi");
|
||||
}
|
||||
},
|
||||
subSkill: {
|
||||
banned: {
|
||||
mod: {
|
||||
cardEnabled2: function (card) {
|
||||
if (get.position(card) == "h") return false;
|
||||
},
|
||||
},
|
||||
},
|
||||
nomingzhi: {
|
||||
ai: { nomingzhi: true },
|
||||
},
|
||||
},
|
||||
},
|
||||
fakechengshang: {
|
||||
audio: "chengshang",
|
||||
|
@ -23796,7 +23831,7 @@ game.import("mode", function (lib, game, ui, get, ai, _status) {
|
|||
"副将技。①此武将牌计算体力上限时减少半个阴阳鱼。②结束阶段,你可以弃置一张非基本牌并选择一名友方角色,令其选择摸两张牌或回复1点体力,然后其可以变更副将。",
|
||||
fakexibing: "息兵",
|
||||
fakexibing_info:
|
||||
"当一名其他角色在其出牌阶段内使用第一张黑色【杀】或黑色普通锦囊牌指定唯一角色为目标后,你可令该角色将手牌摸至体力值且本回合不能再使用手牌。若你与其均明置了所有武将牌,则你可以暗置你与其各一张武将牌且本回合不能再明置此武将牌。",
|
||||
"手牌数小于体力值的其他角色于其出牌阶段内使用第一张黑色【杀】或黑色普通锦囊牌指定唯一角色为目标后,你可令该角色将手牌摸至体力值且本回合不能再使用手牌。若你与其均明置了所有武将牌,则你可以暗置你与其各一张武将牌且本回合不能再明置此武将牌。",
|
||||
fakechengshang: "承赏",
|
||||
fakechengshang_info:
|
||||
"出牌阶段限一次,当你使用存在花色和点数且指定了其他势力角色为目标的牌结算完毕后,若你未因此牌造成过伤害,则你可以摸一张牌,然后本阶段你可以将一张手牌当作初始游戏牌堆中与此牌花色和点数相同的另一张基本牌或普通锦囊牌使用一次。",
|
||||
|
|
Loading…
Reference in New Issue