commit
cfa7be8de6
256
character/sp.js
256
character/sp.js
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@ -143,7 +143,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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sp_jiangwei:['male','wei',4,['kunfen','fengliang']],
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sp_machao:['male','qun',4,['olzhuiji','ol_shichou']],
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sunhao:['male','wu',5,['recanshi','rechouhai','guiming'],['zhu']],
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shixie:['male','qun',3,['rebiluan','relixia']],
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shixie:['male','qun',3,['olbiluan','relixia']],
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mayunlu:['female','shu',4,['fengpo','mashu']],
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zhanglu:['male','qun',3,['yishe','bushi','midao','twshijun'],['zhu']],
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wutugu:['male','qun',15,['ranshang','hanyong']],
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@ -204,6 +204,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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luzhi:['male','wei',3,['qingzhong','weijing']]
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},
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characterIntro:{
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lushi:'卢氏,五斗米教主张衡妻,张鲁母,擅长驻颜之术,常年令自己保持少女的容颜。常拜访刘焉,与其交好。',
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lvboshe:'吕伯奢,东汉成皋(今河南荥阳)人,曹操父亲曹嵩的故友。曹操与陈宫在逃离董卓避祸,返回乡里的途中借宿于吕伯奢家,未伤其人,有贼八人欲捉曹操,曹操杀之,明罗贯中在历史小说《三国演义》中将这段历史进行了丑化加工,也成为小说中曹操名言“宁教我负天下人,休教天下人负我”的出处。',
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caoxi:'曹羲(?-249年),字昭叔。曹真之子,曹爽之弟。为人有学识,明律法。司马懿曾组织朝议改革九品中正制废除九品而留中正,曹羲认为此举并无区别,最终都是决定于人的人治。曹爽掌权后,受封中领军,掌握禁兵,封安乡侯。曹爽及诸兄弟轻视司马懿,恣意妄为,经常外出狩猎,曹羲屡次劝谏,不被采纳。249年,司马懿发动高平陵政变,被夷三族。',
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duanjiong:'段颎(?-179年),字纪明,武威姑臧(今甘肃省武威市)人。东汉名将,西域都护段会宗从曾孙,与皇甫规(字威明)、张奂(字然明)并称“凉州三明”。段颎少时学习骑射,有文武智略,最初被举为孝廉,为宪陵园丞、阳陵令,有治理之才。汉桓帝时入军旅,先破鲜卑,后讨平东郭窦、公孙举起事,以功封列侯。延熹二年(159年)起戍边征战十余年,百战羌人,至永康元年(167年)平定西羌,建宁二年(169年)平定东羌,前后斩东西羌六万余级。累功封新丰县侯。建宁三年(170年),段颎被征入朝,历任侍中、执金吾、河南尹、司隶校尉等职,他党附宦官、捕杀太学生,因而得保富贵,两度出任太尉。光和二年(179年),权宦王甫罪行被揭发,段颎受牵连下狱,其后在狱中饮鸩而死。',
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@ -13514,13 +13515,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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//OL马超
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ol_shichou:{
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audio:2,
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trigger:{
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player:'useCard2',
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trigger:{player:'useCard2'},
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filter:function(event,player){
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return event.card&&event.card.name=='sha';
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},
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direct:true,
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filter:function(event,player){
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return event.card&&event.card.name=='sha';//&&player.isDamaged();
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},
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content:function(){
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'step 0'
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var num=player.getDamagedHp()+1;
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@ -13536,23 +13535,51 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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player.logSkill('ol_shichou',targets);
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player.line(targets,trigger.card.nature);
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trigger.targets.addArray(targets);
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trigger.ol_shichou=true;
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}
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},
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},
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dc_olshichou: {
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audio: 'ol_shichou',
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trigger: { player: 'useCard2' },
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filter: function (event, player) {
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return event.card && event.card.name == 'sha' && player.isDamaged() && game.hasPlayer(function (current) {
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return !event.targets.includes(current) && lib.filter.filterTarget(event.card, player, current);
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});
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},
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direct: true,
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content: function () {
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'step 0'
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var num = Math.min(player.getDamagedHp(), game.countPlayer(function (current) {
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return !trigger.targets.includes(current) && lib.filter.filterTarget(trigger.card, player, current);
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}));
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player.chooseTarget('是否发动【誓仇】,令至多' + get.cnNumber(num) + '名其他角色也成为此【杀】的目标?', [1, num], function (card, player, target) {
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var evt = _status.event.getTrigger();
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return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target);
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}).ai = function (target) {
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return get.effect(target, { name: 'sha' }, _status.event.player);
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};
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'step 1'
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if (result.bool && result.targets && result.targets.length) {
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var targets = result.targets;
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player.logSkill('dc_olshichou', targets);
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player.line(targets, trigger.card.nature);
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trigger.targets.addArray(targets);
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trigger.ol_shichou = true;
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player.addTempSkill('ol_shichou2');
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}
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},
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},
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ol_shichou2:{
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charlotte:true,
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trigger:{player:'useCardAfter'},
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forced:true,
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popup:false,
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onremove:true,
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filter:function(event,player){
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return event.ol_shichou==true&&player.countMark('ol_shichou2')<3&&!player.getHistory('sourceDamage',function(evt){
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return event.ol_shichou&&!player.getHistory('sourceDamage',function(evt){
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return evt.card==event.card;
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}).length&&event.cards.filterInD().length>0;
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},
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forced:true,
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popup:false,
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content:function(){
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player.addMark('ol_shichou2',1,false);
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player.gain(trigger.cards.filterInD(),'gain2');
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},
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},
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@ -19561,100 +19588,142 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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}
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},
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fengpo3:{charlotte:true},
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biluan:{
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audio:2,
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trigger:{player:'phaseDrawBegin1'},
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mark:true,
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//unique:true,
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intro:{
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content:function(storage){
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if(storage>0){
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return '其他角色计算与你的距离时+'+storage;
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}
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else if(storage<0){
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return '其他角色计算与你的距离时'+storage;
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}
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else{
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return '无距离变化';
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}
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}
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},
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init:function(player){
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if(typeof player.storage.biluan!='number') player.storage.biluan=0;
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},
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check:function(event,player){
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if(player.countCards('h')>player.hp) return true;
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if(player.hasJudge('lebu')) return true;
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var ng=[];
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var players=game.filterPlayer();
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for(var i=0;i<players.length;i++){
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if(players[i].group!='unknown'){
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//士燮
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biluan: {
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audio: 2,
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trigger: { player: 'phaseDrawBegin1' },
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check: function (event, player) {
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if (player.countCards('h') > player.hp) return true;
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if (player.hasJudge('lebu')) return true;
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var ng = [];
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var players = game.filterPlayer();
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for (var i = 0; i < players.length; i++) {
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if (players[i].group != 'unknown') {
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ng.add(players[i].group);
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}
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}
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ng=ng.length;
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if(ng<2) return false;
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var nai=0;
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for(var i=0;i<players.length;i++){
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if(players[i]!=player){
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var dist=get.distance(players[i],player,'attack');
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if(dist<=1&&dist+ng>1){
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ng = ng.length;
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if (ng < 2) return false;
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var nai = 0;
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for (var i = 0; i < players.length; i++) {
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if (players[i] != player) {
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var dist = get.distance(players[i], player, 'attack');
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if (dist <= 1 && dist + ng > 1) {
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nai++;
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}
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}
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}
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return nai>=2;
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return nai >= 2;
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},
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filter:function(event,player){
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return !event.numFixed&&game.hasPlayer(function(current){
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return current!=player&&get.distance(current,player)<=1;
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filter: function (event, player) {
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return !event.numFixed && game.hasPlayer(function (current) {
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return current != player && get.distance(current, player) <= 1;
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});
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},
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content:function(){
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var ng=[];
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var players=game.filterPlayer();
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for(var i=0;i<players.length;i++){
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if(players[i].group!='unknown'){
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content: function () {
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if (!player.hasSkill('rebiluan2')) player.addSkill('rebiluan2');
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var ng = [];
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var players = game.filterPlayer();
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for (var i = 0; i < players.length; i++) {
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if (players[i].group != 'unknown') {
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ng.add(players[i].group);
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}
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}
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player.$damagepop(ng.length,'unknownx');
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player.storage.biluan+=ng.length;
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player.markSkill('biluan');
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game.addVideo('storage',player,['biluan',player.storage.biluan]);
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player.$damagepop(ng.length, 'unknownx');
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player.storage.rebiluan2 += ng.length;
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player.markSkill('rebiluan2');
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game.addVideo('storage', player, ['biluan', player.storage.rebiluan2]);
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trigger.changeToZero();
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},
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mod:{
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globalTo:function(from,to,distance){
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if(typeof to.storage.biluan=='number'){
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return distance+to.storage.biluan;
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}
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},
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lixia: {
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audio: 2,
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trigger: { global: 'phaseJieshuBegin' },
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filter: function (event, player) {
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return event.player.isIn() && event.player != player && get.distance(event.player, player, 'attack') > 1;
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},
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forced: true,
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content: function () {
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'step 0'
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player.chooseTarget(function (card, player, target) {
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return target == player || target == _status.event.source;
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}, true, '礼下:选择一个目标摸一张牌').set('ai', function (target) {
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if (get.attitude(player, trigger.player) > 2) return 114514 - target.countCards();
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return player == target ? 1 : 0;
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}).set('source', trigger.player);
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'step 1'
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if (result.targets.length) {
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result.targets[0].draw();
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player.line(result.targets[0], 'green');
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}
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if (!player.hasSkill('rebiluan2')) player.addSkill('rebiluan2');
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player.storage.rebiluan2--;
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player.markSkill('rebiluan2');
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game.addVideo('storage', player, ['biluan', player.storage.rebiluan2]);
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}
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},
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lixia:{
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audio:2,
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trigger:{global:'phaseJieshuBegin'},
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filter:function(event,player){
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return event.player.isIn()&&event.player!=player&&get.distance(event.player,player,'attack')>1;
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},
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forced:true,
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content:function(){
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'step 0'
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player.chooseTarget(function(card,player,target){
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return target==player||target==_status.event.source;
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},true,'礼下:选择一个目标摸一张牌').set('ai',function(target){
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return player==target?1:0;
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}).set('source',trigger.player);
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'step 1'
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if(result.targets.length){
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result.targets[0].draw();
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player.line(result.targets[0],'green');
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olbiluan: {
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audio: 'biluan',
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trigger: { player: 'phaseJieshuBegin' },
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checkx: function (player) {
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var ng = Math.min(4, game.countPlayer());
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var nai = 0;
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for (var i = 0; i < game.players.length; i++) {
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if (game.players[i] != player) {
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var dist = get.distance(game.players[i], player, 'attack');
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if (dist <= 1 && dist + ng > 1) nai++;
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}
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}
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player.storage.biluan--;
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player.markSkill('biluan');
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game.addVideo('storage',player,['biluan',player.storage.biluan]);
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}
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return nai >= 2;
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},
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filter: function (event, player) {
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return player.countCards('he') && game.hasPlayer(function (current) {
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return current != player && get.distance(current, player) <= 1;
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});
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},
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direct: true,
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content: function () {
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'step 0'
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player.chooseToDiscard('he', get.prompt2('olbiluan')).set('logSkill', 'olbiluan').set('ai', function (card) {
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if (_status.event.check) return 6 - get.value(card);
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return 0;
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}).set('check', lib.skill.olbiluan.checkx(player));
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'step 1'
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if (result.bool) {
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player.addSkill('rebiluan2');
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var num = game.countGroup();
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player.$damagepop(num, 'unknownx');
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player.storage.rebiluan2 += num;
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player.markSkill('rebiluan2');
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game.addVideo('storage', player, ['rebiluan2', player.storage.rebiluan2]);
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}
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},
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},
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ollixia: {
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audio: 'lixia',
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trigger: { global: 'phaseJieshuBegin' },
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filter: function (event, player) {
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return event.player.isIn() && event.player != player && get.distance(event.player, player, 'attack') > 1;
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},
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forced: true,
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content: function () {
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'step 0'
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player.chooseTarget(function (card, player, target) {
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return target == player || target == _status.event.source;
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}, true, '礼下:请选择一个目标令其摸牌并减少你与其他角色的距离').set('ai', function (target) {
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return player == target ? 1 : 0;
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}).set('source', trigger.player);
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'step 1'
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if (result.targets.length) {
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var num = (result.targets[0] == player ? 1 : 2);
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result.targets[0].draw(num);
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player.line(result.targets[0], 'green');
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}
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if (!player.hasSkill('rebiluan2')) player.addSkill('rebiluan2');
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player.storage.rebiluan2--;
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player.markSkill('rebiluan2');
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game.addVideo('storage', player, ['rebiluan2', player.storage.rebiluan]);
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},
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},
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rebiluan2:{
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mark:true,
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@ -24282,6 +24351,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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},
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},
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characterReplace:{
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shixie:['shixie','dc_shixie'],
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caoshuang:['caoshuang','ns_caoshuang'],
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caoang:['caoang','yj_caoang','tw_caoang'],
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caohong:['tw_re_caohong','caohong','tw_caohong','yj_caohong'],
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@ -24553,7 +24623,9 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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"new_luoyan_liuli":"流离",
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"new_luoyan_liuli_info":"",
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ol_shichou:"誓仇",
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ol_shichou_info:"当你使用【杀】时,你可以令至多X+1名角色也成为此【杀】的目标。此牌结算结束后,若你未因【杀】造成过伤害,则你获得此【杀】(X为你已损失的体力值。每回合限获得三次)",
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ol_shichou_info:"当你使用【杀】时,你可以令至多X+1名角色也成为此【杀】的目标(X为你已损失的体力值)。",
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dc_olshichou: '誓仇',
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dc_olshichou_info: '当你使用【杀】时,你可以令至多X名角色也成为此【杀】的目标。此牌结算结束后,若你未因【杀】造成过伤害,则你获得此【杀】(X为你已损失的体力值)。',
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"zhenwei_three":"镇卫",
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"zhenwei_three_info":"锁定技,敌方角色至己方其他角色的距离+1。",
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"huanshi_three":"缓释",
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@ -24815,11 +24887,15 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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biluan_info:'摸牌阶段开始时,若有与你距离不大于1的其他角色,你可以放弃摸牌。若如此做,本局内其他角色计算与你的距离时+X。(X为势力数)',
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lixia:'礼下',
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lixia_info:'锁定技,其他角色的结束阶段开始时,若你不在其攻击范围内,你摸一张牌或令其摸一张牌。本局内其他角色计算与你的距离时-1。',
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olbiluan: '避乱',
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olbiluan_info: '结束阶段开始时,若有与你距离不大于1的其他角色,你可以弃置一张牌。若如此做,本局内其他角色计算与你的距离时+X。(X为场上的势力数)',
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relixia:'礼下',
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relixia_info:'锁定技,其他角色的结束阶段开始时,若你不在其攻击范围内,你选择一至两项:1.摸一张牌;2.其摸两张牌;3.其回复1点体力。本局内其他角色计算与你的距离时-X(X为你选择的选项数)。',
|
||||
rebiluan:'避乱',
|
||||
rebiluan2:'避乱',
|
||||
rebiluan_info:'结束阶段开始时,若有与你距离不大于1的其他角色,你可以弃置一张牌。若如此做,本局内其他角色计算与你的距离时+X。(X为场上角色数且至多为4)',
|
||||
relixia:'礼下',
|
||||
relixia_info:'锁定技,其他角色的结束阶段开始时,若你不在其攻击范围内,你选择一至两项:1.摸一张牌;2.其摸两张牌;3.其回复1点体力。本局内其他角色计算与你的距离时-X(X为你选择的选项数)。',
|
||||
ollixia: '礼下',
|
||||
ollixia_info: '锁定技,其他角色的结束阶段开始时,若你不在其攻击范围内,你摸一张牌或令其摸两张牌。本局内其他角色计算与你的距离时-1。',
|
||||
yishe:'义舍',
|
||||
yishe_bg:'米',
|
||||
yishe_info:'结束阶段开始时,若你的武将牌上没有「米」,则你可以摸两张牌。若如此做,你将两张牌置于武将牌上,称为「米」;当有「米」移至其他区域后,若你的武将牌上没有「米」,则你回复1点体力。',
|
||||
|
|
|
@ -2492,7 +2492,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
zhaoyun:['re_zhaoyun','old_zhaoyun','zhaoyun','ps2063_zhaoyun','ps2067_zhaoyun'],
|
||||
sp_zhaoyun:['sp_zhaoyun','jsp_zhaoyun'],
|
||||
machao:['re_machao','machao','ps_machao'],
|
||||
sp_machao:['sp_machao','old_machao'],
|
||||
sp_machao:['sp_machao','old_machao','dc_sp_machao'],
|
||||
zhugeliang:['re_zhugeliang','zhugeliang','ps2066_zhugeliang','ps_zhugeliang'],
|
||||
huangyueying:['re_huangyueying','huangyueying','junk_huangyueying'],
|
||||
sunquan:['re_sunquan','sunquan','dc_sunquan'],
|
||||
|
|
|
@ -4,6 +4,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
name:'xianding',
|
||||
connect:true,
|
||||
character:{
|
||||
dc_shixie:['male','qun',3,['rebiluan','ollixia']],
|
||||
dc_sp_machao:['male','qun',4,['zhuiji','dc_olshichou']],
|
||||
old_huangfusong:['male','qun',4,['xinfenyue']],
|
||||
dc_xiahouba:['male','shu',4,['rebaobian']],
|
||||
dc_daxiaoqiao:['female','wu',3,['dcxingwu','dcluoyan']],
|
||||
|
@ -81,11 +83,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
sp2_huben:['wangshuang','wenyang','re_liuzan','dc_huangzu','wulan','leitong','chentai','dc_duyu','dc_wangjun','dc_xiahouba','old_huangfusong'],
|
||||
sp2_shengun:["puyuan","guanlu","gexuan",'wufan','re_zhangbao','dukui','zhaozhi','zhujianping','dc_zhouxuān','zerong'],
|
||||
sp2_bizhe:['dc_luotong','dc_wangchang','chengbing','dc_yangbiao','ruanji'],
|
||||
sp2_huangjia:['caomao','liubian','dc_liuyu','quanhuijie','dingshangwan','yuanji','xielingyu','sunyu','ganfurenmifuren','dc_ganfuren','dc_mifuren'],
|
||||
sp2_huangjia:['caomao','liubian','dc_liuyu','quanhuijie','dingshangwan','yuanji','xielingyu','sunyu','ganfurenmifuren','dc_ganfuren','dc_mifuren','dc_shixie'],
|
||||
sp2_zhangtai:['guozhao','fanyufeng','ruanyu','yangwan','re_panshu'],
|
||||
sp2_jinse:['caojinyu','re_sunyi','re_fengfangnv','caohua','laiyinger','zhangfen'],
|
||||
sp2_yinyu:['zhouyi','luyi','sunlingluan'],
|
||||
sp2_wangzhe:['dc_daxiaoqiao'],
|
||||
sp2_wangzhe:['dc_daxiaoqiao','dc_sp_machao'],
|
||||
sp2_doukou:['re_xinxianying','huaman','xuelingyun','dc_ruiji','duanqiaoxiao','tianshangyi'],
|
||||
sp2_jichu:['zhaoang','dc_liuye','dc_wangyun','yanghong','huanfan','xizheng'],
|
||||
sp2_yuxiu:['dongguiren','dc_tengfanglan','zhangjinyun','zhoubuyi'],
|
||||
|
@ -5928,7 +5930,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
content:function(storage,player){
|
||||
var list=lib.skill.dchuishu.getList(player);
|
||||
return '摸牌阶段结束时,你可以摸['+list[0]+']张牌。若如此做:你弃置['+list[1]+']张手牌,且当你于本回合内弃置第['+list[2]+']+1张牌后,你从弃牌堆中获得等同于本回合弃牌数的锦囊牌。';
|
||||
return '摸牌阶段结束时,你可以摸['+list[0]+']张牌。若如此做:你弃置['+list[1]+']张手牌,且当你于本回合内弃置第['+list[2]+']+1张牌后,你从弃牌堆中获得等同于本回合弃牌数的非基本牌。';
|
||||
},
|
||||
},
|
||||
subSkill:{
|
||||
|
@ -5970,7 +5972,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
var cards=[];
|
||||
for(var i=0;i<num;i++){
|
||||
var card=get.discardPile(function(card){
|
||||
return get.type2(card)=='trick'&&!cards.contains(card);
|
||||
return get.type(card)!='basic'&&!cards.contains(card);
|
||||
});
|
||||
if(card) cards.push(card);
|
||||
else break;
|
||||
|
@ -11792,7 +11794,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
},
|
||||
dchuishu:function(player){
|
||||
var list=lib.skill.dchuishu.getList(player);
|
||||
return '摸牌阶段结束时,你可以摸['+list[0]+']张牌。若如此做:你弃置['+list[1]+']张手牌,且当你于本回合内弃置第['+list[2]+']+1张牌后,你从弃牌堆中随机获得等同于本回合弃牌数的锦囊牌。';
|
||||
return '摸牌阶段结束时,你可以摸['+list[0]+']张牌。若如此做:你弃置['+list[1]+']张手牌,且当你于本回合内弃置第['+list[2]+']+1张牌后,你从弃牌堆中随机获得等同于本回合弃牌数的非基本牌。';
|
||||
},
|
||||
dcshoutan:function(player){
|
||||
if(player.storage.dcshoutan) return '转换技。出牌阶段限一次,阴:你可以弃置一张不为黑色的手牌。<span class="bluetext">阳:你可以弃置一张黑色手牌。</span>';
|
||||
|
@ -12046,7 +12048,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
dcpeiqi_info:'当你受到伤害后,你可以移动场上的一张牌。然后若场上所有角色均在彼此的攻击范围内,则你可以再移动场上的一张牌。',
|
||||
quanhuijie:'全惠解',
|
||||
dchuishu:'慧淑',
|
||||
dchuishu_info:'摸牌阶段结束时,你可以摸[3]张牌。若如此做:你弃置[1]张手牌,且当你于本回合内弃置第[2]+1张牌后,你从弃牌堆中随机获得等同于本回合弃牌数的锦囊牌。',
|
||||
dchuishu_info:'摸牌阶段结束时,你可以摸[3]张牌。若如此做:你弃置[1]张手牌,且当你于本回合内弃置第[2]+1张牌后,你从弃牌堆中随机获得等同于本回合弃牌数的非基本牌。',
|
||||
dcyishu:'易数',
|
||||
dcyishu_info:'锁定技。当你不因出牌阶段而失去牌后,你同时令{〖慧淑〗的中括号内最小的一个数字+2}且{〖慧淑〗的中括号内最大的一个数字-1}。',
|
||||
dcligong:'离宫',
|
||||
|
@ -12259,6 +12261,8 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
|||
dcluoyan_info:'锁定技,若你有“星舞”牌,你视为拥有技能〖天香〗和〖流离〗。',
|
||||
dc_xiahouba:'新杀夏侯霸',
|
||||
old_huangfusong:'新杀皇甫嵩',
|
||||
dc_sp_machao:'群马超',
|
||||
dc_shixie:'新杀士燮',
|
||||
|
||||
sp2_yinyu:'隐山之玉',
|
||||
sp2_huben:'百战虎贲',
|
||||
|
|
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Loading…
Reference in New Issue