Revert "新增族王允,新杀灭霸"

This reverts commit 526d309a12.
This commit is contained in:
Spmario233 2023-07-29 23:22:38 +08:00
parent 6d605c7281
commit d59d448760
7 changed files with 8 additions and 495 deletions

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@ -16,264 +16,16 @@ game.import('character',function(lib,game,ui,get,ai,_status){
clan_wukuang:['male','qun',4,['clanlianzhu','clanmuyin'],['clan:陈留吴氏']], clan_wukuang:['male','qun',4,['clanlianzhu','clanmuyin'],['clan:陈留吴氏']],
clan_wangling:['male','wei',4,['clanbolong','clanzhongliu'],['clan:太原王氏']], clan_wangling:['male','wei',4,['clanbolong','clanzhongliu'],['clan:太原王氏']],
clan_zhongyan:['female','jin',3,['clanguangu','clanxiaoyong','clanbaozu'],['clan:颍川钟氏']], clan_zhongyan:['female','jin',3,['clanguangu','clanxiaoyong','clanbaozu'],['clan:颍川钟氏']],
clan_wangyun:['male','qun',3,['clanjiexuan','clanmingjie','clanzhongliu'],['clan:太原王氏']],
}, },
characterSort:{ characterSort:{
clan:{ clan:{
clan_wu:['clan_wuxian','clan_wuban','clan_wukuang'], clan_wu:['clan_wuxian','clan_wuban','clan_wukuang'],
clan_xun:['clan_xunshu','clan_xunchen','clan_xuncai','clan_xuncan'], clan_xun:['clan_xunshu','clan_xunchen','clan_xuncai','clan_xuncan'],
clan_han:['clan_hanshao','clan_hanrong'], clan_han:['clan_hanshao','clan_hanrong'],
clan_wang:['clan_wangling','clan_wangyun'], clan_wang:['clan_wangling'],
clan_zhong:['clan_zhongyan'],
}, },
}, },
skill:{ skill:{
//族王允
clanjiexuan:{
audio:2,
enable:'phaseUse',
limited:true,
zhuanhuanji:'number',
mark:true,
marktext:'☯',
intro:{
markcount:()=>0,
content:function(storage){
return '限定技,转换技。你可以将一张'+((storage||0)%2?'黑色牌当【过河拆桥】':'红色牌当【顺手牵羊】')+'使用。';
},
},
viewAs:function(cards,player){
var storage=player.storage.clanjiexuan;
var name=(storage||0)%2?'guohe':'shunshou';
return {name:name};
},
check:function(card){
var player=_status.event.player;
var storage=player.storage.clanjiexuan;
var name=(storage||0)%2?'guohe':'shunshou';
var fix=player.hasSkill('clanzhongliu')&&get.position(card)!='h'?2:1;
return get.value({name:name},player)-get.value(card)+fix;
},
position:'hes',
filterCard:function(card,player){
var storage=player.storage.clanjiexuan;
return get.color(card)==((storage||0)%2?'black':'red');
},
skillAnimation:true,
animationColor:'thunder',
precontent:function(){
'step 0'
var skill='clanjiexuan';
player.logSkill(skill);
player.changeZhuanhuanji(skill);
player.awakenSkill(skill,true);
delete event.result.skill;
},
ai:{
order:function(item,player){
player=player||_status.event.player;
var storage=_status.event.player.storage.clanjiexuan;
var name=(storage||0)%2?'guohe':'shunshou';
return get.order({name:name})+0.1;
},
},
},
clanmingjie:{
audio:2,
enable:'phaseUse',
limited:true,
filterTarget:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
'step 0'
player.awakenSkill('clanmingjie');
player.addSkill('clanmingjie_effect');
player.markAuto('clanmingjie_effect',[target]);
target.addTempSkill('clanmingjie_targeted',{player:'phaseAfter'});
target.markAuto('clanmingjie_targeted',[player]);
},
ai:{
order:10,
result:{
target:function(player,target){
if(player.getStorage('clanmingjie_effect').contains(target)) return 0;
if(player.hasSkill('clanzhongliu')||player.hp==1){
if(!player.hasCard(card=>{
var info=get.info(card);
if(info.allowMultiple==false) return false;
if(!lib.filter.targetEnabled2(card,player,target)) return false;
return game.hasPlayer(current=>{
return player.canUse(card,current)&&get.effect(current,card,player,player)>0&&current!=target&&get.effect(target,card,player,player)>0;
});
},'hs')) return 0;
}
else{
if(player.countCards('hs',card=>{
var info=get.info(card);
if(info.allowMultiple==false) return false;
if(!lib.filter.targetEnabled2(card,player,target)) return false;
return game.hasPlayer(current=>{
return player.canUse(card,current)&&get.effect(current,card,player,player)>0&&current!=target&&get.effect(target,card,player,player)>0;
});
})<3) return 0;
}
return get.sgnAttitude(player,target);
},
}
},
subSkill:{
effect:{
trigger:{player:'useCard2'},
charlotte:true,
filter:function(event,player){
var card=event.card;
var info=get.info(card);
if(info.allowMultiple==false) return false;
if(event.targets&&!info.multitarget){
if(player.getStorage('clanmingjie_effect').some(current=>{
return current.isIn()&&!event.targets.contains(current)&&lib.filter.targetEnabled2(card,player,current);
})){
return true;
}
}
return false;
},
prompt:'是否发动【铭戒】?',
prompt2:function(event,player){
var list=player.getStorage('clanmingjie_effect').filter(target=>{
if(event.targets.contains(target)||!target.isIn()) return false;
return lib.filter.targetEnabled2(event.card,player,target);
});
return '令'+get.translation(list)+'也成为'+get.translation(event.card)+'的目标';
},
logTarget:function(event,player){
return player.getStorage('clanmingjie_effect').filter(target=>{
if(event.targets.contains(target)||!target.isIn()) return false;
return lib.filter.targetEnabled2(event.card,player,target);
});
},
check:function(event,player){
var eff=0;
var list=player.getStorage('clanmingjie_effect').filter(target=>{
if(event.targets.contains(target)||!target.isIn()) return false;
return lib.filter.targetEnabled2(event.card,player,target);
});
for(var i of list) eff+=get.effect(i,event.card,player,player);
return eff>0;
},
content:function(){
var list=player.getStorage('clanmingjie_effect').filter(target=>{
if(trigger.targets.contains(target)||!target.isIn()) return false;
return lib.filter.targetEnabled2(trigger.card,player,target);
});
if(list.length>0){
trigger.targets.addArray(list);
game.log(list,'也成为了',trigger.card,'的目标');
}
},
intro:{
content:'使用牌时可以额外指定$为目标',
},
ai:{
effect:{
player:function(card,player,target){
if(_status.event.getParent('useCard',true)||_status.event.getParent('_wuxie',true)) return;
if(player.getStorage('clanmingjie_effect').contains(target)) return [1,-0.5];
},
},
},
},
targeted:{
trigger:{
player:'phaseEnd',
},
filter:function(event,player){
return player.getStorage('clanmingjie_targeted').length;
},
forced:true,
popup:false,
onremove:['clanmingjie_targeted','clanmingjie_record'],
charlotte:true,
group:'clanmingjie_record',
content:function(){
'step 0'
var targets=player.getStorage('clanmingjie_targeted').slice();
targets.sortBySeat();
event.targets=targets;
event.targetsx=targets.slice();
var cards=[];
var list=player.getStorage('clanmingjie_record');
if(list.length){
cards.addArray(list);
}
cards=cards.filterInD('d');
if(cards.length){
event.cards=cards;
}
else event.goto(6);
'step 1'
event.target=targets.shift();
event.cards2=cards.filterInD('d');
'step 2'
target.chooseButton(['铭戒:是否使用这些牌?',event.cards2]).set('filterButton',button=>{
return _status.event.player.hasUseTarget(button.link);
}).set('ai',button=>{
return _status.event.player.getUseValue(button.link);
});
'step 3'
if(result.bool){
var card=result.links[0];
event.cards2.remove(card);
target.$gain2(card,false);
game.delayx();
target.chooseUseTarget(card,true);
}
else event.goto(5);
'step 4'
if(event.cards2.filter(card=>{
return get.position(card,true)=='d'&&target.hasUseTarget(card);
}).length) event.goto(2);
'step 5'
if(targets.length) event.goto(1);
'step 6'
event.targetsx.forEach(target=>{
target.unmarkAuto('clanmingjie_effect',[player]);
});
player.removeSkill('clanmingjie_targeted');
},
marktext:'戒',
intro:{
content:'已被$指定为〖铭戒〗目标',
},
},
record:{
trigger:{
global:['shaMiss','eventNeutralized','useCard1','phaseAfter'],
},
silent:true,
forced:true,
charlotte:true,
filter:function(event,player){
if(_status.currentPhase!=player) return false;
if(event.name=='useCard'){
return get.suit(event.card)=='spade';
}
if(event.name=='phase') return true;
if(event.type!='card') return false;
return true;
},
content:function(){
'step 0'
if(trigger.name=='phase'){
delete player.storage.clanmingjie_record;
return;
}
player.markAuto('clanmingjie_record',trigger.cards);
}
}
}
},
//钟琰族钟琰 //钟琰族钟琰
clanguangu:{ clanguangu:{
audio:2, audio:2,
@ -284,7 +36,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
marktext:'☯', marktext:'☯',
intro:{ intro:{
content:function(storage){ content:function(storage){
return '转换技。出牌阶段限一次,你可以观看'+(storage?'一名角色的至多四张手':'牌堆顶的至多四张')+'牌,然后可以使用其中的一张牌'; return '转换技。出牌阶段限一次,你可以观看'+(storage?'一名角色的至多四张手':'牌堆顶的至多四张')+'牌,然后可以使用其中的一张牌';
}, },
}, },
filter:function(event,player){ filter:function(event,player){
@ -380,7 +132,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
nature:get.nature(card,get.owner(card)), nature:get.nature(card,get.owner(card)),
cards:[card], cards:[card],
} }
return player.hasUseTarget(cardx,null,false); return player.hasUseTarget(cardx);
}).set('ai',button=>{ }).set('ai',button=>{
var len=_status.event.len; var len=_status.event.len;
var card=button.link; var card=button.link;
@ -407,7 +159,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
nature:get.nature(card,get.owner(card)), nature:get.nature(card,get.owner(card)),
cards:[card], cards:[card],
} }
var next=player.chooseUseTarget(cardx,[card],true,false).set('oncard',(card)=>{ var next=player.chooseUseTarget(cardx,[card],true).set('oncard',(card)=>{
var owner=_status.event.getParent().owner; var owner=_status.event.getParent().owner;
if(owner) owner.$throw(card.cards); if(owner) owner.$throw(card.cards);
}); });
@ -585,7 +337,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
clanzhongliu:{ clanzhongliu:{
audio:2, audio:2,
audioname:['clan_wangling','clan_wangyun'], audioname:['clan_wangling'],
trigger:{player:'useCard'}, trigger:{player:'useCard'},
forced:true, forced:true,
clanSkill:true, clanSkill:true,
@ -2118,11 +1870,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
clanxiaoyong_info:'锁定技。当你于回合内首次使用字数为X的牌时你重置〖观骨〗X为你上次发动〖观骨〗观看的牌数。', clanxiaoyong_info:'锁定技。当你于回合内首次使用字数为X的牌时你重置〖观骨〗X为你上次发动〖观骨〗观看的牌数。',
clanbaozu:'保族', clanbaozu:'保族',
clanbaozu_info:'宗族技限定技。当一名同族角色进入濒死状态时你可以令其横置并回复1点体力。', clanbaozu_info:'宗族技限定技。当一名同族角色进入濒死状态时你可以令其横置并回复1点体力。',
clan_wangyun:'族王允',
clanjiexuan:'解悬',
clanjiexuan_info:'限定技,转换技。阴:你可以将一张红色牌当【顺手牵羊】使用;阳:你可以将一张黑色牌当【过河拆桥】使用。',
clanmingjie:'铭戒',
clanmingjie_info:'限定技。出牌阶段,你可以选择一名角色,然后直到其下回合结束时,当你使用牌时你可以指定其为额外目标。然后其下回合结束时,你可以使用本回合使用过的黑桃牌和被抵消过的牌。',
clan_wu:'陈留·吴氏', clan_wu:'陈留·吴氏',
clan_xun:'颍川·荀氏', clan_xun:'颍川·荀氏',

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@ -19949,7 +19949,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
xin_zhuzhi:'手杀朱治', xin_zhuzhi:'手杀朱治',
sbanguo:'安国', sbanguo:'安国',
sbanguo_info:'①游戏开始时你令一名其他角色获得1枚“安国”标记有“安国”的角色手牌上限基数等于体力上限。②出牌阶段开始时你可以将一名有“安国”的角色的所有“安国”移动给一名本局游戏未获得过“安国”的其他角色。③当你受到伤害时若有有“安国”的角色且伤害值不小于你的体力值且此伤害没有来源或来源没有“安国”防止此伤害。④一名角色进入濒死状态时若其有你因〖安国①〗获得的“安国”你移去其该“安国”令其将体力回复至1点。然后你选择一项1.若你的体力值大于1你失去体力至1点2.若你的体力上限大于1你将体力上限减至1。最后你令其获得X点护甲X为你以此法失去的体力值或减少的体力上限。', sbanguo_info:'①游戏开始时你令一名其他角色获得1枚“安国”标记有“安国”的角色手牌上限基数等于体力上限。②出牌阶段开始时你可以将一名有“安国”的角色的所有“安国”移动给一名本局游戏未获得过“安国”的其他角色。③当你受到伤害时若有有“安国”的角色且伤害值不小于你的体力值且此伤害没有来源或来源没有“安国”防止此伤害。④一名角色进入濒死状态时若其有你因〖安国①〗获得的“安国”你移去其该“安国”令其将体力回复至1点。然后你选择一项1.若你的体力值大于1你失去体力至1点2.若你的体力上限大于1你将体力上限减至1。最后你令其获得X点护甲X为你以此法失去的体力值或减少的体力上限。',
wangjun:'手杀王濬', wangjun:'王濬',
zhujian:'筑舰', zhujian:'筑舰',
zhujian_info:'出牌阶段限一次。你可以令至少两名装备区里有牌的角色各摸一张牌。', zhujian_info:'出牌阶段限一次。你可以令至少两名装备区里有牌的角色各摸一张牌。',
duansuo:'断索', duansuo:'断索',

View File

@ -4,7 +4,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
name:'sp2', name:'sp2',
connect:true, connect:true,
character:{ character:{
dc_wangjun:['male','qun',4,['dcmianyao','dcchangqu']],
dc_wuban:['male','shu',4,['dcyouzhan'],['clan:陈留吴氏','unseen']], dc_wuban:['male','shu',4,['dcyouzhan'],['clan:陈留吴氏','unseen']],
dc_duyu:['male','wei',3,['dcjianguo','dcdyqingshi'],['unseen']], dc_duyu:['male','wei',3,['dcjianguo','dcdyqingshi'],['unseen']],
ganfurenmifuren:['female','shu',3,['dcchanjuan','dcxunbie']], ganfurenmifuren:['female','shu',3,['dcchanjuan','dcxunbie']],
@ -237,7 +236,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
}, },
characterSort:{ characterSort:{
sp2:{ sp2:{
sp_whlw:["xurong","lijue","zhangji","fanchou","guosi","duanwei","liangxing","zhangheng",'tangji','niufu','dongxie'], sp_whlw:["xurong","lijue","zhangji","fanchou","guosi","duanwei","liangxing","zhangheng",'tangji','niufu'],
sp_zlzy:["zhangqiying","lvkai","zhanggong","weiwenzhugezhi","beimihu"], sp_zlzy:["zhangqiying","lvkai","zhanggong","weiwenzhugezhi","beimihu"],
sp_longzhou:["xf_tangzi","xf_huangquan","xf_sufei","sp_liuqi"], sp_longzhou:["xf_tangzi","xf_huangquan","xf_sufei","sp_liuqi"],
sp_zizouqi:["mangyachang","xugong","zhangchangpu"], sp_zizouqi:["mangyachang","xugong","zhangchangpu"],
@ -277,238 +276,10 @@ game.import('character',function(lib,game,ui,get,ai,_status){
sp2_yuxiu:['dongguiren','dc_tengfanglan','zhangjinyun'], sp2_yuxiu:['dongguiren','dc_tengfanglan','zhangjinyun'],
sp2_gaoshan:['wanglang','liuhui'], sp2_gaoshan:['wanglang','liuhui'],
sp2_wumiao:['wu_zhugeliang'], sp2_wumiao:['wu_zhugeliang'],
sp_decade:['caobuxing','re_maliang','xin_baosanniang','dc_wangjun'], sp_decade:['caobuxing','re_maliang','xin_baosanniang','dongxie'],
} }
}, },
skill:{ skill:{
//新服灭霸
dcmianyao:{
audio:2,
trigger:{
player:'phaseDrawEnd',
},
direct:true,
filter:function(event,player){
return player.countCards('h')>0;
},
content:function(){
'step 0'
player.chooseCard('h',get.prompt('dcmianyao'),'展示点数最小的一张牌并随机插入牌堆中,然后于回合结束时摸此牌点数张牌。',function(card,player){
var num=get.number(card,player);
return !player.hasCard(card2=>{
return card!=card2&&get.number(card2,player)<num;
});
}).set('ai',card=>{
var player=_status.event.player;
var value=player.getUseValue(card,null,true);
if(value>5&&get.number(card)<=2) return 0;
return 1+1/Math.max(0.1,value);
});
'step 1'
if(result.bool){
player.logSkill('dcmianyao');
var card=result.cards[0];
event.card=card;
player.showCards([card],get.translation(player)+'发动了【免徭】');
}
else event.finish();
'step 2'
player.$throw(1,1000);
player.lose(card,ui.cardPile).insert_index=function(){
return ui.cardPile.childNodes[get.rand(0,ui.cardPile.childNodes.length-1)];
}
player.addTempSkill('dcmianyao_draw');
var num=get.number(card);
if(num>0) player.addMark('dcmianyao_draw',num,false);
},
subSkill:{
draw:{
trigger:{
player:'phaseEnd',
},
filter:function(event,player){
return player.hasMark('dcmianyao_draw');
},
forced:true,
charlotte:true,
onremove:true,
content:function(){
player.draw(player.countMark('dcmianyao_draw'));
},
}
}
},
dcchangqu:{
audio:2,
enable:'phaseUse',
usable:1,
selectTarget:function(){
return [1,game.countPlayer()-1];
},
complexSelect:true,
complexTarget:true,
multitarget:true,
multiline:true,
filterTarget:function(card,player,target){
if(player==target) return false;
var next=player.getNext(),prev=player.getPrevious();
var selected=ui.selected.targets;
if(!selected.contains(next)&&!selected.contains(prev)) return (target==next||target==prev);
for(var i of selected){
if(i.getNext()==target||i.getPrevious()==target) return true;
}
return false;
},
contentBefore:function(){
event.getParent()._dcchangqu_targets=targets.slice();
},
content:function(){
'step 0'
event.targets=event.getParent()._dcchangqu_targets;
var current=targets[0];
current.addMark('dcchangqu_warship');
current.addMark('dcchangqu_warshipx',1,false);
event.num=0;
game.delayx();
'step 1'
var target=targets.shift();
event.target=target;
var num=Math.max(1,event.num);
var nextPlayer=targets.find(i=>{
return i.isIn();
});
if(target.hasMark('dcchangqu_warshipx')){
var prompt2='是否交给'+get.translation(player)+get.cnNumber(num)+'张手牌?'+(nextPlayer?'若如此做,将“战舰”移动给'+get.translation(nextPlayer)+'':'')+'否则你下次受到的属性伤害值+'+num;
target.chooseCard(get.translation(player)+'对你发动了【长驱】',prompt2).set('ai',card=>{
if(_status.event.att>0) return 6-get.value(card);
if(_status.event.take) return -get.value(card);
return 5-get.value(card);
}).set('att',get.attitude(target,player)).set('take',function(){
var base=num;
var getEffect=function(target,player,num){
var natures=['fire','thunder','ice'];
return natures.map(nature=>{
return get.damageEffect(target,target,player,nature)*Math.sqrt(num)/Math.min(1.5,1+target.countCards('h'));
}).reduce((sum,eff)=>{
return sum+eff;
},0)/natures.length;
}
var eff=getEffect(player,player,base);
return targets.some((current,ind)=>{
var num=base+ind+1;
var effx=getEffect(current,player,num);
return effx<eff;
});
});
}
else event.goto(4);
'step 2'
if(result.bool){
var cards=result.cards;
target.give(cards,player);
event.num++;
}
else{
target.addSkill('dcchangqu_add');
target.addMark('dcchangqu_add',Math.max(1,event.num),false);
target.link(true);
event.goto(4);
}
'step 3'
var nextPlayer=targets.find(i=>{
return i.isIn();
});
if(nextPlayer){
target.line(nextPlayer);
nextPlayer.addMark('dcchangqu_warship',target.countMark('dcchangqu_warship'));
nextPlayer.addMark('dcchangqu_warshipx',target.countMark('dcchangqu_warshipx'),false);
event.goto(1);
game.delayx();
}
target.removeMark('dcchangqu_warship',target.countMark('dcchangqu_warship'));
target.removeMark('dcchangqu_warshipx',target.countMark('dcchangqu_warshipx'),false);
'step 4'
var targets=game.players.slice().concat(game.dead);
targets.forEach(i=>{
delete i.storage.dcchangqu_warshipx;
});
},
ai:{
order:10,
expose:0.05,
result:{
target:function(player,target){
var att=get.attitude(player,target);
var targets=game.filterPlayer(i=>i!=player);
targets.sortBySeat(player);
var targets2=targets.reverse();
var sum=0;
var maxSum=-Infinity,maxIndex=-1;
var maxSum2=-Infinity,maxIndex2=-1;
for(var i=0;i<targets.length;i++){
var current=targets[i];
var att=-get.attitude(player,current)-0.1;
var val=Math.sqrt(i+1)*att;
val/=0.01+Math.max(3,current.countCards('h')/2);
sum+=val;
if(sum>maxSum){
maxSum=sum;
maxIndex=i;
}
}
var sum=0;
for(var i=0;i<targets2.length;i++){
var current=targets[i];
var att=-get.attitude(player,current)-0.1;
var val=Math.sqrt(i+1)*att;
val/=0.01+Math.max(3,current.countCards('h')/2);
sum+=val;
if(sum>maxSum2){
maxSum2=sum;
maxIndex2=i;
}
}
if(maxSum<maxSum2){
targets=targets2;
maxIndex=maxIndex2;
}
if(ui.selected.targets.length>maxIndex) return -100*get.sgnAttitude(player,target);
if(target==targets[ui.selected.targets.length]) return get.sgnAttitude(player,target);
return 0;
}
},
},
subSkill:{
warship:{
marktext:'舰',
intro:{
name:'战舰',
name2:'战舰',
content:'这里停了&艘战舰!不过啥用没有。',
}
},
add:{
trigger:{
player:'damageBegin3',
},
filter:function(event,player){
return event.nature&&player.hasMark('dcchangqu_add');
},
forced:true,
onremove:true,
charlotte:true,
content:function(){
'step 0'
trigger.num+=player.countMark('dcchangqu_add');
player.removeSkill('dcchangqu_add');
},
marktext:'驱',
intro:{
content:'下次受到的属性伤害+#',
}
},
}
},
//吴班 //吴班
dcyouzhan:{ dcyouzhan:{
audio:2, audio:2,
@ -31647,11 +31418,6 @@ game.import('character',function(lib,game,ui,get,ai,_status){
dcjianguo_info:'出牌阶段限一次。你可以选择一名角色并选择一项1.令其摸一张牌然后其弃置一半的手牌2.令其弃置一张牌,然后其摸等同于手牌数一半的牌(均向下取整)。', dcjianguo_info:'出牌阶段限一次。你可以选择一名角色并选择一项1.令其摸一张牌然后其弃置一半的手牌2.令其弃置一张牌,然后其摸等同于手牌数一半的牌(均向下取整)。',
dcdyqingshi:'倾势', dcdyqingshi:'倾势',
dcdyqingshi_info:'当你于回合内使用【杀】或普通锦囊牌指定第一个目标后若目标角色包括其他角色且此牌为你本回合使用的第X张牌你可以对其中一名不为你的目标角色造成1点伤害X为你的手牌数。', dcdyqingshi_info:'当你于回合内使用【杀】或普通锦囊牌指定第一个目标后若目标角色包括其他角色且此牌为你本回合使用的第X张牌你可以对其中一名不为你的目标角色造成1点伤害X为你的手牌数。',
dc_wangjun:'王濬',
dcmianyao:'免徭',
dcmianyao_info:'摸牌阶段结束时,你可以展示手牌中点数最小的一张牌并将此牌随机插入牌堆中。然后你于此回合结束时摸等同于此牌点数的牌。',
dcchangqu:'长驱',
dcchangqu_info:'出牌阶段限一次。你可以开一艘战舰(你从你的上家或下家开始选择任意名座位连续的其他角色,且起点角色获得“战舰”标记)。这些角色按照你选择的顺序依次执行:{若其有本次获得的“战舰”其选择一项1.交给你X张手牌然后将“战舰”移动给你选择的下一名目标角色2.令其下次受到的属性伤害值+X然后横置X为本次〖长驱〗中选项一被选择过的次数且至少为1。}。',
sp_whlw:"文和乱武", sp_whlw:"文和乱武",
sp_zlzy:"逐鹿中原", sp_zlzy:"逐鹿中原",

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