commit
dcd800cfe4
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@ -598,6 +598,7 @@ window.noname_character_rank={
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'jsrg_sunce',
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'jsrg_sunce',
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're_caorui',
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're_caorui',
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'ol_zhouqun',
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'ol_zhouqun',
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'caoxi',
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],
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],
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bp:[
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bp:[
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'chess_diaochan',
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'chess_diaochan',
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180
character/sp.js
180
character/sp.js
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@ -6,7 +6,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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characterSort:{
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characterSort:{
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sp:{
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sp:{
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sp_tianji:["sunhao","liuxie","caoang","hetaihou","sunluyu",'ol_wangrong',"zuofen","ganfuren","ol_bianfuren","qinghegongzhu","tengfanglan","ruiji",'caoxiancaohua'],
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sp_tianji:["sunhao","liuxie","caoang","hetaihou","sunluyu",'ol_wangrong',"zuofen","ganfuren","ol_bianfuren","qinghegongzhu","tengfanglan","ruiji",'caoxiancaohua'],
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sp_sibi:["yangxiu","chenlin","chengyu","shixie","fuwan","wangyun","zhugejin","simalang","maliang","buzhi","dongyun","kanze","sunqian","xizhicai","sunshao",'duxi',"jianggan",'ol_dengzhi','ol_yangyi','ol_dongzhao','ol_chendeng','jin_yanghu','wangyan','xiahouxuan','quhuang','zhanghua','wangguan','sunhong'],
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sp_sibi:["yangxiu","chenlin","chengyu","shixie","fuwan","wangyun","zhugejin","simalang","maliang","buzhi","dongyun","kanze","sunqian","xizhicai","sunshao",'duxi',"jianggan",'ol_dengzhi','ol_yangyi','ol_dongzhao','ol_chendeng','jin_yanghu','wangyan','xiahouxuan','quhuang','zhanghua','wangguan','sunhong','caoxi'],
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sp_tianzhu:['niujin','hejin','hansui',"wutugu","yanbaihu","shamoke","panfeng","zhugedan",'huangzu','gaogan',"tadun","fanjiangzhangda","ahuinan","dongtuna",'ol_wenqin'],
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sp_tianzhu:['niujin','hejin','hansui',"wutugu","yanbaihu","shamoke","panfeng","zhugedan",'huangzu','gaogan',"tadun","fanjiangzhangda","ahuinan","dongtuna",'ol_wenqin'],
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sp_nvshi:["lingju","guanyinping","zhangxingcai","mayunlu","dongbai","zhaoxiang",'ol_zhangchangpu','ol_xinxianying',"daxiaoqiao","jin_guohuai"],
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sp_nvshi:["lingju","guanyinping","zhangxingcai","mayunlu","dongbai","zhaoxiang",'ol_zhangchangpu','ol_xinxianying',"daxiaoqiao","jin_guohuai"],
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sp_shaowei:["simahui","zhangbao","zhanglu","zhugeguo","xujing","zhangling",'huangchengyan','zhangzhi','lushi'],
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sp_shaowei:["simahui","zhangbao","zhanglu","zhugeguo","xujing","zhangling",'huangchengyan','zhangzhi','lushi'],
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@ -27,6 +27,7 @@ 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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character:{
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character:{
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caoxi:['male','wei',3,['olgangshu','oljianxuan']],
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ol_pengyang:['male','shu',3,['olqifan','oltuishi','nzry_cunmu']],
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ol_pengyang:['male','shu',3,['olqifan','oltuishi','nzry_cunmu']],
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ol_qianzhao:['male','wei',4,['olweifu','olkuansai']],
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ol_qianzhao:['male','wei',4,['olweifu','olkuansai']],
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niujin:['male','wei',4,['olcuorui','liewei']],
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niujin:['male','wei',4,['olcuorui','liewei']],
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@ -195,6 +196,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
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//kaisa:["male","western",4,["zhengfu"]],
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//kaisa:["male","western",4,["zhengfu"]],
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},
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},
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characterIntro:{
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characterIntro:{
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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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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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haopu:'郝普,字子太,义阳(治所在今湖北枣阳东南)人。刘备入川后,郝普为零陵太守。建安二十年(215年),吴将吕蒙进攻荆州三郡,唯有郝普坚守待援。但援兵久久不至,其挚友邓玄之又被吕蒙所骗,郝普也因此上当,投降吴国。湘水划界后,郝普回归刘备。建安二十四年(219年),吕蒙再次袭击荆州,击败关羽,郝普再次投降,最终归顺吴国并官至廷尉。郝普与隐蕃亲善,隐蕃蓄谋叛变事情败露,他受到牵连,因此自杀。在刘备集团的5个荆州郡守中,郝普是唯一一个抵抗过东吴的荆州郡守。',
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haopu:'郝普,字子太,义阳(治所在今湖北枣阳东南)人。刘备入川后,郝普为零陵太守。建安二十年(215年),吴将吕蒙进攻荆州三郡,唯有郝普坚守待援。但援兵久久不至,其挚友邓玄之又被吕蒙所骗,郝普也因此上当,投降吴国。湘水划界后,郝普回归刘备。建安二十四年(219年),吕蒙再次袭击荆州,击败关羽,郝普再次投降,最终归顺吴国并官至廷尉。郝普与隐蕃亲善,隐蕃蓄谋叛变事情败露,他受到牵连,因此自杀。在刘备集团的5个荆州郡守中,郝普是唯一一个抵抗过东吴的荆州郡守。',
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ol_zhanghe:'字儁乂,河间鄚人。三国时期魏国名将。官渡之战时,本为袁绍部将的张郃投降了曹操,并在曹操帐下多立功勋,于曹魏建立后加封为征西车骑将军。诸葛亮六出祁山之间,张郃多次抵御蜀军的进攻,于公元231年在木门道被诸葛亮设伏射死。后谥曰壮侯。为曹魏“五子良将”之一。',
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ol_zhanghe:'字儁乂,河间鄚人。三国时期魏国名将。官渡之战时,本为袁绍部将的张郃投降了曹操,并在曹操帐下多立功勋,于曹魏建立后加封为征西车骑将军。诸葛亮六出祁山之间,张郃多次抵御蜀军的进攻,于公元231年在木门道被诸葛亮设伏射死。后谥曰壮侯。为曹魏“五子良将”之一。',
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@ -693,6 +695,122 @@ 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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skill:{
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skill:{
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//曹羲
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olgangshu:{
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audio:2,
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trigger:{
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player:'useCardAfter',
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},
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filter:function(event,player){
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return get.type2(event.card,false)!='basic';
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},
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getInfo:(player)=>{
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if(!player.storage.olgangshu_buff) player.storage.olgangshu_buff=[0,0,0];
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return player.storage.olgangshu_buff;
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},
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direct:true,
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group:'olgangshu_reset',
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content:function(){
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'step 0'
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var info=lib.skill.olgangshu.getInfo(player);
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player.chooseControl('攻击范围('+info[0]+')','摸牌数('+info[1]+')','使用【杀】的上限('+info[2]+')','cancel2').set('prompt',get.prompt('olgangshu')).set('prompt2','<div class="text center">令以下一个数值+1(每项至多+5):<br>1.攻击范围;<br>2.下个摸牌阶段的摸牌数;<br>3.使用【杀】的次数上限。</div>').set('ai',()=>{
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return _status.event.choice;
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}).set('choice',function(){
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var info=lib.skill.olgangshu.getInfo(player);
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if(info[1]==0) return 1;
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if(info[2]<5&&player.hasCard(card=>{
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return get.name(card)=='sha'&&player.hasValueTarget(card);
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},'hs')&&!player.getCardUsable('sha')) return 2;
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if(info[0]<5&&!game.hasPlayer(current=>{
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return player.inRange(current)&&get.effect(current,{name:'sha'},player,player)>0;
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})) return 0;
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var rand=Math.random();
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var list=[0,1,2].filter(i=>info[i]<5);
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if(!list.length) return 'cancel2';
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if(rand<0.2&&list.includes(0)) return 0;
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if(rand<0.7&&list.includes(1)) return 1;
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if(rand<1.0&&list.includes(2)) return 2;
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return list.randomGet();
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}());
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'step 1'
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if(result.control!='cancel2'){
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player.logSkill('olgangshu');
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player.addSkill('olgangshu_buff');
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var info=lib.skill.olgangshu.getInfo(player);
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info[result.index]=Math.min(5,info[result.index]+1);
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game.log(player,'的',result.control.slice(0,result.control.indexOf('(')),'#y+1');
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player.markSkill('olgangshu_buff');
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}
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},
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ai:{
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threaten:3.1,
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},
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subSkill:{
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buff:{
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trigger:{player:'phaseDrawBegin2'},
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charlotte:true,
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onremove:true,
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forced:true,
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filter:function(event,player){
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var info=lib.skill.olgangshu.getInfo(player);
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if(!info[1]) return false;
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return !event.numFixed;
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},
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content:function(){
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var info=lib.skill.olgangshu.getInfo(player);
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trigger.num+=info[1];
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info[1]=0;
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player.markSkill('olgangshu_buff');
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},
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mod:{
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attackRange:function(player,range){
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var info=lib.skill.olgangshu.getInfo(player);
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if(info) return range+info[0];
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},
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cardUsable:function(card,player,num){
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if(card.name!='sha') return;
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var info=lib.skill.olgangshu.getInfo(player);
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if(info) return num+info[2];
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},
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},
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mark:true,
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intro:{
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markcount:()=>0,
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content:function(storage,player){
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var info=lib.skill.olgangshu.getInfo(player);
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var str='';
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if(info[0]>0) str+='<li>攻击范围+'+info[0];
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if(info[1]>0) str+='<li>下个摸牌阶段摸牌数+'+info[1];
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if(info[2]>0) str+='<li>使用【杀】的次数上限+'+info[2];
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return str;
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},
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},
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},
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reset:{
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audio:'olgangshu',
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trigger:{
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global:['shaMiss','eventNeutralized'],
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},
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filter:function(event,player){
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if(event.type!='card') return false;
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var responder;
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if(event.name=='sha'){
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responder=event.target;
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}
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else{
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responder=event._neutralize_event.player;
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}
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return player==responder;
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},
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forced:true,
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locked:false,
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content:function(){
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player.removeSkill('olgangshu_buff');
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game.log(player,'重置了','#g【刚述】','的数值');
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}
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}
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}
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},
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//OL彭羕
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//OL彭羕
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olqifan:{
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olqifan:{
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audio:2,
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audio:2,
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@ -797,6 +915,61 @@ 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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oljianxuan:{
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audio:2,
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trigger:{
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player:'damageEnd',
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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 info=lib.skill.olgangshu.getInfo(player);
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var list=[];
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list.add(player.getAttackRange());
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list.add(2+info[1]);
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list.add(player.getCardUsable('sha',true));
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list.sort();
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var str=list.join('、').replace(/(.*)、/, '$1或');
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event.list=list;
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player.chooseTarget(get.prompt('oljianxuan'),'令一名角色摸一张牌,然后若其手牌数为'+str+',其可以重复此流程。').set('ai',target=>{
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var list=_status.event.list;
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var player=_status.event.player;
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var att=get.attitude(player,target);
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if(att<=0) return 0;
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var num=target.countCards('h')+1;
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var value=1;
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while(true){
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if(list.includes(num)){
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value++;
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num++;
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}
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else break;
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}
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return value+att/10;
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}).set('list',list);
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'step 1'
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if(result.bool){
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var target=result.targets[0];
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event.target=target;
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player.logSkill('oljianxuan',target);
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if(player!=target) player.addExpose(0.15);
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}
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else event.finish();
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'step 2'
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target.draw();
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'step 3'
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if(event.list.includes(target.countCards('h'))){
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target.chooseBool('谏旋:是否摸一张牌?').set('ai',()=>true);
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}
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else event.finish();
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'step 4'
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if(result.bool) event.goto(2);
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},
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ai:{
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combo:'olguangshu',
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maixie:true,
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},
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},
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olqifan_backup:{
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olqifan_backup:{
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sourceSkill:'olqifan',
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sourceSkill:'olqifan',
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precontent:function(){
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precontent:function(){
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||||||
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@ -24765,6 +24938,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
olweifu_info:'出牌阶段,你可以弃置一张牌并判定。你本回合下次使用与结果类型相同的牌无距离限制,且可以额外指定一个目标。若你弃置的牌与判定牌类型相同,你摸一张牌。',
|
olweifu_info:'出牌阶段,你可以弃置一张牌并判定。你本回合下次使用与结果类型相同的牌无距离限制,且可以额外指定一个目标。若你弃置的牌与判定牌类型相同,你摸一张牌。',
|
||||||
olkuansai:'款塞',
|
olkuansai:'款塞',
|
||||||
olkuansai_info:'当一张牌指定第一个目标后,若目标数大于你的体力值,你可以令其中一个目标选择一项:1.交给你一张牌;2.令你回复1点体力。',
|
olkuansai_info:'当一张牌指定第一个目标后,若目标数大于你的体力值,你可以令其中一个目标选择一项:1.交给你一张牌;2.令你回复1点体力。',
|
||||||
|
caoxi:'曹羲',
|
||||||
|
olgangshu:'刚述',
|
||||||
|
olgangshu_info:'①当你使用非基本牌结算结束后,你可以令以下一项数值+1(每项至多以此法+5):1.攻击范围;2.受〖刚述〗影响的下个摸牌阶段摸牌数;3.使用【杀】的次数上限。②当有牌被你抵消后,重置你〖刚述①〗增加的所有数值。',
|
||||||
|
oljianxuan:'谏旋',
|
||||||
|
oljianxuan_info:'当你受到伤害后,你可以令一名角色摸一张牌,然后若其手牌数等于你〖刚述①〗中的任意一项对应的数值,其可以重复此流程。',
|
||||||
ol_pengyang:'OL彭羕',
|
ol_pengyang:'OL彭羕',
|
||||||
olqifan:'器翻',
|
olqifan:'器翻',
|
||||||
olqifan_info:'当你需要使用不为【无懈可击】的牌时,你可以观看牌堆底的X+1张牌并使用其中的一张。此牌结算结束时,你依次弃置以下前X个区域中的所有牌:⒈判定区、⒉装备区、⒊手牌区(X为你因此技能使用过的牌中包含的类型数)。',
|
olqifan_info:'当你需要使用不为【无懈可击】的牌时,你可以观看牌堆底的X+1张牌并使用其中的一张。此牌结算结束时,你依次弃置以下前X个区域中的所有牌:⒈判定区、⒉装备区、⒊手牌区(X为你因此技能使用过的牌中包含的类型数)。',
|
||||||
|
|
|
@ -2028,11 +2028,11 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
subSkill:{
|
subSkill:{
|
||||||
random:{
|
random:{
|
||||||
audio:'dunxi',
|
audio:'dunxi',
|
||||||
trigger:{global:'useCardToPlayer'},
|
trigger:{global:'useCard'},
|
||||||
forced:true,
|
forced:true,
|
||||||
locked:false,
|
locked:false,
|
||||||
filter:function(event,player){
|
filter:function(event,player){
|
||||||
if(!event.player.hasMark('dunxi')||event.targets.length!=1||event.getParent()._dunxi) return false;
|
if(!event.player.hasMark('dunxi')||event.targets.length!=1||event._dunxi||_status.dying.length) return false;
|
||||||
var type=get.type2(event.card,false);
|
var type=get.type2(event.card,false);
|
||||||
return (type=='basic'||type=='trick');
|
return (type=='basic'||type=='trick');
|
||||||
},
|
},
|
||||||
|
@ -2040,12 +2040,12 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
line:'fire',
|
line:'fire',
|
||||||
content:function(){
|
content:function(){
|
||||||
'step 0'
|
'step 0'
|
||||||
trigger.getParent()._dunxi=true;
|
trigger._dunxi=true;
|
||||||
trigger.player.removeMark('dunxi',1);
|
trigger.player.removeMark('dunxi',1);
|
||||||
var target=trigger.target;
|
var target=trigger.target;
|
||||||
event.target=target;
|
event.target=target;
|
||||||
trigger.targets.remove(target);
|
trigger.targets.remove(target);
|
||||||
trigger.getParent().triggeredTargets1.remove(target);
|
trigger.triggeredTargets1.remove(target);
|
||||||
trigger.untrigger();
|
trigger.untrigger();
|
||||||
game.delayx();
|
game.delayx();
|
||||||
'step 1'
|
'step 1'
|
||||||
|
@ -10431,7 +10431,7 @@ game.import('character',function(lib,game,ui,get,ai,_status){
|
||||||
dcbihuo_info:'①当你受到其他角色造成的伤害后,你可令一名角色下回合摸牌阶段的额定摸牌数+1。②当你对其他角色造成伤害后,你可令一名角色下回合摸牌阶段的额定摸牌数-1。',
|
dcbihuo_info:'①当你受到其他角色造成的伤害后,你可令一名角色下回合摸牌阶段的额定摸牌数+1。②当你对其他角色造成伤害后,你可令一名角色下回合摸牌阶段的额定摸牌数-1。',
|
||||||
bianxi:'卞喜',
|
bianxi:'卞喜',
|
||||||
dunxi:'钝袭',
|
dunxi:'钝袭',
|
||||||
dunxi_info:'①当你使用具有伤害标签的牌结算结束后,你可以令一名不为你的目标角色获得一枚“钝”。②有“钝”的角色使用基本牌或锦囊牌指定唯一目标时,你令其移去一枚“钝”。系统随机选择一名角色,并将此牌的目标改为该角色。若该角色和原目标相同,则其失去1点体力。若其正处于出牌阶段内,则结束此阶段。',
|
dunxi_info:'①当你使用具有伤害标签的牌结算结束后,你可以令一名不为你的目标角色获得一枚“钝”。②有“钝”的角色使用基本牌或锦囊牌时,若此牌目标数为1且此时没有角色处于濒死状态,你令其移去一枚“钝”。系统随机选择一名角色,并将此牌的目标改为该角色。若该角色和原目标相同,则其失去1点体力。若其正处于出牌阶段内,则结束此阶段。',
|
||||||
niufu:'牛辅',
|
niufu:'牛辅',
|
||||||
dcxiaoxi:'宵袭',
|
dcxiaoxi:'宵袭',
|
||||||
dcxiaoxi_info:'锁定技。出牌阶段开始时,你声明X并减X点体力上限(X∈[1,2])。然后你选择一名攻击范围内的其他角色并选择一项:⒈获得该角色的X张牌。⒉视为对其使用X张【杀】。',
|
dcxiaoxi_info:'锁定技。出牌阶段开始时,你声明X并减X点体力上限(X∈[1,2])。然后你选择一名攻击范围内的其他角色并选择一项:⒈获得该角色的X张牌。⒉视为对其使用X张【杀】。',
|
||||||
|
|
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Reference in New Issue