diff --git a/card/hearth.js b/card/hearth.js
index 5f21c0eb2..ea118272e 100644
--- a/card/hearth.js
+++ b/card/hearth.js
@@ -102,13 +102,13 @@ card.hearth={
var js=target.get('j');
if(js.length){
var jj=js[0].viewAs?{name:js[0].viewAs}:js[0];
- if(jj.name=='guohe') return 3;
+ if(jj.name=='zhaomingdan') return 3;
if(js.length==1&&ai.get.effect(target,jj,target,player)>=0){
- return 0.5;
+ return 0;
}
return 3;
}
- return 0.5;
+ return 0.1;
}
}
}
diff --git a/character/gujian.js b/character/gujian.js
index 0a741a6f7..7a172d959 100644
--- a/character/gujian.js
+++ b/character/gujian.js
@@ -218,6 +218,9 @@ character.gujian={
}
event.finish();
}
+ else if(info.notarget){
+ player.useCard(card);
+ }
else{
var next=player.chooseTarget('选择'+get.translation(name)+'的目标');
next._get_card=card;
@@ -716,6 +719,7 @@ character.gujian={
filter:function(event,player){
return event.source&&event.source!=player&&event.source.num('h')>0;
},
+ logTarget:'source',
content:function(){
"step 0"
trigger.source.chooseCard('交给'+get.translation(player)+'一张手牌',true).ai=function(card){
@@ -1637,7 +1641,7 @@ character.gujian={
yanjia:'偃甲',
yanjia_info:'出牌阶段,你可以将两张装备牌合成为一张强化装备',
xiuhua:'袖花',
- xiuhua_info:'每当一件装备因被替换或弃置进入弃牌堆,你可以获得之',
+ xiuhua_info:'每当一件其他角色的装备因被替换或弃置进入弃牌堆,你可以获得之',
liuying:'流影',
liuying_info:'每当你使用一张杀,你可以指定一名不是此杀目标的角色并进行一次判定,若结果是黑色,将其追加为杀的额外目标并可以再次判定',
boyun:'拨云',
diff --git a/character/ow.js b/character/ow.js
index b4fab7826..3941c15fe 100644
--- a/character/ow.js
+++ b/character/ow.js
@@ -248,7 +248,7 @@ character.ow={
unique:true,
init2:function(player){
if(!player.storage.zhongdun){
- player.changeHujia(game.players.length);
+ player.changeHujia(8);
player.storage.zhongdun=true;
}
},
@@ -2973,7 +2973,7 @@ character.ow={
mengji:'猛击',
mengji_info:'锁定技,若你已发动重盾,当你没有护甲时,你的杀造成的伤害+1',
zhongdun:'重盾',
- zhongdun_info:'游戏开始时,你获得等同于游戏人数护甲;出牌阶段限一次,你可以弃置一张牌并将一点护甲分给一名没有护甲的其他角色',
+ zhongdun_info:'游戏开始时,你获得8点护甲;出牌阶段限一次,你可以弃置一张牌并将一点护甲分给一名没有护甲的其他角色',
paotai:'炮台',
paotai2:'炮台',
paotai_info:'出牌阶段,你可以弃置一张杀布置或升级一个炮台(最高3级);回合结束阶段,炮台有一定机率对一名随机敌人造成一点火焰伤害;每当你受到一点伤害,炮台降低一级',
diff --git a/character/standard.js b/character/standard.js
index 797ea54e1..e9bc9ea6a 100644
--- a/character/standard.js
+++ b/character/standard.js
@@ -318,7 +318,11 @@ character.standard={
tiandu:{
audio:4,
trigger:{player:'judgeEnd'},
- frequent:true,
+ frequent:'check',
+ check:function(event){
+ if(event.result.card.name=='du') return false;
+ return true;
+ },
filter:function(event,player){
if(get.owner(event.result.card)){
return false;
diff --git a/character/swd.js b/character/swd.js
index 2277cf734..95202b5a4 100644
--- a/character/swd.js
+++ b/character/swd.js
@@ -4073,7 +4073,7 @@ character.swd={
var att=ai.get.attitude(player,trigger.player);
var nh=player.num('h');
var next=player.chooseToDiscard(get.prompt('susheng',trigger.player));
- next.logSkill='susheng';
+ next.logSkill=['susheng',trigger.player];
next.ai=function(card){
if(att>3||(att>1&&nh>2)){
return ai.get.unuseful2(card);
diff --git a/extension/boss/extension.js b/extension/boss/extension.js
index 72a43cdc6..d10f264eb 100644
--- a/extension/boss/extension.js
+++ b/extension/boss/extension.js
@@ -5,8 +5,6 @@ play.boss={
lib.characterPack.mode_extension_boss={
boss_zhangchunhua:['female','wei',4,['jueqing','wuxin','shangshix'],['boss','bossallowed'],'wei'],
boss_zhenji:['female','wei',4,['tashui','lingbo','jiaoxia','fanghua'],['boss','bossallowed'],'wei'],
- // boss_liubei:['male','shu',5,['lingfeng'],['boss','bossallowed'],'qun'],
- // boss_zhugeliang:['male','shu',4,[],['boss','bossallowed'],'qun'],
boss_huangyueying:['female','shu',4,['boss_gongshen','boss_jizhi','qicai','boss_guiyin'],['boss','bossallowed'],'wei'],
boss_pangtong:['male','shu',4,['boss_tianyu','qiwu','niepan','boss_yuhuo'],['boss','bossallowed'],'zhu'],
boss_zhaoyun:['male','shu',1,['boss_juejing','longhun','zhanjiang'],['boss','bossallowed'],'qun'],
@@ -41,6 +39,12 @@ play.boss={
boss_huatuo:['male','qun',6,['chulao','mazui','boss_shengshou','guizhen','wuqin'],['boss','bossallowed'],'wu'],
boss_dongzhuo:['male','qun',20,['jiuchi','boss_qiangzheng','boss_baolin'],['boss','bossallowed'],'shu'],
// boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'],
+
+
+ boss_liubei:['male','shu',12,['xiaoxiong','boss_zhangwu'],['boss','bossallowed'],'qun'],
+ boss_zhugeliang:['male','shu',Infinity,['xiangxing','yueyin','fengqi','gaiming'],['boss','bossallowed'],'qun'],
+ boss_guojia:['male','wei',4,['tiandu','boss_guimou','boss_yuance','boss_qizuo'],['boss','bossallowed'],'zhu'],
+ boss_caocao:['male','wei',12,['boss_guixin','xiongcai'],['boss','bossallowed'],'wei'],
};
for(var i in lib.characterPack.mode_extension_boss){
lib.characterPack.mode_extension_boss[i][4].push('mode:boss');
diff --git a/game/game.js b/game/game.js
index 807da7054..7c369e0e1 100644
--- a/game/game.js
+++ b/game/game.js
@@ -3722,7 +3722,7 @@
}
},
init:{
- bind:function(){
+ init:function(){
if(window.cordovaLoadTimeout){
clearTimeout(window.cordovaLoadTimeout);
delete window.cordovaLoadTimeout;
@@ -4172,8 +4172,7 @@
_status.windowLoaded=true;
}
};
- },
- init:function(){
+
if(window.noname_update){
lib.version=window.noname_update.version;
lib.changeLog=window.noname_update.changeLog;
@@ -5264,6 +5263,7 @@
proceed();
}
localStorage.removeItem(lib.configprefix+'directstart');
+ delete lib.init.init;
},
startOnline:function(){
'step 0'
@@ -15502,7 +15502,7 @@
// else{
// trigger.start=trigger.source||trigger.player;
// }
- var str=get.translation(trigger.player.name)+'濒死,是否帮助?
当前体力:'+trigger.player.hp+'
';
+ var str=get.translation(trigger.player.name)+'濒死,是否帮助?
当前体力:'+trigger.player.hp+'
';
_status.dying=event.dying;
if(lib.config.tao_enemy&&event.dying.side!=player.side&&lib.config.mode!='identity'&&lib.config.mode!='guozhan'){
event._result={bool:false}
@@ -23238,6 +23238,9 @@
if(mode.indexOf('mode_')!=0){
page.appendChild(cfgnode);
}
+ else{
+ page.style.paddingTop='8px';
+ }
var banCard=function(e){
if(_status.clicked){
_status.clicked=false;
@@ -33092,10 +33095,26 @@
}
break;
}
+ case 'character':case 'characters':{
+ if(typeof content=='string'){
+ content=[content];
+ }
+ if(dialog&&Array.isArray(content)){
+ dialog.addAuto([content,'character']);
+ return false;
+ }
+ else{
+ if(content&&content.length){
+ return get.translation(content);
+ }
+ return false;
+ }
+ break;
+ }
default:{
if(typeof type=='string'){
type=type.replace(/#/g,content);
- type.replace(/\$/g,get.cnNumber(content));
+ type.replace(/&/g,get.cnNumber(content));
return type;
}
else if(typeof type=='function'){
@@ -34245,6 +34264,5 @@
}
},
};
- lib.init.bind();
lib.init.init();
}());
diff --git a/game/update.js b/game/update.js
index db0224f55..023cfffe8 100644
--- a/game/update.js
+++ b/game/update.js
@@ -1,8 +1,9 @@
window.noname_update={
- version:'1.9.7.2',
+ version:'1.9.7.3',
update:'1.9.7',
changeLog:[
'bug修复',
+ '新boss',
],
files:[
'game/game.js',
@@ -10,23 +11,25 @@ window.noname_update={
// 'game/package.js',
// 'game/asset.js',
// 'game/source.js',
- // 'card/hearth.js',
+ 'card/hearth.js',
'card/swd.js',
// 'card/gujian.js',
// 'card/sp.js',
// 'card/guozhan.js',
// 'character/rank.js',
// 'character/extra.js',
- // 'character/ow.js',
+ 'character/ow.js',
// 'character/hearth.js',
// 'character/refresh.js',
// 'character/shenhua.js',
+ 'character/standard.js',
// 'character/sp.js',
// 'character/xianjian.js',
- // 'character/swd.js',
+ 'character/swd.js',
// 'character/yxs.js',
+ 'character/gujian.js',
'character/yijiang.js',
- // 'mode/boss.js',
+ 'mode/boss.js',
// 'mode/chess.js',
// 'mode/versus.js',
// 'mode/guozhan.js',
@@ -39,5 +42,6 @@ window.noname_update={
// 'layout/mobile/layout.css',
// 'layout/newlayout/global.css',
// 'layout/mode/stone.css',
+ 'extension/boss/extension.js',
]
}
diff --git a/mode/boss.js b/mode/boss.js
index 86e3780c1..bc45c0a3d 100644
--- a/mode/boss.js
+++ b/mode/boss.js
@@ -78,7 +78,8 @@ mode.boss={
var list=[];
for(var i in lib.character){
var info=lib.character[i];
- if(info[4].contains('boss')&&get.config(i+'_boss_config')){
+ if(info[4].contains('boss')){
+ if(lib.characterPack.mode_boss[i]&&!get.config(i+'_boss_config')) continue;
var cfg=i+'_bossconfig';
if(get.config(cfg)==undefined){
game.saveConfig(cfg,true,true);
@@ -188,8 +189,8 @@ mode.boss={
var rect=event.current.getBoundingClientRect();
var boss=ui.create.player();
boss.getId();
- boss.init(event.current.name);
game.boss=boss;
+ boss.init(event.current.name);
boss.side=true;
boss.node.equips.style.opacity='0';
if(!event.noslide){
@@ -423,10 +424,10 @@ mode.boss={
// boss_shuijing:['male','qun',8,[],['boss','bossallowed'],'wei'],
// boss_sunshangxiang:['male','qun',8,[],['boss','bossallowed'],'wei'],
- // boss_liubei:['male','shu',5,['lingfeng'],['boss','bossallowed'],'qun'],
- // boss_zhugeliang:['male','shu',4,[],['boss','bossallowed'],'qun'],
- // boss_guojia:['male','wei',4,[],['boss','bossallowed'],'zhu'],
- // boss_caocao:['male','wei',4,[],['boss','bossallowed'],'wei'],
+ boss_liubei:['male','shu',12,['xiaoxiong','boss_zhangwu'],['boss','bossallowed'],'qun'],
+ boss_zhugeliang:['male','shu',Infinity,['xiangxing','yueyin','fengqi','gaiming'],['boss','bossallowed'],'qun'],
+ boss_guojia:['male','wei',4,['tiandu','boss_guimou','boss_yuance','boss_qizuo'],['boss','bossallowed'],'zhu'],
+ boss_caocao:['male','wei',12,['boss_guixin','xiongcai'],['boss','bossallowed'],'wei'],
}
},
init:function(){
@@ -823,20 +824,582 @@ mode.boss={
},
},
skill:{
- _bossswap:{
- trigger:{player:['phaseBegin','chooseToUseBegin','chooseToRespondBegin','chooseToDiscardBegin','chooseToCompareBegin',
- 'chooseButtonBegin','chooseCardBegin','chooseTargetBegin','chooseCardTargetBegin','chooseControlBegin',
- 'chooseBoolBegin','choosePlayerCardBegin','discardPlayerCardBegin','gainPlayerCardBegin']},
- forced:true,
- priority:100,
- popup:false,
+ boss_qizuo:{
+ trigger:{player:'useCardAfter'},
filter:function(event,player){
- if(!get.config('single_control')) return false;
- if(event.autochoose&&event.autochoose()) return false;
- return player.isUnderControl();
+ if(event.parent.name=='boss_qizuo') return false;
+ if(!event.targets||!event.card) return false;
+ if(event.card&&event.card.name=='wuxie') return false;
+ var type=get.type(event.card);
+ if(type!='trick') return false;
+ var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature);
+ for(var i=0;i=0){
+ if(att1+att2>0){
+ return '选项二';
+ }
+ else{
+ return '选项一';
+ }
+ }
+ else{
+ if(trigger.player.isHealthy()&&trigger.source.isHealthy()) return rand;
+ if(trigger.player.isHealthy()){
+ if(att1<0) return '选项二';
+ if(att1>0&&!stop) return '选项一';
+ }
+ if(trigger.source.isHealthy()){
+ if(att2<0) return '选项二';
+ if(att2>0&&!stop) return '选项一';
+ }
+ if(stop) return 'cancel2';
+ return rand;
+ }
+ }).set('prompt',get.prompt('boss_yuance')+
+ '
选项一:若结果为黑色,受伤害角色失去一点体力,否则伤害来源失去一点体力
选项二:若结果为红色,受伤害角色回复一点体力,否则伤害来源回复一点体力
');
+ 'step 1'
+ var att1=ai.get.attitude(player,trigger.player);
+ var att2=ai.get.attitude(player,trigger.source);
+ if(result.control=='选项一'){
+ event.type=1;
+ player.judge(function(card){
+ if(get.color(card)=='black'){
+ if(att1>0) return -1;
+ if(att1<0) return 1;
+ }
+ else{
+ if(att2>0) return -1;
+ if(att2<0) return 1;
+ }
+ return 0;
+ });
+ }
+ else if(result.control=='选项二'){
+ event.type=2;
+ player.judge(function(card){
+ if(get.color(card)=='red'){
+ if(trigger.player.isDamaged()){
+ if(att1>0) return 1;
+ if(att1<0) return -1;
+ }
+ }
+ else{
+ if(trigger.source.isDamaged()){
+ if(att2>0) return 1;
+ if(att2<0) return -1;
+ }
+ }
+ return 0;
+ });
+ }
+ else{
+ event.finish();
+ }
+ 'step 2'
+ if(event.type==1){
+ if(result.color=='black'){
+ trigger.player.loseHp();
+ }
+ else{
+ trigger.source.loseHp();
+ }
+ }
+ else{
+ if(result.color=='red'){
+ trigger.player.recover();
+ }
+ else{
+ trigger.source.recover();
+ }
+ }
+ }
+ },
+ boss_guixin:{
+ trigger:{global:'drawAfter'},
+ forced:true,
+ logTarget:'player',
+ filter:function(event,player){
+ return event.result&&event.result.length>=2&&event.player!=player;
+ },
+ content:function(){
+ 'step 0'
+ trigger.player.chooseCard(function(card){
+ return trigger.result.contains(card);
+ },'归心:交给'+get.translation(player)+'一张牌',true);
+ 'step 1'
+ if(result.bool){
+ player.gain(result.cards,trigger.player);
+ trigger.player.$give(1,player);
+ }
+ }
+ },
+ xiongcai:{
+ unique:true,
+ trigger:{player:'phaseAfter'},
+ direct:true,
+ init:function(player){
+ player.storage.xiongcai=[];
+ // player.storage.xiongcai2=0;
+ },
+ intro:{
+ content:'characters'
+ },
+ content:function(){
+ 'step 0'
+ // if(player.storage.xiongcai2<1){
+ // player.storage.xiongcai2++;
+ // event.finish();
+ // }
+ // else{
+ // player.storage.xiongcai2=0;
+ // }
+ 'step 1'
+ player.logSkill('xiongcai');
+ var list=[];
+ var list2=[];
+ var players=game.players.concat(game.dead);
+ for(var i=0;i'+get.translation(player)+'发动了【雄才】',[[name],'character']);
+ game.delay(2);
+ 'step 2'
+ event.dialog.close();
+ }
+ },
+ xiaoxiong:{
+ trigger:{global:'useCardAfter'},
+ forced:true,
+ unique:true,
+ forceunique:true,
+ filter:function(event,player){
+ var type=get.type(event.card,'trick');
+ return event.player!=player&&(type=='basic'||type=='trick');
+ },
+ content:function(){
+ player.gain(game.createCard(trigger.card),'gain2');
+ }
+ },
+ boss_zhangwu:{
+ global:'boss_zhangwu_ai',
+ trigger:{player:'damageEnd'},
+ check:function(event,player){
+ return event.source&&ai.get.damageEffect(event.source,player,player)>0;
+ },
+ filter:function(event){
+ return event.source&&event.source.isAlive();
+ },
+ logTarget:'source',
+ content:function(){
+ 'step 0'
+ var target=trigger.source;
+ if(target.num('h')==0){
+ target.damage();
+ event.finish();
+ }
+ else{
+ target.chooseControl('discard_card','get_damage',function(){
+ if(ai.get.damageEffect(target,player,target)>=0) return 'get_damage';
+ var nh=target.num('h');
+ if(nh==1||target.hp<=2||target.hasSkillTag('noh')) return 'discard_card';
+ return 'get_damage';
+ })
+ }
+ 'step 1'
+ var target=trigger.source;
+ if(result.control=='discard_card'){
+ target.discard(target.get('h'));
+ }
+ else{
+ target.damage();
+ }
+ },
+ ai:{
+ maixie:true
+ }
+ },
+ boss_zhangwu_ai:{
+ ai:{
+ effect:{
+ target:function(card,player,target){
+ if(get.tag(card,'recover')&&card.name!='recover'){
+ for(var i=0;i=4) return true;
+ }
+ return false;
+ },
+ x2:function(player){
+ return player.num('j')>=2;
+ },
+ x1:function(){
+ return game.players.length==2;
+ }
+ },
+ },
+ xiangxing:{
+ unique:true,
+ init:function(player){
+ player.storage.xiangxing=7;
+ player.storage.xiangxing_count=0;
+ player.addSkill('xiangxing7');
+ },
+ mark:true,
+ intro:{
+ content:'当前有#枚星'
+ },
+ trigger:{player:['damageEnd','loseHpEnd']},
+ forced:true,
+ popup:false,
+ content:function(){
+ 'step 0'
+ var num=trigger.num;
+ if(num){
+ player.storage.xiangxing_count+=num;
+ }
+ if(player.storage.xiangxing_count>=7){
+ if(player.hasSkill('yueyin')&&lib.skill.yueyin.skipDamage['x'+player.storage.xiangxing](player,trigger)){
+ event.goto(3);
+ }
+ player.removeSkill('xiangxing'+player.storage.xiangxing);
+ player.storage.xiangxing--;
+ player.storage.xiangxing_count=0;
+ player.updateMarks();
+ if(player.storage.xiangxing){
+ player.addSkill('xiangxing'+player.storage.xiangxing);
+ }
+ else{
+ player.awakenSkill('xiangxing');
+ }
+ player.popup('xiangxing');
+ game.log(player,'失去了一枚星');
+ }
+ else{
+ player.updateMarks();
+ event.finish();
+ }
+ 'step 1'
+ var list=game.players.slice(0);
+ list.remove(player);
+ list.sort(lib.sort.seat);
+ var list2=[];
+ for(var i=0;i0){
+ return 1+trigger.judge(button.link);
+ }
+ if(ai.get.attitude(player,trigger.player)<0){
+ return 1-trigger.judge(button.link);
+ }
+ return 0;
+ };
+ "step 1"
+ if(!result.bool){
+ event.finish();
+ return;
+ }
+ player.logSkill('gaiming',trigger.player);
+ var card=result.links[0];
+ event.cards.remove(card);
+ var judgestr=get.translation(trigger.player)+'的'+trigger.judgestr+'判定';
+ event.videoId=lib.status.videoId++;
+ event.dialog=ui.create.dialog(judgestr);
+ event.dialog.classList.add('center');
+ event.dialog.videoId=event.videoId;
+
+ game.addVideo('judge1',player,[get.cardInfo(card),judgestr,event.videoId]);
+ for(var i=0;i0){
+ trigger.result.bool=true;
+ trigger.player.popup('洗具');
+ }
+ if(trigger.result.judge<0){
+ trigger.result.bool=false;
+ trigger.player.popup('杯具');
+ }
+ game.log(trigger.player,'的判定结果为',card);
+ trigger.direct=true;
+ trigger.position.appendChild(card);
+ game.delay(2);
+ }
+ else{
+ event.finish();
+ }
+ "step 2"
+ ui.arena.classList.remove('thrownhighlight');
+ event.dialog.close();
+ game.addVideo('judge2',null,event.videoId);
+ ui.clear();
+ var card=trigger.result.card;
+ trigger.position.appendChild(card);
+ trigger.result.node.delete();
+ game.delay();
},
},
tiandao:{
@@ -2766,8 +3329,8 @@ mode.boss={
priority:100,
audio:2,
mode:['identity','guozhan','boss','stone'],
- init:function(){
- if(get.mode()=='boss'){
+ init:function(player){
+ if(get.mode()=='boss'&&player==game.boss){
lib.onwash.push(function(){
if(!_status.boss_baonuwash){
_status.boss_baonuwash=true;
@@ -2997,7 +3560,23 @@ mode.boss={
}
}
}
- }
+ },
+ _bossswap:{
+ trigger:{player:['phaseBegin','chooseToUseBegin','chooseToRespondBegin','chooseToDiscardBegin','chooseToCompareBegin',
+ 'chooseButtonBegin','chooseCardBegin','chooseTargetBegin','chooseCardTargetBegin','chooseControlBegin',
+ 'chooseBoolBegin','choosePlayerCardBegin','discardPlayerCardBegin','gainPlayerCardBegin']},
+ forced:true,
+ priority:100,
+ popup:false,
+ filter:function(event,player){
+ if(!get.config('single_control')) return false;
+ if(event.autochoose&&event.autochoose()) return false;
+ return player.isUnderControl();
+ },
+ content:function(){
+ game.modeSwapPlayer(player);
+ },
+ },
},
translate:{
zhu:'神',
@@ -3046,6 +3625,36 @@ mode.boss={
boss_guojia:'世之奇士',
boss_caocao:'魏武大帝',
+ boss_guimou:'鬼谋',
+ boss_guimou_info:'回合结束阶段,你可以令一名随机的其他角色进入混乱状态直到其下一回合结束',
+ boss_yuance:'远策',
+ boss_yuance_info:'每当一名角色受到其他角色的伤害,你可以选择一项并进行一次判定:1. 若结果为黑色,受伤害角色失去一点体力,否则伤害来源失去一点体力;2. 若结果为红色,受伤害角色回复一点体力,否则伤害来源回复一点体力',
+ boss_qizuo:'奇佐',
+ boss_qizuo_info:'你可以令你的非延时锦囊牌额外结算一次',
+ boss_guixin:'归心',
+ boss_guixin_info:'锁定技,其他角色摸牌时,若摸牌数不少于2,须将摸到的牌中的一张交给你',
+ xiongcai:'雄才',
+ xiongcai_info:'锁定技,你在回合结束后随机获得一个魏势力角色的所有技能',
+ xiaoxiong:'枭雄',
+ xiaoxiong_info:'锁定技,每当一名其他角色使用一张基本牌或锦囊牌,你获得一张与之同名的牌',
+ boss_zhangwu:'章武',
+ boss_zhangwu_info:'每当你受到一次伤害,你可以令伤害来源选择一项:弃置所有手牌,或受到一点伤害',
+ xiangxing:'禳星',
+ xiangxing_info:'锁定技,游戏开始时,你获得7枚星;每当你累计扣减7点体力,你失去一枚星,并造成7点雷属性伤害,随机分配给其他角色;当你失去全部星后,你的体力上限变为3',
+ yueyin:'月隐',
+ yueyin_info:'锁定技,你的每一枚星对应的一个特定条件,当你失去星时,若满足此条件,则不造成伤害',
+ xiangxing7_info:'你没有手牌',
+ xiangxing6_info:'此次受到的是火属性伤害',
+ xiangxing5_info:'此次受到的是雷属性伤害',
+ xiangxing4_info:'此次为失去体力',
+ xiangxing3_info:'一名其他角色有至少4件装备',
+ xiangxing2_info:'你的判定区内至少有2张牌',
+ xiangxing1_info:'场上只有2名存活角色',
+ gaiming:'改命',
+ gaiming_info:'锁定技,在你的判定牌生效前,你观看牌堆顶的7张牌并选择一张作为判定结果,此结果不可更改',
+ fengqi:'风起',
+ fengqi_info:'回合开始和结束阶段,你可以视为使用任意一张非延时锦囊牌',
+
jiaoxia:'皎霞',
jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌',
lingbo:'凌波',