character.refresh={ character:{ re_caocao:['male','wei',4,['hujia','rejianxiong'],['zhu','fullskin']], re_simayi:['male','wei',3,['refankui','reguicai'],['fullskin']], re_guojia:['male','wei',3,['tiandu','reyiji'],['fullskin']], re_lidian:['male','wei',3,['xunxun','wangxi'],['fullskin']], re_zhangliao:['male','wei',4,['retuxi'],['fullskin']], re_xuzhu:['male','wei',4,['reluoyi'],['fullskin']], re_xiahoudun:['male','wei',4,['reganglie','qingjian'],['fullskin']], re_zhangfei:['male','shu',4,['paoxiao','retishen'],['fullskin']], re_zhaoyun:['male','shu',4,['longdan','reyajiao'],['fullskin'],['fullskin']], re_guanyu:['male','shu',4,['wusheng','yijue'],['fullskin']], re_machao:['male','shu',4,['mashu','retieji'],['fullskin']], re_xushu:['male','shu',4,['zhuhai','qianxin'],['fullskin']], re_zhouyu:['male','wu',3,['reyingzi','refanjian'],['fullskin']], re_lvmeng:['male','wu',4,['keji','qinxue'],['fullskin']], re_ganning:['male','wu',4,['qixi','fenwei'],['fullskin']], re_luxun:['male','wu',3,['reqianxun','relianying'],['fullskin']], re_daqiao:['female','wu',3,['reguose','liuli'],['fullskin']], re_huanggai:['male','wu',4,['rekurou','zhaxiang'],['fullskin']], re_lvbu:['male','qun',5,['wushuang'],['fullskin']], re_gongsunzan:['male','qun',4,['qiaomeng','reyicong'],['fullskin']], re_huatuo:['male','qun',3,['chulao','jijiu'],['fullskin']], }, skill:{ reqicai:{ trigger:{player:'equipEnd'}, frequent:true, content:function(){ player.draw(); }, mod:{ targetInRange:function(card,player,target,now){ var type=get.type(card); if(type=='trick'||type=='delay') return true; } }, }, rejizhi:{ trigger:{player:'useCard'}, frequent:true, filter:function(event){ var type=get.type(event.card,'trick'); return (type=='trick'||type=='equip')&&event.cards[0]&&event.cards[0]==event.card; }, content:function(){ "step 0" var cards=get.cards(); player.gain(cards,'gain2'); game.log(get.translation(player)+'获得了'+get.translation(cards)); if(get.type(cards[0])!='basic'){ event.finish(); } "step 1" player.chooseToDiscard('h',true); }, ai:{ threaten:1.4 } }, retuxi:{ trigger:{player:'phaseDrawBefore'}, direct:true, content:function(){ "step 0" player.chooseTarget('是否发动突袭?',[1,2],function(card,player,target){ return target.num('h')>0&&player!=target&&target.num('h')>=player.num('h'); },function(target){ return (1-ai.get.attitude(_status.event.player,target)); }); "step 1" if(result.bool){ player.logSkill('retuxi'); for(var i=0;i0; }, content:function(){ "step 0" player.chooseCard('鬼才:请选择代替判定的牌','he').ai=function(card){ var trigger=_status.event.parent._trigger; var player=_status.event.player; var result=trigger.judge(card)-trigger.judge(trigger.player.judging); var attitude=ai.get.attitude(player,trigger.player); if(attitude==0||result==0) return 0; if(attitude>0){ return result-ai.get.value(card)/2; } else{ return -result-ai.get.value(card)/2; } }; "step 1" if(result.bool){ player.respond(result.cards); } else{ event.finish(); } "step 2" if(result.bool){ player.logSkill('reguicai'); if(trigger.player.judging.clone) trigger.player.judging.clone.delete(); ui.discardPile.appendChild(trigger.player.judging); trigger.player.judging=result.cards[0]; game.delay(2); } }, ai:{ tag:{ rejudge:1, } } }, refankui:{ trigger:{player:'damageEnd'}, direct:true, filter:function(event,player){ return (event.source&&event.source.num('he')); }, content:function(){ "step 0" event.num=trigger.num; "step 1" if(num==0||trigger.source.num('he')==0){ event.finish(); return; } event.num--; player.choosePlayerCard(trigger.source,ai.get.buttonValue,'he'); "step 2" if(result.bool){ player.logSkill('refankui',trigger.source); player.gain(result.buttons[0].link); trigger.source.$give(1,player); event.goto(1); } }, ai:{ result:{ target:function(card,player,target){ if(player.num('he')>1&&get.tag(card,'damage')){ if(player.skills.contains('jueqing')) return [1,-1.5]; if(ai.get.attitude(target,player)<0) return [1,1]; } } } } }, reluoyi:{ trigger:{player:'phaseDrawBegin'}, check:function(event,player){ if(player.num('h','sha')) return true; return Math.random()<0.5; }, content:function(){ "step 0" player.addTempSkill('luoyi2',{player:'phaseBefore'}); trigger.untrigger(); trigger.finish(); "step 1" event.cards=get.cards(3); event.dialog=ui.create.dialog('裸衣',event.cards); game.delay(2); "step 2" event.dialog.close(); for(var i=0;i=player.hp+3) return true; if(player.num('h')>=player.hp+2&&game.players.length+game.dead.length>=7) return true; return false; }, content:function(){ player.loseMaxHp(); player.addSkill('gongxin'); } }, qingjian:{ unique:true, trigger:{player:'gainAfter'}, direct:true, filter:function(event){ if(event.parent.parent.name=='phaseDraw') return false; return event.cards&&event.cards.length>0 }, content:function(){ "step 0" event.cards=trigger.cards.slice(0); "step 1" player.chooseCardTarget({ filterCard:function(card){ return _status.event.parent.cards.contains(card); }, selectCard:[1,event.cards.length], filterTarget:function(card,player,target){ return player!=target; }, ai1:function(card){ if(ui.selected.cards.length>0) return -1; return (_status.event.player.num('h')-_status.event.player.hp); }, ai2:function(target){ if(target.num('h')>player.num('h')) return 0; return ai.get.attitude(_status.event.player,target)-4; }, prompt:'请选择要送人的卡牌' }); "step 2" if(result.bool){ player.logSkill('qingjian',result.targets); result.targets[0].gain(result.cards); player.$give(result.cards.length,result.targets[0]); for(var i=0;i0; }, filterTarget:function(card,player,target){ return player!=target; }, filterCard:true, check:function(card){ return 8-ai.get.value(card); }, discard:false, prepare:function(cards,player,targets){ player.$give(1,targets[0]); }, content:function(){ "step 0" target.storage.refanjian=cards[0]; target.gain(cards[0]); "step 1" target.chooseControl('refanjian_card','refanjian_hp').ai=function(event,player){ var cards=target.get('he',{suit:get.suit(player.storage.refanjian)}); if(cards.length==1) return 0; if(cards.length==2){ for(var i=0;i=8) return 1; } if(cards.length>2&&player.hp>2) return 1; if(cards.length>3) return 1; return 0; } "step 2" if(result.control=='refanjian_card'){ target.showHandcards(); } else{ target.loseHp(); event.finish(); } "step 3" target.discard(target.get('he',{suit:get.suit(target.storage.refanjian)})) }, ai:{ order:9, result:{ target:function(player,target){ return -target.num('he'); } }, threaten:2, } }, reqianxun:{ init:function(player){ player.storage.reqianxun2=[]; }, trigger:{target:'useCardToBegin',player:'judgeAfter'}, filter:function(event,player){ if(player.num('h')==0) return false; if(event.parent.name=='phaseJudge'){ return event.result.judge!=0; } if(event.name=='judge') return false; if(event.targets&&event.targets.length>1) return false; if(event.card&&get.type(event.card)=='trick'&&event.player!=player) return true; }, content:function(){ player.storage.reqianxun2=player.storage.reqianxun2.concat(player.get('h')); player.lose(player.get('h'),ui.special); player.addSkill('reqianxun2'); }, ai:{ effect:function(card,player,target){ if(get.type(card,'trick')=='trick'&&ui.selected.targets.length==0) return [1,1]; }, }, }, reqianxun2:{ trigger:{global:'phaseAfter'}, forced:true, content:function(){ player.gain(player.storage.reqianxun2); player.removeSkill('reqianxun2'); player.storage.reqianxun2=[]; }, mark:true, intro:{ content:'cardCount' } }, relianying:{ trigger:{player:'loseEnd'}, direct:true, filter:function(event,player){ if(player.num('h')) return false; for(var i=0;i0){ return att+Math.max(0,5-target.num('h')); } return att; } } else{ player.chooseBool('是否弃置'+get.translation(event.card)+'?'); event.disbool=true; } game.delay(2); "step 1" if(event.disbool){ if(!result.bool){ game.log(get.translation(player)+'展示了'+get.translation(event.card)); ui.cardPile.insertBefore(event.card,ui.cardPile.firstChild); } else{ game.log(get.translation(player)+'展示并弃掉了'+get.translation(event.card)); ui.discardPile.appendChild(event.card); } } else if(result.targets){ result.targets[0].gain(event.card); event.node.moveTo(result.targets[0]); game.log(get.translation(result.targets[0])+'获得了'+get.translation(event.card)); } else{ game.log(get.translation(player)+'展示并弃掉了'+get.translation(event.card)); ui.discardPile.appendChild(event.card); } event.node.delete(); }, ai:{ effect:{ target:function(card,player){ if(get.tag(card,'respond')&&player.num('h')>1) return [1,0.2]; } } } }, rejianxiong:{ trigger:{player:'damageEnd'}, direct:true, content:function(){ "step 0" if(get.itemtype(trigger.cards)=='cards'&&get.position(trigger.cards[0])=='d'){ player.chooseControl('rejianxiong_mopai','rejianxiong_napai','cancel').ai=function(){ if(trigger.cards.length==1&&trigger.cards[0].name=='sha') return 0; return 1; }; } else{ player.chooseControl('rejianxiong_mopai','cancel'); } "step 1" if(result.control=='rejianxiong_napai'){ player.logSkill('rejianxiong'); player.gain(trigger.cards); player.$gain2(trigger.cards); } else if(result.control=='rejianxiong_mopai'){ player.logSkill('rejianxiong'); player.draw(); } }, ai:{ maixie:true, effect:{ target:function(card,player,target){ if(player.skills.contains('jueqing')) return [1,-1]; if(get.tag(card,'damage')&&player!=target) return [1,1]; } } } }, reyiji:{ trigger:{player:'damageEnd'}, frequent:true, filter:function(event){ return (event.num>0) }, content:function(){ "step 0" event.num=1; event.count=1; "step 1" player.gain(get.cards(2)); player.$draw(2); "step 2" player.chooseCardTarget({ filterCard:true, selectCard:[1,2], filterTarget:function(card,player,target){ return player!=target&&target!=event.temp; }, ai1:function(card){ if(ui.selected.cards.length>0) return -1; return (_status.event.player.num('h')-_status.event.player.hp); }, ai2:function(target){ return ai.get.attitude(_status.event.player,target)-4; }, prompt:'请选择要送人的卡牌' }); "step 3" if(result.bool){ player.lose(result.cards,ui.special); if(result.targets[0].skills.contains('reyiji2')){ result.targets[0].storage.reyiji2=result.targets[0].storage.reyiji2.concat(result.cards); } else{ result.targets[0].addSkill('reyiji2'); result.targets[0].storage.reyiji2=result.cards; } player.$give(result.cards.length,result.targets[0]); if(num==1){ event.temp=result.targets[0]; event.num++; event.goto(2); } else if(event.count=4) return [1,get.tag(card,damage)*2]; if(target.hp==3) return [1,get.tag(card,damage)*1.5]; if(target.hp==2) return [1,get.tag(card,damage)*0.5]; } } }, threaten:0.6 } }, reyiji2:{ trigger:{player:'phaseDrawBegin'}, forced:true, mark:true, popup:'遗计拿牌', content:function(){ player.$draw(player.storage.reyiji2.length); player.gain(player.storage.reyiji2); delete player.storage.reyiji2; player.removeSkill('reyiji2'); game.delay(); }, intro:{ content:'cardCount' } }, yijue:{ enable:'phaseUse', usable:1, filterTarget:function(card,player,target){ return player!=target&&target.num('h'); }, filter:function(event,player){ return player.num('h')>0; }, content:function(){ "step 0" player.chooseToCompare(target).small=true; "step 1" if(result.bool){ if(target.skills.contains('yijue2')==false){ target.disabledSkills.yijue=[]; for(var i=0;i0; }; } else{ event.finish(); } "step 2" if(result.bool){ target.recover(); } }, ai:{ result:{ target:function(player,target){ if(target.num('h')>target.hp+1&&ai.get.recoverEffect(target)>0){ return 1; } if(player.canUse('sha',target)&&(player.num('h','sha')||player.num('he',{color:'red'}))){ return -2; } return -0.5; } }, order:9, } }, yijue2:{ trigger:{global:'phaseAfter'}, forced:true, mark:true, content:function(){ delete player.disabledSkills.yijue; player.removeSkill('yijue2'); }, mod:{ cardEnabled:function(){ return false; }, cardUsable:function(){ return false; }, cardRespondable:function(){ return false; }, cardSavable:function(){ return false; } }, intro:{ content:function(st,player){ var storage=player.disabledSkills.yijue; if(storage&&storage.length){ var str='失效技能:'; for(var i=0;i1; return 8-ai.get.value(card); }; "step 2" if(!result.bool){ trigger.directHit=true; } } }, retieji2:{ trigger:{global:'phaseAfter'}, forced:true, content:function(){ delete player.disabledSkills.retieji; player.removeSkill('retieji2'); }, mark:true, intro:{ content:function(st,player){ var storage=player.disabledSkills.retieji; if(storage&&storage.length){ var str='失效技能:'; for(var i=0;i2) return current-1; }, globalTo:function(from,to,current){ if(to.hp<=2) return current+1; }, }, ai:{ threaten:0.8 } }, qiaomeng:{ trigger:{source:'damageEnd'}, direct:true, filter:function(event){ return event.card&&event.card.name=='sha'&&event.cards&& get.color(event.cards)=='black'&&event.player.num('e'); }, content:function(){ "step 0" player.choosePlayerCard('e',trigger.player); "step 1" if(result.bool){ player.logSkill('qiaomeng'); trigger.player.discard(result.links[0]); event.card=result.links[0]; } else{ event.finish(); } "step 2" if(get.position(card)=='d'){ if(get.subtype(card)=='equip3'||get.subtype(card)=='equip4'){ player.gain(card); player.$gain2(card); } } } }, rekurou:{ enable:'phaseUse', usable:1, filterCard:true, check:function(card){ return 9-ai.get.value(card); }, position:'he', content:function(){ player.loseHp(); }, ai:{ order:9, result:{ player:function(player){ if(player.hp<=2) return 0; if(player.num('h')+12) return 'trick'; return 'red'; }; "step 1" var num=20; var card; event.cards=[]; while(num--){ card=get.cards(0); event.cards.push(card); if(get.color(card)==result.control) break; else if(get.type(card,'trick')==result.control) break; } event.card=card; player.showCards(event.cards); player.chooseTarget(true,'选择一名男性角色送出'+get.translation(event.card),function(card,player,target){ return target.sex=='male'; }); "step 2" result.targets[0].$gain(event.card); for(var i=0;i0; }, prepare:function(cards,player,targets){ player.$throw(cards); }, position:'he', filterCard:{suit:'diamond'}, filterTarget:function(card,player,target){ if(player!=target) return lib.filter.targetEnabled({name:'lebu'},player,target); return target.num('j','lebu'); }, check:function(card){ return 7-ai.get.value(card); }, content:function(){ if(target.num('j','lebu')){ target.discard(target.get('j','lebu',0)); } else{ target.addJudge('lebu',cards); } player.draw(); }, ai:{ result:{ target:function(player,target){ if(target.num('j','lebu')) return -ai.get.effect(target,{name:'lebu'},player,target); return ai.get.effect(target,{name:'lebu'},player,target); } }, order:9, } }, fenwei:{ unique:true, mark:true, trigger:{global:'useCard'}, priority:5, filter:function(event,player){ if(get.info(event.card).multitarget) return false; if(event.targets.length<2) return false; if(player.storage.fenwei) return false; return true; }, init:function(player){ player.storage.fenwei=false; }, direct:true, content:function(){ "step 0" player.chooseTarget('选择令'+get.translation(trigger.card)+'无效的目标', [1,trigger.targets.length],function(card,player,target){ return trigger.targets.contains(target); }).ai=function(target){ if(game.phaseNumber>game.players.length*2&&trigger.targets.length>=game.players.length-1){ return -ai.get.effect(target,trigger.card,trigger.player,player); } return -1; }; "step 1" if(result.bool){ player.unmarkSkill('fenwei'); player.logSkill('fenwei',result.targets); player.storage.fenwei=true; for(var i=0;i0; }, filterCard:true, position:'he', selectTarget:[1,Infinity], check:function(card){ if(get.suit(card)=='spade') return 8-ai.get.value(card); return 5-ai.get.value(card); }, content:function(){ "step 0" if(num==0&&get.suit(cards[0])=='spade') player.draw(); player.choosePlayerCard(targets[num],'he',true); "step 1" if(result.bool){ if(result.links.length) targets[num].discard(result.links[0]); if(get.suit(result.links[0])=='spade') targets[num].draw(); } }, ai:{ result:{ target:-1 }, threaten:1.2, order:3 } }, xunxun:{ trigger:{player:'phaseDrawBefore'}, frequent:true, content:function(){ "step 0" event.cards=get.cards(4); player.chooseCardButton(event.cards,2,true,'选择获得两张牌').ai=ai.get.buttonValue; trigger.untrigger(); trigger.finish(); "step 1" var choice=[]; for(var i=0;i-3; return ai.get.attitude(player,event.player)>-3; }, content:function(){ "step 0" game.asyncDraw([trigger.player,trigger.source],trigger.num); "step 1" game.delay(); } } }, translate:{ re_zhangliao:'张辽', re_huangyueying:'黄月英', re_simayi:'司马懿', re_xuzhu:'许褚', re_xiahoudun:'夏侯惇', re_lvmeng:'吕蒙', re_zhouyu:'周瑜', re_luxun:'陆逊', re_zhaoyun:'赵云', re_guanyu:'关羽', re_zhangfei:'张飞', re_machao:'马超', re_caocao:'曹操', re_guojia:'郭嘉', re_lvbu:'吕布', re_xushu:'徐庶', re_huanggai:'黄盖', re_gongsunzan:'公孙瓒', re_daqiao:'大乔', re_ganning:'甘宁', re_huatuo:'华佗', re_lidian:'李典', qinxue:'勤学', retuxi:'突袭·新', reluoyi:'裸衣·新', reluoyi2:'裸衣·新', reganglie:'刚烈·新', qingjian:'清俭', reyingzi:'英姿·新', refanjian:'反间·新', refanjian_card:'弃牌', refanjian_hp:'流失体力', reqianxun:'谦逊·新', reqianxun2:'谦逊·新', relianying:'连营·新', retishen:'替身', retishen2:'替身', reyajiao:'涯角', rejianxiong:'奸雄·新', rejianxiong_mopai:'摸牌', rejianxiong_napai:'拿牌', reyiji:'遗计·新', reyiji2:'遗计·新', yijue:'义绝', yijue2:'义绝', retieji:'铁骑·新', retieji2:'铁骑·新', refankui:'反馈·新', reyicong:'义从', qiaomeng:'趫猛', rekurou:'苦肉·新', zhaxiang:'诈降', zhaxiang2:'诈降', zhuhai:'诛害', qianxin:'潜心', jianyan:'荐言', reguicai:'鬼才·新', xunxun:'恂恂', wangxi:'忘隙', reguose:'国色·新', fenwei:'奋威', chulao:'除痨', rejizhi:'集智', // rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以展示牌堆顶牌,若该牌为基本牌,将之置入弃牌堆或用一张手牌与之交换;若不为基本牌,则将之收入手牌。', rejizhi_info:'当你使用一张装备牌或锦囊牌时,你可以摸一张牌并展示之,若此牌是基本牌,你须弃置一张手牌', xunxun_info:'摸牌阶段,你可以放弃摸牌,改为观看牌堆顶的四张牌,然后获得其中的两张牌,将其余的牌以任意顺序置于牌堆底。', wangxi_info:'每当你对其他角色造成1点伤害后,或受到其他角色造成的1点伤害后,你可与该角色各摸一张牌。', reguose_info:'出牌阶段限一次,你可以选择一项:将一张方片花色牌当做【乐不思蜀】使用;或弃置一张方片花色牌并弃置场上的一张【乐不思蜀】。选择完成后,你摸一张牌。', fenwei_info:'当一名角色使用的锦囊牌指定了至少两名角色为目标时,你可以令此牌对其中任意名角色无效。', chulao_info:'出牌阶段限一次,若你有牌,你可以选择任意名势力各不相同的其他角色,你弃置你和这些角色的各一张牌。然后以此法弃置黑桃牌的角色各摸一张牌。', reguicai_info:'在任意角色的判定牌生效前,你可以打出一张牌代替之', zhuhai_info:'一名其他角色的结束阶段开始时,若该角色本回合造成过伤害,你可以对其使用一张【杀】。', qianxin_info:'觉醒技,当你造成一次伤害后,若你已受伤,你须减1点体力上限,并获得技能“荐言”。', jianyan_info:'出牌阶段限一次,你可以声明一种牌的类别或颜色,然后连续亮出牌堆顶的牌,直到亮出符合你声明的牌为止,选择一名男性角色,该角色获得此牌,再将其余以此法亮出的牌置入弃牌堆。', rekurou_info:'出牌阶段限一次,你可以弃置一张牌,然后失去1点体力。', zhaxiang_info:'锁定技 每当你失去1点体力后,你摸三张牌。然后若此时是你的出牌阶段,则直到回合结束,你使用红色【杀】无距离限制且不能被【闪】响应,你可以额外使用一张【杀】。', qiaomeng_info:'每当你使用黑色【杀】对一名角色造成伤害后,你可以弃置该角色装备区里的一张牌,若此牌是坐骑牌,你于此牌置入弃牌堆时获得之。', reyicong_info:'锁定技,只要你的体力值大于2点,你计算与其他角色的距离时,始终-1;只要你的体力值为2点或更低,其他角色计算与你的距离时,始终+1。', refankui_info:'每当你受到1点伤害后,你可以获得伤害来源的一张牌。', retieji_info:'当你使用【杀】指定一名角色为目标后,你可以进行一次判定并令该角色的非锁定技失效直到回合结束,除非该角色弃置一张与判定结果花色相同的牌,否则不能使用【闪】抵消此【杀】。', yijue_info:'出牌阶段限一次,你可以与一名其他角色拼点,若你赢,则直到回合结束,该角色不能使用或打出手牌且其非锁定技失效,若你没赢,你可令该角色回复一点体力。', reyiji_info:'每当你受到1点伤害后,你可以摸两张牌。然后你可以在至多两名角色的武将牌旁边分别扣置至多两张手牌,这些角色的下个摸牌阶段开始时,该角色获得其武将牌旁的这些牌。', rejianxiong_info:'每当你受到伤害后,你可以选择一项:摸一张牌,或获得对你造成伤害的牌。', reyajiao_info:'每当你于回合外使用或打出一张手牌时,你可以亮出牌堆顶的一张牌,若此牌与你此次使用或打出的牌类别相同,你可以将之交给任意一名角色;若不同则你可以将之置入弃牌堆。', retishen_info:'限定技,准备阶段开始时,你可以将体力回复至等同于你上回合结束时的体力值,然后你每以此法回复1点体力,便摸一张牌。', reqianxun_info:'每当一张延时类锦囊牌或其他角色使用的非延时类锦囊牌生效时,若你是此牌的唯一目标,你可以将所有手牌置于你的武将牌上,若如此做,此回合结束时,你获得你武将牌上的所有牌。', relianying_info:'当你失去最后的手牌时,你可以令至多X名角色各摸一张牌(X为你此次失去的手牌数)。', reyingzi_info:'锁定技,摸牌阶段摸牌时,你额外摸一张牌;你的手牌上限不会因体力值的减少而减少。', refanjian_info:'出牌阶段限一次,你可以展示一张手牌并将此牌交给一名其他角色。然后该角色选择一项:展示其手牌并弃置所有与此牌花色相同的牌,或是去一点体力。', qingjian_info:'每当你于摸牌阶段外获得牌时,你可以将其中任意牌以任意顺序交给其他角色', qinxue_info:'觉醒技,准备阶段开始时,若你的手牌数比体力值多3(人数不少于7时改为2)或更多,你须减一点体力上限并获得技能【攻心】', retuxi_info:'摸牌阶段摸牌时,你可以少摸任意张牌,然后选择等量的手牌数大于或等于你的其他角色,获得这些角色的各一张手牌。', reluoyi_info:'你可以跳过摸牌阶段,然后展示牌堆顶的三张牌,获得其中的基本牌、武器牌和【决斗】,若如此做,直到你的下回合开始,你为伤害来源的【杀】或【决斗】造成的伤害+1。', reganglie_info:'每当你受到1点伤害后,可进行一次判定,若结果为红色,你对伤害来源造成1点伤害,若结果为黑色,你弃置其一张牌。' }, }