569 lines
22 KiB
JavaScript
569 lines
22 KiB
JavaScript
import { game } from '../noname.js';
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game.import('character',function(lib,game,ui,get,ai,_status){
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return {
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name:'onlyOL',
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connect:true,
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character:{
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ol_sb_jiangwei:['male','shu',4,['olsbzhuri','olsbranji']],
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ol_caozhang:['male','wei',4,['oljiangchi'],['die_audio:xin_caozhang']],
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ol_jianyong:['male','shu',3,['olqiaoshui','jyzongshi'],['tempname:re_jianyong','die_audio:re_jianyong']],
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ol_lingtong:['male','wu',4,['olxuanfeng'],['die_audio:re_lingtong']],
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ol_sb_guanyu:['male','shu',4,['olsbfumeng','olsbguidao']],
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ol_sb_taishici:['male','wu',4,['olsbdulie','olsbdouchan']],
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},
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characterSort:{
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onlyOL:{
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onlyOL_yijiang1:['ol_jianyong','ol_lingtong'],
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onlyOL_yijiang2:['ol_caozhang'],
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onlyOL_sb:['ol_sb_jiangwei','ol_sb_guanyu','ol_sb_taishici'],
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},
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},
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characterIntro:{
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},
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characterReplace:{
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},
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skill:{
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//OL谋太史慈
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olsbdulie:{
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audio:2,
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trigger:{target:'useCardToTarget'},
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filter(event,player){
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if(event.player==player||!event.isFirstTarget||event.targets.length!=1) return false;
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if(player.getAttackRange()<=0) return;
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return ['basic','trick'].includes(get.type(event.card));
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},
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prompt2(event,player){
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return '令'+get.translation(event.card)+'额外结算一次,此牌结算完毕后,你摸等同于你攻击范围的牌';
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},
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check(event,player){
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const num=Math.min(5,player.getAttackRange());
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if(get.effect(player,event.card,event.player,player)>0) return true;
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if(event.card.name=='guohe'||event.card.name=='shunshou'||event.card.name=='zhujinqiyuan') return num>(event.effectCount||0);
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if(!get.tag(event.card,'damage')) return true;
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return num>1;
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},
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usable:1,
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async content(event,trigger,player){
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trigger.getParent().effectCount++;
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player.when({global:'useCardAfter'})
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.filter(evt=>evt==trigger.getParent())
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.then(()=>{
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const num=Math.min(5,player.getAttackRange());
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if(num>0) player.draw(num);
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});
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},
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},
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olsbdouchan:{
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audio:2,
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trigger:{player:'phaseZhunbeiBegin'},
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forced:true,
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async content(event,trigger,player){
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const card=get.cardPile2(card=>card.name=='juedou');
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if(card) player.gain(card,'gain2');
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else if(player.countMark('olsbdouchan')<game.players.length+game.dead.length) player.addMark('olsbdouchan',1,false);
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},
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mod:{
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attackRange(player,num){
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return num+player.countMark('olsbdouchan');
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},
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cardUsable(card,player,num){
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if(card.name=='sha') return num+player.countMark('olsbdouchan');
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},
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},
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intro:{content:'<li>攻击距离+#<br><li>使用【杀】的次数上限+#'},
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},
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//OL谋关羽
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//可以和手杀谋关羽组成卧龙凤雏了
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olsbfumeng:{
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audio:2,
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trigger:{global:'roundStart'},
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filter(event,player){
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return player.countCards('h',card=>{
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if(_status.connectMode) return true;
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return get.name(card,player)!='sha';
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});
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},
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direct:true,
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async content(event,trigger,player){
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const {result:{bool,cards}}=await player.chooseCard(get.prompt2('olsbfumeng'),[1,Infinity],(card,player)=>{
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return get.name(card,player)!='sha';
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}).set('ai',card=>{
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const player=get.event('player');
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if(player.hasSkill('olsbfumeng')) return 7-get.value(card);
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return 4.5-get.value(card);
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});
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if(!bool) return;
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player.logSkill('olsbfumeng');
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player.addSkill('olsbfumeng_buff');
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player.addGaintag(cards,'olsbfumeng_buff');
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},
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subSkill:{
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buff:{
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charlotte:true,
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mod:{
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cardname:function(card){
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if(get.itemtype(card)=='card'&&card.hasGaintag('olsbfumeng_buff')) return 'sha';
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},
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},
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},
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},
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},
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olsbguidao:{
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audio:2,
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enable:'phaseUse',
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filter(event,player){
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if(event.olsbguidao_num>2) return false;
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const card=new lib.element.VCard({name:'juedou',storage:{olsbguidao:true}});
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return game.hasPlayer(target=>{
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return player.canUse(card,target,false);
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})&&player.countCards('he',cardx=>{
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return player.canRecast(cardx);
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})>=2&&player.countCards('he',cardx=>{
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return get.name(cardx,player)=='sha'&&player.canRecast(cardx);
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})>=event.olsbguidao_num;
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},
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onChooseToUse(event){
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if(!game.online&&!event.olsbguidao_num){
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const player=event.player,history=player.getHistory('custom',evt=>evt.olsbguidao_num);
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if(!history.length) event.set('olsbguidao_num',1);
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else{
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const evt=history[history.length-1];
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event.set('olsbguidao_num',evt.olsbguidao_num);
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}
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}
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},
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filterCard(card,player){
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const num=get.event('olsbguidao_num');
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if(ui.selected.cards.filter(cardx=>get.name(cardx,player)=='sha').length<num&&get.name(card,player)!='sha') return false;
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return player.canRecast(card);
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},
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selectCard:2,
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position:'he',
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check(card){
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const player=get.event('player');
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if(get.name(card,player)=='sha') return 1/(get.value(card)||0.5);
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return 7-get.value(card);
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},
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complexCard:true,
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lose:false,
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discard:false,
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delay:0,
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filterTarget(card,player,target){
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const cardx=new lib.element.VCard({name:'juedou',storage:{olsbguidao:true}});
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return player.canUse(cardx,target,false);
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},
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prompt(){
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let str='重铸两张牌';
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const num=get.event('olsbguidao_num');
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if(num>0) str+='(至少重铸'+get.cnNumber(num)+'张【杀】)';
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str+='并视为使用【决斗】';
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return str;
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},
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async content(event,trigger,player){
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const target=event.target,cards=event.cards;
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player.getHistory('custom').push({olsbguidao_num:cards.filter(card=>get.name(card,player)=='sha').length+1});
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const card=new lib.element.VCard({name:'juedou',storage:{olsbguidao:true}});
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await player.recast(cards);
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player.addTempSkill('olsbguidao_buff');
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if(player.canUse(card,target,false)) player.useCard(card,target,false);
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},
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ai:{
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order(item,player){
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const card=new lib.element.VCard({name:'juedou',storage:{olsbguidao:true}});
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const order=get.order(card,player);
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if(order<=0) return 0;
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return order+0.1;
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},
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result:{
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target(player,target){
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const card=new lib.element.VCard({name:'juedou',storage:{olsbguidao:true}});
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return get.sgn(get.attitude(player,target))*get.effect(target,card,player,player);
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},
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},
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},
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subSkill:{
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buff:{
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charlotte:true,
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trigger:{global:'damageBegin3'},
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filter(event,player){
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if(!event.card||!event.card.storage||!event.card.storage.olsbguidao) return false;
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if(!event.source||event.source!=player) return false;
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const evt=event.getParent('useCard');
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return evt.player==player&&evt.targets.includes(event.player);
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},
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forced:true,
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popup:false,
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async content(event,trigger,player){
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const target=trigger.player;
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const {result:{control}}=await target.chooseControl('【杀】更多','非【杀】更多')
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.set('prompt','归刀:请猜测'+get.translation(player)+'手牌中【杀】与非【杀】牌数哪个更多')
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.set('prompt2','若猜错,则'+get.translation(trigger.card)+'对你造成的伤害+1')
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.set('ai',()=>_status.event.controls.randomGet());
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const goon1=player.countCards('h',card=>get.name(card,player)=='sha')>=player.countCards('h',card=>get.name(card,player)!='sha');
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const goon2=player.countCards('h',card=>get.name(card,player)!='sha')>=player.countCards('h',card=>get.name(card,player)=='sha');
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if((goon1&&control=='【杀】更多')||(goon2&&control=='非【杀】更多')){
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target.popup('判断正确','wood');
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game.log(target,'猜测','#g正确');
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}
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else{
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target.popup('判断错误','fire');
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game.log(target,'猜测','#y错误');
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trigger.increase('num');
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}
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},
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},
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},
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},
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//OL谋姜维
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olsbzhuri:{
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audio:2,
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trigger:{player:['phaseZhunbeiEnd','phaseJudgeEnd','phaseDrawEnd','phaseUseEnd','phaseDiscardEnd','phaseJieshuEnd']},
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filter:function(event,player){
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if(player.hasSkill('olsbzhuri_block')) return false;
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if(!game.hasPlayer(target=>player.canCompare(target))) return false;
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return player.getHistory('gain',evt=>evt.getParent(event.name)==event).length+player.getHistory('lose',evt=>evt.getParent(event.name)==event&&evt.hs.length).length;
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},
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direct:true,
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content:function*(event,map){
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var player=map.player;
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var trigger=map.trigger;
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var result=yield player.chooseTarget(get.prompt('olsbzhuri'),'与一名角色进行拼点,若你赢,你可以使用其中的一张拼点牌;若你没赢,你失去1点体力或令此技能于本回合失效',(card,player,target)=>{
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return player.canCompare(target);
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}).set('ai',target=>{
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var player=_status.event.player;
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var ts=target.getCards('h').sort((a,b)=>get.number(a)-get.number(b));
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if(get.attitude(player,target)<0){
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var hs=player.getCards('h').sort((a,b)=>get.number(b)-get.number(a));
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var ts=target.getCards('h').sort((a,b)=>get.number(b)-get.number(a));
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if(get.number(hs[0])>get.number(ts[0])) return 1;
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if(get.effect(player,{name:'losehp'},player,player)>0) return Math.random()+0.2;
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if(player.getHp()>2) return Math.random()-0.5;
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return 0;
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}
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return 0;
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});
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if(result.bool){
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var target=result.targets[0];
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player.logSkill('olsbzhuri',target);
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var result2=yield player.chooseToCompare(target);
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if(result2.bool){
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var cards=[result2.player,result2.target].filterInD('d');
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cards=cards.filter(card=>player.hasUseTarget(card));
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if(cards.length){
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var result3=yield player.chooseButton(['是否使用其中的牌?',cards]).set('ai',button=>_status.event.player.getUseValue(button.link));
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if(result3.bool){
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var card=result3.links[0];
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player.$gain2(card,false);
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game.delayx();
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player.chooseUseTarget(true,card,false);
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}
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}
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}
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else{
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var list=lib.skill.olsbranji.getList(trigger);
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var result3=yield player.chooseControl('失去体力','技能失效').set('prompt','逐日:失去1点体力,或令此技能于本回合失效').set('ai',()=>{
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var player=_status.event.player;
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if(player.getHp()>2){
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var list=_status.event.list;
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list.removeArray(player.skipList);
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if(list.includes('phaseDraw')||list.includes('phaseUse')) return '失去体力';
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}
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if(get.effect(player,{name:'losehp'},player,player)>0) return '失去体力';
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return '技能失效';
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}).set('list',list.slice(trigger.getParent().num,list.length));
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player[result3.control=='失去体力'?'loseHp':'addTempSkill'](result3.control=='失去体力'?1:'olsbzhuri_block');
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}
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}
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},
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subSkill:{
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block:{
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charlotte:true,
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mark:true,
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marktext:'<span style="text-decoration: line-through;">日</span>',
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intro:{content:'追不动太阳了'},
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},
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},
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},
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olsbranji:{
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audio:2,
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trigger:{player:'phaseJieshuBegin'},
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prompt2:function(event,player){
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var str='获得技能';
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var num=lib.skill.olsbranji.getNum(event,player);
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if(num>=player.getHp()) str+='【困奋】';
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if(num==player.getHp()) str+='和';
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if(num<=player.getHp()) str+='【诈降】';
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str+=',然后';
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var num1=(player.countCards('h')-player.getHandcardLimit());
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if(num1||player.isDamaged()){
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if(num1) str+=(num1<0?'摸'+get.cnNumber(-num1)+'张牌':'弃置'+get.cnNumber(num1)+'张牌');
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if(num1&&player.isDamaged()) str+='或';
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if(player.isDamaged()) str+=('回复'+player.getDamagedHp()+'点体力');
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str+=',最后';
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}
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str+='你不能回复体力直到你杀死角色。';
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return str;
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},
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check:function(event,player){
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var num=lib.skill.olsbranji.getNum(event,player);
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if(num==player.getHp()) return true;
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return player.getHandcardLimit()-player.countCards('h')>=3||player.getDamagedHp()>=2;
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},
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limited:true,
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skillAnimation:true,
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animationColor:'fire',
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content:function*(event,map){
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var player=map.player;
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var trigger=map.trigger;
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player.awakenSkill('olsbranji');
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var num=lib.skill.olsbranji.getNum(trigger,player);
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if(num>=player.getHp()){
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player.addSkillLog('kunfen');
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player.storage.kunfen=true;
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}
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if(num<=player.getHp()) player.addSkillLog('zhaxiang');
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if(player.countCards('h')!=player.getHandcardLimit()||player.isDamaged()){
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var result,num1=player.countCards('h')-player.getHandcardLimit();
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if(!num1) result={index:1};
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else if(player.isHealthy()) result={index:0};
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else{
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result=yield player.chooseControl('手牌数','体力值').set('choiceList',[
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num1<0?'摸'+get.cnNumber(-num1)+'张牌':'弃置'+get.cnNumber(num1)+'张牌',
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'回复'+(player.getDamagedHp())+'点体力',
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]).set('ai',()=>{
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var player=_status.event.player;
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var list=_status.event.list;
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var num1=get.effect(player,{name:'draw'},player,player);
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var num2=get.recoverEffect(player,player,player);
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return num1*list[0]>num2*list[1]?0:1;
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}).set('list',[-num1,player.getDamagedHp()]);
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}
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if(result.index==0){
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if(num1<0) yield player.drawTo(player.getHandcardLimit());
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else yield player.chooseToDiscard(num1,'h',true);
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||
}
|
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else{
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yield player.recover(player.maxHp-player.hp);
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||
}
|
||
}
|
||
player.addSkill('olsbranji_norecover');
|
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player.when({source:'dieAfter'}).then(()=>player.removeSkill('olsbranji_norecover'));
|
||
},
|
||
derivation:['kunfenx','zhaxiang'],
|
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getList:function(event){
|
||
return event.getParent().phaseList.map(list=>list.split('|')[0]);
|
||
},
|
||
getNum:function(event,player){
|
||
return lib.skill.olsbranji.getList(event).slice(0,event.getParent().num).filter(name=>player.getHistory('useCard',evt=>evt.getParent(name).name==name).length).length;
|
||
},
|
||
subSkill:{
|
||
norecover:{
|
||
charlotte:true,
|
||
mark:true,
|
||
intro:{content:'不能回复体力'},
|
||
trigger:{player:'recoverBefore'},
|
||
forced:true,
|
||
firstDo:true,
|
||
content:function(){
|
||
trigger.cancel();
|
||
},
|
||
ai:{
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(get.tag(card,'recover')) return 'zeroplayertarget';
|
||
},
|
||
},
|
||
},
|
||
},
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},
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||
},
|
||
//界曹彰
|
||
oljiangchi:{
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||
audio:'rejiangchi',
|
||
trigger:{player:'phaseDrawEnd'},
|
||
direct:true,
|
||
content:function*(event,map){
|
||
var player=map.player;
|
||
var choiceList=[
|
||
'摸一张牌,本回合使用【杀】的次数上限-1,且【杀】不计入手牌上限。',
|
||
'重铸一张牌,本回合使用【杀】无距离限制,且使用【杀】的次数上限+1。',
|
||
],list=['cancel2'];
|
||
if(player.countCards('he',card=>player.canRecast(card))) list.unshift('重铸,+1');
|
||
else choiceList[1]='<span style="opacity:0.5">'+choiceList[1]+'</span>';
|
||
list.unshift('摸牌,-1');
|
||
var result=yield player.chooseControl(list).set('ai',()=>{
|
||
var player=_status.event.player;
|
||
var controls=_status.event.controls.slice();
|
||
if(controls.includes('重铸,+1')&&player.countCards('hs',card=>get.name(card)=='sha'&&player.hasValueTarget(card))>=2) return '重铸,+1';
|
||
return '摸牌,-1';
|
||
}).set('choiceList',choiceList).set('prompt',get.prompt('oljiangchi'));
|
||
if(result.control!='cancel2'){
|
||
player.logSkill('oljiangchi');
|
||
if(result.control=='摸牌,-1'){
|
||
player.draw();
|
||
player.addTempSkill('oljiangchi_less');
|
||
player.addMark('oljiangchi_less',1,false);
|
||
}
|
||
else{
|
||
var result2=yield player.chooseCard('he','将驰:请重铸一张牌',true,(card,player)=>player.canRecast(card));
|
||
if(result2.bool){
|
||
player.recast(result2.cards);
|
||
player.addTempSkill('oljiangchi_more');
|
||
player.addMark('oljiangchi_more',1,false);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
subSkill:{
|
||
less:{
|
||
charlotte:true,
|
||
onremove:true,
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num-player.countMark('oljiangchi_less');
|
||
},
|
||
ignoredHandcard:function(card,player){
|
||
if(card.name=='sha') return true;
|
||
},
|
||
cardDiscardable:function(card,player,name){
|
||
if(name=='phaseDiscard'&&card.name=='sha') return false;
|
||
},
|
||
},
|
||
},
|
||
more:{
|
||
charlotte:true,
|
||
onremove:true,
|
||
mod:{
|
||
cardUsable:function(card,player,num){
|
||
if(card.name=='sha') return num+player.countMark('oljiangchi_more');
|
||
},
|
||
targetInRange:function (card,player){
|
||
if(card.name=='sha') return true;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//界简雍
|
||
olqiaoshui:{
|
||
audio:'reqiaoshui',
|
||
inherit:'reqiaoshui',
|
||
filter:function(event,player){
|
||
return player.countCards('h')>0&&!player.hasSkill('olqiaoshui_used');
|
||
},
|
||
content:function(){
|
||
'step 0'
|
||
player.chooseToCompare(target);
|
||
'step 1'
|
||
if(result.bool) player.addTempSkill('qiaoshui3',{player:'phaseUseAfter'});
|
||
else{
|
||
player.addTempSkill('qiaoshui2');
|
||
player.addTempSkill('olqiaoshui_used');
|
||
}
|
||
},
|
||
subSkill:{
|
||
used:{
|
||
charlotte:true,
|
||
mark:true,
|
||
marktext:'<span style="text-decoration: line-through;">说</span>',
|
||
intro:{content:'被迫闭嘴'},
|
||
},
|
||
},
|
||
},
|
||
//界凌统
|
||
olxuanfeng:{
|
||
audio:'xuanfeng',
|
||
audioname:['boss_lvbu3'],
|
||
audioname2:{
|
||
lingtong:'xuanfeng',
|
||
ol_lingtong:'xuanfeng_re_lingtong',
|
||
},
|
||
trigger:{
|
||
player:['loseAfter'],
|
||
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
|
||
},
|
||
filter:function(event,player){
|
||
var evt=event.getl(player);
|
||
return evt&&(evt.es.length||evt.cards2.length>1);
|
||
},
|
||
direct:true,
|
||
content:function(){
|
||
'step 0'
|
||
event.count=2;
|
||
event.logged=false;
|
||
'step 1'
|
||
player.chooseTarget(get.prompt('olxuanfeng'),'弃置一名其他角色的一张牌',function(card,player,target){
|
||
if(player==target) return false;
|
||
return target.countDiscardableCards(player,'he');
|
||
}).set('ai',function(target){
|
||
return -get.attitude(_status.event.player,target);
|
||
});
|
||
'step 2'
|
||
if(result.bool){
|
||
if(!event.logged){
|
||
player.logSkill('olxuanfeng',result.targets);
|
||
event.logged=true;
|
||
}
|
||
else player.line(result.targets[0],'green');
|
||
player.discardPlayerCard(result.targets[0],'he',true);
|
||
event.count--;
|
||
}
|
||
else event.finish();
|
||
'step 3'
|
||
if(event.count) event.goto(1);
|
||
},
|
||
ai:{
|
||
reverseEquip:true,
|
||
noe:true,
|
||
effect:{
|
||
target:function(card,player,target,current){
|
||
if(get.type(card)=='equip'&&!get.cardtag(card,'gifts')) return [1,3];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xuanfeng_re_lingtong:{audio:2},
|
||
},
|
||
dynamicTranslate:{
|
||
},
|
||
translate:{
|
||
ol_lingtong:'OL界凌统',
|
||
ol_lingtong_prefix:'OL界',
|
||
olxuanfeng:'旋风',
|
||
olxuanfeng_info:'当你一次性失去至少两张牌后,或失去装备区的牌后,你可以依次弃置一至两名其他角色的共计两张牌。',
|
||
ol_jianyong:'OL界简雍',
|
||
ol_jianyong_prefix:'OL界',
|
||
olqiaoshui:'巧说',
|
||
olqiaoshui_info:'出牌阶段,你可与一名其他角色拼点。若你赢,你使用的下一张基本牌或普通锦囊牌可以额外指定任意一名其他角色为目标或减少指定一个目标;若你没赢,此技能于本回合失效且本回合你不能使用锦囊牌。',
|
||
ol_caozhang:'OL界曹彰',
|
||
ol_caozhang_prefix:'OL界',
|
||
oljiangchi:'将驰',
|
||
oljiangchi_info:'摸牌阶段结束时,你可以选择一项:①摸一张牌,本回合使用【杀】的次数上限-1,且【杀】不计入手牌上限。②重铸一张牌,本回合使用【杀】无距离限制,且使用【杀】的次数上限+1。',
|
||
ol_sb_jiangwei:'OL谋姜维',
|
||
ol_sb_jiangwei_prefix:'OL谋',
|
||
olsbzhuri:'逐日',
|
||
olsbzhuri_info:'你的阶段结束时,若你本阶段失去过手牌或得到过牌,则你可以与一名角色拼点。若你赢,你可以使用其中一张拼点牌;若你没赢,你失去1点体力或令此技能于本回合无效。',
|
||
olsbranji:'燃己',
|
||
olsbranji_info:'限定技,结束阶段。若你本回合使用过牌的阶段数大于等于/小于等于体力值,你可以获得技能〖困奋〗/〖诈降〗(同时满足则都获得,以此法获得的〖困奋〗直接修改为非锁定技)。若如此做,你将手牌数调整至手牌上限或将体力值回复至体力上限,然后你不能回复体力直到你杀死角色。',
|
||
kunfenx:'困奋',
|
||
kunfenx_info:'结束阶段开始时,你可以失去1点体力,然后摸两张牌。',
|
||
ol_sb_guanyu:'OL谋关羽',
|
||
ol_sb_guanyu_prefix:'OL谋',
|
||
olsbfumeng:'赴梦',
|
||
olsbfumeng_info:'一轮游戏开始时,你可以令任意张手牌的牌名视为【杀】。',
|
||
olsbguidao:'归刀',
|
||
olsbguidao_info:'出牌阶段,你可以重铸两张牌并视为使用一张【决斗】(重铸的【杀】数须比本回合上次发动〖归刀〗重铸的【杀】数多)。目标角色受到此牌伤害时,其须猜测你手牌中牌名为【杀】的牌数量多还是牌名不为【杀】的牌数多,若其猜错,则此【决斗】对其造成的伤害+1。',
|
||
ol_sb_taishici:'OL谋太史慈',
|
||
ol_sb_taishici_prefix:'OL谋',
|
||
olsbdulie:'笃烈',
|
||
olsbdulie_info:'每回合限一次,当你成为其他角色使用基本牌或普通锦囊牌的目标时,你可以令此牌额外结算一次。若如此做,此牌结算完毕后,你摸X张牌(X为你的攻击范围且至多为5)。',
|
||
olsbdouchan:'斗缠',
|
||
olsbdouchan_info:'锁定技,准备阶段,你从牌堆中获得一张【决斗】,若牌堆没有【决斗】,则你的攻击范围和出牌阶段使用【杀】的次数上限+1(增加次数不超过游戏人数)。',
|
||
|
||
onlyOL_yijiang1:'OL专属·将1',
|
||
onlyOL_yijiang2:'OL专属·将2',
|
||
onlyOL_sb:'OL专属·上兵伐谋',
|
||
},
|
||
};
|
||
});
|