792 lines
22 KiB
JavaScript
792 lines
22 KiB
JavaScript
character.diy={
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character:{
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// diy_caocao:['male','wei',4,['xicai','diyjianxiong','hujia']],
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// diy_hanlong:['male','wei',4,['siji','ciqiu'],['fullskin']],
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diy_feishi:['male','shu',3,['shuaiyan','moshou'],['fullskin']],
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diy_liuyan:['male','shu',4,['juedao','geju'],['fullskin']],
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diy_luxun:['male','wu',3,['shaoying','zonghuo'],['fullskin']],
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diy_yuji:['male','qun',3,['diyguhuo','diychanyuan'],['fullskin']],
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// diy_zhouyu:['male','wu',3,['jieyan','honglian']],
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diy_zhouyu:['male','wu',3,['xiongzi','yaliang'],['fullskin']],
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diy_caiwenji:['female','qun',3,['beige','guihan'],['fullskin']],
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diy_lukang:['male','wu',4,['luweiyan','qianxun'],['fullskin']],
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diy_xuhuang:['male','wei',4,['diyduanliang'],['fullskin']],
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diy_dianwei:['male','wei',4,['diyqiangxi'],['fullskin']],
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diy_huangzhong:['male','shu',4,['liegong','fuli'],['fullskin']],
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diy_weiyan:['male','shu',4,['diykuanggu'],['fullskin']],
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diy_zhenji:['female','wei',3,['jiaoxia','yiesheng'],['fullskin']],
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diy_menghuo:['male','shu',4,['huoshou','zaiqix'],['fullskin']],
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re_huangyueying:['female','shu',3,['rejizhi','qicai'],['fullskin']],
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old_zhonghui:['male','wei',3,['zzhenggong','zquanji','zbaijiang'],['fullskin']],
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},
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skill:{
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zaiqix:{
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trigger:{player:'phaseDrawBefore'},
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filter:function(event,player){
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return player.hp<player.maxHp;
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},
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check:function(event,player){
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if(1+player.maxHp-player.hp<2){
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return false;
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}
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else if(1+player.maxHp-player.hp==2){
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return player.num('h')>=2;
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}
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return true;
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},
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content:function(){
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"step 0"
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trigger.untrigger();
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trigger.finish();
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event.cards=get.cards(player.maxHp-player.hp+1);
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player.showCards(event.cards);
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"step 1"
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var num=0;
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for(var i=0;i<event.cards.length;i++){
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if(get.suit(event.cards[i])=='heart'){
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num++;
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ui.discardPile.appendChild(event.cards[i]);
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event.cards.splice(i--,1);
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}
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}
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if(num){
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player.recover(num);
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}
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"step 2"
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if(event.cards.length){
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player.gain(event.cards);
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player.$gain2(event.cards);
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game.delay();
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}
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},
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ai:{
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threaten:function(player,target){
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if(target.hp==1) return 2;
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if(target.hp==2) return 1.5;
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return 1;
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},
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}
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},
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batu:{
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trigger:{player:'phaseEnd'},
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frequent:true,
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filter:function(event,player){
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var num=0;
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var list=['wei','shu','wu','qun'];
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for(var i=0;i<game.players.length&&list.length;i++){
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if(list.contains(game.players[i].group)){
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list.remove(game.players[i].group);
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num++;
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}
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}
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return player.num('h')<num;
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},
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content:function(){
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var num=0;
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var list=['wei','shu','wu','qun'];
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for(var i=0;i<game.players.length&&list.length;i++){
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if(list.contains(game.players[i].group)){
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list.remove(game.players[i].group);
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num++;
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}
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}
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player.draw(num-player.num('h'));
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},
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ai:{
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threaten:1.3
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}
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},
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diyzaiqi:{
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trigger:{player:'phaseDrawBegin'},
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forced:true,
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filter:function(event,player){
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return player.hp<player.maxHp;
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},
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content:function(){
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trigger.num+=player.maxHp-player.hp;
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},
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ai:{
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threaten:function(player,target){
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if(target.hp==1) return 2.5;
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if(target.hp==2) return 1.8;
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return 0.5;
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},
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maixie:true,
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effect:{
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target:function(card,player,target){
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if(get.tag(card,'damage')){
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if(target.hp==target.maxHp) return [0,1];
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}
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if(get.tag(card,'recover')&&player.hp>=player.maxHp-1) return [0,0];
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}
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}
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}
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},
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jiaoxia:{
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trigger:{target:'useCardToBegin'},
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filter:function(event,player){
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return event.card&&get.color(event.card)=='red';
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},
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frequent:true,
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content:function(){
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player.draw();
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},
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ai:{
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effect:function(card,player,target){
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if(get.color(card)=='red') return [1,1];
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},
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}
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},
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diykuanggu:{
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trigger:{source:'damageEnd'},
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forced:true,
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content:function(){
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if(get.distance(trigger.player,player,'attack')>1){
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player.draw(trigger.num);
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}
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else{
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player.recover(trigger.num);
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}
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}
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},
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diyduanliang:{
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group:['diyduanliang1','diyduanliang2'],
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ai:{
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threaten:1.2
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}
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},
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diyduanliang1:{
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enable:'phaseUse',
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usable:1,
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discard:false,
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filter:function(event,player){
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var cards=player.get('he',{color:'black'});
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for(var i=0;i<cards.length;i++){
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var type=get.type(cards[i]);
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if(type=='basic'||type=='equip') return true;
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}
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return false;
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},
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prepare:function(cards,player,targets){
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player.$throw(cards);
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},
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position:'he',
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filterCard:function(card){
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if(get.color(card)!='black') return false;
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var type=get.type(card);
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return type=='basic'||type=='equip';
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},
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filterTarget:function(card,player,target){
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return lib.filter.filterTarget({name:'bingliang'},player,target);
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},
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check:function(card){
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return 7-ai.get.value(card);
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},
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content:function(){
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target.addJudge('bingliang',cards);
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player.draw();
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},
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ai:{
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result:{
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target:function(player,target){
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return ai.get.effect(target,{name:'bingliang'},player,target);
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}
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},
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order:9,
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}
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},
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diyduanliang2:{
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mod:{
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targetInRange:function(card,player,target){
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if(card.name=='bingliang'){
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if(get.distance(player,target)<=2) return true;
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}
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}
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}
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},
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guihan:{
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unique:true,
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enable:'chooseToUse',
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mark:true,
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init:function(player){
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player.storage.guihan=false;
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},
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filter:function(event,player){
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if(event.type!='dying') return false;
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if(player!=_status.dying) return false;
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if(player.storage.guihan) return false;
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return true;
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},
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filterTarget:function(card,player,target){
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return target.sex=='male';
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},
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content:function(){
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"step 0"
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player.unmarkSkill('guihan');
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player.recover();
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player.storage.guihan=true;
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"step 1"
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player.draw(2);
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"step 2"
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target.recover();
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"step 3"
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target.draw(2);
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// if(lib.config.mode=='identity'){
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// player.node.identity.style.backgroundColor=get.translation('weiColor');
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// player.group='wei';
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// }
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},
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ai:{
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save:true,
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result:{
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player:4,
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target:function(player,target){
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if(target.hp==target.maxHp) return 2;
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return 4;
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}
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},
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threaten:function(player,target){
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if(!target.storage.guihan) return 0.8;
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}
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},
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intro:{
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content:'limited'
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}
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},
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luweiyan:{
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enable:'chooseToUse',
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filterCard:{type:'equip'},
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position:'he',
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viewAs:{name:'shuiyanqijun'},
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prompt:'将一张装备牌当水淹七军使用',
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check:function(card){return 8-ai.get.equipValue(card)},
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},
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yaliang:{
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inherit:'wangxi'
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},
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xiongzi:{
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trigger:{player:'phaseDrawBegin'},
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forced:true,
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content:function(){
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trigger.num+=1+Math.floor(player.num('e')/2);
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}
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},
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honglian:{
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trigger:{player:'damageEnd'},
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check:function(event,player){
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return ai.get.attitude(player,event.player)<0;
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},
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filter:function(event,player){
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return event.source&&event.source!=player&&event.source.num('he',{color:'red'})>0;
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},
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content:function(){
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trigger.source.discard(trigger.source.get('he',{color:'red'}));
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},
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ai:{
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expose:0.1,
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result:{
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threaten:0.8,
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target:function(card,player,target){
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if(get.tag(card,'damage')&&ai.get.attitude(target,player)<0){
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return [1,0,0,-player.num('he',{color:'red'})];
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}
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}
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}
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}
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},
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diyguhuo:{
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trigger:{player:'phaseBegin'},
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forced:true,
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filter:function(event,player){
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return player.num('hej')>0;
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},
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content:function(){
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"step 0"
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player.draw(2);
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"step 1"
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player.chooseToDiscard('hej',2,true);
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},
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ai:{
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effect:{
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target:function(card){
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if(get.type(card)=='delay') return [0,1];
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}
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}
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}
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},
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diychanyuan:{
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trigger:{player:'dieBegin'},
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forced:true,
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filter:function(event){
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return event.source!=undefined;
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},
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content:function(){
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trigger.source.loseMaxHp(true);
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},
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ai:{
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threaten:function(player,target){
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if(target.hp==1) return 0.2;
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},
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result:{
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target:function(card,player,target,current){
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if(target.hp<=1&&get.tag(card,'damage')){
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if(player.skills.contains('jueqing')) return [1,-5];
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return [1,0,0,-2];
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}
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}
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}
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}
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},
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zonghuo:{
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trigger:{source:'damageBefore'},
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direct:true,
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priority:10,
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filter:function(event){
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return event.nature!='fire';
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},
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content:function(){
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"step 0"
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player.chooseToDiscard('是否发动【纵火】?').ai=function(card){
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var att=ai.get.attitude(player,trigger.player);
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if(trigger.player.hasSkillTag('nofire')){
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if(att>0) return 8-ai.get.value(card);
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return -1;
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}
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if(att<0){
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return 7-ai.get.value(card);
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}
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return -1;
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}
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"step 1"
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if(result.bool){
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player.logSkill('zonghuo',trigger.player,'fire');
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trigger.nature='fire';
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}
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}
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},
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shaoying:{
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trigger:{source:'damageAfter'},
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direct:true,
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filter:function(event){
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return event.nature=='fire';
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},
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content:function(){
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"step 0"
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player.chooseTarget('是否发动【烧营】?',function(card,player,target){
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return get.distance(trigger.player,target)<=1&&trigger.player!=target;
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}).ai=function(target){
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return ai.get.damageEffect(target,player,player,'fire');
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}
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"step 1"
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if(result.bool){
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var card=get.cards()[0];
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ui.discardPile.appendChild(card);
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player.showCards(card);
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event.bool=get.color(card)=='red';
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event.target=result.targets[0];
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player.logSkill('shaoying',event.target,false);
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trigger.player.line(event.target,'fire');
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}
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else{
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event.finish();
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}
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"step 2"
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if(event.bool){
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event.target.damage('fire');
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}
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}
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},
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tiangong:{
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group:['tiangong2'],
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trigger:{player:'damageBefore'},
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filter:function(event){
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if(event.nature=='thunder') return true;
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},
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forced:true,
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content:function(){
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trigger.untrigger();
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trigger.finish();
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(card.name=='tiesuo') return 0;
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if(get.tag(card,'thunderDamage')) return 0;
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}
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}
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}
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},
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tiangong2:{
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trigger:{source:'damageAfter'},
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filter:function(event){
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if(event.nature=='thunder') return true;
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},
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forced:true,
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content:function(){
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player.draw();
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},
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},
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diyleiji:{
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trigger:{player:'respond'},
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filter:function(event,player){
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return event.card.name=='shan';
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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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player.chooseTarget('是否发动新雷击?').ai=function(target){
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return ai.get.damageEffect(target,player,player,'thunder');
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};
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"step 1"
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if(result.bool){
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player.logSkill('diyleiji',result.targets,'thunder');
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event.target=result.targets[0];
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event.target.judge(function(card){
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// var suit=get.suit(card);
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// if(suit=='spade') return -4;
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// if(suit=='club') return -2;
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if(get.color(card)=='black') return -2;
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return 0;
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});
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}
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else{
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event.finish();
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}
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"step 2"
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if(result.bool==false){
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event.target.damage('thunder');
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player.recover();
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}
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},
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ai:{
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effect:{
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target:function(card,player,target,current){
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if(get.tag(card,'respondShan')){
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var hastarget=false;
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for(var i=0;i<game.players.length;i++){
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if(ai.get.attitude(target,game.players[i])<0){
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hastarget=true;break;
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}
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}
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var be=target.num('e',{color:'black'});
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if(target.num('h','shan')&&be){
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return [0,hastarget?target.num('he')/2:0];
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}
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if(target.num('h','shan')&&target.num('h')>2){
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return [0,hastarget?target.num('h')/4:0];
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}
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if(target.num('h')>3||(be&&target.num('h')>=2)){
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return [0,0];
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}
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if(target.num('h')==0){
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return [1.5,0];
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}
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if(target.num('h')==1&&!be){
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return [1.2,0];
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}
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return [1,Math.min(0.5,(target.num('h')+be)/4)];
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}
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}
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}
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}
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},
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xicai:{
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inherit:'jianxiong'
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},
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diyjianxiong:{
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mode:['identity'],
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trigger:{global:'dieBefore'},
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forced:true,
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filter:function(event,player){
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return event.player!=game.zhu&&_status.currentPhase==player;
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},
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content:function(){
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trigger.player.identity='fan';
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trigger.player.setIdentity('fan');
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trigger.player.identityShown=true;
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}
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},
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shuaiyan:{
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trigger:{global:'recoverAfter'},
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filter:function(event,player){
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return event.player!=player&&_status.currentPhase!=player;
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},
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content:function(){
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"step 0"
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var att=ai.get.attitude(trigger.player,player);
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var bool=0;
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if(att<0){
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if(trigger.player.num('e')==0&&trigger.player.num('h')>2) bool=1;
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else if(trigger.player.num('he')==0) bool=1;
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}
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else if(att==0&&trigger.player.num('he')==0){
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bool=1;
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}
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trigger.player.chooseControl('draw_card','discard_card').ai=function(){
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return bool;
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};
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"step 1"
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if(result.control=='draw_card'){
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player.draw();
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event.finish();
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}
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else if(trigger.player.num('he')){
|
||
player.discardPlayerCard(trigger.player,true,'he');
|
||
}
|
||
else{
|
||
event.finish();
|
||
}
|
||
}
|
||
},
|
||
moshou:{
|
||
mod:{
|
||
targetEnabled:function(card,player,target,now){
|
||
if(card.name=='bingliang'||card.name=='lebu') return false;
|
||
}
|
||
},
|
||
},
|
||
siji:{
|
||
trigger:{player:'phaseDiscardEnd'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
if(event.cards){
|
||
for(var i=0;i<event.cards.length;i++){
|
||
if(event.cards[i].name=='sha') return true;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
content:function(){
|
||
var num=0;
|
||
for(var i=0;i<trigger.cards.length;i++){
|
||
if(trigger.cards[i].name=='sha') num++;
|
||
}
|
||
player.draw(2*num);
|
||
}
|
||
},
|
||
ciqiu:{
|
||
unique:true,
|
||
trigger:{source:'damageBegin'},
|
||
forced:true,
|
||
filter:function(event,player){
|
||
return event.card&&event.card.name=='sha'&&event.player.hp==event.player.maxHp;
|
||
},
|
||
content:function(){
|
||
trigger.num++;
|
||
player.addTempSkill('ciqiu3','damageAfter');
|
||
},
|
||
group:['ciqiu2']
|
||
},
|
||
ciqiu2:{
|
||
trigger:{source:'damage'},
|
||
filter:function(event,player){
|
||
return player.skills.contains('ciqiu3')&&event.player.hp<=0;
|
||
},
|
||
forced:true,
|
||
content:function(){
|
||
trigger.player.die(trigger);
|
||
player.removeSkill('ciqiu');
|
||
}
|
||
},
|
||
ciqiu3:{},
|
||
juedao:{
|
||
enable:'phaseUse',
|
||
filter:function(event,player){
|
||
return player.isLinked()==false;
|
||
},
|
||
filterCard:true,
|
||
check:function(card){
|
||
return 6-ai.get.value(card);
|
||
},
|
||
content:function(){
|
||
if(player.isLinked()==false) player.link();
|
||
},
|
||
ai:{
|
||
order:2,
|
||
result:{
|
||
player:function(player){
|
||
if(player.isLinked()) return 0;
|
||
return 1;
|
||
},
|
||
},
|
||
effect:{
|
||
target:function(card,player,target){
|
||
if(card.name=='tiesuo'){
|
||
if(target.isLinked()){
|
||
return [0,-0.5];
|
||
}
|
||
else{
|
||
return [0,0.5];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
mod:{
|
||
globalFrom:function(from,to,distance){
|
||
if(from.isLinked()) return distance+1;
|
||
},
|
||
globalTo:function(from,to,distance){
|
||
if(to.isLinked()) return distance+1;
|
||
},
|
||
}
|
||
},
|
||
geju:{
|
||
trigger:{player:'phaseBegin'},
|
||
frequent:true,
|
||
filter:function(event,player){
|
||
var list=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]) list.add(game.players[i].group);
|
||
}
|
||
list.remove('unknown');
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
if(lib.filter.targetInRange({name:'sha'},game.players[i],player)){
|
||
list.remove(game.players[i].group);
|
||
}
|
||
}
|
||
}
|
||
return list.length>0;
|
||
},
|
||
content:function(){
|
||
var list=[];
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(player!=game.players[i]) list.add(game.players[i].group);
|
||
}
|
||
list.remove('unknown');
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i]!=player){
|
||
if(lib.filter.targetInRange({name:'sha'},game.players[i],player)){
|
||
list.remove(game.players[i].group);
|
||
}
|
||
}
|
||
}
|
||
if(list.length>0) player.draw(list.length);
|
||
}
|
||
},
|
||
diyqiangxi:{
|
||
enable:'phaseUse',
|
||
usable:1,
|
||
filterCard:function(card){
|
||
return get.subtype(card)=='equip1';
|
||
},
|
||
selectCard:[0,1],
|
||
filterTarget:function(card,player,target){
|
||
if(player==target) return false;
|
||
return get.distance(player,target,'attack')<=1;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
if(cards.length==0){
|
||
player.loseHp();
|
||
}
|
||
"step 1"
|
||
target.damage();
|
||
"step 2"
|
||
if(target.isAlive()&&target.num('he')){
|
||
player.discardPlayerCard(target);
|
||
}
|
||
},
|
||
check:function(card){
|
||
return 10-ai.get.value(card);
|
||
},
|
||
position:'he',
|
||
ai:{
|
||
order:8,
|
||
result:{
|
||
player:function(player,target){
|
||
if(ui.selected.cards.length) return 0;
|
||
if(player.hp>=target.hp) return -0.9;
|
||
if(player.hp<=2) return -10;
|
||
return -2;
|
||
},
|
||
target:function(player,target){
|
||
if(player.hp<=1) return 0;
|
||
return ai.get.damageEffect(target,player);
|
||
}
|
||
}
|
||
},
|
||
threaten:1.3
|
||
},
|
||
},
|
||
translate:{
|
||
diy_caocao:'曹操',
|
||
diy_menghuo:'孟获',
|
||
diy_huangzhong:'黄忠',
|
||
diy_xuhuang:'徐晃',
|
||
diy_zhangjiao:'张角',
|
||
diy_dianwei:'典韦',
|
||
diy_weiyan:'魏延',
|
||
xicai:'惜才',
|
||
diyjianxiong:'奸雄',
|
||
diy_feishi:'费诗',
|
||
shuaiyan:'率言',
|
||
moshou:'墨守',
|
||
diy_hanlong:'韩龙',
|
||
diy_luxun:'陆伯言',
|
||
diy_yuji:'于吉',
|
||
diy_zhouyu:'神周瑜',
|
||
diy_zhouyu:'周公瑾',
|
||
diy_lukang:'陆抗',
|
||
diy_caiwenji:'蔡昭姬',
|
||
diy_zhenji:'甄姬',
|
||
siji:'伺机',
|
||
ciqiu:'刺酋',
|
||
ciqiu2:'刺酋',
|
||
ciqiu3:'刺酋',
|
||
diy_liuyan:'刘焉',
|
||
juedao:'绝道',
|
||
geju:'割据',
|
||
diyleiji:'雷击',
|
||
tiangong:'天公',
|
||
tiangong2:'天公',
|
||
shaoying:'烧营',
|
||
zonghuo:'纵火',
|
||
diychanyuan:'缠怨',
|
||
diyguhuo:'蛊惑',
|
||
jieyan:'劫焰',
|
||
honglian:'红莲',
|
||
xiongzi:'雄姿',
|
||
yaliang:'雅量',
|
||
yaliang_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。',
|
||
luweiyan:'围堰',
|
||
guihan:'归汉',
|
||
diyduanliang:'断粮',
|
||
diyduanliang1:'断粮',
|
||
diyduanliang2:'断粮',
|
||
diyqiangxi:'强袭',
|
||
diykuanggu:'狂骨',
|
||
jiaoxia:'皎霞',
|
||
diyzaiqi:'再起',
|
||
batu:'霸图',
|
||
zaiqix:'再起',
|
||
zaiqix_info:'摸牌阶段,若你已受伤,你可以放弃摸牌并展示牌堆顶的X+1张牌,X为你已损失的体力值,其中每有一张♥牌,你回复1点体力,然后弃掉这些♥牌,将其余的牌收入手牌。',
|
||
batu_info:'回合结束阶段,你可以将手牌数补至X,X为现存的势力数',
|
||
diyzaiqi_info:'锁定技,你摸牌阶段额外摸X张牌,X为你已损失的体力值',
|
||
jiaoxia_info:'每当你成为红色牌的目标,你可以摸一张牌',
|
||
diykuanggu_info:'锁定技,每当你造成一点伤害,你在其攻击范围内,你回复一点体力,否则你摸一张牌',
|
||
diyqiangxi_info:'出牌阶段,你可以自减一点体力或弃一张武器牌,然后你对你攻击范围内的一名角色造成一点伤害并弃置其一张牌,每回合限一次。',
|
||
diyduanliang_info:'出牌阶段限一次,你可以将一张黑色的基本牌或装备牌当兵粮寸断对一名角色使用,然后摸一张牌。你的兵粮寸断可以指定距离2以内的角色作为目标',
|
||
guihan_info:'限定技,当你进入濒死状态时,可以指定一名男性角色与其各回复一点体力并摸两张牌',
|
||
luweiyan_info:'你可以将一张装备牌当水淹七军使用',
|
||
xiongzi_info:'锁定技,你于摸牌阶段额外摸X+1张牌,X为你装备区牌数的一半,向下取整',
|
||
honglian_info:'每当你受到来自其他角色的伤害,可以弃置伤害来源的所有红色牌',
|
||
jieyan_info:'出牌阶段限一次,你可以弃置一张红色手牌令场上所有角色受到一点火焰伤害',
|
||
diyguhuo_info:'锁定技,回合开始阶段,你摸两张牌,然后弃置区域内的两张牌',
|
||
diychanyuan_info:'锁定技,杀死你的角色失去一点体力上限',
|
||
zonghuo_info:'你可弃置一张牌将你即将造成的伤害变为火焰伤害',
|
||
shaoying_info:'每当你造成一次火焰伤害,可指定距离受伤害角色1以内的另一名角色,并展示牌堆顶的一张牌,若此牌为红色,该角色受到一点火焰伤害',
|
||
tiangong_info:'锁定技,你防止即将受到的雷电伤害,每当你造成一次雷电伤害,你摸一张牌',
|
||
diyleiji_info:'每当你使用或打出一张【闪】,可令任意一名角色进行一次判定,若结果为黑色,其受到一点雷电伤害,然后你摸回复一点体力',
|
||
juedao_info:'出牌阶段,你可以弃置一张手牌,横置你的武将牌;锁定技,若你处于连环状态,你与其他角色的距离、其他角色与你的距离各+1。',
|
||
geju_info:'准备阶段开始时,你可以摸X张牌(X为攻击范围内不含有你的势力数)。',
|
||
siji_info:'弃牌阶段结束后,你可以摸2X张牌(X为你于此阶段内弃置的【杀】的数量)。',
|
||
ciqiu_info:'锁定技,每当你使用【杀】对目标角色造成伤害时,若该角色未受伤,你令此伤害+1;锁定技,每当未受伤的角色因受到你使用【杀】造成的伤害而扣减体力后,若该角色的体力值为0,你令其死亡,然后你失去“刺酋”。 ',
|
||
shuaiyan_info:'每当其他角色于你的回合外回复体力后,你可以令该角色选择一项:1.令你摸一张牌;2.令你弃置其一张牌。 ',
|
||
moshou_info:'锁定技,你不能成为乐不思蜀和兵粮寸断的目标。',
|
||
xicai_info:'你可以立即获得对你造成伤害的牌',
|
||
diyjianxiong_info:'锁定技,在身份局中,在你回合内死亡的角色均视为反贼,国战中,在你回合内死亡的角色若与你势力相同则随机改为另一个势力',
|
||
},
|
||
}
|