noname/character/ow.js

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'use strict';
character.ow={
character:{
ow_liekong:['female','shu',3,['shanxian','shanhui']],
// ow_heibaihe:['female','shu',3,[]],
ow_sishen:['male','shu',3,['xiandan','yihun','hongxi']],
ow_tianshi:['female','qun',3,['shouhu','ziyu','feiying']],
ow_falaozhiying:['female','shu',3,['feidan','huoyu','feiying']],
ow_zhixuzhiguang:['female','qun',3,['guangshu']],
ow_luxiao:['male','wu',3,['yuedong','kuoyin','huhuan']],
ow_shibing:['male','shu',4,['tuji','mujing']],
ow_yuanshi:['male','qun',3,['feiren','lianpo','zhanlong']],
// ow_mei:['female','shu',3,[]],
// ow_baolei:['female','shu',3,[]],
ow_chanyata:['male','qun',3,['xie','luan','sheng']],
},
skill:{
tuji:{
mod:{
globalFrom:function(from,to,distance){
if(_status.currentPhase==from){
return distance-get.cardCount(true,from);
}
},
},
},
mujing:{
trigger:{player:'useCardToBegin'},
filter:function(event,player){
return event.target&&event.target!=player&&get.distance(event.target,player,'attack')>1;
},
direct:true,
content:function(){
'step 0'
player.discardPlayerCard('是否发动【目镜】?',trigger.target).logSkill=['mujing'];
'step 1'
if(player.num('h')<trigger.target.num('h')){
player.draw();
}
}
},
zhanlong:{
trigger:{player:'phaseBegin'},
unique:true,
mark:true,
skillAnimation:true,
init:function(player){
player.storage.zhanlong=false;
},
filter:function(event,player){
if(player.storage.zhanlong) return false;
if(player.num('he')==0) return false;
if(player.hp!=1) return false;
return true;
},
content:function(){
'step 0'
player.discard(player.get('he'));
'step 1'
player.addTempSkill('zhanlong2','phaseAfter');
player.unmarkSkill('zhanlong');
player.storage.zhanlong=true;
var cards=[];
for(var i=0;i<3;i++){
cards.push(game.createCard('sha'));
}
player.gain(cards,'gain2');
},
ai:{
threaten:function(player,target){
if(target.hp==1) return 3;
return 1;
},
effect:{
target:function(card,player,target){
if(!target.hasFriend()) return;
if(get.tag(card,'damage')==1&&target.hp==2&&target.num('he')&&!target.isTurnedOver()&&
_status.currentPhase!=target&&get.distance(_status.currentPhase,target,'absolute')<=3) return [0.5,1];
}
}
},
intro:{
content:'limited'
}
},
zhanlong2:{
mod:{
cardUsable:function(card){
if(card.name=='sha') return Infinity;
}
}
},
feiren:{
trigger:{player:'useCard'},
forced:true,
priority:10,
filter:function(event){
return event.card.name=='sha';
},
content:function(){
player.addTempSkill('unequip','useCardAfter');
},
mod:{
targetInRange:function(card){
if(card.name=='sha') return true;
},
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1&&get.suit(card)=='club'){
range[1]++;
}
},
},
group:['feiren2'],
ai:{
threaten:1.4
}
},
feiren2:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
if(event.parent.name=='feiren2') return false;
if(event.card.name!='sha') return false;
if(get.suit(event.card)!='spade') return false;
var card=game.createCard(event.card.name,event.card.suit,event.card.number,event.card.nature);
for(var i=0;i<event.targets.length;i++){
if(!event.targets[i].isAlive()) return false;
if(!player.canUse({name:event.card.name},event.targets[i],false,false)){
return false;
}
}
return true;
},
content:function(){
var card=game.createCard(trigger.card.name,trigger.card.suit,trigger.card.number,trigger.card.nature);
player.useCard(card,trigger.targets);
},
ai:{
threaten:1.3
},
},
xie:{
enable:'phaseUse',
unique:true,
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('xie2');
},
filter:function(event,player){
return player.num('h',{suit:'heart'});
},
filterCard:{suit:'heart'},
check:function(card){
return 7-ai.get.value(card);
},
content:function(){
var current=game.findPlayer(function(player){
return player.hasSkill('xie2');
});
if(current){
current.removeSkill('xie2');
}
target.addSkill('xie2');
target.storage.xie='now';
target.storage.xie2=player;
},
ai:{
expose:0.2,
order:9.1,
threaten:2,
result:{
target:function(player,target){
var current=game.findPlayer(function(player){
return player.hasSkill('xie2');
});
if(current&&ai.get.recoverEffect(current,player,player)>0){
return 0;
}
return ai.get.recoverEffect(target,player,target);
}
}
}
},
xie2:{
mark:true,
trigger:{global:'phaseEnd'},
forced:true,
filter:function(event,player){
if(player.storage.xie=='now'){
return event.player==player;
}
var num=game.phaseNumber-player.storage.xie;
return num&&num%6==0;
},
content:function(){
if(player.storage.xie=='now'){
player.storage.xie=game.phaseNumber;
}
player.recover();
},
intro:{
content:function(storage,player){
var str='每隔六回合回复一点体力,直到'+get.translation(storage)+'死亡';
if(typeof player.storage.xie=='number'){
var num=game.phaseNumber-player.storage.xie;
num=num%6;
if(num==0){
str+='(下次生效于本回合)'
}
else{
str+='(下次生效于'+(6-num)+'回合后)'
}
}
return str;
},
onunmark:function(storage,player){
delete player.storage.xie;
delete player.storage.xie2;
}
},
group:['xie4']
},
xie4:{
trigger:{global:'dieAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.player==player.storage.xie2;
},
content:function(){
player.removeSkill('xie2');
}
},
luan:{
enable:'phaseUse',
unique:true,
filterTarget:function(card,player,target){
return target!=player&&!target.hasSkill('luan2');
},
filter:function(event,player){
return player.num('h',{suit:'spade'});
},
filterCard:{suit:'spade'},
check:function(card){
return 7-ai.get.value(card);
},
content:function(){
var current=game.findPlayer(function(player){
return player.hasSkill('luan2');
});
if(current){
current.removeSkill('luan2');
}
target.addSkill('luan2');
target.storage.luan='now';
target.storage.luan2=player;
},
ai:{
expose:0.2,
order:9.1,
threaten:2,
result:{
target:function(player,target){
var current=game.findPlayer(function(player){
return player.hasSkill('luan2');
});
if(current){
return 0;
}
return -Math.sqrt(3+target.hp);
}
}
}
},
luan2:{
mark:true,
trigger:{global:'phaseEnd'},
forced:true,
filter:function(event,player){
if(player.storage.luan=='now'){
return event.player==player;
}
var num=game.phaseNumber-player.storage.luan;
return num&&num%6==0;
},
content:function(){
if(player.storage.luan=='now'){
player.storage.luan=game.phaseNumber;
}
player.loseHp();
},
intro:{
content:function(storage,player){
var str='每隔六回合失去一点体力,直到'+get.translation(storage)+'死亡';
if(typeof player.storage.luan=='number'){
var num=game.phaseNumber-player.storage.luan;
num=num%6;
if(num==0){
str+='(下次生效于本回合)'
}
else{
str+='(下次生效于'+(6-num)+'回合后)'
}
}
return str;
},
onunmark:function(storage,player){
delete player.storage.luan;
delete player.storage.luan2;
}
},
group:['luan4']
},
luan4:{
trigger:{global:'dieAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.player==player.storage.luan2;
},
content:function(){
player.removeSkill('luan2');
}
},
sheng:{
enable:'phaseUse',
unique:true,
mark:true,
skillAnimation:true,
animationColor:'metal',
init:function(player){
player.storage.sheng=false;
},
filter:function(event,player){
if(player.storage.sheng) return false;
return true;
},
filterTarget:function(card,player,target){
return target.isDamaged();
},
selectTarget:[1,Infinity],
content:function(){
if(target==targets[0]){
player.turnOver();
player.addSkill('sheng2');
player.unmarkSkill('sheng');
player.storage.sheng=true;
}
target.recover();
},
ai:{
order:1,
result:{
target:function(player,target){
var eff=ai.get.recoverEffect(target,player,target);
if(player.hp==1) return eff;
if(player.hasUnknown()) return 0;
var num1=0,num2=0,num3=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
num1++;
if(game.players[i].isDamaged()){
num2++;
if(game.players[i].hp<=1){
num3++;
}
}
}
}
if(num1==num2) return eff;
if(num2==num1-1&&num3) return eff;
if(num3>=2) return eff;
return 0;
}
},
},
intro:{
content:'limited'
}
},
sheng2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
content:function(){
player.removeSkill('sheng2');
},
mod:{
targetEnabled:function(card,player,target){
if(player!=target) return false;
}
}
},
xiandan:{
mod:{
selectTarget:function(card,player,range){
if(card.name=='sha'&&range[1]!=-1){
var num=0;
var attack=false;
for(var i=0;i<game.players.length;i++){
if(player!=game.players[i]){
if(get.distance(player,game.players[i])<=1){
num++;
}
else if(get.distance(player,game.players[i],'attack')<=1){
attack=true;
}
}
}
if(!attack){
num--;
}
if(num>0){
range[1]+=num;
}
}
},
playerEnabled:function(card,player,target){
if(card.name=='sha'&&get.distance(player,target)>1){
for(var i=0;i<ui.selected.targets.length;i++){
if(get.distance(player,ui.selected.targets[i])>1){
return false;
}
}
}
}
}
},
yihun:{
trigger:{player:'phaseEnd'},
direct:true,
filter:function(event,player){
return player.num('he',{suit:'spade'})>0;
},
content:function(){
'step 0'
var next=player.chooseToDiscard('是否发动【移魂】?','he',{suit:'spade'});
next.ai=function(card){
return 6-ai.get.value(card);
};
next.logSkill='yihun'
'step 1'
if(result.bool){
player.addTempSkill('yihun2',{player:'phaseBegin'});
}
}
},
yihun2:{
mod:{
targetEnabled:function(){
return false;
},
cardEnabled:function(card,player){
return false;
}
}
},
huoyu:{
enable:'phaseUse',
unique:true,
mark:true,
skillAnimation:true,
animationColor:'fire',
init:function(player){
player.storage.huoyu=false;
},
filter:function(event,player){
if(player.storage.huoyu) return false;
if(player.num('he',{color:'red'})<2) return false;
return true;
},
filterTarget:function(card,player,target){
return player.canUse('chiyuxi',target);
},
filterCard:{color:'red'},
selectCard:2,
position:'he',
check:function(card){
return 7-ai.get.value(card);
},
selectTarget:-1,
multitarget:true,
multiline:true,
line:'fire',
content:function(){
'step 0'
targets.sort(lib.sort.seat);
player.unmarkSkill('huoyu');
player.storage.huoyu=true;
player.useCard({name:'chiyuxi'},targets).animate=false;
'step 1'
player.useCard({name:'chiyuxi'},targets).animate=false;
},
ai:{
order:5,
result:{
target:function(player,target){
if(player.hasUnknown()) return 0;
return ai.get.effect(target,{name:'chiyuxi'},player,target);
}
},
},
intro:{
content:'limited'
}
},
feidan:{
trigger:{source:'damageAfter'},
direct:true,
filter:function(event,player){
if(player.num('he')==0) return false;
if(!event.card) return false;
if(event.card.name!='sha') return false;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=event.player&&get.distance(event.player,game.players[i])<=1) return true;
}
return false;
},
content:function(){
"step 0"
var eff=0;
var targets=[];
event.targets=targets;
for(var i=0;i<game.players.length;i++){
if(game.players[i]!=trigger.player&&get.distance(trigger.player,game.players[i])<=1){
eff+=ai.get.damageEffect(game.players[i],player,player);
targets.push(game.players[i]);
}
}
player.chooseToDiscard('是否发动【飞弹】?').set('ai',function(card){
if(eff>0) return 7-ai.get.value(card);
return 0;
}).set('logSkill',['feidan',targets]);
"step 1"
if(result.bool){
event.targets.sort(lib.sort.seat);
}
else{
event.finish();
}
"step 2"
if(event.targets.length){
event.targets.shift().damage();
event.redo();
}
},
mod:{
targetInRange:function(card,player,target){
if(card.name=='sha'){
if(get.distance(player,target)<=1) return false;
return true;
}
}
}
},
yuedong:{
trigger:{player:'phaseEnd'},
direct:true,
content:function(){
'step 0'
var num=1+player.storage.yuedong_num;
player.chooseTarget('是否发动【乐动】?',[1,num],function(card,player,target){
if(player.storage.yuedong_recover){
return target.hp<target.maxHp;
}
return true;
}).set('ai',function(target){
if(player.storage.yuedong_recover){
return ai.get.recoverEffect(target,player,player);
}
return ai.get.attitude(player,target)/Math.sqrt(2+target.num('h'));
});
'step 1'
if(result.bool){
player.logSkill('yuedong',result.targets);
var eff=1+player.storage.yuedong_eff;
if(player.storage.yuedong_recover){
result.targets.sort(lib.sort.seat);
for(var i=0;i<result.targets.length;i++){
result.targets[i].recover(eff);
}
}
else{
game.asyncDraw(result.targets,eff);
}
}
},
ai:{
expose:0.2,
threaten:1.6
}
},
huhuan:{
enable:'phaseUse',
filterCard:true,
selectCard:2,
position:'he',
filter:function(event,player){
return player.num('he')>1&&!player.storage.yuedong_recover;
},
check:function(card){
return 6-ai.get.value(card);
},
content:function(){
player.storage.yuedong_recover=true;
},
ai:{
order:10.2,
result:{
player:function(player){
var num1=0,num2=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
num2++;
if(game.players[i].hp<=2&&game.players[i].maxHp>2){
num1++;
if(game.players[i].hp==1){
num1++;
}
}
}
}
if(num1>=3){
return 1;
}
return 0;
}
}
}
},
kuoyin:{
enable:'phaseUse',
filterCard:true,
selectCard:function(){
if(_status.event.player.storage.yuedong_eff) return 1;
if(_status.event.player.storage.yuedong_num) return 2;
return [1,2];
},
position:'he',
filter:function(event,player){
if(player.storage.yuedong_eff&&player.storage.yuedong_num) return false;
return player.num('he')>0;
},
check:function(card){
var player=_status.event.player;
var num1=0,num2=0;
for(var i=0;i<game.players.length;i++){
if(ai.get.attitude(player,game.players[i])>0){
num2++;
if(game.players[i].hp<=2&&game.players[i].maxHp>2){
num1++;
}
}
}
if(player.storage.yuedong_recover){
if(num1>1&&!player.storage.yuedong_num){
if(ui.selected.cards.length) return 0;
return 7-ai.get.value(card);
}
return 0;
}
else{
if(num2>1&&!player.storage.yuedong_num){
if(ui.selected.cards.length) return 0;
return 7-ai.get.value(card);
}
if(num2>2){
return 6-ai.get.value(card);
}
return 5-ai.get.value(card);
}
},
content:function(){
if(cards.length==1){
player.storage.yuedong_num+=2;
}
else{
player.storage.yuedong_eff++;
}
},
ai:{
threaten:1.6,
order:10.1,
result:{
player:1
}
},
group:'kuoyin2'
},
kuoyin2:{
trigger:{player:'phaseBegin'},
forced:true,
popup:false,
silent:true,
content:function(){
player.storage.yuedong_recover=false;
player.storage.yuedong_num=0;
player.storage.yuedong_eff=0;
}
},
guangshu:{
enable:'phaseUse',
check:function(card){
var player=_status.event.player;
var suit=get.suit(card);
if(suit=='heart'){
for(var i=0;i<game.players.length;i++){
if(game.players[i].hp==1&&ai.get.attitude(player,game.players[i])>0){
return 8-ai.get.value(card);
}
}
}
else if(suit=='spade'){
return 7-ai.get.value(card);
}
return 6-ai.get.value(card);
},
filter:function(event,player){
return player.num('he')>0;
},
filterTarget:function(card,player,target){
return !target.hasSkill('guangshu_heart')&&
!target.hasSkill('guangshu_spade')&&
!target.hasSkill('guangshu_club')&&
!target.hasSkill('guangshu_diamond');
},
filterCard:true,
position:'he',
content:function(){
target.addSkill('guangshu_'+get.suit(cards[0]));
},
ai:{
expose:0.2,
threaten:1.6,
order:5,
result:{
target:function(player,target){
if(!ui.selected.cards.length) return 0;
switch(get.suit(ui.selected.cards[0])){
case 'heart':if(target.hp==1) return 1;return 0.1;
case 'diamond':return 1+Math.sqrt(target.num('h'));
case 'club':return -target.num('h')-Math.sqrt(target.num('h','sha'));
case 'spade':return ai.get.damageEffect(target,player,target,'thunder');
default:return 0;
}
}
}
}
},
guangshu_diamond:{
mark:true,
intro:{
content:'下次造成伤害时摸两张牌'
},
trigger:{source:'damageEnd'},
forced:true,
content:function(){
player.draw(2);
player.removeSkill('guangshu_diamond');
}
},
guangshu_heart:{
mark:true,
intro:{
content:'进入濒死状态时回复一点体力'
},
trigger:{player:'dying'},
priority:6,
forced:true,
content:function(){
player.recover();
player.removeSkill('guangshu_heart');
}
},
guangshu_club:{
mark:true,
intro:{
content:'无法使用杀直到下一回合结束'
},
trigger:{player:'phaseEnd'},
forced:true,
popup:false,
content:function(){
player.removeSkill('guangshu_club');
},
mod:{
cardEnabled:function(card){
if(card.name=='sha') return false;
}
}
},
guangshu_spade:{
mark:true,
intro:{
content:'下个回合结束阶段受到一点无来源的雷电伤害'
},
trigger:{player:'phaseEnd'},
forced:true,
content:function(){
player.damage('thunder','nosource');
player.removeSkill('guangshu_spade');
}
},
ziyu:{
trigger:{global:'phaseEnd'},
direct:true,
filter:function(event,player){
return game.phaseNumber%4==0;
},
content:function(){
"step 0"
var controls=['draw_card'];
if(player.hp<player.maxHp){
controls.push('recover_hp');
}
controls.push('cancel');
player.chooseControl(controls).set('prompt','是否发动【自愈】?').set('ai',function(event,player){
if(player.hp<player.maxHp) return 'recover_hp';
return 'draw_card';
});
"step 1"
if(result.control!='cancel'){
player.logSkill('ziyu');
if(result.control=='draw_card'){
player.draw();
}
else{
player.recover();
}
}
}
},
ziyu_old:{
trigger:{global:'phaseBegin'},
direct:true,
filter:function(event,player){
return event.player.hasSkill('ziyu3');
},
content:function(){
"step 0"
var controls=['draw_card'];
if(player.hp<player.maxHp){
controls.push('recover_hp');
}
controls.push('cancel');
player.chooseControl(controls).set('prompt','是否发动【自愈】?').set('ai',function(event,player){
if(player.hp<player.maxHp) return 'recover_hp';
return 'draw_card';
});
"step 1"
if(result.control!='cancel'){
player.logSkill('ziyu');
if(result.control=='draw_card'){
player.draw();
}
else{
player.recover();
}
}
},
group:'ziyu2'
},
ziyu2:{
trigger:{global:'recoverEnd'},
forced:true,
popup:false,
silent:true,
filter:function(event,player){
return event.source==player&&event.player!=player;
},
content:function(){
trigger.player.addTempSkill('ziyu3',{player:'phaseEnd'});
}
},
ziyu3:{},
shouhu:{
mod:{
cardEnabled:function(card){
if(card.name=='sha') return false;
},
},
enable:'phaseUse',
filter:function(event,player){
return player.num('h','sha')>0;
},
filterTarget:function(card,player,target){
return target.hp<target.maxHp&&target!=player;
},
content:function(){
target.recover();
},
filterCard:{name:'sha'},
ai:{
order:7,
threaten:2,
result:{
target:function(player,target){
return ai.get.recoverEffect(target,player,target);
}
}
}
},
shanxian:{
trigger:{global:'phaseBefore'},
filter:function(event,player){
return event.player!=player&&!player.isTurnedOver()&&!player.storage.shanxian;
},
check:function(event,player){
return ai.get.attitude(player,event.player)<0&&
((player.num('h')>player.hp&&player.num('h','lebu')==0)||get.distance(player,event.player)>1);
},
prompt:function(event,player){
return '是否对'+get.translation(event.player)+'发动【闪现】?'
},
content:function(){
"step 0"
player.storage.shanxian_h=player.get('h');
player.storage.shanxian_e=player.get('e');
player.syncStorage('shanxian_e');
player.line(trigger.player,'green');
player.phase();
player.storage.shanxian=trigger.player;
"step 1"
if(!player.isTurnedOver()){
player.turnOver();
}
delete player.storage.shanxian;
},
mod:{
targetInRange:function(card,player,target,now){
if(target==player.storage.shanxian) return true;
},
},
ai:{
expose:0.1,
effect:{
target:function(card){
if(card.name=='guiyoujie') return [0,0];
}
}
}
},
shanhui:{
unique:true,
trigger:{player:'damageEnd'},
filter:function(event,player){
return player.storage.shanxian_h&&player.storage.shanxian_e;
},
check:function(event,player){
var n1=player.num('he');
var n2=player.storage.shanxian_h.length+player.storage.shanxian_e.length;
if(n1==n2+1) return true;
if(n2==n2+2&&player.hp<=1) return true;
if(n1<n2) return true;
return false;
},
video:function(player){
var cards=player.get('he');
for(var i=0;i<cards.length;i++){
cards[i].remove();
}
for(var i=0;i<player.storage.shanxian_e.length;i++){
player.$equip(player.storage.shanxian_e[i]);
}
},
content:function(){
game.addVideo('skill',player,'shanhui');
for(var i=0;i<player.storage.shanxian_h.length;i++){
if(get.position(player.storage.shanxian_h[i])=='s'){
player.storage.shanxian_h[i]=game.createCard(player.storage.shanxian_h[i]);
}
}
for(var i=0;i<player.storage.shanxian_e.length;i++){
if(get.position(player.storage.shanxian_e[i])=='s'){
player.storage.shanxian_e[i]=game.createCard(player.storage.shanxian_e[i]);
}
}
var cards=player.get('he');
for(var i=0;i<cards.length;i++){
ui.discardPile.appendChild(cards[i]);
}
player.directgain(player.storage.shanxian_h);
for(var i=0;i<player.storage.shanxian_e.length;i++){
player.$equip(player.storage.shanxian_e[i]);
}
if(cards.length>player.storage.shanxian_h.length+player.storage.shanxian_e.length){
player.recover();
}
delete player.storage.shanxian_h;
delete player.storage.shanxian_e;
}
}
},
translate:{
tuji:'突击',
tuji_info:'锁定技在你的回合内你每使用一次牌后你计算与其他角色的距离便减少1直到回合结束',
mujing:'目镜',
mujing_info:'每当你对攻击范围不含你的角色使用一张牌,你可以弃置目标一张牌;若你的手牌数比目标少,你摸一张牌',
feiren:'飞刃',
feiren2:'飞刃',
feiren_info:'你的杀无视距离和防具;你的黑桃杀可以额外结算一次,梅花杀可以额外指定一个目标',
zhanlong:'斩龙',
zhanlong_info:'限定技回合开始阶段若你体力值为1你可以弃置所有牌至少一张然后将三张杀置入你的手牌若如此做你本回合使用杀无次数限制',
xie:'谐',
xie2:'谐',
xie_info:'出牌阶段,你可以弃置一张红桃手牌并指定一名角色,该角色自其下一回合开始每隔六回合回复一点体力,直到你死亡。同一时间只能对一人发动',
luan:'乱',
luan2:'乱',
luan_info:'出牌阶段,你可以弃置一张黑桃手牌并指定一名角色,该角色自其下一回合开始每隔六回合失去一点体力,直到你死亡。同一时间只能对一人发动',
sheng:'圣',
sheng_info:'限定技,出牌阶段,你可以将你的武将牌翻面,然后令任意名角色回复一点体力,若如此做,你不能成为其他角色的卡牌目标直到下一回合开始',
xiandan:'霰弹',
xiandan_info:'你的杀可以指定距离1以内的角色为额外目标',
yihun:'移魂',
yihun_info:'回合结束阶段,你可以弃置一张黑桃牌,若如此做,你不能使用卡牌,也不能成为卡牌的目标,直到下一回合开始',
feidan:'飞弹',
feidan_info:'你的杀只能对距离1以外的角色使用每当你使用杀造成伤害后你可以弃置一张牌对距离目标1以内的其他角色各造成一点伤害',
huoyu:'火雨',
huoyu_info:'限定技,出牌阶段,你可以弃置两张红色牌,视为使用两张炽羽袭',
yuedong:'乐动',
yuedong_info:'回合结束阶段,你可以令一名角色摸一张牌',
kuoyin:'扩音',
kuoyin_info:'出牌阶段你可以弃置一张牌令本回合乐动的目标数改为3或弃置两张牌令本回合乐动的摸牌或治疗量改为2',
huhuan:'互换',
huhuan_info:'出牌阶段,你可以弃置两张牌令本回合乐动的摸牌效果改回复体力',
guangshu:'光枢',
guangshu_heart:'光盾',
guangshu_spade:'光塔',
guangshu_club:'光井',
guangshu_diamond:'光流',
guangshu_info:'出牌阶段,你可以弃置一张牌,并指定一名角色,根据弃置牌的花色执行如下效果:♥该角色进入濒死状态时回复一点体力;♦︎该角色下次造成伤害时摸两张牌;♣该角色无法使用杀直到下一回合结束;♠该角色于下个回合结束阶段受到一点无来源的雷电伤害',
ziyu:'自愈',
ziyu_info:'在一名角色的回合结束阶段,你可以回复一点体力或摸一张牌,每隔四回合发动一次',
shouhu:'守护',
shouhu_info:'你不能使用杀;出牌阶段,你可以弃置一张杀令一名其他角色回复一点体力',
shanxian:'闪现',
shanxian_info:'在一名其他角色的回合开始前,若你的武将牌正面朝上,你可以进行一个额外回合,并在回合结束后将武将牌翻至背面。若如此做,你对其使用卡牌无视距离直到回合结束。',
shanhui:'闪回',
shanhui_info:'每当你受到一次伤害,你可以将你的牌重置为上次发动闪现前的状态,若你的牌数因此而减少,你回复一点体力',
ow_liekong:'猎空',
ow_sishen:'死神',
ow_tianshi:'天使',
ow_falaozhiying:'法老之鹰',
ow_zhixuzhiguang:'秩序之光',
ow_luxiao:'卢西奥',
ow_shibing:'士兵76',
ow_yuanshi:'源氏',
ow_chanyata:'禅雅塔'
}
};