noname/character/mobile.js

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'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'mobile',
connectBanned:['miheng'],
connect:true,
characterSort:{
mobile:{
mobile_default:["miheng","taoqian","liuzan","lingcao","sunru","lifeng","zhuling","liuye","zhaotongzhaoguang","majun","simazhao","wangyuanji","pangdegong","shenpei"],
mobile_fire:["re_sp_zhugeliang","re_xunyu","re_dianwei","re_yanwen","re_pangtong","xin_yuanshao"],
mobile_forest:['re_zhurong','re_menghuo','re_dongzhuo','re_sunjian','re_caopi'],
mobile_others:["re_jikang","old_bulianshi","old_yuanshu","re_wangyun"],
},
},
character:{
re_jikang:["male","wei",3,["new_qingxian","new_juexiang"]],
old_bulianshi:['female','wu',3,['anxu','zhuiyi']],
miheng:['male','qun',3,['kuangcai','shejian']],
taoqian:['male','qun',3,['zhaohuo','yixiang','yirang']],
liuzan:['male','wu',4,['fenyin']],lingcao:['male','wu',4,['dujin']],
sunru:['female','wu',3,['yingjian','shixin']],
lifeng:['male','shu',3,['tunchu','shuliang']],
zhuling:['male','wei',4,['xinzhanyi']],
liuye:['male','wei',3,['polu','choulve']],
zhaotongzhaoguang:["male","shu",4,["yizan_use","xinfu_longyuan"],[]],
majun:["male","wei",3,["xinfu_jingxie1","xinfu_qiaosi"],[]],
simazhao:["male","wei",3,["xinfu_daigong","xinfu_zhaoxin"],[]],
wangyuanji:["female","wei",3,["xinfu_qianchong","xinfu_shangjian"],[]],
pangdegong:["male","qun",3,["xinfu_pingcai","xinfu_pdgyingshi"],[]],
re_sp_zhugeliang:["male","shu",3,["rehuoji","rekanpo","bazhen"],[]],
re_xunyu:["male","wei",3,["quhu","rejieming"],[]],
re_dianwei:["male","wei",4,["reqiangxi"],[]],
re_yanwen:["male","qun",4,["reshuangxiong"],[]],
re_pangtong:['male','shu',3,['xinlianhuan','niepan'],[]],
xin_yuanshao:['male','qun',4,['reluanji','xueyi'],['zhu']],
old_yuanshu:['male','qun',4,['xinyongsi','yjixi']],
shenpei:["male","qun","2/3",["shouye","liezhi"],[]],
re_zhurong:['female','shu',4,['juxiang','relieren']],
re_menghuo:['male','shu',4,['huoshou','rezaiqi']],
re_wangyun:['male','qun',3,['relianji','remoucheng']],
re_dongzhuo:['male','qun',8,['rejiuchi','roulin','benghuai','baonue'],['zhu']],
re_sunjian:['male','wu',4,['gzyinghun','repolu']],
re_caopi:['male','wei',3,['rexingshang','refangzhu','songwei'],['zhu']],
},
characterIntro:{
shenpei:'审配204年字正南魏郡阴安今河北清丰北人。为人正直 袁绍领冀州,审配被委以腹心之任,并总幕府。河北平定,袁绍以审配、逢纪统军事,审配恃其强盛,力主与曹操决战。曾率领弓弩手大破曹军于官渡。官渡战败,审配二子被俘,反因此受谮见疑,幸得逢纪力保。袁绍病死,审配等矫诏立袁尚为嗣,导致兄弟相争,被曹操各个击破。曹操围邺,审配死守数月,终城破被擒,拒不投降,慷慨受死。',
},
card:{
pss_paper:{
type:'pss',
fullskin:true,
derivation:'shenpei',
},
pss_scissor:{
type:'pss',
fullskin:true,
derivation:'shenpei',
},
pss_stone:{
type:'pss',
fullskin:true,
derivation:'shenpei',
},
db_atk1:{
type:'db_atk',
fullimage:true,
derivation:'shenpei',
},
db_atk2:{
type:'db_atk',
fullimage:true,
derivation:'shenpei',
},
db_def1:{
type:'db_def',
fullimage:true,
derivation:'shenpei',
},
db_def2:{
type:'db_def',
fullimage:true,
derivation:'shenpei',
},
},
characterFilter:{},
skill:{
rexingshang:{
audio:'xingshang',
trigger:{global:'die'},
filter:function(event,player){
return player.isDamaged()||event.player.countCards('he')>0;
},
direct:true,
content:function(){
"step 0"
var choice=[];
if(player.isDamaged()) choice.push('回复体力');
if(trigger.player.countCards('he')) choice.push('获得牌');
choice.push('cancel2');
player.chooseControl(choice).set('prompt',get.prompt2('rexingshang')).set('ai',function(){
if(choice.length==2) return 0;
if(get.value(trigger.player.getCards('he'))>8) return 1;
return 0;
});
"step 1"
if(result.control!='cancel2'){
player.logSkill('rexingshang');
if(result.control=='获得牌'){
event.togain=trigger.player.getCards('he');
player.gain(event.togain,trigger.player,'giveAuto');
}
else player.recover();
}
},
},
refangzhu:{
audio:"fangzhu",
trigger:{
player:"damageEnd",
},
direct:true,
content:function (){
"step 0"
player.chooseTarget(get.prompt2('refangzhu'),function(card,player,target){
return player!=target
}).ai=function(target){
if(target.hasSkillTag('noturn')) return 0;
var player=_status.event.player;
if(get.attitude(_status.event.player,target)==0) return 0;
if(get.attitude(_status.event.player,target)>0){
if(target.classList.contains('turnedover')) return 1000-target.countCards('h');
if(player.getDamagedHp()<3) return -1;
return 100-target.countCards('h');
}
else{
if(target.classList.contains('turnedover')) return -1;
if(player.getDamagedHp()>=3) return -1;
return 1+target.countCards('h');
}
}
"step 1"
if(result.bool){
player.logSkill('refangzhu',result.targets);
event.target=result.targets[0]
event.target.chooseToDiscard('he',player.getDamagedHp()).set('ai',function(card){
var player=_status.event.player;
if(player.isTurnedOver()||_status.event.getTrigger().player.getDamagedHp()>2) return -1;
return (player.hp*player.hp)-get.value(card);
}).set('prompt','弃置'+get.cnNumber(player.getDamagedHp())+'张手牌并失去一点体力;或选择不弃置,将武将牌翻面并摸'+get.cnNumber(player.getDamagedHp())+'张牌。');
}
else event.finish();
"step 2"
if(result.bool){
event.target.loseHp();
}
else{
event.target.draw(player.getDamagedHp());
event.target.turnOver();
}
},
ai:{
maixie:true,
"maixie_hp":true,
effect:{
target:function (card,player,target){
if(get.tag(card,'damage')){
if(player.hasSkillTag('jueqing',false,target)) return [1,-2];
if(target.hp<=1) return;
if(!target.hasFriend()) return;
var hastarget=false;
var turnfriend=false;
var players=game.filterPlayer();
for(var i=0;i<players.length;i++){
if(get.attitude(target,players[i])<0&&!players[i].isTurnedOver()){
hastarget=true;
}
if(get.attitude(target,players[i])>0&&players[i].isTurnedOver()){
hastarget=true;
turnfriend=true;
}
}
if(get.attitude(player,target)>0&&!hastarget) return;
if(turnfriend||target.hp==target.maxHp) return [0.5,1];
if(target.hp>1) return [1,0.5];
}
},
},
},
},
repolu:{
audio:2,
trigger:{
source:'dieAfter',
player:'die',
},
forceDie:true,
filter:function(event,player,name){
return name=='die'||player.isAlive();
},
direct:true,
content:function(){
'step 0'
if(!player.storage.repolu) player.storage.repolu=0;
event.num=player.storage.repolu+1;
player.chooseTarget([1,Infinity],get.prompt('repolu'),'令任意名角色摸'+get.cnNumber(event.num)+'张牌').set('forceDie',true).ai=function(target){
return get.attitude(_status.event.player,target);
};
'step 1'
if(result.bool){
player.storage.repolu++;
result.targets.sortBySeat();
player.logSkill('repolu',result.targets);
game.asyncDraw(result.targets,num);
}
else event.finish();
'step 2'
game.delay();
},
},
rejiuchi:{
group:['jiuchi'],
trigger:{source:'damage'},
forced:true,
popup:false,
locked:false,
audio:'jiuchi',
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.getParent(2).jiu==true&&!player.hasSkill('rejiuchi_air');
},
content:function(){
player.logSkill('jiuchi');
player.addTempSkill('rejiuchi_air');
},
subSkill:{
air:{
sub:true,
init:function(player,skill){
player.disableSkill(skill,'benghuai');
},
onremove:function(player,skill){
player.enableSkill(skill);
},
},
},
},
relianji:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.players.length>1;
},
filterTarget:lib.filter.notMe,
targetprompt:['打人','被打'],
selectTarget:2,
multitarget:true,
content:function(){
'step 0'
game.delay(0.5);
if(targets[0].isDisabled(1)) event.goto(2);
'step 1'
var target=targets[0];
var equip1=get.cardPile2(function(card){
return get.subtype(card)=='equip1';
});
if(!equip1){
player.popup('连计失败');
game.log('牌堆中无装备');
event.finish();
return;
}
if(equip1.name=='qinggang'&&!lib.inpile.contains('qibaodao')){
equip1.remove();
equip1=game.createCard('qibaodao',equip1.suit,equip1.number);
}
target.$draw(equip1);
target.chooseUseTarget(equip1,'noanimate','nopopup',true);
'step 2'
game.updateRoundNumber();
var list=['nanman','wanjian','huogong','juedou','sha'];
var list2=game.players.slice(0);
list2.remove(player);
for(var i=0;i<list.length;i++){
if(!targets[0].canUse(list[i],targets[1],false)) list.splice(i--,1);
}
if(!list.length) return;
var name=list.randomGet();
if(name=='nanman'||name=='wanjian'){
for(var i=0;i<list2.length;i++){
if(!targets[0].canUse(name,list2[i],false)) list2.splice(i--,1);
}
}
else list2=targets[1];
targets[0].useCard({name:name},list2,'noai');
game.delay(0.5);
},
ai:{
order:8,
result:{
target:function(player,target){
if(ui.selected.targets.length==0){
return 1;
}
else{
return -1;
}
}
},
expose:0.4,
threaten:3,
},
group:'relianji_count',
subSkill:{
count:{
sub:true,
forced:true,
popup:false,
silent:true,
trigger:{global:'damageEnd'},
filter:function(event,player){
var evt=event.getParent(3);
return evt&&evt.name=='relianji'&&evt.player==player;
},
content:function(){
if(!player.storage.relianji) player.storage.relianji=0;
player.storage.relianji++;
if(player.storage.relianji>2){
event.trigger('remoucheng_awaken');
}
},
},
},
},
remoucheng:{
derivation:'rejingong',
trigger:{
player:'remoucheng_awaken'
},
forced:true,
juexingji:true,
skillAnimation:true,
animationColor:'thunder',
content:function(){
player.awakenSkill('remoucheng');
player.removeSkill('relianji');
player.addSkill('rejingong');
player.gainMaxHp();
player.recover();
},
},
rejingong:{
enable:'phaseUse',
delay:0,
usable:1,
content:function(){
'step 0'
var list=get.inpile('trick').randomGets(2);
if(Math.random()<0.5){
list.push('wy_meirenji');
}
else{
list.push('wy_xiaolicangdao');
}
for(var i=0;i<list.length;i++){
list[i]=['锦囊','',list[i]];
}
player.chooseButton(['矜功',[list,'vcard']]).set('filterButton',function(button,player){
return game.hasPlayer(function(current){
return player.canUse(button.link[2],current,true,false);
});
}).set('ai',function(button){
var player=_status.event.player;
var name=button.link[2];
if(game.hasPlayer(function(current){
return player.canUse(name,current)&&get.effect(current,{name:name},player,player)>0;
})){
if(name=='wy_meirenji'||name=='wy_xiaolicangdao') return Math.random()+0.5;
return Math.random();
}
return 0;
});
'step 1'
if(result.bool){
player.chooseUseTarget(result.links[0][2],true);
player.addTempSkill('jingong2');
}
},
ai:{
order:2,
result:{
player:function(player){
if((player.hp<=2||player.needsToDiscard())&&!player.getStat('damage')) return 0;
return 1;
}
}
}
},
relieren:{
audio:'lieren',
audioname:['boss_lvbu3'],
trigger:{player:'shaBegin'},
filter:function(event,player){
return player.canCompare(event.target);
},
check:function(event,player){
return get.attitude(player,event.target)<0;
},
priority:5,
content:function(){
"step 0"
player.chooseToCompare(trigger.target);
"step 1"
if(result.bool){
if(trigger.target.countGainableCards(player,'he')) player.gainPlayerCard(trigger.target,true,'he');
}
else{
var card1=result.player;
var card2=result.target;
if(get.position(card1)=='d') trigger.target.gain(card1,'gain2');
if(get.position(card2)=='d') player.gain(card2,'gain2');
}
}
},
rezaiqi:{
init:function(player,skill){
player.storage[skill]=0;
},
audio:'zaiqi',
direct:true,
filter:function(event,player){
return player.storage.rezaiqi>0;
},
trigger:{
player:'phaseDiscardEnd'
},
content:function(){
'step 0'
player.chooseTarget([1,player.storage.rezaiqi],get.prompt2('rezaiqi')).ai=function(target){
return get.attitude(_status.event.player,target);
};
'step 1'
if(result.bool){
var targets=result.targets;
targets.sortBySeat();
player.line(targets,'fire');
player.logSkill('rezaiqi',targets);
event.targets=targets;
}
else event.finish();
'step 2'
event.current=targets.shift();
if(player.isHealthy()) event._result={index:0};
else event.current.chooseControl().set('choiceList',[
'摸一张牌',
'令'+get.translation(player)+'回复一点体力',
]).set('ai',function(){
if(get.attitude(event.current,player)>0) return 1;
return 0;
});
'step 3'
if(result.index==1){
event.current.line(player);
player.recover();
}
else event.current.draw();
game.delay();
if(targets.length) event.goto(2);
},
group:'rezaiqi_count',
},
rezaiqi_count:{
trigger:{
global:["loseEnd","cardsDiscardEnd"],
player:'phaseAfter',
},
silent:true,
forced:true,
popup:false,
filter:function (event,player,name){
if(name=='phaseAfter') return true;
if(_status.currentPhase!=player) return false;
var evt=event.getParent();
if(evt&&evt.name=='useCard'&&evt.card&&['equip','delay'].contains(get.type(evt.card))) return false;
var cards=event.cards;
for(var i=0;i<cards.length;i++){
if(get.color(cards[i])=='red'&&get.position(cards[i])=='d') return true;
}
return false;
},
content:function(){
if(event.triggername=='phaseAfter') player.storage.rezaiqi=0;
else{
var cards=trigger.cards;
for(var i=0;i<cards.length;i++){
if(get.color(cards[i])=='red'&&get.position(cards[i])=='d') player.storage.rezaiqi++;
}
}
},
},
shouye:{
audio:2,
group:'shouye_after',
trigger:{global:"useCard"},
filter:function(event,player){
return event.player!=player&&event.targets&&
event.targets[0]==player&&event.targets.length==1;
},
check:function(event,player){
return get.effect(player,event.card,event.player,player)<0;
},
usable:1,
logTarget:'player',
content:function(){
'step 0'
player.line(trigger.player,'green');
player.chooseToDuiben(trigger.player);
'step 1'
if(result.bool){
trigger.excluded.add(player);
trigger.shouyeer=player;
}
},
subSkill:{
after:{
sub:true,
trigger:{global:'useCardAfter'},
forced:true,
silent:true,
popup:false,
filter:function(event,player){
if(event.shouyeer!=player) return false;
if(event.cards){
for(var i=0;i<event.cards.length;i++){
if(event.cards[i].isInPile()) return true;
}
}
return false;
},
content:function(){
var list=[];
for(var i=0;i<trigger.cards.length;i++){
if(trigger.cards[i].isInPile()){
list.push(trigger.cards[i]);
}
}
player.gain(list,'gain2');
},
},
},
},
liezhi:{
audio:2,
group:'liezhi_damage',
trigger:{player:'phaseBegin'},
direct:true,
filter:function(event,player){
return !player.hasSkill('liezhi_disable');
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('liezhi'),'弃置至多两名角色区域内的各一张牌',[1,2],function(card,player,target){
return target!=player&&target.countDiscardableCards(player,'hej')>0;
}).ai=function(target){
var player=_status.event.player;
return get.effect(player,{name:'guohe'},target,player);
};
'step 1'
if(result.bool){
result.targets.sortBySeat();
event.targets=result.targets;
player.line(result.targets,'green');
player.logSkill('liezhi',result.targets);
}
else event.finish();
'step 2'
event.current=targets.shift();
player.discardPlayerCard(event.current,'hej',true)
if(targets.length) event.redo();
},
subSkill:{
disable:{
sub:true,
trigger:{player:'phaseAfter'},
forced:true,
silent:true,
popup:false,
charlotte:true,
//filter:function(event){return !event.liezhi},
content:function(){player.removeSkill('liezhi_disable')},
},
damage:{
trigger:{player:'damage'},
forced:true,
silent:true,
popup:false,
content:function(){player.addSkill('liezhi_disable')}
},
},
},
xinzhanyi:{
audio:'zhanyi',
enable:'phaseUse',
usable:1,
filterCard:true,
position:'he',
check:function(card){
var player=_status.event.player;
if(player.hp<3) return 0;
var type=get.type(card,'trick');
if(type=='trick'){
return 6-get.value(card);
}
else if(type=='equip'){
if(player.hasSha()&&game.hasPlayer(function(current){
return (player.canUse('sha',current)&&
get.attitude(player,current)<0&&
get.effect(current,{name:'sha'},player,player)>0)
})){
return 6-get.value(card);
}
}
return 0;
},
content:function(){
player.loseHp();
switch(get.type(cards[0],'trick')){
case 'basic':player.addTempSkill('xinzhanyi_basic');break;
case 'equip':player.addTempSkill('xinzhanyi_equip');break;
case 'trick':player.addTempSkill('xinzhanyi_trick');player.draw(3);break;
}
},
ai:{
order:9.1,
result:{
player:1
}
}
},
xinzhanyi_basic1:{
trigger:{player:"useCard"},
filter:function(event,player){
return event.skill=='xinzhanyi_basic_backup'&&!player.storage.xinzhanyi_basic1;
},
forced:true,
silent:true,
popup:false,
content:function(){
trigger.xinzhanyi=true;
player.storage.xinzhanyi_basic1=true;
},
},
xinzhanyi_basic2:{
trigger:{source:['damageBegin','recoverBegin']},
forced:true,
silent:true,
popup:false,
filter:function(event){
return event.getParent(2).xinzhanyi==true;
},
content:function(){
trigger.num++
},
},
xinzhanyi_basic:{
group:['xinzhanyi_basic1','xinzhanyi_basic2'],
onremove:function(p,s){
delete p.storage[s+1];
},
enable:"chooseToUse",
filter:function (event,player){
if(event.filterCard({name:'sha'},player,event)||
event.filterCard({name:'jiu'},player,event)||
event.filterCard({name:'tao'},player,event)){
return player.hasCard(function(card){
return get.type(card)=='basic';
},'h');
}
return false;
},
chooseButton:{
dialog:function (event,player){
var list=[];
if(event.filterCard({name:'sha'},player,event)){
list.push(['基本','','sha']);
list.push(['基本','','sha','fire']);
list.push(['基本','','sha','thunder']);
}
if(event.filterCard({name:'tao'},player,event)){
list.push(['基本','','tao']);
}
if(event.filterCard({name:'jiu'},player,event)){
list.push(['基本','','jiu']);
}
return ui.create.dialog('战意',[list,'vcard'],'hidden');
},
check:function (button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
if(game.hasPlayer(function(current){
return player.canUse(card,current)&&get.effect(current,card,player,player)>0;
})){
switch(button.link[2]){
case 'tao':return 5;
case 'jiu':{
if(player.countCards('h',{type:'basic'})>=2) return 3;
};
case 'sha':
if(button.link[3]=='fire') return 2.95;
else if(button.link[3]=='thunder') return 2.92;
else return 2.9;
}
}
return 0;
},
backup:function (links,player){
return {
audio:'zhanyi',
filterCard:function(card,player,target){
return get.type(card)=='basic';
},
check:function(card,player,target){
return 9-get.value(card);
},
viewAs:{name:links[0][2],nature:links[0][3]},
position:'he',
popname:true,
}
},
prompt:function (links,player){
return '将一张基本牌当做'+get.translation(links[0][3]||'')+get.translation(links[0][2])+'使用';
},
},
ai:{
order:function (){
var player=_status.event.player;
var event=_status.event;
if(event.filterCard({name:'jiu'},player,event)&&get.effect(player,{name:'jiu'})>0&&player.countCards('h',{type:'basic'})>=2){
return 3.3;
}
return 3.1;
},
save:true,
respondSha:true,
skillTagFilter:function (player,tag,arg){
if(player.hasCard(function(card){
return get.type(card)=='basic';
},'he')){
if(tag=='respondSha'){
if(arg!='use') return false;
}
}
else{
return false;
}
},
result:{
player:1,
},
},
},
xinzhanyi_equip:{
audio:'zhanyi',
trigger:{player:'useCardToPlayered'},
forced:true,
filter:function(event,player){
return event.card.name=='sha'&&event.target.countCards('he')>0;
},
check:function(event,player){
return get.attitude(player,event.target)<0;
},
content:function(){
'step 0'
trigger.target.chooseToDiscard('he',true,2);
'step 1'
if(result.bool&&result.cards&&result.cards.length){
if(result.cards.length==1){
event._result={bool:true,links:result.cards.slice(0)};
}
else player.chooseButton(['选择获得其中的一张牌',result.cards.slice(0)],true).ai=function(button){
return get.value(button.link);
};
}
else event.finish();
'step 2'
if(result.links) player.gain(result.links,'gain2');
}
},
xinzhanyi_trick:{
mod:{
wuxieRespondable:function(){
return false;
}
}
},
},
translate:{
re_jikang:"手杀嵇康",
old_bulianshi:'手杀步练师',
old_caochun:'旧曹纯',
shenpei:'审配',
re_zhurong:'界祝融',
re_menghuo:'界孟获',
re_wangyun:'手杀王允',
re_dongzhuo:'界董卓',
re_sunjian:'界孙坚',
re_caopi:'界曹丕',
rejiuchi:'酒池',
rejiuchi_info:'你可以将一张黑桃手牌当做【酒】使用。锁定技,当你于回合内使用带有【酒】效果的【杀】造成伤害时,你令你的【崩坏】失效直到回合结束。',
repolu:'破虏',
repolu_info:'当你杀死一名角色/死亡时你可以令任意名角色摸X+1张牌。X为你此前发动过【破虏】的次数',
rexingshang:'行殇',
rexingshang_info:'当其他角色死亡后你可以选择一项回复1点体力或获得其所有牌。',
refangzhu:'放逐',
refangzhu_info:'当你受到伤害后你可以令一名其他角色选择一项摸X张牌并将武将牌翻面或弃置X张牌并失去1点体力。X为你已损失的体力值',
relianji:'连计',
relianji_info:'出牌阶段限一次你可以选择两名其他角色。第一名角色随机使用牌堆中的一张武器牌然后这名角色视为对另一名角色随机使用一张下列的牌名的牌【决斗】、【火攻】、【南蛮入侵】、【万箭齐发】或普【杀】。然后若此牌造成伤害你获得X枚“连计”标记X为此次扣减的体力值点数。',
remoucheng:'谋逞',
remoucheng_info:'觉醒技当一名角色造成伤害后若你拥有的“连计”标记数大于2你加1点体力上限回复1点体力失去“连计”获得“矜功”。',
rejingong:'矜功',
rejingong_info:'每回合可以用三个随机锦囊中的一个三个锦囊中有一个是专属锦囊本回合未造成伤害会失去1点体力。',
mobile_default:'常规',
mobile_fire:'界限突破•火',
mobile_forest:'界限突破•林',
mobile_others:'其他',
pss:'手势',
pss_paper:'布',
pss_scissor:'剪刀',
pss_stone:'石头',
pss_paper_info:'石头剪刀布时的一种手势。克制石头,但被剪刀克制。',
pss_scissor_info:'石头剪刀布时的一种手势。克制布,但被石头克制。',
pss_stone_info:'石头剪刀布时的一种手势。克制剪刀,但被布克制。',
db_atk:'进攻对策',
db_atk1:'全军出击',
db_atk2:'分兵围城',
db_def:'防御对策',
db_def1:'奇袭粮道',
db_def2:'开城诱敌',
shouye:'守邺',
shouye_info:'每回合限一次。当其他角色使用牌指定你为唯一目标时,你可以与其进行【对策】。若你赢,则此牌对你无效,且你于此牌结算完成后获得其对应的所有实体牌。',
liezhi:'烈直',
liezhi_info:'准备阶段,你可以依次弃置至多两名角色区域内的各一张牌。若你受到过伤害,则〖烈直〗于你的下个回合无效。',
relieren:'烈刃',
relieren_info:'当你使用【杀】指定目标时,你可以和目标角色进行拼点。若你赢,你获得其一张牌。若你没赢,你获得对方的拼点牌,其获得你的拼点牌。',
rezaiqi:'再起',
rezaiqi_info:'弃牌阶段结束时你可以令至多X名角色选择一项1.摸一张牌2.令你回复1点体力X为本回合进入弃牌堆的红色牌数',
xinzhanyi:'战意',
xinzhanyi_info:'出牌阶段限一次你可以弃置一张牌并失去1点体力然后根据你弃置的牌获得以下效果直到回合结束基本牌你可以将一张基本牌当作杀、酒或桃使用且你本回合第一次以此法使用的牌的回复值/伤害值+1锦囊牌摸三张牌且你使用的牌不能被【无懈可击】响应装备牌你使用【杀】指定目标角色后其弃置两张牌然后你获得其中的一张。',
xinzhanyi_basic_backup:'战意',
xinzhanyi_basic:'战意',
xinzhanyi_equip:'战意',
}
};
});