732 lines
23 KiB
JavaScript
Executable File
732 lines
23 KiB
JavaScript
Executable File
play.soldier={
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mode:['identity','guozhan','versus'],
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skill:{
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soldier:{
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group:['soldier2','soldier3'],
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intro:{
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content:function(storage){
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if(!storage.length) return;
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var str=get.translation(storage[0]);
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for(var i=1;i<storage.length;i++){
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str+='、'+get.translation(storage[i]);
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}
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return str;
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}
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}
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},
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_soldier:{
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trigger:{global:'gameStart'},
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forced:true,
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popup:false,
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content:function(){
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if(_status.soldierList==undefined){
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_status.soldierList=['qingbubing','zhongbubing','qingqibing','zhongqibing','gongjianbing',
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'qiangnubing','changqiangbing','yuandunbing','daojianbing','shuijun','junyi',
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'huojianbing','chihou','tongxinbing','yunshubing','qingchebing','zhongbubing','fubing',
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'qixiebing','qisheshou','weibing','shubing','wubing','qunbing'];
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_status.soldierList.sort(lib.sort.random);
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}
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player.storage.soldier=_status.soldierList.splice(0,3);
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player.addSkill('soldier');
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}
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},
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soldier2:{
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trigger:{player:'phaseBegin'},
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priority:10,
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forced:true,
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popup:false,
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filter:function(event,player){
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return player.storage.soldier.length>0;
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},
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content:function(){
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"step 0"
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var dialog=ui.create.dialog('选择一个士兵','hidden');
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for(var i=0;i<player.storage.soldier.length;i++){
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player.removeSkill(player.storage.soldier[i]);
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dialog.add('<div><div class="skill">【'+get.translation(player.storage.soldier[i]).slice(0,2)+'】</div><div>'+
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lib.translate[player.storage.soldier[i]+'_info']+'</div></div>');
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}
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player.chooseControl(player.storage.soldier,dialog).ai=function(){
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return Math.floor(Math.random()*player.storage.soldier.length);
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};
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"step 1"
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player.addSkill(result.control);
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player.popup(result.control);
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}
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},
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soldier3:{
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trigger:{player:'damageBefore'},
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direct:true,
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filter:function(event,player){
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return player.storage.soldier.length>0;
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},
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check:function(event,player){
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return event.num>=player.hp;
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},
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content:function(){
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"step 0"
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if(event.isMine()){
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event.dialog=ui.create.dialog('选择替你承受伤害的士兵');
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}
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player.chooseControl(player.storage.soldier,'cancel');
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"step 1"
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if(event.dialog) event.dialog.close();
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if(result.control!='cancel'&&result.control){
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game.log(player,'牺牲了'+get.translation(result.control));
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player.storage.soldier.remove(result.control);
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player.removeSkill(result.control);
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player.popup(result.control);
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trigger.untrigger();
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trigger.finish();
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}
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}
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},
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qingbubing:{
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trigger:{player:'phaseEnd'},
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forced:true,
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content:function(){
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player.recover();
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}
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},
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zhongbubing2:{
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trigger:{player:'phaseEnd'},
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forced:true,
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content:function(){
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player.recover();
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}
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},
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zhongbubing:{
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group:['zhongbubing2'],
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trigger:{target:'shaBefore'},
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forced:true,
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filter:function(event,player){
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if(player.get('e','2')) return false;
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return (event.card.name=='sha'&&get.color(event.card)=='black')
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},
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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){
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if(target.get('e','2')) return;
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if(card.name=='sha'&&get.color(card)=='black') return 0;
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}
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}
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},
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mod:{
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globalTo:function(from,to,distance){
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return distance+1;
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}
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}
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},
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qingqibing:{
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mod:{
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selectTarget:function(card,player,range){
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if(card.name=='sha') range[1]++;
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},
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},
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},
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zhongqibing:{
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trigger:{player:'shaBegin'},
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forced:true,
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content:function(){
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"step 0"
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trigger.target.chooseToRespond({name:'shan'});
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"step 1"
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if(result.bool==false){
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trigger.untrigger();
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trigger.directHit=true;
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}
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},
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mod:{
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selectTarget:function(card,player,range){
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if(card.name=='sha') range[1]++;
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},
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globalTo:function(from,to,distance){
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return distance+1;
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}
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},
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},
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gongjianbing:{
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mod:{
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targetInRange:function(card,player,target,now){
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if(card.name=='sha') return true;
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},
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playerEnabled:function(card,player,target){
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if(card.name=='sha'&&get.distance(player,target)<=1) return false;
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}
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},
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},
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qiangnubing:{
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trigger:{player:'shaBefore'},
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forced:true,
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priority:10,
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filter:function(event){
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return event.card.name=='sha';
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},
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content:function(){
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player.addTempSkill('unequip','shaAfter');
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},
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mod:{
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attackFrom:function(from,to,distance){
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return distance-1;
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},
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playerEnabled:function(card,player,target){
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if(card.name=='sha'&&get.distance(player,target)>2) return false;
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}
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},
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},
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changqiangbing:{
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mod:{
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selectTarget:function(card,player,range){
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if(card.name=='sha') range[1]=Infinity;
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},
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playerEnabled:function(card,player,target){
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if(card.name=='sha'){
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if(ui.selected.targets.length==0) return;
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if(get.distance(player,target)<=2) return;
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for(var i=0;i<ui.selected.targets.length;i++){
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if(get.distance(player,ui.selected.targets[i])>2) return false;
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}
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}
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}
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},
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},
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yuandunbing:{
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mod:{
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targetEnabled:function(card,player,target){
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if(card.name=='sha'&&get.number(card)<8) return false;
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}
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}
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},
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daojianbing:{
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trigger:{player:'shaBegin'},
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forced:true,
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filter:function(event,player){
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return event.card&&get.number(event.card)>8;
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},
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content:function(){
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trigger.directHit=true;
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}
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},
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shuijun:{
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group:['shuijun2'],
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trigger:{player:'damageBefore'},
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filter:function(event){
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if(!event.nature) 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(get.tag(card,'damage')){
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if(!get.tag(card,'fireDamage')&&
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!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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},
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shuijun2:{
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trigger:{player:'damageBegin'},
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filter:function(event){
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if(event.nature) return true;
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},
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forced:true,
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content:function(){
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trigger.num++;
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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,'fireDamage')||get.tag(card,'thunderDamage'))&¤t<0) return 2;
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}
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}
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}
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},
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junyi:{
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enable:'phaseUse',
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usable:1,
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filterTarget:function(card,player,target){
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if(target.hp>=target.maxHp) return false;
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return true;
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},
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content:function(){
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target.recover();
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},
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ai:{
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order:9,
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result:{
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target:function(player,target){
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if(player==target&&player.num('h')>player.hp) return 5;
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return 2;
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}
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},
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threaten:3
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}
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},
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huojianbing:{
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group:['huojianbing2','huojianbing3'],
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viewAs:{name:'sha',nature:'fire'},
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filterCard:{name:'sha'},
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enable:'phaseUse',
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mod:{
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targetInRange:function(card,player,target,now){
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if(card.name=='sha'&&card.nature=='fire') return true;
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},
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}
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},
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huojianbing2:{
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trigger:{player:'shaBegin'},
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forced:true,
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filter:function(event){
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return event.card&&event.card.nature=='fire';
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},
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content:function(){
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"step 0"
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trigger.target.chooseToRespond({name:'shan'});
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"step 1"
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if(result.bool==false){
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trigger.untrigger();
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trigger.directHit=true;
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}
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}
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},
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huojianbing3:{
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trigger:{player:'shaBegin'},
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forced:true,
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filter:function(event){
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return event.card&&event.card.nature=='fire';
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},
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content:function(){
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player.loseHp();
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}
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},
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chihou:{
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trigger:{player:'phaseUseBegin'},
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direct:true,
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content:function(){
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"step 0"
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player.chooseTarget('斥侯:观看一名角色的手牌',function(card,player,target){
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return player!=target&&target.num('h');
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});
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"step 1"
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if(result.bool){
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player.logSkill('chihou');
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player.viewHandcards(result.targets[0]);
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}
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}
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},
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tongxinbing:{
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global:'tongxinbing2',
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enable:'phaseUse',
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usable:1,
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filterCard:true,
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discard:false,
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filterTarget:function(card,player,target){
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return player!=target;
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},
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check:function(card){
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return 10-ai.get.value(card);
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},
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content:function(){
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target.gain(cards);
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player.$give(cards.length,target);
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game.delay();
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player.draw(cards.length);
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},
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ai:{
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order:10,
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result:{
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target:function(player,target){
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return Math.max(1,5-target.num('h'));
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}
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}
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}
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},
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tongxinbing2:{
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enable:'phaseUse',
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usable:1,
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filter:function(event,player){
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if(player.skills.contains('tongxinbing')) return false;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].skills.contains('tongxinbing')) return true;
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}
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return false;
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},
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filterCard:true,
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discard:false,
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filterTarget:function(card,player,target){
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return player!=target&&target.skills.contains('tongxinbing');
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},
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check:function(card){
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return 10-ai.get.value(card);
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},
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content:function(){
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target.gain(cards);
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player.$give(cards.length,target);
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game.delay();
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player.draw(cards.length);
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},
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ai:{
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order:10,
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result:{
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target:function(player,target){
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return Math.max(1,5-target.num('h'));
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}
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}
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}
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},
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yunshubing:{
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enable:'phaseUse',
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usable:1,
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content:function(){
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"step 0"
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event.cards=get.cards(player.maxHp);
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player.chooseCardButton(event.cards,[1,player.maxHp-player.hp]);
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"step 1"
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var cards2=[];
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for(var i=0;i<result.buttons.length;i++){
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cards.remove(result.buttons[i].link);
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cards2.push(result.buttons[i].link);
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}
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if(cards2.length){
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player.gain(cards2);
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player.$gain(cards2);
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}
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for(var i=0;i<cards.length;i++){
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ui.discardPile.appendChild(cards[i]);
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}
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},
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ai:{
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order:8,
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result:{
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player:2
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}
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}
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},
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qingchebing:{
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mod:{
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globalFrom:function(from,to,distance){
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return distance-1;
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},
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selectTarget:function(card,player,range){
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if(card.name=='sha') {range[0]=-1;range[1]=-1;}
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},
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},
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},
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zhongchebing:{
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mod:{
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globalFrom:function(from,to,distance){
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return distance-1;
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},
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globalTo:function(from,to,distance){
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return distance+1;
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},
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selectTarget:function(card,player,range){
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if(card.name=='sha') {range[0]=-1;range[1]=-1;}
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},
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targetEnabled:function(card,player,target){
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if(card.name=='sha'&&get.distance(target,player)<=1) return false;
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},
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cardEnabled:function(card){
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if(get.type(card)=='equip') return false;
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}
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},
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},
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fubing:{
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trigger:{player:'shaBegin'},
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priority:5,
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filter:function(event){
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return event.target.get('e','2')!=undefined;
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},
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content:function(){
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trigger.target.discard(trigger.target.get('e','2'));
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player.addTempSkill('unequip','shaAfter');
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},
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group:['fubing2']
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},
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fubing2:{
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trigger:{source:'damageBegin'},
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forced:true,
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filter:function(event){
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return !event.player.get('e','2')&&event.card&&event.card.name=='sha';
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},
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content:function(){
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trigger.num++;
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}
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},
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qixiebing:{
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trigger:{player:'loseEnd'},
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direct:true,
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filter:function(event,player){
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for(var i=0;i<event.cards.length;i++){
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if(event.cards[i].original=='e') return true;
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}
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return false;
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},
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content:function(){
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"step 0"
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player.chooseTarget('选择一名目标获得其一件装备',function(card,player,target){
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if(target.get('e','1')&&!player.get('e','1')) return true;
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if(target.get('e','2')&&!player.get('e','2')) return true;
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if(target.get('e','3')&&!player.get('e','3')) return true;
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if(target.get('e','4')&&!player.get('e','4')) return true;
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if(target.get('e','5')&&!player.get('e','5')) return true;
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return false;
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}).ai=function(target){
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return 4-ai.get.attitude(player,target);
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}
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"step 1"
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if(result.bool){
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event.target=result.targets[0];
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player.logSkill('qixiebing',event.target);
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player.choosePlayerCard(event.target,'e',true).filterButton=function(button){
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return !player.get('e',get.subtype(button.link)[5]);
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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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player.equip(result.buttons[0].link);
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target.$give(result.buttons[0].link,player,false);
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},
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effect:{
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target:function(card,player,target,current){
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if(get.type(card)=='equip') return [1,3];
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}
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}
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},
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qisheshou:{
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mod:{
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targetInRange:function(card,player,target,now){
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if(card.name=='sha') return true;
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},
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selectTarget:function(card,player,range){
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if(card.name=='sha') range[1]++;
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},
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playerEnabled:function(card,player,target){
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if(card.name=='sha'&&get.distance(player,target)<=1) return false;
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},
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},
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trigger:{player:'shaBefore'},
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forced:true,
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content:function(){
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"step 0"
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player.judge(function(card){
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if(get.suit(card)=='spade') return -2;
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return 0;
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});
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"step 1"
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if(result.judge==-2){
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trigger.untrigger();
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trigger.finish();
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}
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}
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},
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shubing:{
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trigger:{player:['phaseJudgeBefore','phaseEnd']},
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direct:true,
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filter:function(event,player,name){
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var notarget=true;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].group=='shu'){
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notarget=false;break;
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}
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}
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if(notarget) return false;
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if(name=='phaseJudgeBefore'){
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return player.num('j')>0;
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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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player.chooseTarget('蜀兵:令一名蜀势力角色摸一张牌',function(card,player,target){
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||
return target.group=='shu';
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('shubing',result.targets[0]);
|
||
result.targets[0].draw();
|
||
}
|
||
}
|
||
},
|
||
weibing:{
|
||
trigger:{player:['phaseJudgeBefore','phaseEnd']},
|
||
direct:true,
|
||
filter:function(event,player,name){
|
||
var notarget=true;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].group=='wei'){
|
||
notarget=false;break;
|
||
}
|
||
}
|
||
if(notarget) return false;
|
||
if(name=='phaseJudgeBefore'){
|
||
return player.num('j')>0;
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('魏兵:令一名魏势力角色摸一张牌',function(card,player,target){
|
||
return target.group=='wei';
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('weibing',result.targets[0]);
|
||
result.targets[0].draw();
|
||
}
|
||
}
|
||
},
|
||
wubing:{
|
||
trigger:{player:['phaseJudgeBefore','phaseEnd']},
|
||
direct:true,
|
||
filter:function(event,player,name){
|
||
var notarget=true;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].group=='wu'){
|
||
notarget=false;break;
|
||
}
|
||
}
|
||
if(notarget) return false;
|
||
if(name=='phaseJudgeBefore'){
|
||
return player.num('j')>0;
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('吴兵:令一名吴势力角色摸一张牌',function(card,player,target){
|
||
return target.group=='wu';
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('wubing',result.targets[0]);
|
||
result.targets[0].draw();
|
||
}
|
||
}
|
||
},
|
||
qunbing:{
|
||
trigger:{player:['phaseJudgeBefore','phaseEnd']},
|
||
direct:true,
|
||
filter:function(event,player,name){
|
||
var notarget=true;
|
||
for(var i=0;i<game.players.length;i++){
|
||
if(game.players[i].group=='qun'){
|
||
notarget=false;break;
|
||
}
|
||
}
|
||
if(notarget) return false;
|
||
if(name=='phaseJudgeBefore'){
|
||
return player.num('j')>0;
|
||
}
|
||
return true;
|
||
},
|
||
content:function(){
|
||
"step 0"
|
||
player.chooseTarget('群兵:令一名群势力角色摸一张牌',function(card,player,target){
|
||
return target.group=='qun';
|
||
});
|
||
"step 1"
|
||
if(result.bool){
|
||
player.logSkill('qunbing',result.targets[0]);
|
||
result.targets[0].draw();
|
||
}
|
||
}
|
||
}
|
||
},
|
||
translate:{
|
||
soldier:'士兵',
|
||
qingbubing:'轻步兵',
|
||
qingbubing_info:'回合结束阶段,你回复一点体力。',
|
||
zhongbubing:'重步兵',
|
||
zhongbubing2:'重步兵',
|
||
zhongbubing_info:'锁定技,回合结束阶段,你回复一点体力;黑【杀】对你无效;你计算与其他角色的距离时始终+1。',
|
||
qingqibing:'轻骑兵',
|
||
qingqibing_info:'你使用的【杀】可额外指定一个目标。',
|
||
zhongqibing:'重骑兵',
|
||
zhongqibing_info:'你使用的【杀】可额外指定一个目标。锁定技,目标角色需要额外出一张【闪】才能闪避你的【杀】;你计算与其他角色的距离时始终+1。',
|
||
gongjianbing:'弓箭兵',
|
||
gongjianbing_info:'锁定技,你的攻击范围无限;你不能对距离1以内的角色使用【杀】。',
|
||
qiangnubing:'强弩兵',
|
||
qiangnubing_info:'锁定技,你的【杀】无视防具;你的攻击范围+1;距离2以外的角色不能成为你【杀】的目标。',
|
||
changqiangbing:'长枪兵',
|
||
changqiangbing_info:'你的【杀】可指定距离2以内的目标。',
|
||
yuandunbing:'圆盾兵',
|
||
yuandunbing_info:'锁定技,你不能成为点数小于8的【杀】的目标。',
|
||
daojianbing:'刀剑兵',
|
||
daojianbing_info:'锁定技,你使用的点数大于8的杀不可闪避',
|
||
shuijun:'水军',
|
||
shuijun2:'水军',
|
||
shuijun_info:'你防止非属性伤害;你受到的属性伤害+1。',
|
||
junyi:'军医',
|
||
junyi_info:'出牌阶段限一次,你可以令一名其他角色恢复一点体力。',
|
||
huojianbing:'火箭兵',
|
||
huojianbing2:'火箭兵',
|
||
huojianbing3:'火箭兵',
|
||
huojianbing_info:'你可以将一张普通【杀】当作火【杀】使用。锁定技,你使用的火【杀】无距离限制,且需要额外出一张【闪】才能闪避;你使用火【杀】指定目标后,失去一点体力。',
|
||
chihou:'斥候',
|
||
chihou_info:'出牌阶段开始时,你可以观看一名角色的所有手牌',
|
||
tongxinbing:'通信兵',
|
||
tongxinbing2:'通信兵',
|
||
tongxinbing_info:'出牌阶段,你可以给其他角色一张牌,并摸一张牌;其他角色可以在其出牌阶段给你一张牌,并摸一张牌。',
|
||
yunshubing:'运输兵',
|
||
yunshubing_info:'出牌阶段,你可以观看牌堆顶的X张牌,并其中获得Y张牌(X为你体力上限,Y为你当前体力值)。',
|
||
qingchebing:'轻车兵',
|
||
qingchebing_info:'锁定技,其他角色计算与你的距离时始终-1;你的【杀】指定目标后,视为对其他在攻击范围内的所有角色各使用了一张【杀】。',
|
||
zhongchebing:'重车兵',
|
||
zhongchebing_info:'锁定技,其他角色计算与你的距离时始终-1;你的【杀】指定目标后,视为对其他在攻击范围内的所有角色各使用了一张【杀】;距离1以内的角色不能指定你成为【杀】目标;你不能使用装备牌;你计算与其他角色的距离时始终+1。',
|
||
fubing:'斧兵',
|
||
fubing2:'斧兵',
|
||
fubing_info:'你使用【杀】指定目标后,你可以弃置其防具。你的【杀】指定目标时,若其没有防具,你对其造成伤害+1。',
|
||
qixiebing:'器械兵',
|
||
qixiebing_info:'你每失去一次装备区的牌,可立即将一名其他角色的装备牌置于你的装备区(不可替换已有装备)',
|
||
qisheshou:'骑射手',
|
||
qisheshou_info:'你使用的【杀】可额外指定一个目标。锁定技,你的攻击范围无限;你不能对距离1以内的角色使用【杀】;你的【杀】指定目标后须进行一次判定:若为♠,该【杀】无效。',
|
||
shubing:'蜀兵',
|
||
shubing_info:'判定阶段和回合结束阶段前,你可以令一名蜀势力角色摸一张牌',
|
||
weibing:'魏兵',
|
||
weibing_info:'判定阶段和回合结束阶段前,你可以令一名魏势力角色摸一张牌',
|
||
wubing:'吴兵',
|
||
wubing_info:'判定阶段和回合结束阶段前,你可以令一名吴势力角色摸一张牌',
|
||
qunbing:'群兵',
|
||
qunbing_info:'判定阶段和回合结束阶段前,你可以令一名群势力角色摸一张牌',
|
||
},
|
||
help:{
|
||
'士兵模式':'<ul><li>游戏开始阶段,场上所有角色随机获得3名士兵。<li>回合开始阶段,你获得一名士兵的技能。<li>当你即将受到伤害时,你可以选择一名士兵替你承受此次伤害,然后失去此士兵'+
|
||
'<li>轻步兵:回合结束阶段,你回复一点体力。'+
|
||
'<li>重步兵:锁定技,回合结束阶段,你回复一点体力;黑【杀】对你无效;你计算与其他角色的距离时始终+1。'+
|
||
'<li>轻骑兵:你使用的【杀】可额外指定一个目标。'+
|
||
'<li>重骑兵:你使用的【杀】可额外指定一个目标。锁定技,目标角色需要额外出一张【闪】才能闪避你的【杀】;你计算与其他角色的距离时始终+1。'+
|
||
'<li>弓箭兵:锁定技,你的攻击范围无限;你不能对距离1以内的角色使用【杀】。'+
|
||
'<li>强弩兵:锁定技,你的【杀】无视防具;你的攻击范围+1;距离2以外的角色不能成为你【杀】的目标。'+
|
||
'<li>长枪兵:你的【杀】可指定距离2以内的目标。'+
|
||
'<li>圆盾兵:锁定技,你不能成为点数小于8的【杀】的目标。'+
|
||
'<li>刀剑兵:锁定技,你使用的点数大于8的杀不可闪避'+
|
||
'<li>水军:你防止非属性伤害;你受到的属性伤害+1。'+
|
||
'<li>军医:出牌阶段限一次,你可以令一名其他角色恢复一点体力。'+
|
||
'<li>火箭兵:你可以将一张普通【杀】当作火【杀】使用。锁定技,你使用的火【杀】无距离限制,且需要额外出一张【闪】才能闪避;你使用火【杀】指定目标后,失去一点体力。'+
|
||
'<li>斥候:出牌阶段开始时,你可以观看一名角色的手牌'+
|
||
'<li>通信兵:出牌阶段,你可以给其他角色一张牌,并摸一张牌;其他角色可以在其出牌阶段给你一张牌,并摸一张牌。'+
|
||
'<li>运输兵:出牌阶段,你可以观看牌堆顶的X张牌,并其中获得Y张牌(X为你体力上限,Y为你当前体力值)。'+
|
||
'<li>轻车兵:锁定技,其他角色计算与你的距离时始终-1;你的【杀】指定目标后,视为对其他在攻击范围内的所有角色各使用了一张【杀】。'+
|
||
'<li>重车兵:锁定技,其他角色计算与你的距离时始终-1;你的【杀】指定目标后,视为对其他在攻击范围内的所有角色各使用了一张【杀】;距离1以内的角色不能指定你成为【杀】目标;你不能使用装备牌;你计算与其他角色的距离时始终+1。'+
|
||
'<li>斧兵:你使用【杀】指定目标后,你可以弃置其防具。你的【杀】指定目标时,若其没有防具,你对其造成伤害+1。'+
|
||
'<li>器械兵:你每失去一次装备区的牌,可立即将一名其他角色的装备牌置于你的装备区(不可替换已有装备)'+
|
||
'<li>骑射手:你使用的【杀】可额外指定一个目标。锁定技,你的攻击范围无限;你不能对距离1以内的角色使用【杀】;你的【杀】指定目标后须进行一次判定:若为♠,该【杀】无效。'+
|
||
'<li>蜀兵:判定阶段和回合结束阶段前,你可以令一名蜀势力角色摸一张牌'+
|
||
'<li>魏兵:判定阶段和回合结束阶段前,你可以令一名魏势力角色摸一张牌'+
|
||
'<li>吴兵:判定阶段和回合结束阶段前,你可以令一名吴势力角色摸一张牌'+
|
||
'<li>群兵:判定阶段和回合结束阶段前,你可以令一名群势力角色摸一张牌'
|
||
}
|
||
}
|