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local extension=Package("kuanglang")
local T = require "packages/jbs/record/Theorem"
local pvetool = require "packages/jbs/record/PVETool"
extension.extensionName="jbs"
Fk:loadTranslationTable{
["kuanglang"]="GBS-狂浪",
}
local jbs_kl_gulong=General:new(extension,"jbs_kl_gulong","wei",3)--顾龙p1
local jbs_kl_liutang=General:new(extension,"jbs_kl_liutang","wu",8)--刘唐奖励牌
local jbs_kl_menghuo=General:new(extension,"jbs_kl_menghuo","shu",4)--孟获-p1
local jbs_kl_baluoka=General:new(extension,"jbs_kl_baluoka","wei",3)--巴洛卡p1
local jbs_kl_shengwujiang=General:new(extension,"jbs_kl_shengwujiang","wu",8)--圣物匠p1-3
local jbs_kl_yuanshao=General:new(extension,"jbs_kl_yuanshao","qun",3)--袁绍p2
local jbs_kl_lvmeng=General:new(extension,"jbs_kl_lvmeng","wu",4)--吕蒙p2
local jbs_kl_yuanshen1=General:new(extension,"jbs_kl_yuanshen1","qun",1)--原神1p2
local jbs_kl_changyou=General:new(extension,"jbs_kl_changyou","wu",3)--长右p2
local jbs_kl_machao=General:new(extension,"jbs_kl_machao","shu",3,4)--马超p2
local jbs_kl_xuebeng=General:new(extension,"jbs_kl_xuebeng","wei",1)--雪崩p2
local jbs_kl_tianfa=General:new(extension,"jbs_kl_tianfa","wu",4)--天罚p3
local jbs_kl_daqiao=General:new(extension,"jbs_kl_daqiao","wu",5,5,General.Female)--大乔p3
local jbs_kl_lvbu=General:new(extension,"jbs_kl_lvbu","qun",5)--吕布p3
local jbs_kl_yanliangwenchou=General:new(extension,"jbs_kl_yanliangwenchou","qun",4)--颜良文丑p3
local jbs_kl_juexingzhe=General:new(extension,"jbs_kl_juexingzhe","wei",4)--觉醒者p3
local jbs_kl_ygsl=General:new(extension,"jbs_kl_ygsl","qun",4)--尤格萨隆p3
local jbs_kl_caocao=General:new(extension,"jbs_kl_caocao","wei",3)--拉法姆曹操p3
local jbs_kl_aoding=General:new(extension,"jbs_kl_aoding","shu",4)--奥丁
local jbs_kl_haila=General:new(extension,"jbs_kl_haila","wei",3)--海拉p1
local jbs_kl_sjtunshizhe=General:new(extension,"jbs_kl_sjtunshizhe","qun",7)--时间吞噬者p4
local jbs_kl_gufu=General:new(extension,"jbs_kl_gufu","wu",5)--古夫p4
local jbs_kl_yuanshen=General:new(extension,"jbs_kl_yuanshen","qun",7,7,General.Female)--原神p4
local jbs_kl_shengwujiangl=General:new(extension,"jbs_kl_shengwujianglast","wu",8)--圣物匠p4
local jbs_kl_peitefede=General:new(extension,"jbs_kl_peitefeide","shu",8)--团长p4
local jbs_kl_keli=General:new(extension,"jbs_kl_keli","shu",1)--可莉p4
local jbs_kl_kazhakusi=General:new(extension,"jbs_kl_kazhakusi","shu",4)--卡扎库斯p3
local jbs_kl_sagelasi=General:new(extension,"jbs_kl_sagelasi","shu",9)--萨格拉斯p4
-------
T.addpicpaths({jbs_kl_menghuo,jbs_kl_xuebeng,jbs_kl_gulong,jbs_kl_liutang,jbs_kl_baluoka,jbs_kl_shengwujiang
,jbs_kl_yuanshao,jbs_kl_lvmeng,jbs_kl_yuanshen1,jbs_kl_changyou,jbs_kl_machao,jbs_kl_xuebeng,jbs_kl_tianfa,jbs_kl_daqiao
,jbs_kl_lvbu,jbs_kl_yanliangwenchou,jbs_kl_juexingzhe,jbs_kl_ygsl,jbs_kl_caocao,jbs_kl_aoding,jbs_kl_haila,jbs_kl_sjtunshizhe,
jbs_kl_gufu,jbs_kl_yuanshen,jbs_kl_shengwujiangl,jbs_kl_peitefede,jbs_kl_keli,jbs_kl_kazhakusi,jbs_kl_sagelasi},"boss/")
--图片路径
jbs_kl_menghuo.hidden = true
jbs_kl_liutang.hidden = true
jbs_kl_haila.hidden = true
jbs_kl_shengwujiang.hidden = true
jbs_kl_gulong.hidden = true
jbs_kl_baluoka.hidden = true
jbs_kl_yuanshao.hidden = true
jbs_kl_yuanshen1.hidden = true
jbs_kl_tianfa.hidden = true
jbs_kl_changyou.hidden = true
jbs_kl_machao.hidden = true
jbs_kl_caocao.hidden = true
jbs_kl_daqiao.hidden = true
jbs_kl_lvbu.hidden = true
jbs_kl_yanliangwenchou.hidden = true
jbs_kl_peitefede.hidden = true
jbs_kl_juexingzhe.hidden = true
jbs_kl_xuebeng.hidden = true
jbs_kl_sjtunshizhe.hidden = true
jbs_kl_gufu.hidden = true
jbs_kl_yuanshen.hidden = true
jbs_kl_shengwujiangl.hidden = true
jbs_kl_ygsl.hidden = true
jbs_kl_keli.hidden = true
jbs_kl_kazhakusi.hidden = true
jbs_kl_sagelasi.hidden = true
jbs_kl_aoding.hidden = true
jbs_kl_lvmeng.hidden = true
---------------------
jbs_kl_peitefede.shield=5
jbs_kl_aoding.shield=2
----------------------------
--镇魂
local zhenhun = fk.CreateTriggerSkill{
name = "jbskl__zhenhun",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self.name) then return false end
return target == player and player.phase == Player.Finish
end,
on_use = function(self, event, target, player, data)
local room=player.room
room:addPlayerMark(player,"@jbskl_zhenhun",1)
if player:getMark("@jbskl_zhenhun") > 4 then
room:setPlayerMark(player,"@jbskl_zhenhun",0)
for _, p in ipairs(room:getOtherPlayers(player, true)) do
if not p.dead then
room:killPlayer{
who=p.id,
}
end
end
end
end,
}
--计时
local jishi= fk.CreateTriggerSkill{
name = "jbskl__jishi",
mute=true,
frequency = Skill.Compulsory,
events = {fk.CardUsing, fk.CardResponding},
can_trigger = function(self, event, target, player, data)
return target ~= player and player:hasSkill(self.name) and data.card
end,
on_use = function(self, event, target, player, data)
local room=player.room
room:addPlayerMark(player,"@jbskl__jishi",1)
local n =player:getMark("@jbskl__jishi")
if n>=8 then
room:setPlayerMark(player,"@jbskl__jishi",0)
room:damage{
from = player,
to = target,
damage =2 ,
damageType = fk.ThunderDamage,
skillName = self.name,
}
if player.phase == Player.NotActive then
room.logic:breakTurn()
end
end
end,
}
--蛮王
local manwang = fk.CreateTriggerSkill{
name = "jbskl__manwang",
anim_type = "offensive",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and
player.phase == Player.Play
end,
on_use = function(self, event, target, player, data)
local room = player.room
local card = Fk:cloneCard("savage_assault")
card.skillName = self.name
local n= player.maxHp-player.hp
for i=1, n do
if player.dead then break end
room:useCard({
from = player.id,
card = card,
})
end
end
}
--名门
local mingmen = fk.CreateTriggerSkill{
name = "jbskl__mingmen",
anim_type = "offensive",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and
player.phase == Player.Play
end,
on_use = function(self, event, target, player, data)
local room = player.room
local card = Fk:cloneCard("archery_attack")
card.skillName = self.name
local n=1+ player.maxHp-player.hp
for i=1, n do
if player.dead then break end
room:useCard({
from = player.id,
card = card,
})
end
end
}
--绝色
local juese = fk.CreateTriggerSkill{
name = "jbskl__juese",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self.name) then return false end
return target == player and player.phase == Player.Finish
end,
on_use = function(self, event, target, player, data)
local room=player.room
local targets = table.map(room:getOtherPlayers(player), function(p) return p.id end)
local tos = room:askForChoosePlayers(player, targets, 1, 1, "#jbs__kuanglang_attack-choose", self.name, false)
local to
if #tos > 0 then
to = room:getPlayerById(table.random(targets))
end
room:damage{
from = player,
to = to,
damage = 1,
damageType = fk.FireDamage,
skillName = self.name,
}
end,
}
--审判
local shenpan = fk.CreateTriggerSkill{
name = "jbskl__shenpan",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self.name) then return false end
return target == player and player.phase == Player.Start
end,
on_use = function(self, event, target, player, data)
local room=player.room
local pps=table.filter(room:getOtherPlayers(player), function(p) return true end)
local targets = table.map(pps, function(p) return p.id end)
local tos = room:askForChoosePlayers(player, targets, 1, 1, "#jbs__kuanglang_attack-choose", self.name, false)
local tgt
if #tos > 0 then
tgt = room:getPlayerById(tos[1])
else
tgt = room:getPlayerById(table.random(targets))
end
local number=1
while true do
local judge = {
who = tgt,
reason = self.name,
pattern = ".|.|spade,club",
}
room:judge(judge)
if judge.card.color ~= Card.Black then
number=number+1
else
for i=1,number do
if player.dead then
break
end
room:damage{
from = player,
to = tgt,
damage =1,
skillName = self.name,
}
end
break
end
if player.dead then
break
end
end
end,
}
--命运
local mingyun= fk.CreateTriggerSkill{
name = "jbskl__mingyun",
anim_type = "support",
events = {fk.EventPhaseStart},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self.name) and player:getMark("mingyunboss-round") == 0 and player.phase == Player.Finish
end,
on_use = function(self, event, target, player, data)
player.room:setPlayerMark(player,"mingyunboss-round",1)
player:gainAnExtraTurn()
end,
}
--成长
local chengzhang = fk.CreateTriggerSkill{
name = "jbskl__chengzhang",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.AskForPeaches},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and player.dying and player:usedSkillTimes(self.name, Player.HistoryGame) <2
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:throwAllCards("hej")
if player.dead then return end
if not player.faceup then
player:turnOver()
end
if player.chained then
player:setChainState(false)
end
if player.dead or not player:isWounded() then return end
room:changeMaxHp(player, 3)
room:recover({
who = player,
num = player.maxHp- player.hp,
recoverBy = player,
skillName = self.name,
})
player:drawCards(player.maxHp, self.name)
local x=player:usedSkillTimes(self.name, Player.HistoryGame)
local skill1=table.random({"jbs__diandeng","jbskl__mingyun"},1)
local skill2=table.random({"jbskl__shenpan","jbskl__jishi"},1)
if x==1 then
room:handleAddLoseSkills(player, skill1[1], nil, false)
elseif x==2 then
room:handleAddLoseSkills(player, skill2[1], nil, false)
end
room.logic:breakTurn()
end,
}
--堕魂
local duohun=fk.CreateTriggerSkill{
name = "jbskl__duohun",
anim_type = "support",
events = {fk.DamageInflicted,fk.DamageCaused,fk.Damaged,fk.DrawNCards},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self.name) then return false end
return target==player
end,
on_use = function(self, event, target, player, data)
local room=player.room
if event==fk.DamageInflicted then
if player.shield>0 and data.damage>1 then
data.damage = data.damage - 1
else
room:setPlayerMark(player,self.name,1)
end
elseif event==fk.Damaged then
if player:getMark(self.name)>0 then
room:setPlayerMark(player,self.name,0)
room:changeShield(player,data.damage)
end
elseif event==fk.DamageCaused then
if player.shield<data.to.shield then
room:changeShield(player,data.to.shield)
else
room:loseHp(data.to, data.damage, self.name)
end
else
data.n = data.n + player.shield
end
end,
}
--魂佑
local hunyou = fk.CreateTriggerSkill{
name = "jbskl__hunyou",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart, fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
if event == fk.EventPhaseStart then
return target == player and player:hasSkill(self.name) and player.phase == Player.Finish
else
return target == player and player:hasSkill(self.name) and player:usedSkillTimes(self.name, Player.HistoryTurn) ==0
end
end,
on_use = function(self, event, target, player, data)
local room=player.room
if event == fk.EventPhaseStart then
room:changeShield(player,1)
else
return true
end
end,
}
--折射
local zheshe = fk.CreateTriggerSkill{
name = "jbskl__zheshe",
anim_type = "masochism",
frequency = Skill.Compulsory,
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and data.from and player:getMark("zheshe-turn")==0
end,
on_use = function(self, event, target, player, data)
local room = player.room
local from = data.from
if from and not from.dead then room:doIndicate(player.id, {from.id}) end
local judge = {
who = player,
reason = self.name,
pattern = ".|.|^heart",
}
room:judge(judge)
if judge.card.color ~=Card.Black and from and not from.dead then
room:damage{
from = player,
to = from,
damageType = fk.FireDamage,
damage = 1,
skillName = self.name,
}
else
if not from:isKongcheng() then
from:throwAllCards("h")
room:setPlayerMark(player,"zheshe-turn",1)
end
end
end,
}
--天罚
local tianfa= fk.CreateTriggerSkill{
name = "jbskl__tianfa",
anim_type = "support",
events = {fk.RoundStart,fk.EventPhaseStart},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if event==fk.RoundStart then
return player:hasSkill(self.name) and player.room:getTag("RoundCount")%2==0
else
return target == player and player.phase == Player.Start and player:hasSkill(self.name)
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if event==fk.RoundStart then
room:changeShield(player,3)
else
room:addPlayerMark(player,"@jbskl_wushiti",1)
end
end,
}
--觉醒
local juexing = fk.CreateTriggerSkill{
name = "jbskl__juexing",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.AskForPeaches},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and player.dying and player:usedSkillTimes(self.name, Player.HistoryGame) ==0
end,
on_use = function(self, event, target, player, data)
local room = player.room
player:throwAllCards("hej")
if player.dead then return end
if not player.faceup then
player:turnOver()
end
if player.chained then
player:setChainState(false)
end
player:drawCards(player.maxHp, self.name)
if player.dead or not player:isWounded() then return end
room:recover({
who = player,
num = player.maxHp- player.hp,
recoverBy = player,
skillName = self.name,
})
room:setPlayerMark(player, "@jbskl_wushiti", 1)
room:addPlayerMark(player, "@jbskl_attackbuff", 1)
end,
}
--神佑
local shenyou= fk.CreateTriggerSkill{
name = "jbskl__shenyou",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.DamageInflicted},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name)
end,
on_use = function(self, event, target, player, data)
local room=player.room
data.damage=math.max(data.damage-player:getMark("@jbskl_shenyou-turn"),0)
room:addPlayerMark(player,"@jbskl_shenyou-turn",1)
end,
}
--反应
local fanying=fk.CreateTriggerSkill{
name = "jbskl__fanying",
frequency = Skill.Compulsory,
events = {fk.CardUsing, fk.CardResponding},
can_trigger = function(self, event, target, player, data)
return target ~= player and player:hasSkill(self.name) and data.card and player:getMark("@jbskl_fanying-turn")==0
end,
on_use = function(self, event, target, player, data)
local room=player.room
local reflects=math.random(1,6)
if reflects==1 then
room:damage{
from=player,
to = target,
damageType = fk.FireDamage,
damage = 1,
skillName = self.name,
}
elseif reflects==2 then
target:turnOver()
elseif reflects==3 then
room:damage{
from=player,
to = target,
damageType = fk.ThunderDamage,
damage = 1,
skillName = self.name,
}
elseif reflects==4 then
room:setPlayerMark(player, "@jbskl_fanying-turn", 1)
elseif reflects==5 then
room:setPlayerMark(target, "@@jbs_kl__dongjie-turn", 1)
elseif reflects==6 then
local skills = {}
local pskills = {}
--[[
for _, skill in ipairs(target.player_skills) do
if not string.find(skill.name, "#") then
table.insert(pskills, skill.name)
end
end
if #pskills>0 then
local choice = table.random(pskills,1)[1]
room:handleAddLoseSkills(target, "-"..choice, nil, true, false)
--]]
for _, general in ipairs(Fk:getAllGenerals()) do
for _, skill in ipairs(general.skills) do
if not player:hasSkill(skill) then
table.insertIfNeed(skills, skill.name)
end
end
end
if #skills > 0 then
local skill = table.random(skills,1)[1]
room:handleAddLoseSkills(player, skill, nil, true, false)
end
-- end
end
end,
}
--冻结
local jbskl_card__prohibit = fk.CreateProhibitSkill{
name = "#jbskl__prohibit",
prohibit_use = function(self, player, card)
return player:getMark("@@jbs_kl__dongjie-turn") > 0
end,
prohibit_response = function(self, player, card)
return player:getMark("@@jbs_kl__dongjie-turn") > 0
end,
}
fanying:addRelatedSkill(jbskl_card__prohibit)
--怒啸
local nuxiao= fk.CreateTriggerSkill{
name = "jbs_kl_nuxiao",
frequency = Skill.Compulsory,
anim_type = "offensive",
events = {fk.EventPhaseStart},
can_trigger = function(self, _, target, player, data)
return target:hasSkill(self.name) and player:getMark("@jbs_nuxiao-tur")>0 and target.phase == Player.Start
end,
on_use = function(self, _, target, player, data)
local room = target.room
local x=player:getMark("@jbs_nuxiao-tur")
room:setPlayerMark(player, "@jbs_nuxiao-tur", 0)
room:loseHp(player, x, self.name)
end,
refresh_events = {fk.AfterSkillEffect},
can_refresh = function(self, _, target, player, data)
return player:hasSkill(self.name) and
target and target ~= player and
target:hasSkill(data) and data.visible
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
local n = 1
for _, p in ipairs(room:getOtherPlayers(target)) do
if p:getMark("@jbs_nuxiao-tur")> 0 then
n =n+ p:getMark("@jbs_nuxiao-tur")
room:setPlayerMark(p, "@jbs_nuxiao-tur", 0)
end
end
room:addPlayerMark(target, "@jbs_nuxiao-tur", n)
end,
}
--雄豪
local xionghao = fk.CreateFilterSkill{
name = "jbskl__xionghao",
anim_type = "offensive",
card_filter = function(self, to_select, player)
return player:hasSkill(self.name) and to_select.type == Card.TypeTrick
end,
view_as = function(self, to_select)
return Fk:cloneCard("duel", to_select.suit, to_select.number)
end,
}
--天灾
local tianzai = fk.CreateTriggerSkill{
name = "jbskl__tianzai",
frequency = Skill.Compulsory,
mute=true,
events = {fk.RoundStart,fk.CardUsing, fk.CardResponding,fk.EnterDying},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self.name) then
if event == fk.RoundStart or event==fk.EnterDying then
return true
else
return target==player and data.card
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = room:printCard("jbs_kl_yibing_card", Card.Spade,13)
if event == fk.RoundStart or event==fk.EnterDying then
for i = 1, 3 do
table.insert(room.draw_pile, math.random(1, #room.draw_pile),to.id )
room:setCardArea(to.id, Card.DrawPile, nil)
end
room:notifySkillInvoked(player, "jbskl__tianzai", "special")
room:doBroadcastNotify("UpdateDrawPile", tostring(#room.draw_pile))
else
table.insert(room.draw_pile, math.random(1, #room.draw_pile),to.id )
room:setCardArea(to.id, Card.DrawPile, nil)
room:notifySkillInvoked(player, "jbskl__tianzai", "special")
room:doBroadcastNotify("UpdateDrawPile", tostring(#room.draw_pile))
end
end,
}
--圣物
local shengwu = fk.CreateTriggerSkill{
name = "jbskl__shengwu",
anim_type = "control",
frequency = Skill.Compulsory,
events = {fk.Death},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name, false, true) and data.damage and data.damage.from and not data.damage.from.dead
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = data.damage.from
local choice = math.random(1,3)
if choice == 1 then
room:setPlayerMark(to,"@@jbs_kl_ciyuanshengwu",1)
room:addPlayerMark(to,"jbs_kl_shengwu",1)
room:handleAddLoseSkills(to, "#jbskl__shengwu_ciyuan", nil, true, false)
elseif choice ==2 then
room:setPlayerMark(to,"@@jbs_kl_miejueshengwu",1)
room:addPlayerMark(to,"jbs_kl_shengwu",1)
room:handleAddLoseSkills(to, "#jbskl__shengwu_miejue", nil, true, false)
elseif choice == 3 then
room:setPlayerMark(to,"@@jbs_kl_huanmieshengwu",1)
room:addPlayerMark(to,"jbs_kl_shengwu",1)
room:handleAddLoseSkills(to, "#jbskl__shengwu_huanmie", nil, true, false)
end
end,
}
local shengwu_ciyuan= fk.CreateTriggerSkill{
name = "#jbskl__shengwu_ciyuan",
mute = true,
frequency = Skill.Compulsory,
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self.name) and player:getMark("jbs_kl_shengwu")>0 then
for _, move in ipairs(data) do
return move.to == player.id and move.toArea == Player.Hand and move.skillName ~= self.name and move.skillName ~= "zishu" and
move.skillName ~= "zhanji"
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n=player:getMark("jbs_kl_shengwu")
room:notifySkillInvoked(player, self.name, "drawcard")
player:drawCards(n,self.name)
end,
}
local shengwu_miejue = fk.CreateTriggerSkill{
name = "#jbskl__shengwu_miejue",
frequency = Skill.Compulsory,
events = {fk.CardUsing, fk.CardResponding},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self.name) and player:getMark("jbs_kl_shengwu")>0 then
return target==player and data.card
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if player.role~="lord" then
for _, p in ipairs(room:getAllPlayers()) do
if p.role=="lord" then
local cards = table.filter(p.player_cards[Player.Hand], function (id)
return not p:prohibitDiscard(Fk:getCardById(id))
end)
if #cards > 0 then
local id = table.random(cards,math.min(#cards,player:getMark("jbs_kl_shengwu")))
room:throwCard(id, self.name, p)
end
end
end
else
local targets = table.map(room:getOtherPlayers(player), function(p) return p.id end)
local to
if #targets > 0 then
to = room:getPlayerById(table.random(targets))
end
local cards = table.filter(to.player_cards[Player.Hand], function (id)
return not to:prohibitDiscard(Fk:getCardById(id))
end)
if #cards > 0 then
local id = table.random(cards,math.min(#cards,player:getMark("jbs_kl_shengwu")))
room:throwCard(id, self.name, to)
end
end
end,
}
local shengwu_huanmie = fk.CreateTriggerSkill{
name = "#jbskl__shengwu_huanmie",
frequency = Skill.Compulsory,
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self.name) and not player.dead and player:getMark("jbs_kl_shengwu")>0 and data.from and
data.from==player and not data.from.dead and not data.to.dead and data.damage and data.skillName ~= "#jbskl__shengwu_huanmie"
end,
on_use = function(self, event, target, player, data)
player.room:damage{
from = player,
to = target,
damage =player:getMark("jbs_kl_shengwu"),
skillName = self.name,
}
end,
}
--圣物more
local shengwumore = fk.CreateTriggerSkill{
name = "jbskl__shengwumore",
anim_type = "special",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and player.phase == Player.Start
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:addPlayerMark(player,"jbs_kl_shengwu",1)
end,
}
shengwumore:addRelatedSkill(shengwu_ciyuan)
shengwumore:addRelatedSkill(shengwu_miejue)
shengwumore:addRelatedSkill(shengwu_huanmie)
--极限
local jixian = fk.CreateTriggerSkill{
name = "jbskl__jixian",
anim_type = "support",
frequency = Skill.Compulsory,
events = {fk.Damage},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self.name) and target == player
end,
on_use = function(self, event, target, player, data)
player:drawCards(1)
end,
}
--雪崩
local xuebeng = fk.CreateTriggerSkill{
name = "jbskl__xuebeng",
anim_type = "defensive",
mute=true,
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self.name) then return false end
return target.phase == Player.Start
end,
on_use = function(self, event, target, player, data)
local room=player.room
local targets = table.map(room:getOtherPlayers(player), function(p) return p.id end)
if #targets>0 then
if target==player then
for _, to in ipairs(targets) do
room:setPlayerMark(room:getPlayerById(to), "@@jbs_kl__dongjie-turn", 1)
end
else
if #room.alive_players>2 then
local tar=table.random(targets,#room.alive_players-2)
for _, to in ipairs(tar) do
room:setPlayerMark(room:getPlayerById(to), "@@jbs_kl__dongjie-turn", 1)
end
end
end
end
end,
}
local jbskl_card__prohibit_sec = fk.CreateProhibitSkill{
name = "#jbskl__prohibit_sec",
prohibit_use = function(self, player, card)
return player:getMark("@@jbs_kl__dongjie-turn") > 0
end,
prohibit_response = function(self, player, card)
return player:getMark("@@jbs_kl__dongjie-turn") > 0
end,
}
local xuebeng_attack = fk.CreateTriggerSkill{
name = "#jbskl__xuebeng_attack",
frequency = Skill.Compulsory,
events = {fk.TargetSpecified},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and data.card and data.card.is_damage_card and player.room:getPlayerById(data.to):getMark("@@jbs_kl__dongjie-turn")>0
end,
on_use = function(self, event, target, player, data)
player.room:loseHp(player.room:getPlayerById(data.to), 1, self.name)
end,
}
xuebeng:addRelatedSkill(xuebeng_attack)
xuebeng:addRelatedSkill(jbskl_card__prohibit_sec)
--奸雄
local jianxiong = fk.CreateTriggerSkill{
name = "jbskl__jianxiong",
frequency = Skill.Compulsory,
anim_type = "masochism",
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and data.from
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n =math.min(player:usedSkillTimes(self.name, Player.HistoryGame), 5)
player:drawCards(n, self.name)
if not player.dead and data.card and table.every(data.card and data.card:isVirtual() and data.card.subcards or {data.card.id}, function(id)
return room:getCardArea(id) == Card.Processing end) then
local from = data.from
room:obtainCard(player.id, data.card, true, fk.ReasonJustMove)
local pskills = {}
for _, skill in ipairs(from.player_skills) do
if not string.find(skill.name, "#") then
table.insert(pskills, skill.name)
end
end
if #pskills>0 then
local choice = table.random(pskills,1)[1]
room:handleAddLoseSkills(from, "-"..choice, nil, true, false)
room:handleAddLoseSkills(player, choice, nil, true, false)
end
end
end,
}
--导演
local daoyan = fk.CreateTriggerSkill{
name = "jbskl__daoyan",
frequency = Skill.Compulsory,
anim_type = "support",
mute = true,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self.name) then return false end
return target.phase == Player.Start
end,
on_use = function(self, event, target, player, data)
local room = player.room
for i=1 ,math.min(5,player:usedSkillTimes(self.name, Player.HistoryGame)) do
local cards = player.room:getCardsFromPileByRule(".|.|.|.|.|trick")
if #cards > 0 then
room:obtainCard(player, cards[1], true, fk.ReasonJustMove)
end
end
end,
}
local daoyan_buff = fk.CreateTriggerSkill{
name = "#jbs__daoyan_buff",
anim_type = "offensive",
events = {fk.CardUsing},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name) and data.card.is_damage_card and data.card.type==Card.TypeTrick
end,
on_use = function(self, event, target, player, data)
data.extra_data = data.extra_data or {}
data.extra_data.daoyan = data.extra_data.daoyano or true
end,
refresh_events = {fk.CardUseFinished},
can_refresh = function(self, event, target, player, data)
return data.extra_data and data.extra_data.daoyan
end,
on_refresh = function(self, event, target, player, data)
data.extra_data.daoyan = false
player.room:doCardUseEffect(data)
end,
}
daoyan:addRelatedSkill(daoyan_buff)
--天佑
local tianyou = fk.CreateTriggerSkill{
name = "jbskl__tianyou",
events = {fk.HpChanged},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
return target==player and player:hasSkill(self.name) and not player.dead and player:usedSkillTimes(self.name, Player.HistoryGame)<1 and
player.hp<=player.maxHp//2 and player.hp>0
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n=player.maxHp- player.hp
room:recover({
who = player,
num = n,
recoverBy = player,
skillName = self.name,
})
for i=1 ,math.max(n//2,1) do
local targets = table.map(room:getOtherPlayers(player), function(p) return p.id end)
if #targets>0 then
local to = room:getPlayerById(table.random(targets))
room:loseHp(to, 1, self.name)
end
end
end,
}
--炸弹
local zhadan = fk.CreateTriggerSkill{
name = "jbskl__zhadan",
anim_type = "offensive",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if event==fk.EventPhaseStart then
return target.phase == Player.Start and player:hasSkill(self.name)
end
end,
on_use = function(self, event, target, player, data)
local room=player.room
local n=player.maxHp
for i=1 ,math.max(n//10,1) do
local targets = table.map(room:getOtherPlayers(player), function(p) return p.id end)
if #targets>0 then
local to = room:getPlayerById(table.random(targets))
room:damage{
from=player,
to = to,
damageType = fk.FireDamage,
damage = 1,
skillName = self.name,
}
if to.dead then return true end
local reflects=math.random(1,3)
if reflects==1 then
--[[
local skills = {}
local pskills = {}
for _, skill in ipairs(to.player_skills) do
if not string.find(skill.name, "#") then
table.insert(pskills, skill.name)
end
end
if #pskills>0 then
local choice = table.random(pskills,1)[1]
room:handleAddLoseSkills(to, "-"..choice, nil, true, false)
for _, general in ipairs(Fk:getAllGenerals()) do
for _, skill in ipairs(general.skills) do
if not player:hasSkill(skill) then
table.insertIfNeed(skills, skill.name)
end
end
end
if #skills > 0 then
local skill = table.random(skills,1)[1]
room:handleAddLoseSkills(to, skill, nil, true, false)
end
end
--]]
room:loseHp(to,1,self.name)
elseif reflects==2 then
room:changeMaxHp(player, 3)
room:recover{
who = player,
num = 3,
recoverBy = player,
skillName = self.name,
}
else
room:changeMaxHp(to, -1)
end
end
end
end,
}
--灵佑
local lingyou = fk.CreateTriggerSkill{
name = "jbskl__lingyou",
anim_type = "offensive",
frequency = Skill.Compulsory,
events = {fk.RoundStart},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self.name)
end,
on_use = function(self, event, target, player, data)
local room=player.room
local n=0
for i, m in pairs(player.mark) do
if string.find(i, "@") and i~="@jbskl_attackbuff" and i~="@jbskl_boci" and i~="@jbskl_wushiti" and i~="@jbskl__buxiu" and type(m) == "number" then
n=n+(m or 0 )
room:setPlayerMark(player, i, 0)
end
end
for i=1 ,n do
local targets = table.map(room:getOtherPlayers(player), function(p) return p.id end)
if #targets>0 then
local to = room:getPlayerById(table.random(targets))
--吸取体力
room:loseHp(to, 1, self.name)
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name,
})
if to.dead then return true end
room:changeMaxHp(to, -1)
room:changeMaxHp(player, 1)
if to.dead then return true end
end
--]]
room:addPlayerMark(player,"@jbskl_attackbuff",1)
end
end,
}
--地佑
local diyou = fk.CreateTriggerSkill{
name = "jbskl__diyou",
frequency = Skill.Compulsory,
events = {fk.HpChanged},
can_trigger = function(self, event, target, player, data)
return target:hasSkill(self.name) and target.maxHp -player.maxHp <0
end,
on_use = function(self, event, target, player, data)
local n=player.maxHp-target.maxHp
target.room:changeMaxHp(target,n)
target.room:recover({
who = target,
num =n,
recoverBy = target,
skillName = self.name,
})
end,
}
--龙息
local longxi= fk.CreateTriggerSkill{
name = "jbskl__longxi",
frequency = Skill.Compulsory,
anim_type = "offensive",
events = {fk.AfterSkillEffect},
can_trigger = function(self, _, target, player, data)
return player:hasSkill(self.name) and
target and target ~= player and
target:hasSkill(data) and data.visible
end,
on_use = function(self, _, target, player, data)
player.room:addPlayerMark(player, "@jbs_long",1)
player:drawCards(2, self.name)
end,
}
--虚空
local xukong = fk.CreateTriggerSkill{
name = "jbskl__xukong",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart,fk.GameStart,fk.EventAcquireSkill},
can_trigger = function(self, event, target, player, data)
if event==fk.EventPhaseStart then
return target.phase == Player.Finish and player:hasSkill(self.name)
elseif event == fk.EventAcquireSkill then
return target==player and data == self
else
return player:hasSkill(self.name)
end
end,
on_use = function(self, event, target, player, data)
local room=player.room
if event == fk.GameStart or event == fk.EventAcquireSkill then
for _, p in ipairs(room:getOtherPlayers(player)) do
room:handleAddLoseSkills(p, "jbskl__xukong&", nil, false, true)
end
else
room:addPlayerMark(player, "@jbskl_xukong",2)
room:changeMaxHp(player, -2)
end
end,
}
local xukong_active = fk.CreateActiveSkill{
name = "jbskl__xukong&",
anim_type = "support",
prompt="#jbskl_xukongac",
target_num = 1,
can_use = function(self, player)
return true
end,
target_filter = function(self, to_select, selected)
return #selected == 0 and to_select ~= Self.id and Fk:currentRoom():getPlayerById(to_select):hasSkill("jbskl__xukong")
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
room:loseHp(player, 1, self.name)
room:removePlayerMark(target, "@jbskl_xukong", 1)
end,
}
Fk:addSkill(xukong_active)
--不朽
local buxiu = fk.CreateTriggerSkill{
name = "jbskl__buxiu",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.DamageInflicted, fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self.name) then
if event == fk.DamageInflicted then
return true
else
return player.phase == Player.Finish and player:getMark("@jbskl__buxiu") > 0
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.DamageInflicted then
room:addPlayerMark(player, "@jbskl__buxiu", data.damage)
return true
else
local n = player:getMark("@jbskl__buxiu")
room:setPlayerMark(player, "@jbskl__buxiu", 0)
room:loseHp(player, n//2, self.name)
end
end,
}
--护甲
local shanghai = fk.CreateTriggerSkill{
name = "jbskl__shanghai",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {"fk.shieldchanged"},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name)
end,
on_use = function(self, event, target, player, data)
local room=player.room
--data.num=data.num+1
local targets=pvetool:getenemy(room)
for _, p in ipairs(targets) do
local to = room:getPlayerById(p)
room:damage{
from = player,
to = to,
damage = data.num,
skillName = self.name,
}
end
end,
}
--湮灭
local yanmie = fk.CreateTriggerSkill{
name = "jbskl__yanmie",
frequency = Skill.Compulsory,
events = {fk.DamageFinished},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self.name) then
if data.extra_data and data.extra_data.klyanmie_invoke then
return true
end
if data.to:getMark("yanmie-phase") > 0 and data.from==player then
player.room:setPlayerMark(data.to, "yanmie-phase", 0)--FIXME: 伪实现!!!
return true
end
end
end,
on_use = function(self, event, target, player, data)
player.room:loseHp(target, 1, self.name)
end,
refresh_events = {fk.PreDamage, fk.AfterSkillEffect, fk.Damaged},
can_refresh = function(self, event, target, player, data)
return true
end,
on_refresh = function(self, event, target, player, data)
if event == fk.PreDamage then
data.extra_data = data.extra_data or {}
data.extra_data.klyanmie = data.damage
player.room:setPlayerMark(data.to, "yanmie-phase", 1)--FIXME
elseif event == fk.AfterSkillEffect then
local e = player.room.logic:getCurrentEvent():findParent(GameEvent.Damage)
if e then
local dat = e.data[1]
if dat.extra_data and dat.extra_data.klyanmie and dat.damage < dat.extra_data.klyanmie then
dat.extra_data.klyanmie_invoke = true
end
end
elseif event == fk.Damaged then
player.room:setPlayerMark(data.to, "wuji-phase", 0)--FIXME
end
end,
}
--技能添加=
jbs_kl_menghuo:addSkill("huoshou")
jbs_kl_menghuo:addSkill(manwang)
jbs_kl_yuanshao:addSkill(mingmen)
jbs_kl_machao:addSkill("ex__tieji")
jbs_kl_lvbu:addSkill("wushuang")
jbs_kl_baluoka:addSkill(zhenhun)
jbs_kl_baluoka:addSkill(hunyou)
jbs_kl_sjtunshizhe:addSkill(jishi)
jbs_kl_lvmeng:addSkill("jbs__diandeng")
jbs_kl_lvmeng:addSkill("jbskl__mingyun")
jbs_kl_lvbu:addSkill("jbs__jianhao")
jbs_kl_machao:addSkill("jbs__shenjun")
jbs_kl_daqiao:addSkill("guose")
jbs_kl_daqiao:addSkill(juese)
jbs_kl_daqiao:addSkill(mingyun)
jbs_kl_peitefede:addSkill(duohun)
jbs_kl_peitefede:addSkill("jbskl__shenpan")
jbs_kl_sjtunshizhe:addSkill(shenpan)
jbs_kl_gufu:addSkill(chengzhang)
jbs_kl_gufu:addSkill(zheshe)
jbs_kl_gufu:addRelatedSkill("jbskl__shenpan")
jbs_kl_gufu:addRelatedSkill("jbskl__mingyun")
jbs_kl_gufu:addRelatedSkill("jbs__diandeng")
jbs_kl_gufu:addRelatedSkill("jbskl__jishi")
jbs_kl_tianfa:addSkill(tianfa)
jbs_kl_tianfa:addSkill(shenyou)
jbs_kl_gulong:addSkill("jbs__longwei")
jbs_kl_gulong:addSkill("jbs__longhun")
jbs_kl_juexingzhe:addSkill(juexing)
jbs_kl_yuanshen:addSkill(fanying)
jbs_kl_yuanshen1:addSkill("jbskl__fanying")
jbs_kl_yuanshen1:addSkill("jbskl__zheshe")
jbs_kl_yuanshen:addSkill("jbskl__mingyun")
jbs_kl_changyou:addSkill(nuxiao)
jbs_kl_changyou:addSkill(jixian)
jbs_kl_yanliangwenchou:addSkill(xionghao)
jbs_kl_yanliangwenchou:addSkill("jbs__jianhao")
jbs_kl_haila:addSkill(tianzai)
jbs_kl_shengwujiang:addSkill(shengwu)
jbs_kl_shengwujiangl:addSkill("jbskl__shengwu")
jbs_kl_shengwujiangl:addSkill(shengwumore)
jbs_kl_xuebeng:addSkill(xuebeng)
jbs_kl_caocao:addSkill(jianxiong)
jbs_kl_caocao:addSkill(diyou)
--jbs_kl_ygsl:addSkill(daoyan)
jbs_kl_ygsl:addSkill(tianyou)
jbs_kl_ygsl:addSkill("jbszf_daoyan")
jbs_kl_kazhakusi:addSkill(longxi)
jbs_kl_kazhakusi:addSkill("jbskl__lingyou")
jbs_kl_keli:addSkill(zhadan)
--jbs_kl_peitefede:addSkill(lingyou)
jbs_kl_sagelasi:addSkill(xukong)
jbs_kl_sagelasi:addSkill(buxiu)
jbs_kl_sagelasi:addSkill(lingyou)
jbs_kl_aoding:addSkill("jbskl__hunyou")
jbs_kl_aoding:addSkill(shanghai)
--jbs_kl_peitefede:addSkill(yanmie )
--jbs_kl_peitefede:addSkill(test)
Fk:loadTranslationTable{
["jbs_kl_menghuo"]="孟获",
["jbs_kl_machao"]="马超",
["jbs_kl_lvbu"]="吕布",
["jbs_kl_yuanshao"]="袁绍",
["jbs_kl_lvmeng"]="吕蒙",
["jbs_kl_baluoka"]="巴弗洛",
["jbs_kl_sjtunshizhe"]="时间吞噬者",
["jbs_kl_daqiao"]="大乔",
["jbs_kl_gufu"]="古夫",
["jbs_kl_peitefeide"]="佩特菲德",
["jbs_kl_tianfa"]="天罚",
["jbs_kl_gulong"]="顾龙",
["jbs_kl_juexingzhe"]="觉醒者",
["jbs_kl_changyou"]="长右",
["jbs_kl_yuanshen"]="原神",
["jbs_kl_yuanshen1"]="原神",
["jbs_kl_yanliangwenchou"]="颜良文丑",
["jbs_kl_haila"]="海拉",
["jbs_kl_shengwujiang"]="圣物酱",
["jbs_kl_shengwujianglast"]="赛·墨克斯",
["jbs_kl_caocao"]="曹操",
["jbs_kl_xuebeng"]="雪崩",
["jbs_kl_ygsl"]="尤格萨隆",
["jbs_kl_keli"]="可莉",
["jbs_kl_kazhakusi"]="卡扎库斯",
["jbs_kl_sagelasi"]="萨格拉斯",
["jbs_kl_aoding"]="奥丁",
["jbs_kl_liutang"]="刘唐",
["jbskl__manwang"]="蛮王",
["jbskl__mingmen"]="名门",
[":jbskl__mingmen"]="锁定技,出牌阶段开始时,你视为使用x张[万箭齐发](x=你已损失体力值+1)",
["jbskl__zhenhun"]="镇魂",
[":jbskl__zhenhun"]="锁定技,你第5个回合结束时,杀死所有其他玩家。",
["jbskl__juese"]="绝色",
[":jbskl__juese"]="锁定技,你回合结束时,对一名其他角色造成1点火焰伤害。",
["jbskl__jishi"]="计时",
["@jbskl__jishi"]="计时",
[":jbskl__jishi"]="锁定技,当其他角色累计使用/打出8张牌时,对当前回合角色造成2点雷电伤害,若此时不是你的回合,立即结束当前回合。",
["jbskl__yanmie"]="湮灭",
[":jbskl__yanmie"]="锁定技,你的伤害被防止时,使目标失去1点体力",
["jbskl__mingyun"]="命运",
[":jbskl__mingyun"]="锁定技,你每轮行动两个回合",
["jbskl__tianfa"]="天罚",
[":jbskl__tianfa"]="锁定技,偶数轮开始时,获得一层增伤,一层无实体和3点护甲;你的回合开始时,获得一层无实体。",
["jbskl__hunyou"]="魂佑",
[":jbskl__hunyou"]="锁定技,免疫每回合第一次伤害,每回合结束获得1点护甲",
["jbskl__duohun"]="堕魂",
[":jbskl__duohun"]="锁定技,你造成伤害时,若护甲少于目标,则获得等同于目标的护甲,否则则令目标失去等额体力;你受到伤害时,若你有护甲,则使伤害-1,否则受到伤害后获得伤害值的护甲;你的摸牌阶段摸牌数+n(n为你护甲数)",
["jbskl__chengzhang"]="成长",
["$jbskl__chengzhang1"]="成长,生命,幸福,还有朋友。",
[":jbskl__chengzhang"]="锁定技,每局游戏限2次,你处于濒死状态时,弃置所有牌,增加一定体力上限,回复所有体力并将手牌补至上限,立即结束当前回合。每次复活得到一定增益",
["jbskl__zheshe"]="折射",
[":jbskl__zheshe"]="锁定技,你受到伤害时判定:若结果不为黑色,则对伤害来源造成1点火焰伤害,否则弃置其所有手牌且本回合此技能失效。",
["@jbskl_zhenhun"]="镇魂",
["@jbskl_fanying-turn"]="反应失效",
["jbskl__shenpan"]="审判",
[":jbskl__shenpan"]="锁定技,回合开始时,审判一名角色:其进行一次判定,若结果为黑色,则对其造成1次1点伤害,否则重复该流程并令伤害次数+1.",
[":jbskl__manwang"]="锁定技,出牌阶段开始时,你视为使用x张[南蛮入侵](x=你已损失体力值)。",
["jbskl__juexing"]="觉醒",
[":jbskl__juexing"]="锁定技,每局游戏限1次,你处于濒死状态时,弃置所有牌,回复所有体力并将手牌补至上限,获得1层无实体和1层增伤",
["jbskl__shenyou"]="神佑",
[":jbskl__shenyou"]="锁定技,你受到的伤害-x(x为你本回合受伤次数)",
["jbskl__fanying"]="反应",
[":jbskl__fanying"]="锁定技,当一名角色使用或打出使用一张牌后,随机令其进行1个元素反应:<br>"..
"蒸发反应,对其造成1点火焰伤害<br>"..
"冻结反应,本回合不能再使用/打出手牌<br>"..
"感电反应,对其造成1点雷电伤害<br>"..
"融化反应,本回合【反应】失效<br>"..
"超载反应,令其翻面<br>"..
"超导反应,随机获得1个技能",
["jbs_kl_nuxiao"]="怒啸",
[":jbs_kl_nuxiao"]="锁定技,当一名角色发动技能时,其获得1点元气并将场上元气数转移给他;你的回合开始时,拥有元气的角色造成失去等同元气数的体力并清除其所有元气。",
["jbskl__xionghao"]="雄豪",
[":jbskl__xionghao"]="锁定技,你的锦囊牌视为决斗。",
["jbskl__tianzai"]="天灾",
[":jbskl__tianzai"]="锁定技,每轮开始时/你进入濒死状态时将3张【疫病】;你使用或打出1张牌时,将1张【疫病】洗入牌堆(抽到【疫病】时会失去1点体力)",
["jbskl__shengwu"]="圣物",
[":jbskl__shengwu"]="锁定技,杀死你的角色随机获得一个圣物。<br>1.次元圣物,你因其他效果获得牌时,额外摸1张牌<br>"..
"2.灭绝圣物,你使用或打出一张牌后,随机弃置敌人1张手牌<br>3.幻灭心能圣物,你因其他效果造成伤害后,额外再造成1点伤害",
["jbskl__shengwumore"]="圣物",
[":jbskl__shengwumore"]="锁定技,你拥有全部圣物。你的回合开始时,你提升以后的圣物效果。",
["jbskl__jixian"]="极限",
[":jbskl__jixian"]="锁定技,你造成伤害时,摸1张牌",
["jbskl__xuebeng"]="雪崩",
[":jbskl__xuebeng"]="锁定技,你的回合开始时,冻结所有其他角色,其他角色回合开始时,随机冻结x个其他角色(x为其他角色数-1)。当你使用伤害牌指定被冻结的角色后,使其失去1点体力。",
["jbskl__jianxiong"]="奸雄",
[":jbskl__jianxiong"]="锁定技,你受到伤害后,你可以摸一张牌,并获得伤害牌且偷取伤害来源1个技能。当你发动此技能后,摸牌数+1(至多为5)。",
["jbskl__daoyan"]="导演",
[":jbskl__daoyan"]="锁定技,每回合开始时,随机获得1张锦囊牌。当你发动此技能后,获得数+1(至多为5)。你的伤害锦囊牌额外结算一次。",
["jbskl__tianyou"]="天佑",
[":jbskl__tianyou"]="每局游戏限1次,当你的体力不高于体力上限的一半且未进入濒死状态时,回复所有体力,令其他角色随机失去总计等同于回复值/2的体力(至少为1)。",
["jbskl__zhadan"]="炸弹",
[":jbskl__zhadan"]="锁定技,回合开始时,可莉向随机敌人引爆总计x枚炸弹,每枚炸弹会对目标造成1点火焰伤害并随机执行一个额外效果:<br>1目标失去1点体力"..
"<br>2.可莉体力上限+3并恢复3点体力<br>3.减少目标1点体力上限。(x为可莉的体力上限/10,且至少为1)",
["jbskl__lingyou"]="灵佑",
[":jbskl__lingyou"]="锁定技,每轮开始时,清除你的非【增伤】/非【无实体】标记,每清除一枚,随机获得1层增伤并随机吸取对手1点体力上限",
["jbskl__diyou"]="地佑",
[":jbskl__diyou"]="锁定技,你体力变化后,若你的体力上限不为全场最高,则增加x点体力上限并回复等额体力。(x=全场体力上限最大值-你的体力上限)",
["jbskl__longxi"]="龙息",
[":jbskl__longxi"]="锁定技,当其他角色发动技能时,你获得1枚龙标记并摸1张牌。",
["jbskl__xukong"]="虚空",
[":jbskl__xukong"]="锁定技,每名玩家回合结束时,你获得2枚“虚空”标记并失去2点体力上限,其他角色出牌阶段可以失去1点体力令你弃置1枚“虚空”。",
["jbskl__buxiu"]="不朽",
[":jbskl__buxiu"]="锁定技,当你受到伤害时,防止此伤害并获得等量的“不朽”标记;结束阶段,你弃置所有的“不朽”标记并失去标记数/2的体力。",
["#jbskl__daoyan_buff"]="导演",
["jbskl__shanghai"]="铸魂",
[":jbskl__shanghai"]="锁定技,你获得护甲时,对所有玩家造成等同于护甲值的伤害。",
["@@jbs_kl__dongjie-turn"]="冻结",
["@jbskl_shenyou-turn"]="神佑",
["@jbs_nuxiao-tur"]="元气",
["@jbskl_xukong"]="虚空",
["@jbskl__buxiu"]="不朽",
["@@jbs_kl_ciyuanshengwu"]="次元圣物",
["@@jbs_kl_miejueshengwu"]="灭绝圣物",
["@@jbs_kl_huanmieshengwu"]="幻灭心能圣物",
["#jbskl__shengwu_ciyuan"]="次元圣物",
["#jbskl__shengwu_miejue"]="灭绝圣物",
["#jbskl__shengwu_huanmie"]="幻灭心能圣物",
["#jbskl__prohibit"]="冻结",
["#jbskl__prohibit_sec"]="冻结",
["#jbs__daoyan_buff"]="导演",
["#jbskl__xuebeng_attack"]="雪崩",
["jbskl__xukong&"]="虚空",
[":jbskl__xukong&"]="出牌阶段,你可以失去1点体力,使萨格拉斯失去1层【虚空】",
["#jbskl_xukongac"]="你可以失去1点体力,使萨格拉斯失去1层【虚空】",
}
return extension
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