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local extension = Package:new("forest")
extension.extensionName = "shzl"
Fk:loadTranslationTable{
["forest"] = "神话再临·林",
}
local U = require "packages/utility/utility"
local xuhuang = General(extension, "xuhuang", "wei", 4)
local duanliang = fk.CreateViewAsSkill{
name = "duanliang",
anim_type = "control",
pattern = "supply_shortage",
card_filter = function(self, to_select, selected)
return #selected == 0 and Fk:getCardById(to_select).color == Card.Black and Fk:getCardById(to_select).type ~= Card.TypeTrick
end,
view_as = function(self, cards)
if #cards ~= 1 then
return nil
end
local c = Fk:cloneCard("supply_shortage")
c.skillName = self.name
c:addSubcard(cards[1])
return c
end,
}
local duanliang_targetmod = fk.CreateTargetModSkill{
name = "#duanliang_targetmod",
distance_limit_func = function(self, player, skill)
if player:hasSkill(self) and skill.name == "supply_shortage_skill" then
return 1
end
end,
}
duanliang:addRelatedSkill(duanliang_targetmod)
xuhuang:addSkill(duanliang)
Fk:loadTranslationTable{
["xuhuang"] = "徐晃",
["#xuhuang"] = "周亚夫之风",
["illustrator:xuhuang"] = "Tuu.",
["duanliang"] = "断粮",
[":duanliang"] = "你可以将一张黑色基本牌或黑色装备牌当【兵粮寸断】使用;你可以对距离为2的角色使用【兵粮寸断】。",
["$duanliang1"] = "截其源,断其粮,贼可擒也。",
["$duanliang2"] = "人是铁,饭是钢。",
["~xuhuang"] = "一顿不吃饿得慌。",
}
local caopi = General(extension, "caopi", "wei", 3)
local xingshang = fk.CreateTriggerSkill{
name = "xingshang",
anim_type = "drawcard",
events = {fk.Death},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and not target:isNude()
end,
on_use = function(self, event, target, player, data)
local room = player.room
local cards_id = target:getCardIds{Player.Hand, Player.Equip}
room:obtainCard(player.id, cards_id, false, fk.ReasonPrey)
end,
}
local fangzhu = fk.CreateTriggerSkill{
name = "fangzhu",
anim_type = "masochism",
events = {fk.Damaged},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self)
end,
on_cost = function(self, event, target, player, data)
local to = player.room:askForChoosePlayers(player, table.map(player.room:getOtherPlayers(player), function(p)
return p.id end), 1, 1, "#fangzhu-choose:::"..player:getLostHp(), self.name, true)
if #to > 0 then
self.cost_data = to[1]
return true
end
end,
on_use = function(self, event, target, player, data)
local to = player.room:getPlayerById(self.cost_data)
to:turnOver()
if not to.dead and player:getLostHp() > 0 then
to:drawCards(player:getLostHp(), self.name)
end
end,
}
local songwei = fk.CreateTriggerSkill{
name = "songwei$",
events = {fk.FinishJudge},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and target ~= player and target.kingdom == "wei" and data.card.color == Card.Black
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(target, self.name, nil, "#songwei-invoke:"..player.id)
end,
on_use = function(self, event, target, player, data)
player:drawCards(1, self.name)
end,
}
caopi:addSkill(xingshang)
caopi:addSkill(fangzhu)
caopi:addSkill(songwei)
Fk:loadTranslationTable{
["caopi"] = "曹丕",
["#caopi"] = "霸业的继承者",
["cv:caopi"] = "曹真",
["illustrator:caopi"] = "SoniaTang",
["xingshang"] = "行殇",
[":xingshang"] = "当其他角色死亡时,你可以获得其所有牌。",
["fangzhu"] = "放逐",
[":fangzhu"] = "当你受到伤害后,你可以令一名其他角色翻面,然后其摸X张牌(X为你已损失的体力值)。",
["songwei"] = "颂威",
[":songwei"] = "主公技,当其他魏势力角色的判定结果确定后,若为黑色,其可令你摸一张牌。",
["#fangzhu-choose"] = "放逐:你可以令一名其他角色翻面,然后其摸%arg张牌",
["#songwei-invoke"] = "颂威:你可以令 %src 摸一张牌",
["$xingshang1"] = "我的是我的,你的还是我的。",
["$xingshang2"] = "来,管杀还管埋!",
["$fangzhu1"] = "死罪可免,活罪难赦!",
["$fangzhu2"] = "给我翻过来!",
["$songwei1"] = "千秋万载,一统江山!",
["$songwei2"] = "仙福永享,寿与天齐!",
["~caopi"] = "子建,子建……",
}
local menghuo = General(extension, "menghuo", "shu", 4)
local huoshou = fk.CreateTriggerSkill{
name = "huoshou",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.PreCardEffect, fk.TargetSpecified},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and data.card.trueName == "savage_assault" then
if event == fk.PreCardEffect then
return player.id == data.to
else
return target ~= player and data.firstTarget
end
end
end,
on_use = function(self, event, target, player, data)
if event == fk.PreCardEffect then
return true
else
data.extra_data = data.extra_data or {}
data.extra_data.huoshou = player.id
end
end,
refresh_events = {fk.PreDamage},
can_refresh = function(self, event, target, player, data)
if data.card and data.card.trueName == "savage_assault" then
local e = player.room.logic:getCurrentEvent():findParent(GameEvent.UseCard)
if e then
local use = e.data[1]
return use.extra_data and use.extra_data.huoshou
end
end
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
local e = room.logic:getCurrentEvent():findParent(GameEvent.UseCard)
if e then
local use = e.data[1]
data.from = room:getPlayerById(use.extra_data.huoshou)
end
end,
}
local zaiqi = fk.CreateTriggerSkill{
name = "zaiqi",
anim_type = "support",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Draw and player:isWounded()
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n = player:getLostHp()
local cards = room:getNCards(n)
room:moveCards{
ids = cards,
toArea = Card.Processing,
moveReason = fk.ReasonJustMove,
skillName = self.name,
proposer = player.id,
}
room:delay(2000)
local hearts, to_get = {}, {}
for _, id in ipairs(cards) do
if Fk:getCardById(id).suit == Card.Heart then
table.insert(hearts, id)
else
table.insert(to_get, id)
end
end
if #hearts > 0 then
if player:isWounded() then
room:recover({
who = player,
num = math.min(#hearts, player:getLostHp()),
recoverBy = player,
skillName = self.name,
})
end
room:moveCards{
ids = hearts,
toArea = Card.DiscardPile,
moveReason = fk.ReasonPutIntoDiscardPile,
skillName = self.name,
}
end
if #to_get > 0 and not player.dead then
room:obtainCard(player.id, to_get, true, fk.ReasonJustMove)
end
cards = table.filter(cards, function (id)
return room:getCardArea(id) == Card.Processing
end)
if #cards > 0 then
room:moveCardTo(cards, Card.DiscardPile, nil, fk.ReasonJustMove, self.name)
end
return true
end,
}
menghuo:addSkill(huoshou)
menghuo:addSkill(zaiqi)
Fk:loadTranslationTable{
["menghuo"] = "孟获",
["#menghuo"] = "南蛮王",
["illustrator:menghuo"] = "废柴男",
["huoshou"] = "祸首",
[":huoshou"] = "锁定技,【南蛮入侵】对你无效;当其他角色使用【南蛮入侵】指定目标后,你代替其成为此牌造成的伤害的来源。",
["zaiqi"] = "再起",
[":zaiqi"] = "摸牌阶段,若你已受伤,你可以放弃摸牌,改为亮出牌堆顶X张牌(X为你已损失体力值),你将其中的<font color='red'>♥</font>牌置入弃牌堆"..
"并回复等量体力,获得其余的牌。",
["$huoshou1"] = "背黑锅我来,送死?你去!",
["$huoshou2"] = "通通算我的!",
["$zaiqi1"] = "丞相助我!",
["$zaiqi2"] = "起!",
["~menghuo"] = "七纵之恩……来世……再报了……",
}
local zhurong = General(extension, "zhurong", "shu", 4, 4, General.Female)
local juxiang = fk.CreateTriggerSkill{
name = "juxiang",
anim_type = "defensive",
frequency = Skill.Compulsory,
events = {fk.PreCardEffect, fk.CardUseFinished},
can_trigger = function(self, event, target, player, data)
if not (player:hasSkill(self) and data.card and data.card.trueName == "savage_assault") then return end
if event == fk.PreCardEffect then
return data.to == player.id
else
return target ~= player and U.hasFullRealCard(player.room, data.card)
end
end,
on_use = function(self, event, target, player, data)
if event == fk.PreCardEffect then
return true
else
player.room:obtainCard(player, data.card, true, fk.ReasonJustMove)
end
end,
}
local lieren = fk.CreateTriggerSkill{
name = "lieren",
anim_type = "offensive",
events = {fk.Damage},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and data.card and data.card.trueName == "slash" and
not data.to.dead and player:canPindian(data.to) and not data.chain
end,
on_use = function(self, event, target, player, data)
local room = player.room
local pindian = player:pindian({data.to}, self.name)
if pindian.results[data.to.id].winner == player and not data.to:isNude() then
local card = room:askForCardChosen(player, data.to, "he", self.name)
room:obtainCard(player, card, false, fk.ReasonPrey)
end
end,
}
zhurong:addSkill(juxiang)
zhurong:addSkill(lieren)
Fk:loadTranslationTable{
["zhurong"] = "祝融",
["#zhurong"] = "野性的女王",
["cv:zhurong"] = "水原",
["illustrator:zhurong"] = "废柴男",
["juxiang"] = "巨象",
[":juxiang"] = "锁定技,【南蛮入侵】对你无效;其他角色使用的【南蛮入侵】结算结束后,你获得之。",
["lieren"] = "烈刃",
[":lieren"] = "当你使用【杀】对一个目标造成伤害后,你可以与其拼点,若你赢,你获得其一张牌。",
["$juxiang1"] = "大王,看我的。",
["$juxiang2"] = "小小把戏~",
["$lieren1"] = "亮兵器吧。",
["$lieren2"] = "尝尝我飞刀的厉害!",
["~zhurong"] = "大王,我……先走一步了……",
}
local yinghun = fk.CreateTriggerSkill{
name = "yinghun",
anim_type = "drawcard",
mute = true,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Start and player:isWounded()
end,
on_cost = function(self, event, target, player, data)
local to = player.room:askForChoosePlayers(player, table.map(player.room:getOtherPlayers(player), function (p)
return p.id end), 1, 1, "#yinghun-choose:::"..player:getLostHp()..":"..player:getLostHp(), self.name, true)
if #to > 0 then
self.cost_data = to[1]
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local to = room:getPlayerById(self.cost_data)
local n = player:getLostHp()
local choice = room:askForChoice(player, {"#yinghun-draw:::" .. n, "#yinghun-discard:::" .. n}, self.name)
if choice:startsWith("#yinghun-draw") then
player:broadcastSkillInvoke(self.name, 1)
room:notifySkillInvoked(player, self.name, "support")
to:drawCards(n, self.name)
room:askForDiscard(to, 1, 1, true, self.name, false)
else
player:broadcastSkillInvoke(self.name, 2)
room:notifySkillInvoked(player, self.name, "control")
to:drawCards(1, self.name)
room:askForDiscard(to, n, n, true, self.name, false)
end
end,
}
local sunjian = General:new(extension, "sunjian", "wu", 4)
sunjian:addSkill(yinghun)
Fk:loadTranslationTable{
["sunjian"] = "孙坚",
["#sunjian"] = "武烈帝",
["illustrator:sunjian"] = "LiuHeng",
["yinghun"] = "英魂",
[":yinghun"] = "准备阶段,若你已受伤,你可以选择一名其他角色并选择一项:1.令其摸X张牌,然后弃置一张牌;2.令其摸一张牌,然后弃置X张牌(X为你已损失的体力值)。",
["#yinghun-choose"] = "英魂:你可以令一名其他角色:摸%arg张牌然后弃置一张牌,或摸一张牌然后弃置%arg2张牌",
["#yinghun-draw"] = "摸%arg张牌,弃置1张牌",
["#yinghun-discard"] = "摸1张牌,弃置%arg张牌",
["$yinghun1"] = "以吾魂魄,保佑吾儿之基业。",
["$yinghun2"] = "不诛此贼三族,则吾死不瞑目!",
["~sunjian"] = "有埋伏,啊……",
}
local lusu = General(extension, "lusu", "wu", 3)
local haoshi = fk.CreateTriggerSkill{
name = "haoshi",
anim_type = "drawcard",
events = {fk.DrawNCards},
on_use = function(self, event, target, player, data)
data.n = data.n + 2
end,
}
local haoshi_delay = fk.CreateTriggerSkill{
name = "#haoshi_delay",
events = {fk.AfterDrawNCards},
mute = true,
can_trigger = function(self, event, target, player, data)
return not player.dead and player:usedSkillTimes(haoshi.name, Player.HistoryPhase) > 0 and
#player.player_cards[Player.Hand] > 5 and #player.room.alive_players > 1
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
local x = player:getHandcardNum() // 2
local targets = {}
local n = 0
for _, p in ipairs(room.alive_players) do
if p ~= player then
if #targets == 0 then
table.insert(targets, p.id)
n = p:getHandcardNum()
else
if p:getHandcardNum() < n then
targets = {p.id}
n = p:getHandcardNum()
elseif p:getHandcardNum() == n then
table.insert(targets, p.id)
end
end
end
end
local tos, cards = room:askForChooseCardsAndPlayers(player, x, x, targets, 1, 1,
".|.|.|hand", "#haoshi-give:::" .. x, "haoshi", false)
room:moveCardTo(cards, Card.PlayerHand, room:getPlayerById(tos[1]), fk.ReasonGive, "haoshi", nil, false, player.id)
end,
}
local dimeng = fk.CreateActiveSkill{
name = "dimeng",
anim_type = "control",
card_num = 0,
target_num = 2,
prompt = "#dimeng",
can_use = function(self, player)
return player:usedSkillTimes(self.name) == 0 and #Fk:currentRoom().alive_players > 2
end,
card_filter = Util.FalseFunc,
target_filter = function(self, to_select, selected, selected_cards)
if to_select == Self.id or #selected > 1 then return false end
if #selected == 0 then
return true
else
local target1 = Fk:currentRoom():getPlayerById(to_select)
local target2 = Fk:currentRoom():getPlayerById(selected[1])
local num, num2 = target1:getHandcardNum(), target2:getHandcardNum()
if num == 0 and num2 == 0 then
return false
end
local x = #table.filter(Self:getCardIds({Player.Hand, Player.Equip}), function(cid) return not Self:prohibitDiscard(Fk:getCardById(cid)) end)
return math.abs( num - num2 ) <= x
end
end,
--[[
feasible = function (self, selected, selected_cards)
return #selected == 2 and
math.abs(Fk:currentRoom():getPlayerById(selected[1]):getHandcardNum() - Fk:currentRoom():getPlayerById(selected[2]):getHandcardNum()) == #selected_cards
end,
]]
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target1 = room:getPlayerById(effect.tos[1])
local target2 = room:getPlayerById(effect.tos[2])
local num = math.abs(target1:getHandcardNum() - target2:getHandcardNum())
if num > 0 then
room:askForDiscard(player, num, num, true, self.name, false, nil, "#dimeng-discard:" .. effect.tos[1] .. ":" .. effect.tos[2] .. ":" .. num)
end
U.swapHandCards(room, player, target1, target2, self.name)
end,
}
haoshi:addRelatedSkill(haoshi_delay)
lusu:addSkill(haoshi)
lusu:addSkill(dimeng)
Fk:loadTranslationTable{
["lusu"] = "鲁肃",
["#lusu"] = "独断的外交家",
["illustrator:lusu"] = "LiuHeng",
["haoshi"] = "好施",
[":haoshi"] = "摸牌阶段,你可以多摸两张牌,然后若你的手牌数大于5,你将半数(向下取整)手牌交给手牌牌最少的一名其他角色。",
["dimeng"] = "缔盟",
[":dimeng"] = "出牌阶段限一次,你可以选择两名其他角色并弃置X张牌(X为这些角色手牌数差),令这两名角色交换手牌。",
["#haoshi-give"] = "好施:将%arg张手牌交给手牌最少的一名其他角色",
["#haoshi_delay"] = "好施",
["#dimeng"] = "缔盟:选择两名其他角色,点击“确定”后,选择与其手牌数之差等量的牌,这两名角色交换手牌",
["#dimeng-discard"] = "缔盟:弃置 %arg 张牌,交换%src和%dest的手牌",
["$haoshi1"] = "拿去拿去,莫跟哥哥客气!",
["$haoshi2"] = "来来来,见面分一半。",
["$dimeng1"] = "以和为贵,以和为贵。",
["$dimeng2"] = "合纵连横,方能以弱胜强。",
["~lusu"] = "此联盟已破,吴蜀休矣……",
}
local dongzhuo = General(extension, "dongzhuo", "qun", 8)
local jiuchi = fk.CreateViewAsSkill{
name = "jiuchi",
anim_type = "offensive",
pattern = "analeptic",
card_filter = function(self, to_select, selected)
return #selected == 0 and Fk:getCardById(to_select).suit == Card.Spade and Fk:currentRoom():getCardArea(to_select) ~= Player.Equip
end,
view_as = function(self, cards)
if #cards ~= 1 then return nil end
local c = Fk:cloneCard("analeptic")
c.skillName = self.name
c:addSubcard(cards[1])
return c
end,
}
local roulin = fk.CreateTriggerSkill{
name = "roulin",
anim_type = "offensive",
frequency = Skill.Compulsory,
events = {fk.TargetSpecified, fk.TargetConfirmed},
can_trigger = function(self, event, target, player, data)
if not (target == player and player:hasSkill(self) and data.card.trueName == "slash") then return end
return player.room:getPlayerById(event == fk.TargetSpecified and data.to or data.from):isFemale()
end,
on_use = function(self, event, target, player, data)
data.fixedResponseTimes = data.fixedResponseTimes or {}
data.fixedResponseTimes["jink"] = 2
end,
}
local benghuai = fk.CreateTriggerSkill{
name = "benghuai",
anim_type = "negative",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self) and player.phase == Player.Finish and
table.find(player.room.alive_players, function(p) return p.hp < player.hp end)
end,
on_use = function(self, event, target, player, data)
local room = player.room
local choice = room:askForChoice(player, {"loseMaxHp", "loseHp"}, self.name)
if choice == "loseMaxHp" then
room:changeMaxHp(player, -1)
else
room:loseHp(player, 1, self.name)
end
end,
}
local baonue = fk.CreateTriggerSkill{
name = "baonue$",
anim_type = "support",
events = {fk.Damage},
can_trigger = function(self, event, target, player, data)
return target and player:hasSkill(self) and target ~= player and target.kingdom == "qun" and not target.dead
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(target, self.name, nil, "#baonue-invoke:"..player.id)
end,
on_use = function(self, event, target, player, data)
local room = player.room
local judge = {
who = target,
reason = self.name,
pattern = ".|.|spade",
}
room:judge(judge)
if judge.card.suit == Card.Spade and player:isWounded() and not player.dead then
room:recover({
who = player,
num = 1,
recoverBy = target,
skillName = self.name
})
end
end
}
dongzhuo:addSkill(jiuchi)
dongzhuo:addSkill(roulin)
dongzhuo:addSkill(benghuai)
dongzhuo:addSkill(baonue)
Fk:loadTranslationTable{
["dongzhuo"] = "董卓",
["#dongzhuo"] = "魔王",
["illustrator:dongzhuo"] = "小冷",
["cv:dongzhuo"] = "九命黑猫",
["jiuchi"] = "酒池",
[":jiuchi"] = "你可以将一张♠手牌当【酒】使用。",
["roulin"] = "肉林",
[":roulin"] = "锁定技,你对女性角色使用【杀】,或女性角色对你使用【杀】均需两张【闪】才能抵消。",
["benghuai"] = "崩坏",
[":benghuai"] = "锁定技,结束阶段,若你不是体力值最小的角色,你选择:1.减1点体力上限;2.失去1点体力。",
["baonue"] = "暴虐",
[":baonue"] = "主公技,其他群雄角色造成伤害后,其可以判定,若结果为♠,你回复1点体力。",
["loseMaxHp"] = "减1点体力上限",
["loseHp"] = "失去1点体力",
["#baonue-invoke"] = "暴虐:你可以判定,若为♠,%src 回复1点体力",
["$jiuchi1"] = "呃……再来……一壶……",
["$jiuchi2"] = "好酒!好酒!",
["$roulin1"] = "美人儿,来,香一个~~",
["$roulin2"] = "食色,性也~~",
["$benghuai1"] = "我是不是该减肥了?",
["$benghuai2"] = "呃……",
["$baonue1"] = "顺我者昌,逆我者亡!",
["$baonue2"] = "哈哈哈哈!",
["~dongzhuo"] = "汉室衰弱,非我一人之罪。",
}
local jiaxu = General(extension, "jiaxu", "qun", 3)
local wansha = fk.CreateTriggerSkill{
name = "wansha",
anim_type = "offensive",
frequency = Skill.Compulsory,
refresh_events = {fk.EnterDying},
can_refresh = function(self, event, target, player, data)
return player:hasSkill(self) and player.phase ~= Player.NotActive and table.contains(player.player_skills, self)
end,
on_refresh = function(self, event, target, player, data)
player.room:notifySkillInvoked(player, self.name)
player:broadcastSkillInvoke(self.name)
end,
}
local wansha_prohibit = fk.CreateProhibitSkill{
name = "#wansha_prohibit",
prohibit_use = function(self, player, card)
if card.name == "peach" and not player.dying then
return table.find(Fk:currentRoom().alive_players, function(p)
return p.phase ~= Player.NotActive and p:hasSkill(wansha) and p ~= player and table.contains(p.player_skills, wansha)
end)
end
end,
}
wansha:addRelatedSkill(wansha_prohibit)
local luanwu = fk.CreateActiveSkill{
name = "luanwu",
anim_type = "offensive",
card_num = 0,
target_num = 0,
frequency = Skill.Limited,
can_use = function(self, player)
return player:usedSkillTimes(self.name, Player.HistoryGame) == 0
end,
card_filter = Util.FalseFunc,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local targets = room:getOtherPlayers(player)
room:doIndicate(player.id, table.map(targets, Util.IdMapper))
for _, target in ipairs(targets) do
if not target.dead then
local other_players = table.filter(room:getOtherPlayers(target, false), function(p) return not p:isRemoved() end)
local luanwu_targets = table.map(table.filter(other_players, function(p2)
return table.every(other_players, function(p1)
return target:distanceTo(p1) >= target:distanceTo(p2)
end)
end), Util.IdMapper)
local use = room:askForUseCard(target, "slash", "slash", "#luanwu-use", true, {include_targets = luanwu_targets, bypass_times = true})
if use then
use.extraUse = true
room:useCard(use)
else
room:loseHp(target, 1, self.name)
end
end
end
end,
}
local weimu = fk.CreateProhibitSkill{
name = "weimu",
frequency = Skill.Compulsory,
is_prohibited = function(self, from, to, card)
return to:hasSkill(self) and card.type == Card.TypeTrick and card.color == Card.Black
end,
}
jiaxu:addSkill(wansha)
jiaxu:addSkill(luanwu)
jiaxu:addSkill(weimu)
Fk:loadTranslationTable{
["jiaxu"] = "贾诩",
["#jiaxu"] = "冷酷的毒士",
["illustrator:jiaxu"] = "KayaK",
["designer:jiaxu"] = "KayaK",
["wansha"] = "完杀",
[":wansha"] = "锁定技,除进行濒死流程的角色以外的其他角色于你的回合内不能使用【桃】。",
["luanwu"] = "乱武",
[":luanwu"] = "限定技,出牌阶段,你可选择所有其他角色,这些角色各需对包括距离最小的另一名角色在内的角色使用【杀】,否则失去1点体力。",
["weimu"] = "帷幕",
[":weimu"] = "锁定技,你不是黑色锦囊牌的合法目标。",
["#luanwu-use"] = "乱武:你需要对距离最近的一名角色使用一张【杀】,否则失去1点体力",
["$wansha1"] = "神仙难救,神仙难救啊。",
["$wansha2"] = "我要你三更死,谁敢留你到五更!",
["$luanwu1"] = "哼哼哼……坐山观虎斗!",
["$luanwu2"] = "哭喊吧,哀求吧,挣扎吧,然后,死吧!",
["$weimu1"] = "此计伤不到我。",
["$weimu2"] = "你奈我何?",
["~jiaxu"] = "我的时辰……也到了……",
}
return extension
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