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rfenghou_west2.lua 23.23 KB
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张大北 提交于 2024-12-18 19:36 . 加强该隐哥
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local extension = Package("rfenghou_west2")
extension.extensionName = "aaa_fenghou"
local U = require "packages/utility/utility"
local RUtil = require "packages/aaa_fenghou/utility/rfenghou_util"
Fk:loadTranslationTable{
["rfenghou_west2"] = "诸西2",
}
local eden = General(extension, "rfenghou__eden", "west", 4, 4, General.Female)
local rfenghou__tianzhuding = fk.CreateTriggerSkill{
name = "rfenghou__tianzhuding",
events = {fk.GameStart},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self)
end,
on_use = function(self, event, target, player, data)
local room = player.room
local list = RUtil.rollDice(6, 4)
local chosen = {}
for i = 1, 5 do
local choice = tonumber(room:askForChoice(player, table.map(list, function(n) return tostring(n) end), self.name, "#rfenghou__tianzhuding-choice:::rfenghou__tianzhuding"..i))
table.insert(chosen, choice)
table.removeOne(list, choice)
end
local maxHp = table.remove(chosen, 1)
room:setPlayerMark(player, "@rfenghou__tianzhuding", table.concat(chosen, ","))
room:changeMaxHp(player, maxHp - player.maxHp)
end,
}
local rfenghou__tianzhuding_delay = fk.CreateTriggerSkill{
name = "#rfenghou__tianzhuding_delay",
priority = 1.1,
mute = true,
events = {fk.Damaged, fk.DrawNCards},
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if player == target and player:getMark("@rfenghou__tianzhuding") ~= 0 then
if event == fk.Damaged and player:getMark("rfenghou__tianzhuding_draw-round") ~= 0 then return false end
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local split = player:getMark("@rfenghou__tianzhuding"):split(",")
if event == fk.DrawNCards then
data.n = tonumber(split[1])
else
room:setPlayerMark(player, "rfenghou__tianzhuding_draw-round", 1)
player:drawCards(tonumber(split[2]), "rfenghou__tianzhuding")
end
end,
}
rfenghou__tianzhuding:addRelatedSkill(rfenghou__tianzhuding_delay)
local rfenghou__tianzhuding_maxcards = fk.CreateMaxCardsSkill{
name = "#rfenghou__tianzhuding_maxcards",
correct_func = function(self, player)
local mark = player:getMark("@rfenghou__tianzhuding")
if mark ~= 0 then
return tonumber(mark:split(",")[4])
end
end,
}
rfenghou__tianzhuding:addRelatedSkill(rfenghou__tianzhuding_maxcards)
local rfenghou__tianzhuding_attackrange = fk.CreateAttackRangeSkill{
name = "#rfenghou__tianzhuding_attackrange",
correct_func = function (self, player, to)
local mark = player:getMark("@rfenghou__tianzhuding")
if mark ~= 0 then
return tonumber(mark:split(",")[3])
end
end,
}
rfenghou__tianzhuding:addRelatedSkill(rfenghou__tianzhuding_attackrange)
eden:addSkill(rfenghou__tianzhuding)
Fk:loadTranslationTable{
["rfenghou__eden"] = "伊甸",
["#rfenghou__eden"] = "",
["designer:rfenghou__eden"] = "cyc",
["illustrator:rfenghou__eden"] = "",
["rfenghou__tianzhuding"] = "天注定",
[":rfenghou__tianzhuding"] = "锁定技,游戏开始时,你抽取六个1-4之间的随机数,然后你选择其中五个,将其依次规定为你本局的:体力上限、摸牌阶段额定摸牌数、每轮首次受到伤害后的摸牌数、初始攻击范围、手牌上限加值。",
["#rfenghou__tianzhuding-choice"] = "天注定:请选择1个骰子数作为你的 %arg",
["@rfenghou__tianzhuding"] = "天注定",
["#rfenghou__tianzhuding_delay"] = "天注定",
["rfenghou__tianzhuding1"] = "体力上限",
["rfenghou__tianzhuding2"] = "额定摸牌数",
["rfenghou__tianzhuding3"] = "受伤摸牌数",
["rfenghou__tianzhuding4"] = "攻击范围初值",
["rfenghou__tianzhuding5"] = "手牌上限加值",
}
local error_eden = General(extension, "rfenghou__error_eden", "west", 4, 4, General.Female)
local errorSkill = fk.CreateTriggerSkill{
name = "rfenghou__cuowuji",
events = {fk.Damaged, fk.Damage},
anim_type = "negative",
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self) then
if event == fk.Damaged then
return data.from and data.from ~= player and not player:isAllNude()
else
local damageEvent = player.room.logic:getActualDamageEvents(1, function(e) return e.data[1].from == player end)[1]
return damageEvent and damageEvent.data[1] == data
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.Damaged then
local cards = player:getCardIds("hej")
room:recastCard(cards, player, self.name)
else
for _, p in ipairs(room:getAlivePlayers()) do
if not p.dead and (p.general == "rfenghou__error_eden" or p.deputyGeneral == "rfenghou__error_eden") then
p:drawCards(1, self.name)
end
end
if not data.to.dead then
room:handleAddLoseSkills(data.to, self.name)
end
end
end,
}
error_eden:addSkill(errorSkill)
Fk:loadTranslationTable{
["rfenghou__error_eden"] = "堕化伊甸",
["#rfenghou__error_eden"] = "",
["designer:rfenghou__error_eden"] = "cyc",
["illustrator:rfenghou__error_eden"] = "",
["rfenghou__cuowuji"] = "错误技",
[":rfenghou__cuowuji"] = "锁定技,你受到其他角色造成的伤害后,重铸区域内的所有牌。你每回合首次造成伤害后,“堕化伊甸”摸一张牌,然后若受伤角色没有〖错误技〗,其获得之。",
}
local eve = General(extension, "rfenghou__eve", "west", 3, 4, General.Female)
local TabooGate = fk.CreateTriggerSkill{
name = "rfenghou__jinjizhimen",
events = {fk.RoundStart, fk.AfterCardsMove},
anim_type = "defensive",
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self) then return false end
if event == fk.RoundStart then return true end
local ids = {}
for _, move in ipairs(data) do
if move.from == player.id then
if move.moveReason ~= fk.ReasonUse and not (move.moveReason == fk.ReasonDiscard and move.proposer == player.id) then
for _, info in ipairs(move.moveInfo) do
if info.fromArea == Player.Hand and not table.contains(player.player_cards[Player.Hand], info.cardId) then
if Fk:getCardById(info.cardId):getMark("@@rfenghou__jinjizhimen") == player.id then
table.insert(ids, info.cardId)
end
end
end
end
end
end
if #ids > 0 then
self.cost_data = {cards = ids}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
if event == fk.RoundStart then
local cardInfo = room:getTag("rfenghou__jinjizhimen_peachInfo")
if cardInfo == nil then
cardInfo = {}
for _, card in ipairs(Fk.cards) do
if card.name == "peach" then
table.insert(cardInfo, {card.suit, card.number})
end
end
room:setTag("rfenghou__jinjizhimen_peachInfo", cardInfo)
end
cardInfo = table.random(cardInfo)
local card = room:printCard("peach", cardInfo[1], cardInfo[2])
room:addTableMark(player, "rfenghou__jinjizhimen_record", card.id)
room:setCardMark(card, "@@rfenghou__jinjizhimen", player.id)
room:moveCardTo(card, Card.PlayerHand, player, fk.ReasonJustMove, self.name, "", true)
else
room:delay(400)
room:moveCardTo(self.cost_data.cards, Card.PlayerHand, player, fk.ReasonJustMove, self.name, "", true)
end
end,
}
local TabooGate_maxcards = fk.CreateMaxCardsSkill{
name = "#rfenghou__jinjizhimen_maxcards",
exclude_from = function(self, player, card)
return card and card:getMark("@@rfenghou__jinjizhimen") == player.id and player:hasSkill(TabooGate)
end,
}
TabooGate:addRelatedSkill(TabooGate_maxcards)
local TabooGate_draw = fk.CreateTriggerSkill{
name = "#rfenghou__jinjizhimen_draw",
anim_type = "drawcard",
main_skill = TabooGate,
priority = 0.99,
frequency = Skill.Compulsory,
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(TabooGate) and table.find(player:getCardIds("h"), function (id)
return Fk:getCardById(id):getMark("@@rfenghou__jinjizhimen") == player.id
end) ~= nil then
for _, move in ipairs(data) do
if #move.moveInfo > 1 and ((move.from == player.id and move.to ~= player.id) or
(move.to == player.id and move.toArea == Card.PlayerHand)) then
return true
end
end
end
end,
on_use = function(self, event, target, player, data)
player:drawCards(1, TabooGate.name)
end,
}
TabooGate:addRelatedSkill(TabooGate_draw)
eve:addSkill(TabooGate)
local EternalCurse = fk.CreateTriggerSkill{
name = "rfenghou__yonghengzhizhou",
anim_type = "offensive",
frequency = Skill.Compulsory,
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and player.phase == Player.Play and target == player
end,
on_use = function(self, event, target, player, data)
local room = player.room
local x = math.max(#table.filter(player:getTableMark("rfenghou__jinjizhimen_record"), function (id)
return not table.contains(player.player_cards[Player.Hand], id)
end), 1)
for i = 1, x do
local tos = room:askForChoosePlayers(player, table.map(room.alive_players, Util.IdMapper), 1, 1,
"#rfenghou__yonghengzhizhou-choose:::"..i..":"..x, self.name, false)
local to = room:getPlayerById(tos[1])
room:damage{from = player, to = to, damage = 1, skillName = self.name}
if not to.dead then
local cards = table.filter(table.connect(room.draw_pile, room.discard_pile), function (id)
return Fk:getCardById(id).is_damage_card
end)
if #cards > 0 then
room:moveCardTo(table.random(cards, 2), Card.PlayerHand, to, fk.ReasonJustMove, self.name, "", true)
end
end
if player.dead then return end
end
end,
}
eve:addSkill(EternalCurse)
Fk:loadTranslationTable{
["rfenghou__eve"] = "夏娃",
["#rfenghou__eve"] = "",
["designer:rfenghou__eve"] = "cyc",
["illustrator:rfenghou__eve"] = "",
["rfenghou__jinjizhimen"] = "禁忌之门",
[":rfenghou__jinjizhimen"] = "锁定技,每轮开始时,你获得一张不计入手牌上限的【桃】,当此牌不因使用且不因主动弃置而离开你的手牌区后,你收回之。"..
"<br>若你持有以此法获得的【桃】,你一次性获得或失去至少两张牌后,摸一张牌。",
["@@rfenghou__jinjizhimen"] = "禁忌之门",
["#rfenghou__jinjizhimen_draw"] = "禁忌之门",
["rfenghou__yonghengzhizhou"] = "永恒之咒",
[":rfenghou__yonghengzhizhou"] = "锁定技,出牌阶段开始时,你执行X次:对一名角色造成1点伤害,然后其随机获得两张伤害牌。(X为你曾因〖禁忌之门〗获得的【桃】不在手牌中的张数,至少为1)",
["#rfenghou__yonghengzhizhou-choose"] = "永恒之咒:对一名角色造成1点伤害,令其获得两张伤害牌(第%arg次,共%arg2次)",
}
local azazel = General(extension, "rfenghou__azazel", "west", 4)
local angerPour = fk.CreateTriggerSkill{
name = "rfenghou__fenhenqingxie",
events = {fk.EventPhaseStart},
priority = 1.01, -- 更改阶段内容的技能理应时机更早……
anim_type = "offensive",
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and target == player and table.contains({Player.Draw, Player.Play, Player.Discard}, player.phase)
and player:usedSkillTimes(self.name) < (1 + player:getMark("@rfenghou__emokuangnu"))
end,
on_cost = function (self, event, target, player, data)
local room = player.room
local card = Fk:cloneCard("hanqing__enemy_at_the_gates")
card.skillName = self.name
if player:prohibitUse(card) then return false end
local promot = "#hanqing__enemy_at_the_gates_skill"
if table.contains({Player.Draw, Player.Play, Player.Discard}, player.phase) then
promot = "#rfenghou__fenhenqingxie-invoke:::"..U.ConvertPhse(player.phase)
end
local maxNum = card.skill:getMaxTargetNum(player, card)
local targets = table.filter(room:getOtherPlayers(player, false), function (p) return not player:isProhibited(p, card) end)
if #targets == 0 or maxNum == 0 then return false end
local tos = room:askForChoosePlayers(player, table.map(targets, Util.IdMapper), 1, maxNum, promot, self.name, true)
if #tos > 0 then
room:sortPlayersByAction(tos)
self.cost_data = {tos = tos}
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local phase
if table.contains({Player.Draw, Player.Play, Player.Discard}, player.phase) then
phase = U.ConvertPhse(player.phase)
else
phase = room:askForChoice(player, {"phase_draw", "phase_play", "phase_discard"}, self.name, "#rfenghou__fenhenqingxie-effect")
end
local card = Fk:cloneCard("hanqing__enemy_at_the_gates")
card.skillName = self.name
room:useCard{from = player.id, tos = table.map(self.cost_data.tos, function(p) return {p} end), card = card,
unoffsetableList = table.map(room.alive_players, Util.IdMapper),
extra_data = {rfenghou__fenhenqingxie_phase = phase, rfenghou__fenhenqingxie_from = player.id}}
return true
end,
}
local angerPourDelay = fk.CreateTriggerSkill{
name = "#rfenghou__fenhenqingxie_delay",
mute = true,
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player.dead then return false end
local effect_event = player.room.logic:getCurrentEvent():findParent(GameEvent.CardEffect)
if effect_event then
local eff = effect_event.data[1]
if table.contains(eff.card.skillNames, angerPour.name) and eff.extra_data and eff.extra_data.rfenghou__fenhenqingxie_phase
and eff.extra_data.rfenghou__fenhenqingxie_from == player.id then -- 谨防修改使用者
for _, move in ipairs(data) do
if move.toArea == Card.Processing and move.moveReason == fk.ReasonJustMove then
for _, info in ipairs(move.moveInfo) do
if table.contains(eff.extra_data.HQenemy_at_the_gates, info.cardId) then
return true
end
end
end
end
end
end
end,
on_cost = Util.TrueFunc,
on_use = function (self, event, target, player, data)
local room = player.room
local effect_event = room.logic:getCurrentEvent():findParent(GameEvent.CardEffect)
if effect_event == nil then return end
local eff = effect_event.data[1]
local slash, nonslash = {}, {}
for _, move in ipairs(data) do
if move.toArea == Card.Processing and move.moveReason == fk.ReasonJustMove then
for _, info in ipairs(move.moveInfo) do
if table.contains(eff.extra_data.HQenemy_at_the_gates, info.cardId) then
if Fk:getCardById(info.cardId).trueName == "slash" then
table.insertIfNeed(slash, info.cardId)
else
table.insertIfNeed(nonslash, info.cardId)
end
end
end
end
end
room:delay(400)
local phase = eff.extra_data.rfenghou__fenhenqingxie_phase
if phase == "phase_draw" then
local get = table.filter(nonslash, function (id) return room:getCardArea(id) == Card.Processing end)
get = U.moveCardsHoldingAreaCheck(room, get)
if #get > 0 then
room:obtainCard(player, get, true, fk.ReasonJustMove, player.id, angerPour.name)
end
elseif phase == "phase_play" then
local to = room:getPlayerById(eff.to)
local x = math.min(#nonslash, #to:getCardIds("he"))
if x > 0 then
local throw = room:askForCardsChosen(player, to, x, x, "he", angerPour.name)
room:throwCard(throw, angerPour.name, to, player)
end
elseif phase == "phase_discard" then
local x = #slash
room:askForDiscard(player, x, x, true, angerPour.name, false)
end
end,
}
angerPour:addRelatedSkill(angerPourDelay)
azazel:addSkill(angerPour)
local demonFury = fk.CreateTriggerSkill{
name = "rfenghou__emokuangnu",
events = {fk.RoundEnd},
anim_type = "offensive",
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
local count = 0
return #player.room.logic:getActualDamageEvents(1, function (e)
local damage = e.data[1]
if damage.from == player then
count = count + damage.damage
end
return count >= player.hp
end, Player.HistoryRound) > 0
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
if player.dead then return end
choice = room:askForChoice(player, {"#rfenghou__emokuangnu_use", "#rfenghou__emokuangnu_times"}, self.name)
if choice == "#rfenghou__emokuangnu_times" then
room:addPlayerMark(player, "@rfenghou__emokuangnu", 1)
else
angerPour:doCost(fk.EventPhaseStart, player, player, {})
end
end,
}
azazel:addSkill(demonFury)
Fk:loadTranslationTable{
["rfenghou__azazel"] = "阿撒泻勒",
["#rfenghou__azazel"] = "",
["designer:rfenghou__azazel"] = "cyc",
["illustrator:rfenghou__azazel"] = "",
["rfenghou__fenhenqingxie"] = "忿恨倾泻",
[":rfenghou__fenhenqingxie"] = "每回合限一次,摸牌/出牌/弃牌阶段,你可以改为视为使用一张不可抵消的【兵临城下】并:获得亮出的非【杀】牌/弃置目标等同于其中非【杀】牌数量的牌/弃置等同于其中【杀】数量的牌。(不足全弃)",
["#rfenghou__fenhenqingxie-invoke"] = "忿恨倾泻:你可跳过 %arg,视为使用【兵临城下】(请选择目标)并执行对应效果",
["#rfenghou__fenhenqingxie_delay"] = "忿恨倾泻",
["rfenghou__emokuangnu"] = "恶魔狂怒",
[":rfenghou__emokuangnu"] = "轮次结束时,若你本轮造成的伤害数不小于当前体力值,你可以失去1点体力或体力上限,立即执行一种〖忿恨倾泻〗的效果,或令〖忿恨倾泻〗的每回合发动次数+1。",
["@rfenghou__emokuangnu"] = "恶魔狂怒",
["#rfenghou__emokuangnu_use"] = "使用【兵临城下】",
["#rfenghou__emokuangnu_times"] = "增加〖忿恨倾泻〗次数",
["#rfenghou__fenhenqingxie-effect"] = "请选择【兵临城下】的额外效果",
}
local corrupted_cain = General(extension, "rfenghou__corrupted_cain", "west", 4)
local mustGreat = fk.CreateTriggerSkill{
name = "rfenghou__zhudingweida",
events = {fk.AfterCardsMove},
anim_type = "drawcard",
frequency = Skill.Compulsory,
can_trigger = function(self, event, target, player, data)
if not player:hasSkill(self) then return false end
local ids = {}
for _, move in ipairs(data) do
if move.toArea == Player.Hand then
for _, info in ipairs(move.moveInfo) do
if table.contains(player.player_cards[Player.Hand], info.cardId) and Fk:getCardById(info.cardId).type ~= Card.TypeBasic then
table.insertIfNeed(ids, info.cardId)
end
end
end
end
ids = U.moveCardsHoldingAreaCheck(player.room, ids)
if #ids > 0 then
self.cost_data = {cards = ids}
return true
end
end,
on_trigger = function (self, event, target, player, data)
for _, id in ipairs(self.cost_data.cards) do
if not player:hasSkill(self) then break end
if table.contains(player.player_cards[Player.Hand], id) and not player:prohibitDiscard(id) then
self:doCost(event, player, player, id)
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:throwCard(data, self.name, player, player)
room:delay(100)
if not player.dead then
local ids = room:getCardsFromPileByRule(".|.|.|.|.|basic", math.random(3))
if #ids > 0 then
room:obtainCard(player, ids, false, fk.ReasonJustMove, player.id, self.name)
end
end
end,
}
corrupted_cain:addSkill(mustGreat)
local ownMyFate = fk.CreateViewAsSkill{
name = "rfenghou__mingbuyoutian",
pattern = ".|.|.|.|.|trick,equip",
prompt = "#rfenghou__mingbuyoutian",
interaction = function(self)
local all_choices = table.filter(Fk.all_card_names, function (name)
local card = Fk:cloneCard(name)
return not table.contains(Fk:currentRoom().disabled_packs, card.package.name) and not card.is_derived
and card.type ~= Card.TypeBasic
end)
local choices = U.getViewAsCardNames(Self, self.name, all_choices)
if #choices > 0 then
return U.CardNameBox { choices = choices, all_choices = all_choices }
end
end,
card_filter = function(self, to_select, selected)
return #selected < 2 and not Self:prohibitDiscard(to_select)
end,
view_as = function(self, cards)
if #cards ~= 2 or not self.interaction.data then return nil end
local c = Fk:cloneCard(self.interaction.data)
c.skillName = self.name
c:setMark("rfenghou__mingbuyoutian_data", cards)
return c
end,
before_use = function(self, player, use)
local room = player.room
local cards = use.card:getMark("rfenghou__mingbuyoutian_data")
local suit, number = Fk:getCardById(cards[1]):getSuitString(), Fk:getCardById(cards[2]).number
room:throwCard(cards, self.name, player, player)
local ids = room:getCardsFromPileByRule(".|"..number.."|"..suit.."|.|"..use.card.name, 1, "allPiles")
if #ids > 0 then
use.card = Fk:getCardById(ids[1])
else
room:sendLog{type = "#rfenghou__mingbuyoutian_FailLog", arg = use.card.name, arg2 = "log_"..suit, arg3 = tostring(number),
toast = true}
return ""
end
end,
enabled_at_play = function(self, player)
return #player:getCardIds("he") > 1
end,
enabled_at_response = function (self, player, response)
if not response and #player:getCardIds("he") > 1 and Fk.currentResponsePattern then
for _, name in ipairs(Fk.all_card_names) do
local card = Fk:cloneCard(name)
if not table.contains(Fk:currentRoom().disabled_packs, card.package.name) and not card.is_derived
and card.type ~= Card.TypeBasic and Exppattern:Parse(Fk.currentResponsePattern):matchExp(name) then
return true
end
end
end
end,
}
corrupted_cain:addSkill(ownMyFate)
Fk:loadTranslationTable{
["rfenghou__corrupted_cain"] = "堕化该隐",
["#rfenghou__corrupted_cain"] = "",
["designer:rfenghou__corrupted_cain"] = "cyc",
["illustrator:rfenghou__corrupted_cain"] = "",
["rfenghou__zhudingweida"] = "注定伟大",
[":rfenghou__zhudingweida"] = "锁定技,你获得一张非基本牌后,弃置之,然后随机获得1-3张基本牌。",
["rfenghou__mingbuyoutian"] = "命不由天",
[":rfenghou__mingbuyoutian"] = "当你需要使用一张非基本牌时,你可以依次弃置两张牌(第一张取花色,第二张取点数),然后若牌堆或弃牌堆中存在该花色点数组合的所需牌,你使用之。",
["#rfenghou__mingbuyoutian"] = "命不由天:选择牌名,再选择两张牌(第一张取花色,第二张取点数),若有所需牌,你使用之",
["#rfenghou__mingbuyoutian_FailLog"] = "未检索到 %arg[%arg2%arg3]",
}
return extension
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