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local extension = Package("skdisha")
extension.extensionName = "sanguokill"
local U = require "packages/utility/utility"
Fk:loadTranslationTable{
["skdisha"] = "极略三国-地煞",
}
local guonvwang = General(extension, "sk__guozhao", "wei", 3, 3, General.Female)
local sk__gongshen = fk.CreateActiveSkill{
name = "sk__gongshen",
anim_type = "drawcard",
prompt = "#sk__gongshen",
card_num = 2,
target_num = 0,
can_use = Util.TrueFunc,
card_filter = function(self, to_select, selected)
return #selected < 2 and not Self:prohibitDiscard(Fk:getCardById(to_select))
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
room:throwCard(effect.cards, self.name, player, player)
if not player.dead then
player:drawCards(1, self.name)
end
if not player.dead and player:isWounded() and table.every(room.alive_players, function (p)
return p:getHandcardNum() >= player:getHandcardNum()
end) then
room:recover({
who = player,
num = 1,
recoverBy = player,
skillName = self.name,
})
end
end
}
local sk__jianyue = fk.CreateTriggerSkill{
name = "sk__jianyue",
anim_type = "support",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and target.phase == Player.Finish and not target.dead and
table.every(player.room.alive_players, function (p)
return p:getHandcardNum() >= target:getHandcardNum()
end)
end,
on_cost = function (self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, nil, "#sk__jianyue-invoke::"..target.id)
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:doIndicate(player.id, {target.id})
while not target.dead and #room.discard_pile > 0 and table.every(player.room.alive_players, function (p)
return p:getHandcardNum() >= target:getHandcardNum()
end) do
room:moveCardTo(table.random(room.discard_pile), Card.PlayerHand, target, fk.ReasonJustMove, self.name, nil, true, target.id)
end
end,
}
guonvwang:addSkill(sk__gongshen)
guonvwang:addSkill(sk__jianyue)
Fk:loadTranslationTable{
["sk__guozhao"] = "郭女王",
["#sk__guozhao"] = "锦衣书诏",
["sk__gongshen"] = "恭慎",
[":sk__gongshen"] = "出牌阶段,你可以弃置两张牌并摸一张牌,然后若你的手牌数全场最少,你回复1点体力。",
["sk__jianyue"] = "俭约",
[":sk__jianyue"] = "一名角色结束阶段,若其手牌数全场最少,你可以令其从弃牌堆随机获得一张牌,然后若其手牌数仍为全场最少,重复此流程。",
["#sk__gongshen"] = "恭慎:弃两张牌并摸一张牌,然后若手牌数全场最少,回复1点体力",
["#sk__jianyue-invoke"] = "俭约:是否令 %dest 从弃牌堆随机获得一张牌?",
["$sk__gongshen1"] = "陛下,谨慎难道是坏事吗?",
["$sk__gongshen2"] = "臣妾出身微寒,惟勤慎肃恭以待上。",
["$sk__jianyue1"] = "此乃社稷之福、国家之幸也。",
["$sk__jianyue2"] = "从俭去奢,必有裨益。",
["~sk__guozhao"] = "",
}
local zhoufei = General(extension, "sk__zhoufei", "wu", 3, 3, General.Female)
local sk__yinyuan = fk.CreateTriggerSkill{
name = "sk__yinyuan",
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.Finish
end,
on_cost = function (self, event, target, player, data)
local to = player.room:askForChoosePlayers(player, table.map(player.room.alive_players, Util.IdMapper), 1, 1,
"#sk__yinyuan-choose", 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 cards = table.filter(room.draw_pile, function(id)
return Fk:getCardById(id).suit == Card.Heart
end)
if #cards == 0 then return end
room:moveCardTo(table.random(cards), Card.PlayerHand, to, fk.ReasonJustMove, self.name, nil, true, player.id)
if player.dead then return end
local mark = player:getTableMark(self.name)
if table.insertIfNeed(mark, to.id) then
room:setPlayerMark(player, self.name, mark)
cards = table.filter(room.draw_pile, function(id)
return Fk:getCardById(id).suit == Card.Heart
end)
if #cards == 0 then return end
room:moveCardTo(table.random(cards), Card.PlayerHand, player, fk.ReasonJustMove, self.name, nil, true, player.id)
end
end,
}
local sk__konghou = fk.CreateTriggerSkill{
name = "sk__konghou",
anim_type = "control",
events = {fk.CardUsing},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and target ~= player and target.phase == Player.Play and not player:isNude() then
local room = player.room
local use_event = room.logic:getCurrentEvent():findParent(GameEvent.UseCard, true)
if use_event == nil then return end
local mark = target:getTableMark("sk__konghou_record-phase")
if table.contains(mark, use_event.id) then
return (#mark == 1 and mark[1] == use_event.id and data.card:isCommonTrick()) or
(#mark == 2 and mark[2] == use_event.id and data.card.type == Card.TypeBasic)
end
if #mark > 1 then return end
mark = {}
room.logic:getEventsOfScope(GameEvent.UseCard, 2, function(e)
local use = e.data[1]
if use.from == target.id then
table.insert(mark, e.id)
return true
end
return false
end, Player.HistoryTurn)
room:setPlayerMark(target, "sk__konghou_record-turn", mark)
return (#mark == 1 and mark[1] == use_event.id and data.card:isCommonTrick()) or
(#mark == 2 and mark[2] == use_event.id and data.card.type == Card.TypeBasic)
end
end,
on_cost = function(self, event, target, player, data)
local room = player.room
local cards = room:askForDiscard(player, 1, 1, true, self.name, true, ".",
"#sk__konghou-invoke::"..target.id..":"..data.card:toLogString(), true)
if #cards > 0 then
self.cost_data = cards
room:doIndicate(player.id, {target.id})
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:throwCard(self.cost_data, self.name, player, player)
data.tos = {}
room:sendLog{
type = "#CardNullifiedBySkill",
from = target.id,
arg = self.name,
arg2 = data.card:toLogString(),
}
end,
}
zhoufei:addSkill(sk__yinyuan)
zhoufei:addSkill(sk__konghou)
Fk:loadTranslationTable{
["sk__zhoufei"] = "周妃",
["#sk__zhoufei"] = "软玉温香",
["sk__yinyuan"] = "姻缘",
[":sk__yinyuan"] = "结束阶段,你可以令一名角色从牌堆获得一张<font color='red'>♥</font>牌,然后若该角色是第一次成为此技能的目标,你从牌堆"..
"获得一张<font color='red'>♥</font>牌。",
["sk__konghou"] = "箜篌",
[":sk__konghou"] = "当其他角色于其出牌阶段内使用第一/二张牌时,若此牌为普通锦囊牌/基本牌,你可以弃置一张牌,令此牌无效。",
["#sk__yinyuan-choose"] = "姻缘:你可以令一名角色从牌堆获得一张<font color='red'>♥</font>牌,若为第一次对其发动,你也获得一张",
["#sk__konghou-invoke"] = "箜篌:是否弃置一张牌,令 %dest 使用的%arg无效?",
["$sk__yinyuan1"] = "愿得一人心,白首不相离。",
["$sk__yinyuan2"] = "得成比目何辞死,愿作鸳鸯不羡仙。",
["$sk__konghou1"] = "悠悠箜声,琴瑟和鸣。",
["$sk__konghou2"] = "一曲新月白,数曲暮山青。",
["~sk__zhoufei"] = "情深……缘浅……",
}
local liuchen = General(extension, "sk__liuchen", "shu", 4)
local sk__zhanjue = fk.CreateTriggerSkill{
name = "sk__zhanjue",
anim_type = "offensive",
events = {fk.AfterCardsMove},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) then
local n = {}
for _, move in ipairs(data) do
if move.from == player.id then
for _, info in ipairs(move.moveInfo) do
if (info.fromArea == Card.PlayerHand and player:isKongcheng()) then
table.insertIfNeed(n, Card.PlayerHand)
end
if info.fromArea == Card.PlayerEquip and #player:getCardIds("e") == 0 then
table.insertIfNeed(n, Card.PlayerEquip)
end
if info.fromArea == Card.PlayerJudge and #player:getCardIds("j") == 0 then
table.insertIfNeed(n, Card.PlayerJudge)
end
end
end
end
if #n > 0 then
self.cost_data = #n
return true
end
end
end,
on_trigger = function (self, event, target, player, data)
self.cancel_cost = false
local n = self.cost_data
for _ = 1, n do
if not player:hasSkill(self) or self.cancel_cost then return end
self:doCost(event, target, player, data)
end
end,
on_cost = function (self, event, target, player, data)
local to = player.room:askForChoosePlayers(player, table.map(player.room.alive_players, Util.IdMapper), 1, 1,
"#sk__zhanjue-choose", self.name, true)
if #to > 0 then
self.cost_data = to[1]
return true
end
self.cancel_cost = true
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:damage({
from = player,
to = room:getPlayerById(self.cost_data),
damage = 1,
skillName = self.name,
})
end,
}
liuchen:addSkill(sk__zhanjue)
Fk:loadTranslationTable{
["sk__liuchen"] = "刘谌",
["#sk__liuchen"] = "血荐轩辕",
["sk__zhanjue"] = "战绝",
[":sk__zhanjue"] = "当你失去一个区域内的所有牌后,你可以对一名角色造成1点伤害。",
["#sk__zhanjue-choose"] = "战绝:你可以对一名角色造成1点伤害",
["$sk__zhanjue1"] = "成败,在此一举!",
["$sk__zhanjue2"] = "宁死不言降!",
["~sk__liuchen"] = "国破家亡,愧对先祖……!",
}
local xiahoushi = General(extension, "sk__xiahoushi", "shu", 3, 3, General.Female)
local sk__shiqiao = fk.CreateTriggerSkill{
name = "sk__shiqiao",
anim_type = "drawcard",
events = {fk.TurnEnd},
can_trigger = function(self, event, target, player, data)
if player:hasSkill(self) and #player.room.discard_pile > 0 then
local n = #player.room.logic:getEventsOfScope(GameEvent.UseCard, 999, function(e)
local use = e.data[1]
return use and use.from == target.id and use.card.trueName == "slash"
end, Player.HistoryTurn)
if n > 0 then
self.cost_data = n
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local cards = table.random(room.discard_pile, self.cost_data)
room:moveCardTo(cards, Card.PlayerHand, player, fk.ReasonJustMove, self.name, nil, true, player.id)
end,
}
local sk__yingge = fk.CreateTriggerSkill{
name = "sk__yingge",
anim_type = "control",
events = {fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and target.phase == Player.Play and not player:isKongcheng() and not target.dead
end,
on_cost = function(self, event, target, player, data)
local card = player.room:askForDiscard(player, 1, 1, false, self.name, true, ".", "#sk__yingge-invoke::"..target.id, true)
if #card > 0 then
self.cost_data = card
player.room:doIndicate(player.id, {target.id})
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local n = Fk:getCardById(self.cost_data[1]).number
room:throwCard(self.cost_data, self.name, player, player)
if not target.dead then
room:setPlayerMark(target, "@sk__yingge-phase", n)
room:addPlayerMark(target, MarkEnum.SlashResidue.."-phase", n)
end
end,
}
local sk__yingge_prohibit = fk.CreateProhibitSkill{
name = "#sk__yingge_prohibit",
prohibit_use = function(self, player, card)
return player:getMark("@sk__yingge-phase") > 0 and card.number < player:getMark("@sk__yingge-phase")
end,
}
local sk__yingge_filter = fk.CreateFilterSkill{
name = "#sk__yingge_filter",
mute = true,
card_filter = function(self, to_select, player)
return player:getMark("@sk__yingge-phase") > 0 and to_select.number >= player:getMark("@sk__yingge-phase") and
table.contains(player:getCardIds("h"), to_select.id)
end,
view_as = function(self, to_select)
local card = Fk:cloneCard("slash", to_select.suit, to_select.number)
card.skillName = "sk__yingge"
return card
end,
}
local sk__yingge_attackrange = fk.CreateAttackRangeSkill{
name = "#sk__yingge_attackrange",
correct_func = function (self, from, to)
return from:getMark("@sk__yingge-phase")
end,
}
sk__yingge:addRelatedSkill(sk__yingge_prohibit)
sk__yingge:addRelatedSkill(sk__yingge_filter)
sk__yingge:addRelatedSkill(sk__yingge_attackrange)
xiahoushi:addSkill(sk__shiqiao)
xiahoushi:addSkill(sk__yingge)
Fk:loadTranslationTable{
["sk__xiahoushi"] = "夏侯氏",
["#sk__xiahoushi"] = "燕语呢喃",
["sk__shiqiao"] = "拾樵",
[":sk__shiqiao"] = "一名角色回合结束时,你可以从弃牌堆随机获得X张牌。(X为该角色于此回合内使用【杀】的次数)",
["sk__yingge"] = "莺歌",
[":sk__yingge"] = "一名角色出牌阶段开始时,你可以弃置一张手牌,令其直到本阶段结束:<br>不能使用点数小于X的牌;<br>点数不小于X的手牌"..
"均视为【杀】;<br>使用【杀】次数上限和攻击范围+X。<br>(X为你弃置牌的点数)",
["#sk__yingge-invoke"] = "莺歌:你可以弃一张手牌,令 %dest 本阶段不能使用点数小于它的牌,点数大于它的牌均视为【杀】",
["@sk__yingge-phase"] = "莺歌",
["#sk__yingge_filter"] = "莺歌",
["$sk__shiqiao1"] = "一花一树,一草一木。",
["$sk__shiqiao2"] = "拾樵新雨后,遇君彩云中。",
["$sk__yingge1"] = "莺歌送君去,待君凯旋归。",
["$sk__yingge2"] = "一曲清歌,遥寄相思。",
["~sk__xiahoushi"] = "燕语呢喃,难解相思苦……",
}
local yanyan = General(extension, "sk__yanyan", "shu", 4)
local sk__juzhan = fk.CreateTriggerSkill{
name = "sk__juzhan",
anim_type = "control",
events = {fk.EventPhaseStart},
can_trigger = function (self, event, target, player, data)
return player:hasSkill(self) and target.phase == Player.Play and target ~= player and player:isWounded()
end,
on_cost = function (self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, data,
"#sk__juzhan-invoke::"..target.id..":"..math.min(player:getLostHp(), 5))
end,
on_use = function (self, event, target, player, data)
local room = player.room
player:drawCards(math.min(player:getLostHp(), 5), self.name)
if player.dead or target.dead then return end
local use = room:useVirtualCard("slash", nil, target, player, self.name, false)
if use.damageDealt and use.damageDealt[player.id] and not target.dead then
local n = math.min(player:getLostHp(), 5)
if #room:askForDiscard(target, n, n, true, self.name, true, nil, "#sk__juzhan-discard:::"..n) < n then
room.logic:getCurrentEvent():findParent(GameEvent.Phase):shutdown()
end
end
end
}
yanyan:addSkill(sk__juzhan)
Fk:loadTranslationTable{
["sk__yanyan"] = "严颜",
["#sk__yanyan"] = "断头将军",
["sk__juzhan"] = "拒战",
[":sk__juzhan"] = "其他角色出牌阶段开始时,你可以摸X张牌,然后视为其对你使用一张计入次数限制的【杀】,若此【杀】对你造成伤害,其选择一项:"..
"1.弃置X张牌;2.结束此出牌阶段。(X为你已损失体力值,至多为5)",
["#sk__juzhan-invoke"] = "拒战:是否摸%arg张牌,令 %dest 视为对你使用【杀】?",
["#sk__juzhan-discard"] = "拒战:你需弃置%arg张牌,否则结束出牌阶段",
["$sk__juzhan1"] = "我军但有断头将军,无降将也!",
["$sk__juzhan2"] = "战场生死何足怪!休要多言!",
["~sk__yanyan"] = "宁可断头死,安能屈膝降!",
}
local panzhang = General(extension, "sk__panzhang", "wu", 4)
local sk__jiejun = fk.CreateTriggerSkill{
name = "sk__jiejun",
anim_type = "offensive",
events = {fk.CardUseFinished},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and player.phase == Player.NotActive and target ~= player and not target.dead and
data.card.color == Card.Red
end,
on_cost = function (self, event, target, player, data)
local use = player.room:askForUseCard(player, "slash", "slash",
"#sk__jiejun-invoke::"..target.id, true, {bypass_distances = true, bypass_times = true, must_targets = {target.id}})
if use then
self.cost_data = use
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
local use = self.cost_data
use.extraUse = true
room:useCard(use)
if not player.dead and not target.dead and not target:isNude() and use.damageDealt and use.damageDealt[target.id] then
room:moveCardTo(target:getCardIds("he"), Card.PlayerHand, player, fk.ReasonPrey, self.name, nil, false, player.id)
end
end,
}
panzhang:addSkill(sk__jiejun)
Fk:loadTranslationTable{
["sk__panzhang"] = "潘璋",
["#sk__panzhang"] = "擒龙伏虎",
["sk__jiejun"] = "截军",
[":sk__jiejun"] = "你的回合外,当其他角色使用红色牌结算后,你可以对其使用一张【杀】(无距离限制),若此【杀】对其造成伤害,你获得其所有牌。",
["#sk__jiejun-invoke"] = "截军:你可以对 %dest 使用一张【杀】,若造成伤害,获得其所有牌!",
["$sk__jiejun1"] = "截其中道,定能破之。",
["$sk__jiejun2"] = "埋伏在此,必擒关羽!",
["~sk__panzhang"] = "终于轮到我了……",
}
local gongsunyuan = General(extension, "sk__gongsunyuan", "qun", 4)
local sk__huaiyi = fk.CreateActiveSkill{
name = "sk__huaiyi",
anim_type = "control",
card_num = 0,
target_num = 1,
prompt = "#sk__huaiyi",
derived_piles = "sk__gongsunyuan_yi",
can_use = function (self, player)
return player:usedSkillTimes(self.name, Player.HistoryPhase) == 0
end,
card_filter = Util.FalseFunc,
target_filter = function(self, to_select, selected, selected_cards)
return #selected == 0 and to_select ~= Self.id and not Fk:currentRoom():getPlayerById(to_select):isNude()
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
local card = room:askForCardChosen(player, target, "he", self.name, "#sk__huaiyi-choose::"..target.id)
player:addToPile("sk__gongsunyuan_yi", card, false, self.name, player.id)
end,
}
local sk__huaiyi_trigger = fk.CreateTriggerSkill{
name = "#sk__huaiyi_trigger",
mute = true,
derived_piles = "sk__gongsunyuan_yi",
events = {fk.DrawNCards, fk.EventPhaseStart},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(sk__huaiyi) then
if event == fk.DrawNCards then
return #player:getPile("sk__gongsunyuan_yi") > 0
else
return player.phase == Player.Finish and #player:getPile("sk__gongsunyuan_yi") > player.hp
end
end
end,
on_cost = Util.TrueFunc,
on_use = function(self, event, target, player, data)
local room = player.room
player:broadcastSkillInvoke("sk__huaiyi")
room:notifySkillInvoked(player, "sk__huaiyi", "drawcard")
if event == fk.DrawNCards then
data.n = data.n + #player:getPile("sk__gongsunyuan_yi")
else
room:doIndicate(player.id, table.map(room:getOtherPlayers(player), Util.IdMapper))
for _, p in ipairs(room:getOtherPlayers(player)) do
if not p.dead then
room:damage{
from = player,
to = p,
damage = 1,
skillName = "sk__huaiyi",
}
end
end
if not player.dead and #player:getPile("sk__gongsunyuan_yi") > 0 then
room:moveCardTo(player:getPile("sk__gongsunyuan_yi"), Card.PlayerHand, player, fk.ReasonJustMove,
"sk__huaiyi", nil, false, player.id)
end
end
end,
}
sk__huaiyi:addRelatedSkill(sk__huaiyi_trigger)
gongsunyuan:addSkill(sk__huaiyi)
Fk:loadTranslationTable{
["sk__gongsunyuan"] = "公孙渊",
["#sk__gongsunyuan"] = "贪欲恣睢",
["sk__huaiyi"] = "怀异",
[":sk__huaiyi"] = "出牌阶段限一次,你可以将一名其他角色的一张牌置于你的武将牌上,称为“异”。你摸牌阶段摸牌数+X。结束阶段,若X大于你的体力值,"..
"你对其他角色各造成1点伤害,然后你获得所有“异”。(X为“异”的数量)",
["#sk__huaiyi"] = "怀异:将一名其他角色的一张牌置为“异”",
["#sk__huaiyi-choose"] = "怀异:选择 %dest 的一张牌置为“异”",
["sk__gongsunyuan_yi"] = "异",
["#sk__huaiyi_trigger"] = "怀异",
}
local chenqun = General(extension, "sk__chenqun", "wei", 3)
local sk__pindi = fk.CreateActiveSkill{
name = "sk__pindi",
anim_type = "control",
card_num = 1,
target_num = 1,
prompt = "#sk__pindi",
card_filter = function(self, to_select, selected)
return #selected == 0 and not Self:prohibitDiscard(Fk:getCardById(to_select)) and
Fk:currentRoom():getCardArea(to_select) == Player.Hand
end,
target_filter = function(self, to_select, selected)
return #selected == 0 and to_select ~= Self.id and not table.contains(Self:getTableMark("sk__pindi-phase"), to_select)
end,
on_use = function(self, room, effect)
local player = room:getPlayerById(effect.from)
local target = room:getPlayerById(effect.tos[1])
local mark = player:getTableMark("sk__pindi-phase")
table.insert(mark, target.id)
room:setPlayerMark(player, "sk__pindi-phase", mark)
room:throwCard(effect.cards, self.name, player)
if player.dead or target.dead then return end
local judge = {
who = target,
reason = self.name,
pattern = ".",
}
room:judge(judge)
if judge.card.color == Card.Black then
if player.dead or target.dead then return end
local choice = room:askForChoice(player, {"#sk__pindi-draw::".. target.id, "#sk__pindi-discard::"..target.id}, self.name)
if choice[13] == "r" then
target:drawCards(3, self.name)
else
room:askForDiscard(target, 3, 3, true, self.name, false)
end
else
if player.dead then return end
if judge.card.suit == Card.Diamond then
player:drawCards(1, self.name)
elseif judge.card.suit == Card.Heart then
player:turnOver()
end
end
end,
}
local sk__faen = fk.CreateTriggerSkill{
name = "sk__faen",
anim_type = "drawcard",
events = {fk.TurnedOver},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self) and not target.dead
end,
on_cost = function(self, event, target, player, data)
return player.room:askForSkillInvoke(player, self.name, nil, "#sk__faen-invoke::"..target.id)
end,
on_use = function(self, event, target, player, data)
player.room:doIndicate(player.id, {target.id})
target:drawCards(3, self.name)
end,
}
chenqun:addSkill(sk__pindi)
chenqun:addSkill(sk__faen)
Fk:loadTranslationTable{
["sk__chenqun"] = "陈群",
["#sk__chenqun"] = "九品中正",
["sk__pindi"] = "品第",
[":sk__pindi"] = "出牌阶段对每名其他角色限一次,你可以弃置一张手牌,令一名其他角色判定,若结果为:黑色,你令其摸或弃置三张牌(不足则全弃);"..
"<font color='red'>♦</font>,你摸一张牌;<font color='red'>♥</font>,你翻面。",
["sk__faen"] = "法恩",
[":sk__faen"] = "当一名角色翻面后,你可以令其摸三张牌。",
["#sk__pindi"] = "品第:弃置一张手牌令一名角色判定,根据花色执行效果",
["#sk__pindi-draw"] = "令%dest摸三张牌",
["#sk__pindi-discard"] = "令%dest弃三张牌",
["#sk__faen-invoke"] = "法恩:你可以令 %dest 摸三张牌",
}
return extension
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