mirror of
https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 03:32:34 +08:00
21e4c65204
- 正式移除了作为临时手段的-tmp标记,现在can_use和target_filter支持读取extra_data(card_filter暂时搁置) - 规范了askForUseCard中card_name和pattern的关系,现在的格式将以pattern为主,若无pattern才会将card_name视为pattern - 将withinDistanceLimit迁移至ActiveSkill内 - 添加了令卡牌无距离/次数限制的标记判断 - 添加放大了⑨倍的冰伤音效 - 优化了同将判断的逻辑,使其能够准确读取trueName - 身份场主公选将后其他角色能看见主公技能(只是看见,无实际功能) - 开局添加不存在的技能时会放出警报 - 修复了findParent在当前事件无parent时报错的bug - 修复了人工洗牌后不刷新摸牌堆的bug - 修复了getPile返回牌堆实例的bug - 修复了getSkillNameList无法过滤主公技的bug - 修复了死亡后武将牌没有圆角效果的bug
543 lines
18 KiB
Lua
543 lines
18 KiB
Lua
-- SPDX-License-Identifier: GPL-3.0-or-later
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local extension = Package:new("maneuvering", Package.CardPack)
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local slash = Fk:cloneCard("slash")
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local thunderSlashSkill = fk.CreateActiveSkill{
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name = "thunder__slash_skill",
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prompt = function(self, selected_cards)
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local card = Fk:cloneCard("thunder__slash")
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card.subcards = Card:getIdList(selected_cards)
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local max_num = self:getMaxTargetNum(Self, card)
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if max_num > 1 then
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local num = #table.filter(Fk:currentRoom().alive_players, function (p)
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return p ~= Self and not Self:isProhibited(p, card)
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end)
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max_num = math.min(num, max_num)
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end
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card.subcards = {}
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return max_num > 1 and "#thunder__slash_skill_multi:::" .. max_num or "#thunder__slash_skill"
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end,
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max_phase_use_time = 1,
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target_num = 1,
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can_use = slash.skill.canUse,
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mod_target_filter = slash.skill.modTargetFilter,
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target_filter = slash.skill.targetFilter,
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on_effect = function(self, room, effect)
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local to = effect.to
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local from = effect.from
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room:damage({
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from = room:getPlayerById(from),
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to = room:getPlayerById(to),
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card = effect.card,
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damage = 1,
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damageType = fk.ThunderDamage,
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skillName = self.name
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})
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end
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}
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local thunderSlash = fk.CreateBasicCard{
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name = "thunder__slash",
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skill = thunderSlashSkill,
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is_damage_card = true,
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}
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extension:addCards{
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thunderSlash:clone(Card.Club, 5),
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thunderSlash:clone(Card.Club, 6),
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thunderSlash:clone(Card.Club, 7),
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thunderSlash:clone(Card.Club, 8),
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thunderSlash:clone(Card.Spade, 4),
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thunderSlash:clone(Card.Spade, 5),
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thunderSlash:clone(Card.Spade, 6),
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thunderSlash:clone(Card.Spade, 7),
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thunderSlash:clone(Card.Spade, 8),
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}
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local fireSlashSkill = fk.CreateActiveSkill{
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name = "fire__slash_skill",
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prompt = function(self, selected_cards)
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local card = Fk:cloneCard("fire__slash")
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card.subcards = Card:getIdList(selected_cards)
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local max_num = self:getMaxTargetNum(Self, card)
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if max_num > 1 then
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local num = #table.filter(Fk:currentRoom().alive_players, function (p)
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return p ~= Self and not Self:isProhibited(p, card)
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end)
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max_num = math.min(num, max_num)
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end
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card.subcards = {}
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return max_num > 1 and "#fire__slash_skill_multi:::" .. max_num or "#fire__slash_skill"
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end,
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max_phase_use_time = 1,
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target_num = 1,
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can_use = slash.skill.canUse,
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mod_target_filter = slash.skill.modTargetFilter,
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target_filter = slash.skill.targetFilter,
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on_effect = function(self, room, effect)
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local to = effect.to
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local from = effect.from
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room:damage({
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from = room:getPlayerById(from),
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to = room:getPlayerById(to),
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card = effect.card,
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damage = 1,
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damageType = fk.FireDamage,
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skillName = self.name
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})
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end
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}
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local fireSlash = fk.CreateBasicCard{
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name = "fire__slash",
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skill = fireSlashSkill,
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is_damage_card = true,
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}
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extension:addCards{
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fireSlash:clone(Card.Heart, 4),
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fireSlash:clone(Card.Heart, 7),
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fireSlash:clone(Card.Heart, 10),
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fireSlash:clone(Card.Diamond, 4),
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fireSlash:clone(Card.Diamond, 5),
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}
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local analepticSkill = fk.CreateActiveSkill{
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name = "analeptic_skill",
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prompt = "#analeptic_skill",
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max_turn_use_time = 1,
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mod_target_filter = function(self, to_select, _, _, card, _)
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return not table.find(Fk:currentRoom().alive_players, function(p)
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return p.dying
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end)
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end,
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can_use = function(self, player, card, extra_data)
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return ((extra_data and (extra_data.bypass_times or extra_data.analepticRecover)) or
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self:withinTimesLimit(player, Player.HistoryTurn, card, "analeptic", player))
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end,
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on_use = function(_, _, use)
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if not use.tos or #TargetGroup:getRealTargets(use.tos) == 0 then
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use.tos = { { use.from } }
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end
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if use.extra_data and use.extra_data.analepticRecover then
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use.extraUse = true
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end
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end,
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on_effect = function(_, room, effect)
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local to = room:getPlayerById(effect.to)
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if effect.extra_data and effect.extra_data.analepticRecover then
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room:recover({
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who = to,
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num = 1,
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recoverBy = room:getPlayerById(effect.from),
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card = effect.card,
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})
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else
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to.drank = to.drank + 1
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room:broadcastProperty(to, "drank")
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end
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end
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}
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local analepticEffect = fk.CreateTriggerSkill{
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name = "analeptic_effect",
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global = true,
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priority = 0, -- game rule
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events = { fk.PreCardUse, fk.EventPhaseStart },
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can_trigger = function(_, event, target, player, data)
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if target ~= player then
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return false
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end
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if event == fk.PreCardUse then
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return data.card.trueName == "slash" and player.drank > 0
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else
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return target.phase == Player.NotActive
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end
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end,
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on_trigger = function(_, event, _, player, data)
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local room = player.room
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if event == fk.PreCardUse then
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data.additionalDamage = (data.additionalDamage or 0) + player.drank
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data.extra_data = data.extra_data or {}
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data.extra_data.drankBuff = player.drank
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player.drank = 0
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room:broadcastProperty(player, "drank")
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else
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for _, p in ipairs(room:getAlivePlayers(true)) do
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if p.drank > 0 then
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p.drank = 0
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room:broadcastProperty(p, "drank")
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end
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end
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end
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end,
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}
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Fk:addSkill(analepticEffect)
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local analeptic = fk.CreateBasicCard{
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name = "analeptic",
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suit = Card.Spade,
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number = 3,
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skill = analepticSkill,
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}
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extension:addCards({
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analeptic,
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analeptic:clone(Card.Spade, 9),
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analeptic:clone(Card.Club, 3),
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analeptic:clone(Card.Club, 9),
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analeptic:clone(Card.Diamond, 9),
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})
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local recast = fk.CreateActiveSkill{
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name = "recast",
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prompt = "#recast",
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target_num = 0,
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on_use = function(_, room, effect)
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room:recastCard(effect.cards, room:getPlayerById(effect.from))
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end
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}
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Fk:addSkill(recast)
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local ironChainCardSkill = fk.CreateActiveSkill{
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name = "iron_chain_skill",
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prompt = "#iron_chain_skill",
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min_target_num = 1,
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max_target_num = 2,
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mod_target_filter = Util.TrueFunc,
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target_filter = function(self, to_select, selected, _, card)
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if #selected < self:getMaxTargetNum(Self, card) then
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return self:modTargetFilter(to_select, selected, Self.id, card)
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end
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end,
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on_effect = function(_, room, cardEffectEvent)
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local to = room:getPlayerById(cardEffectEvent.to)
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to:setChainState(not to.chained)
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end,
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}
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local ironChain = fk.CreateTrickCard{
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name = "iron_chain",
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skill = ironChainCardSkill,
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special_skills = { "recast" },
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multiple_targets = true,
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}
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extension:addCards{
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ironChain:clone(Card.Spade, 11),
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ironChain:clone(Card.Spade, 12),
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ironChain:clone(Card.Club, 10),
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ironChain:clone(Card.Club, 11),
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ironChain:clone(Card.Club, 12),
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ironChain:clone(Card.Club, 13),
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}
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local fireAttackSkill = fk.CreateActiveSkill{
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name = "fire_attack_skill",
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prompt = "#fire_attack_skill",
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target_num = 1,
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mod_target_filter = function(_, to_select, _, _, _, _)
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local to = Fk:currentRoom():getPlayerById(to_select)
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return not to:isKongcheng()
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end,
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target_filter = function(self, to_select, selected, _, card)
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if #selected < self:getMaxTargetNum(Self, card) then
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return self:modTargetFilter(to_select, selected, Self.id, card)
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end
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end,
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on_effect = function(self, room, cardEffectEvent)
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local from = room:getPlayerById(cardEffectEvent.from)
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local to = room:getPlayerById(cardEffectEvent.to)
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if to:isKongcheng() then return end
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local showCard = room:askForCard(to, 1, 1, false, self.name, false, ".|.|.|hand", "#fire_attack-show:" .. from.id)[1]
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to:showCards(showCard)
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showCard = Fk:getCardById(showCard)
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local cards = room:askForDiscard(from, 1, 1, false, self.name, true,
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".|.|" .. showCard:getSuitString(), "#fire_attack-discard:" .. to.id .. "::" .. showCard:getSuitString())
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if #cards > 0 then
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room:damage({
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from = from,
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to = to,
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card = cardEffectEvent.card,
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damage = 1,
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damageType = fk.FireDamage,
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skillName = self.name
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})
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end
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end,
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}
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local fireAttack = fk.CreateTrickCard{
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name = "fire_attack",
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skill = fireAttackSkill,
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is_damage_card = true,
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}
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extension:addCards{
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fireAttack:clone(Card.Heart, 2),
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fireAttack:clone(Card.Heart, 3),
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fireAttack:clone(Card.Diamond, 12),
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}
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local supplyShortageSkill = fk.CreateActiveSkill{
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name = "supply_shortage_skill",
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prompt = "#supply_shortage_skill",
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distance_limit = 1,
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mod_target_filter = function(self, to_select, _, user, card, distance_limited)
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local player = Fk:currentRoom():getPlayerById(to_select)
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local from = Fk:currentRoom():getPlayerById(user)
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return from ~= player and not (distance_limited and not self:withinDistanceLimit(from, false, card, player))
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end,
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target_filter = function(self, to_select, selected, _, card, extra_data)
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local count_distances = not (extra_data and extra_data.bypass_distances)
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return #selected == 0 and self:modTargetFilter(to_select, selected, Self.id, card, count_distances)
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end,
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target_num = 1,
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on_effect = function(self, room, effect)
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local to = room:getPlayerById(effect.to)
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local judge = {
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who = to,
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reason = "supply_shortage",
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pattern = ".|.|spade,heart,diamond",
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}
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room:judge(judge)
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local result = judge.card
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if result.suit ~= Card.Club then
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to:skip(Player.Draw)
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end
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self:onNullified(room, effect)
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end,
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on_nullified = function(self, room, effect)
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room:moveCards{
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ids = room:getSubcardsByRule(effect.card, { Card.Processing }),
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toArea = Card.DiscardPile,
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moveReason = fk.ReasonUse
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}
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end,
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}
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local supplyShortage = fk.CreateDelayedTrickCard{
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name = "supply_shortage",
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skill = supplyShortageSkill,
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}
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extension:addCards{
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supplyShortage:clone(Card.Spade, 10),
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supplyShortage:clone(Card.Club, 4),
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}
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local gudingSkill = fk.CreateTriggerSkill{
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name = "#guding_blade_skill",
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attached_equip = "guding_blade",
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frequency = Skill.Compulsory,
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events = {fk.DamageCaused},
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can_trigger = function(self, _, target, player, data)
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return target == player and player:hasSkill(self) and
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data.to:isKongcheng() and data.card and data.card.trueName == "slash" and
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not data.chain
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end,
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on_use = function(_, _, _, _, data)
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data.damage = data.damage + 1
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end,
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}
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Fk:addSkill(gudingSkill)
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local gudingBlade = fk.CreateWeapon{
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name = "guding_blade",
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suit = Card.Spade,
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number = 1,
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attack_range = 2,
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equip_skill = gudingSkill,
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}
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extension:addCard(gudingBlade)
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local fanSkill = fk.CreateTriggerSkill{
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name = "#fan_skill",
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attached_equip = "fan",
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events = { fk.AfterCardUseDeclared },
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can_trigger = function(self, _, target, player, data)
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return target == player and player:hasSkill(self) and data.card.name == "slash"
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end,
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on_use = function(_, _, _, _, data)
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local card = Fk:cloneCard("fire__slash")
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card.skillName = "fan"
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card:addSubcard(data.card)
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data.card = card
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end,
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}
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Fk:addSkill(fanSkill)
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local fan = fk.CreateWeapon{
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name = "fan",
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suit = Card.Diamond,
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number = 1,
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attack_range = 4,
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equip_skill = fanSkill,
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}
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extension:addCard(fan)
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local vineSkill = fk.CreateTriggerSkill{
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name = "#vine_skill",
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attached_equip = "vine",
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mute = true,
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frequency = Skill.Compulsory,
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events = {fk.PreCardEffect, fk.DamageInflicted},
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can_trigger = function(self, event, target, player, data)
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if event == fk.DamageInflicted then
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return target == player and player:hasSkill(self) and
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data.damageType == fk.FireDamage
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end
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local effect = data ---@type CardEffectEvent
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return player.id == effect.to and player:hasSkill(self) and
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(effect.card.name == "slash" or effect.card.name == "savage_assault" or
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effect.card.name == "archery_attack")
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end,
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on_use = function(_, event, _, player, data)
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local room = player.room
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if event == fk.DamageInflicted then
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room:broadcastPlaySound("./packages/maneuvering/audio/card/vineburn")
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room:setEmotion(player, "./packages/maneuvering/image/anim/vineburn")
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data.damage = data.damage + 1
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else
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room:broadcastPlaySound("./packages/maneuvering/audio/card/vine")
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room:setEmotion(player, "./packages/maneuvering/image/anim/vine")
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return true
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end
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end,
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}
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Fk:addSkill(vineSkill)
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local vine = fk.CreateArmor{
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name = "vine",
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equip_skill = vineSkill,
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}
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extension:addCards{
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vine:clone(Card.Spade, 2),
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vine:clone(Card.Club, 2),
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}
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local silverLionSkill = fk.CreateTriggerSkill{
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name = "#silver_lion_skill",
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attached_equip = "silver_lion",
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frequency = Skill.Compulsory,
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events = {fk.DamageInflicted},
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can_trigger = function(self, _, target, player, data)
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return target == player and player:hasSkill(self) and data.damage > 1
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end,
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on_use = function(_, _, _, _, data)
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data.damage = 1
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end,
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}
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Fk:addSkill(silverLionSkill)
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local silverLion = fk.CreateArmor{
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name = "silver_lion",
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suit = Card.Club,
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number = 1,
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equip_skill = silverLionSkill,
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on_uninstall = function(self, room, player)
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Armor.onUninstall(self, room, player)
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if player:isAlive() and player:isWounded() and self.equip_skill:isEffectable(player) then
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room:broadcastPlaySound("./packages/maneuvering/audio/card/silver_lion")
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room:setEmotion(player, "./packages/maneuvering/image/anim/silver_lion")
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room:recover{
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who = player,
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num = 1,
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skillName = self.name
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}
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end
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end,
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}
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extension:addCard(silverLion)
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local huaLiu = fk.CreateDefensiveRide{
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name = "hualiu",
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suit = Card.Diamond,
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number = 13,
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}
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extension:addCards({
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huaLiu,
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})
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extension:addCards{
|
||
Fk:cloneCard("jink", Card.Heart, 8),
|
||
Fk:cloneCard("jink", Card.Heart, 9),
|
||
Fk:cloneCard("jink", Card.Heart, 11),
|
||
Fk:cloneCard("jink", Card.Heart, 12),
|
||
Fk:cloneCard("jink", Card.Diamond, 6),
|
||
Fk:cloneCard("jink", Card.Diamond, 7),
|
||
Fk:cloneCard("jink", Card.Diamond, 8),
|
||
Fk:cloneCard("jink", Card.Diamond, 10),
|
||
Fk:cloneCard("jink", Card.Diamond, 11),
|
||
|
||
Fk:cloneCard("peach", Card.Heart, 5),
|
||
Fk:cloneCard("peach", Card.Heart, 6),
|
||
Fk:cloneCard("peach", Card.Diamond, 2),
|
||
Fk:cloneCard("peach", Card.Diamond, 3),
|
||
|
||
Fk:cloneCard("nullification", Card.Heart, 1),
|
||
Fk:cloneCard("nullification", Card.Heart, 13),
|
||
Fk:cloneCard("nullification", Card.Spade, 13),
|
||
}
|
||
|
||
Fk:loadTranslationTable{
|
||
["maneuvering"] = "军争",
|
||
|
||
["thunder__slash"] = "雷杀",
|
||
[":thunder__slash"] = "基本牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:攻击范围内的一名角色<br /><b>效果</b>:对目标角色造成1点雷电伤害。",
|
||
["#thunder__slash_skill"] = "选择攻击范围内的一名角色,对其造成1点雷电伤害",
|
||
["#thunder__slash_skill_multi"] = "选择攻击范围内的至多%arg名角色,对这些角色各造成1点雷电伤害",
|
||
|
||
["fire__slash"] = "火杀",
|
||
[":fire__slash"] = "基本牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:攻击范围内的一名角色<br /><b>效果</b>:对目标角色造成1点火焰伤害。",
|
||
["#fire__slash_skill"] = "选择攻击范围内的一名角色,对其造成1点火焰伤害",
|
||
["#fire__slash_skill_multi"] = "选择攻击范围内的至多%arg名角色,对这些角色各造成1点火焰伤害",
|
||
|
||
["analeptic"] = "酒",
|
||
[":analeptic"] = "基本牌<br /><b>时机</b>:出牌阶段/你处于濒死状态时<br /><b>目标</b>:你<br /><b>效果</b>:目标角色本回合使用的下一张【杀】将要造成的伤害+1/目标角色回复1点体力。",
|
||
["#analeptic_skill"] = "你于此回合内使用的下一张【杀】的伤害值基数+1",
|
||
|
||
["iron_chain"] = "铁锁连环",
|
||
[":iron_chain"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一至两名角色<br /><b>效果</b>:横置或重置目标角色的武将牌。",
|
||
["#iron_chain_skill"] = "选择一至两名角色,这些角色横置或重置",
|
||
["_normal_use"] = "正常使用",
|
||
["recast"] = "重铸",
|
||
[":recast"] = "你可以将此牌置入弃牌堆,然后摸一张牌。",
|
||
["#recast"] = "将此牌置入弃牌堆,然后摸一张牌",
|
||
|
||
["fire_attack"] = "火攻",
|
||
["fire_attack_skill"] = "火攻",
|
||
[":fire_attack"] = "锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:一名有手牌的角色<br /><b>效果</b>:目标角色展示一张手牌,然后你可以弃置一张与此牌花色相同的手牌对其造成1点火焰伤害。",
|
||
["#fire_attack-show"] = "%src 对你使用了火攻,请展示一张手牌",
|
||
["#fire_attack-discard"] = "你可弃置一张 %arg 手牌,对 %src 造成1点火属性伤害",
|
||
["#fire_attack_skill"] = "选择一名有手牌的角色,令其展示一张手牌,<br />然后你可以弃置一张与此牌花色相同的手牌对其造成1点火焰伤害",
|
||
|
||
["supply_shortage"] = "兵粮寸断",
|
||
[":supply_shortage"] = "延时锦囊牌<br /><b>时机</b>:出牌阶段<br /><b>目标</b>:距离1的一名其他角色<br /><b>效果</b>:将此牌置于目标角色判定区内。其判定阶段进行判定:若结果不为♣,其跳过摸牌阶段。然后将【兵粮寸断】置入弃牌堆。",
|
||
["#supply_shortage_skill"] = "选择距离1的一名角色,将此牌置于其判定区内。其判定阶段判定:<br />若结果不为♣,其跳过摸牌阶段",
|
||
|
||
["guding_blade"] = "古锭刀",
|
||
[":guding_blade"] = "装备牌·武器<br /><b>攻击范围</b>:2<br /><b>武器技能</b>:锁定技。每当你使用【杀】对目标角色造成伤害时,若该角色没有手牌,此伤害+1。",
|
||
["#guding_blade_skill"] = "古锭刀",
|
||
|
||
["fan"] = "朱雀羽扇",
|
||
[":fan"] = "装备牌·武器<br /><b>攻击范围</b>:4<br /><b>武器技能</b>:你可以将一张普通【杀】当火【杀】使用。",
|
||
["#fan_skill"] = "朱雀羽扇",
|
||
|
||
["vine"] = "藤甲",
|
||
[":vine"] = "装备牌·防具<br /><b>防具技能</b>:锁定技。【南蛮入侵】、【万箭齐发】和普通【杀】对你无效。每当你受到火焰伤害时,此伤害+1。",
|
||
["#vine_skill"] = "藤甲",
|
||
|
||
["silver_lion"] = "白银狮子",
|
||
[":silver_lion"] = "装备牌·防具<br /><b>防具技能</b>:锁定技。每当你受到伤害时,若此伤害大于1点,防止多余的伤害。每当你失去装备区里的【白银狮子】后,你回复1点体力。",
|
||
["#silver_lion_skill"] = "白银狮子",
|
||
|
||
["hualiu"] = "骅骝",
|
||
[":hualiu"] = "装备牌·坐骑<br /><b>坐骑技能</b>:其他角色与你的距离+1。",
|
||
}
|
||
|
||
Fk:loadTranslationTable(require 'packages/maneuvering/i18n/en_US', 'en_US')
|
||
|
||
return extension
|