🎨 PVE文件夹重构,根据BOSS文件进行分包

📝 新增术樱包武将
This commit is contained in:
2026-08-11 15:59:31 +08:00
parent 6735fc2d35
commit 690e55736d
47 changed files with 4439 additions and 2725 deletions
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const characters = {
caocao_boss_shuying: {
sex: "male",
group: "wei",
hp: 4,
skills: ["jianxiong_shuying", "lingba_shuying"],
isHiddenBoss: true,
isBossAllowed: true,
img: "extension/术樱包/pve/images/青青子衿/caocao_boss_shuying.jpg",
dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/caocao_boss_shuying.mp3"]
},
simayi_boss_shuying: {
sex: "male",
group: "wei",
hp: 4,
skills: ["fankui_shuying", "guicai_shuying", "langgu_shuying"],
isHiddenBoss: true,
isBossAllowed: true,
img: "extension/术樱包/pve/images/青青子衿/simayi_boss_shuying.jpg",
dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/simayi_boss_shuying.mp3"]
},
lvbu_boss_shuying: {
sex: "male",
group: "qun",
hp: 4,
skills: ["mashu", "wushuang_shuying", "shenij_shuying"],
isHiddenBoss: true,
isBossAllowed: true,
img: "extension/术樱包/pve/images/青青子衿/lvbu_boss_shuying.jpg",
dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/lvbu_boss_shuying.mp3"]
},
dongzhuo_boss_shuying: {
sex: "male",
group: "qun",
hp: 4,
skills: ["jiuchi_shuying", "roulin_shuying", "baonue_shuying"],
isHiddenBoss: true,
isBossAllowed: true,
img: "extension/术樱包/pve/images/青青子衿/dongzhuo_boss_shuying.jpg",
dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/dongzhuo_boss_shuying.mp3"]
},
};
export default characters;
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import { getTianshuDifficulty } from "../../shared.js";
const dynamicTranslates = {
//曹操
lingba_shuying(player, skill) {
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
return `锁定技,你的回合开始时,若你手牌数为全场最多,则对一名随机敌人造成${num}点伤害。若你手牌数大于等于你体力值的两倍,则改为对所有敌人造成伤害。`
},
yishen_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
if (difficulty == "nightmare") {
return "当你回复体力时,可以改为获得所有敌人各一张随机装备。";
}
return "当你回复体力时,可以改为获得一名随机敌方角色一张随机装备。";
},
//司马懿
yuanlv_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
if (difficulty == "nightmare") {
return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成过1点伤害。";
}
return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成1点伤害。";
},
//吕布
wushuang_shuying(player, skill) {
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
return `锁定技。①你使用的【杀】需两张【闪】才能抵消;与你进行【决斗】的角色每次需要打出两张【杀】。②每回合限${num}次,当你使用【杀】或【决斗】造成伤害时,若受伤角色没有使用或打出过【杀】或【闪】响应此牌,则此伤害+1。`;
},
shenij_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
let card = 2;
let sha = 1;
let target = 1;
if (difficulty == "hard") {
card = 3;
sha = 2;
} else if (difficulty == "nightmare") {
card = 4;
sha = 2;
target = 2;
}
return `判定阶段,你可以弃置两张手牌,然后弃置你判定区里的牌;摸牌阶段,你多摸${card}张牌;出牌阶段,你可以多使用${sha}张【杀】,你的【杀】可以多指定${target}名角色为目标。`;
},
zhanjia_shuying(player, skill) {
const num = getTianshuDifficulty() == "nightmare" ? 3 : 2
return `锁定技,每回合限一次,当你受到大于2点的伤害时,将此伤害减至2点,然后摸${num}张牌。`
},
//董卓
baonue_shuying(player, skill) {
let num = 3;
if (getTianshuDifficulty() == "hard") num = 4;
if (getTianshuDifficulty() == "nightmare") num = 5;
return `锁定技,回合开始时,你摸X张牌并对至多X名角色造成1点伤害,然后你失去1点体力。X为你已损失体力且最大为${num}。`
},
};
export default dynamicTranslates;
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import { lib, game, ui, get, ai, _status, getTianshuDifficulty } from "../../shared.js";
const skills = {
//曹操 over
jianxiong_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { player: "damageEnd" },
filter(event, player) {
return event.num > 0;
},
async cost(event, trigger, player) {
event.result = await player.chooseBool(get.prompt2(event.skill))
.set("ai", () => true)
.forResult();
},
async content(event, trigger, player) {
if (get.itemtype(trigger.cards) == "cards" && get.position(trigger.cards[0], true) == "o") {
await player.gain(trigger.cards, "gain2");
}
await player.draw();
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
if (get.tag(card, "damage")) return [1, 0.6];
},
},
},
},
lingba_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { player: "phaseBegin" },
forced: true,
filter(event, player) {
return player.getEnemies(null, false).some(target => target.isIn()) && game.players.every(current => player.countCards("h") >= current.countCards("h"));
},
async content(event, trigger, player) {
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
const enemies = player.getEnemies(null, false).filter(target => target.isIn());
if (player.countCards("h") >= player.hp * 2) {
for (const target of enemies) {
player.line(target);
await target.damage(num, player);
}
}
else {
const target = enemies.randomGet();
player.line(target);
await target.damage(num, player);
}
},
},
yishen_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { player: "recoverBegin" },
filter(event, player) {
return player.getEnemies(null, false).some(target => target.countGainableCards(player, "e") > 0);
},
async cost(event, trigger, player) {
event.result = await player.chooseBool(get.prompt2(event.skill))
.set("ai", () => {
const player = get.player();
const trigger = get.event().getTrigger();
if (player.hp <= 1) return false;
if (player.hp + trigger.num <= 2) return false;
const enemies = player.getEnemies(null, false).filter(target => {
return target.isIn() && target.countGainableCards(player, "e") > 0;
});
if (!enemies.length) return false;
const recoverEffect = get.recoverEffect(player, player, player);
const difficulty = getTianshuDifficulty();
if (difficulty == "nightmare") {
let total = 0;
let max = 0;
for (const target of enemies) {
for (const card of target.getCards("e")) {
const value = get.value(card, target);
total += value;
if (value > max) max = value;
}
}
if (max < 5) return false;
return total >= recoverEffect + 4;
}
let best = 0;
for (const target of enemies) {
for (const card of target.getCards("e")) {
const value = get.value(card, target);
if (value > best) best = value;
}
}
if (best < 5) return false;
return best >= recoverEffect;
})
.forResult();
},
async content(event, trigger, player) {
const enemies = player.getEnemies(null, false).filter(target => target.countGainableCards(player, "e") > 0);
const difficulty = getTianshuDifficulty();
trigger.cancel();
if (difficulty == "nightmare") {
for (const target of enemies) {
player.line(target);
await player.gainPlayerCard({ target, position: "e", forced: true });
}
}
else {
const target = enemies.randomGet();
player.line(target);
await player.gainPlayerCard({ target, position: "e", forced: true });
}
},
ai: {
threaten: 1.4,
effect: {
target(card, player, target) {
if (get.tag(card, "recover") && target.hasSkill("yishen_shuying")) {
if (target.hp <= 1) return [1, 1.2];
if (target.hp <= 2) return [1, 0.8];
const enemies = target.getEnemies(null, false).filter(current => {
return current.isIn() && current.countGainableCards(target, "e") > 0;
});
if (!enemies.length) return;
let best = 0;
for (const enemy of enemies) {
for (const equip of enemy.getCards("e")) {
best = Math.max(best, get.value(equip, enemy));
}
}
if (best >= 5) return [1, 0.4];
}
},
},
},
},
//司马懿 over
fankui_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { player: "damageEnd" },
logTarget: "source",
filter(event, player) {
return (
event.num > 0 &&
event.source?.isIn() &&
player.getEnemies(null, false).includes(event.source) &&
event.source.hasGainableCards(player, "he")
);
},
async content(event, trigger, player) {
await player.gainPlayerCard({
target: trigger.source,
position: "he",
forced: true,
});
},
ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.countCards("he") > 1 && get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1.5];
if (target.getEnemies(null, false).includes(player)) return [1, 1];
}
},
},
},
},
guicai_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { global: "judge" },
filter(event, player) {
return player.countCards("hes") > 0;
},
async cost(event, trigger, player) {
event.result = await player.chooseCard(`${get.translation(trigger.player)}的${trigger.judgestr || ""}判定为${get.translation(trigger.player.judging[0])},${get.prompt(event.skill)}`, "hes", card => {
const player = get.player();
const mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
const mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
}).set("ai", card => {
const trigger = get.event().getTrigger(), player = get.player(), judging = trigger.player.judging[0];
const result = trigger.judge(card) - trigger.judge(judging);
const attitude = player.getEnemies(null, false).includes(trigger.player) ? -1 : 1;
let value = get.value(card, player);
value /= get.subtype(card) == "equip2" ? 2 : 4;
if (result == 0) return 0;
return attitude > 0 ? result - value : -result - value;
}).set("judging", trigger.player.judging[0]).forResult();
},
popup: false,
async content(event, trigger, player) {
const next = player.respond(event.cards, event.name, "highlight", "noOrdering");
await next;
const { cards } = next;
if (cards?.length) {
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(card => {
if (card.clone) card.clone.classList.remove("thrownhighlight");
}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
}
await game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0] = cards[0];
trigger.orderingCards.addArray(cards);
game.log(trigger.player, "的判定牌改为", cards);
await game.delay(2);
}
},
ai: { rejudge: true, tag: { rejudge: 1 } },
},
langgu_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { player: "gainAfter" },
forced: true,
filter(event, player) {
if (player.hasSkill("langgu_shuying_used")) return false;
return game.hasPlayer(current => {
return (
current != player &&
player.getEnemies(null, false).includes(current) &&
event.getl?.(current)?.cards2?.length
);
});
},
async content(event, trigger, player) {
const source = game.findPlayer(current => {
return (
current != player &&
player.getEnemies(null, false).includes(current) &&
trigger.getl?.(current)?.cards2?.length
);
});
if (!source) return;
player.addTempSkill("langgu_shuying_used", "roundStart");
const result = await player.judge(card => get.suit(card) == "spade" ? 2 : 0).forResult();
if (result.bool && source.isIn() && source.countDiscardableCards(player, "h") > 0) {
player.removeSkill("langgu_shuying_used");
player.line(source);
const card = source.getCards("h").randomGet();
await source.discard(card);
}
},
subSkill: {
used: { charlotte: true },
},
},
yuanlv_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { source: "damageBegin4" },
filter(event, player) {
return event.card && get.type2(event.card) == "trick" && event.player?.isIn() && player.getEnemies(null, false).includes(event.player);
},
async cost(event, trigger, player) {
event.result = await player.chooseBool(get.prompt(event.skill, trigger.player))
.set("ai", () => true)
.forResult();
},
async content(event, trigger, player) {
const target = trigger.player;
trigger.cancel();
await player.draw();
target.line(player);
if (getTianshuDifficulty() == "nightmare") {
await player.damage(1, target, "unreal");
}
else {
await player.damage(1, target);
}
},
},
//吕布 over
wushuang_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:2",
trigger: { source: "damageBegin1" },
forced: true,
locked: true,
usable(skill, player) {
return getTianshuDifficulty() == "nightmare" ? 2 : 1;
},
logTarget: "player",
filter(event, player) {
const target = event.player;
const evtx = event.getParent(2);
const card = event.card;
if (!card || !["sha", "juedou"].includes(card.name)) return false;
if (card.name == "sha") {
return !target.hasHistory("useCard", evt => {
return evt.card.name == "shan" && evt.respondTo && evt.getParent(3) == evtx;
});
}
return !target.hasHistory("respond", evt => {
return evt.card.name == "sha" && evt.respondTo && evt.getParent(3) == evtx;
});
},
async content(event, trigger, player) {
trigger.num++;
},
group: ["wushuang_shuying_1", "wushuang_shuying_2"],
subSkill: {
1: {
audio: "wushuang_shuying",
sourceSkill: "wushuang_shuying",
trigger: { player: "useCardToPlayered" },
forced: true,
logTarget: "target",
filter(event, player) {
return event.card.name == "sha" && !event.getParent().directHit.includes(event.target);
},
async content(event, trigger, player) {
const id = trigger.target.playerid;
const map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") map[id].shanRequired++;
else map[id].shanRequired = 2;
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (arg.card.name != "sha" || arg.target.countCards("h", "shan") > 1) return false;
},
},
},
2: {
audio: "wushuang_shuying",
sourceSkill: "wushuang_shuying",
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
forced: true,
logTarget(trigger, player) {
return player == trigger.player ? trigger.target : trigger.player;
},
filter(event, player) {
return event.card.name == "juedou";
},
async content(event, trigger, player) {
const id = (player == trigger.player ? trigger.target : trigger.player).playerid;
const idt = trigger.target.playerid;
const map = trigger.getParent().customArgs;
if (!map[idt]) map[idt] = {};
if (!map[idt].shaReq) map[idt].shaReq = {};
if (!map[idt].shaReq[id]) map[idt].shaReq[id] = 1;
map[idt].shaReq[id]++;
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (
arg.card.name != "juedou" ||
Math.floor(arg.target.countCards("h", "sha") / 2) > player.countCards("h", "sha")
) {
return false;
}
},
},
},
},
ai: {
threaten: 1.8,
directHit_ai: true,
},
},
shenij_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:2",
group: [
"shenij_shuying_judge",
"shenij_shuying_draw",
"shenij_shuying_sha",
"shenij_shuying_target",
],
subSkill: {
judge: {
audio: "shenij_shuying",
trigger: { player: "phaseJudgeBegin" },
filter(event, player) {
return player.countCards("h") >= 2 && player.countCards("j") > 0;
},
async cost(event, trigger, player) {
event.result = await player
.chooseToDiscard("h", 2, get.prompt2(event.skill))
.set("ai", card => {
const player = get.player();
if (!player.countCards("j")) return 0;
return 7 - get.value(card);
})
.forResult();
},
async content(event, trigger, player) {
const cards = player.getCards("j");
await player.discard(cards);
},
ai: {
effect: {
target(card, player, target) {
if (get.type(card) == "delay") return [0, 2];
},
},
},
},
draw: {
audio: "shenij_shuying",
trigger: { player: "phaseDrawBegin2" },
forced: true,
filter(event, player) {
return !event.numFixed;
},
async content(event, trigger, player) {
let num = 2;
if (getTianshuDifficulty() == "hard") num = 3;
if (getTianshuDifficulty() == "nightmare") num = 4;
trigger.num += num;
},
},
sha: {
audio: "shenij_shuying",
forced: true,
mod: {
cardUsable(card, player, num) {
let shaNum = 2;
if (getTianshuDifficulty() == "normal") shaNum = 1;
if (card.name == "sha") return num + shaNum;
},
},
},
target: {
audio: "shenij_shuying",
trigger: { player: "useCard2" },
filter(event, player) {
if (event.card.name != "sha") return false;
const info = get.info(event.card);
if (info.allowMultiple == false || info.multitarget || !event.targets) return false;
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1;
return game.countPlayer(current => {
return !event.targets.includes(current) &&
lib.filter.targetEnabled2(event.card, player, current) &&
lib.filter.targetInRange(event.card, player, current);
}) > 0;
},
async cost(event, trigger, player) {
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1;
event.result = await player
.chooseTarget(
get.prompt(event.skill),
`为此【杀】额外指定至多${get.cnNumber(num)}名目标`,
[1, num],
(card, player, target) => {
const trigger = get.event().getTrigger();
return !trigger.targets.includes(target) &&
lib.filter.targetEnabled2(trigger.card, player, target) &&
lib.filter.targetInRange(trigger.card, player, target);
}
)
.set("ai", target => {
const player = get.player();
if (!player.getEnemies(null, false).includes(target)) return 0;
return get.effect(target, get.event().getTrigger().card, player, player);
})
.forResult();
},
async content(event, trigger, player) {
for (const target of event.targets) {
player.line(target);
trigger.targets.add(target);
game.log(target, "成为了", trigger.card, "的额外目标");
}
},
ai: {
effect: {
player_use(card, player, target) {
if (card.name == "sha" && player.getEnemies(null, false).includes(target)) return [1, 0.5];
},
},
},
},
},
},
zhanjia_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:2",
trigger: { player: "damageBegin4" },
forced: true,
locked: true,
usable: 1,
filter(event, player) {
return event.num > 2;
},
async content(event, trigger, player) {
trigger.num = 2;
await player.draw(getTianshuDifficulty() == "nightmare" ? 3 : 2);
},
ai: {
filterDamage: true,
effect: {
target(card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return;
return [1, 0.8];
}
},
},
},
},
//董卓 over
jiuchi_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
enable: "chooseToUse",
filterCard(card, player) {
return get.suit(card, player) == "spade";
},
position: "h",
viewAs: { name: "jiu" },
viewAsFilter(player) {
return player.countCards("h", card => get.suit(card, player) == "spade") > 0;
},
prompt: "将一张黑桃手牌当【酒】使用",
check(card) {
return 6 - get.value(card);
},
ai: {
order: 3.5,
respondJiu: true,
skillTagFilter(player) {
return player.countCards("h", card => get.suit(card, player) == "spade") > 0;
},
},
},
roulin_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
forced: true,
locked: true,
logTarget(trigger, player) {
return player == trigger.player ? trigger.target : trigger.player;
},
filter(event, player) {
if (event.card.name != "sha") return false;
if (player == event.player) return event.target.hasSex("female");
return event.player.hasSex("female");
},
async content(event, trigger, player) {
const id = (player == trigger.player ? trigger.target : player).playerid;
const map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") map[id].shanRequired++;
else map[id].shanRequired = 2;
},
ai: {
halfneg: true,
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (tag === "directHit_ai") return;
if (arg.card.name != "sha" || !arg.target.hasSex("female") || arg.target.countCards("h", "shan") > 1) {
return false;
}
},
},
},
baonue_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { player: "phaseBegin" },
forced: true,
locked: true,
filter(event, player) {
return player.getDamagedHp() > 0;
},
async content(event, trigger, player) {
let maxNum = 3;
if (getTianshuDifficulty() == "hard") maxNum = 4;
if (getTianshuDifficulty() == "nightmare") maxNum = 5;
const num = Math.min(maxNum, player.getDamagedHp());
await player.draw(num);
const result = await player
.chooseTarget(`对至多${get.cnNumber(num)}名角色造成1点伤害`, [1, num], (card, player, target) => {
return target.isIn() && player.getEnemies(null, false).includes(target);
})
.set("ai", target => {
const player = get.player();
return get.damageEffect(target, player, player);
})
.forResult();
if (result.bool) {
for (const target of result.targets) {
player.line(target);
await target.damage(1, player);
}
}
await player.loseHp();
},
ai: {
threaten: 2,
},
},
qubu_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
trigger: { global: "useCardToPlayered" },
forced: true,
locked: true,
filter(event, player) {
return (
event.card.name == "sha" &&
event.player?.isIn() &&
!player.getEnemies(null, false).includes(event.player) &&
event.targets?.length > 0
);
},
async content(event, trigger, player) {
const result = await player
.judge(card => get.color(card) == "black" ? 2 : -1)
.set("judge2", result => result.bool)
.forResult();
if (result.bool) {
const targets = trigger.targets.filter(target => target.isIn());
for (const target of targets) {
player.line(target);
await target.damage(1, player);
}
}
},
ai: {
threaten: 1.8,
},
},
};
export default skills;
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const translates = {
caocao_boss_shuying: "曹操",
jianxiong_shuying: "奸雄",
jianxiong_shuying_info: "当你受到伤害后,你可以获得对你造成伤害的牌并摸一张牌。",
lingba_shuying: "凌霸",
lingba_shuying_info: "锁定技,你的回合开始时,若你手牌数为全场最多,则对一名随机敌人造成1点伤害。若你手牌数大于等于你体力值的两倍,则改为对所有敌人造成伤害。",
yishen_shuying: "疑神",
yishen_shuying_info: "当你回复体力时,可以改为获得一名随机敌方角色一张随机装备。",
simayi_boss_shuying: "司马懿",
fankui_shuying: "反馈",
fankui_shuying_info: "当你受到1点伤害后,你可以获得伤害来源的一张牌。",
guicai_shuying: "鬼才",
guicai_shuying_info: "当一名角色的判定牌生效前,你可以打出一张牌代替之。",
langgu_shuying: "狼顾",
langgu_shuying_info: " 锁定技,每回合限一次,当你获得其他角色的牌时,进行一次判定:若结果为黑桃,随机弃置其1张手牌,且视为此技能本回合未发动过。",
yuanlv_shuying: "远虑",
yuanlv_shuying_info: "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成1点伤害。",
lvbu_boss_shuying: "吕布",
wushuang_shuying: "无双",
wushuang_shuying_info: "锁定技。①你使用的【杀】需两张【闪】才能抵消;与你进行【决斗】的角色每次需要打出两张【杀】。②每回合限1次,当你使用【杀】或【决斗】造成伤害时,若受伤角色没有使用或打出过【杀】或【闪】响应此牌,则此伤害+1。",
shenij_shuying: "神戟",
shenij_shuying_info: "判定阶段,你可以弃置两张手牌,然后弃置你判定区里的牌;摸牌阶段,你多摸两张牌;出牌阶段,你可以多使用一张【杀】,你的【杀】可以多指定一名角色为目标。",
zhanjia_shuying: "战甲",
zhanjia_shuying_info: "锁定技,每回合限一次,当你受到大于2点的伤害时,将此伤害减至2点,然后摸两张牌。",
dongzhuo_boss_shuying: "董卓",
jiuchi_shuying: "酒池",
jiuchi_shuying_info: "你可以将一张黑桃手牌当【酒】使用。",
roulin_shuying: "肉林",
roulin_shuying_info: "锁定技,你对女性角色使用的【杀】和女性角色对你使用的【杀】均需使用两张【闪】才能抵消。",
baonue_shuying: "暴虐",
baonue_shuying_info: "锁定技,回合开始时,你摸X张牌并对至多X名角色造成1点伤害,然后你失去1点体力。X为你已损失体力且最大为3。",
qubu_shuying: "驭布",
qubu_shuying_info: "锁定技,当友方角色使用【杀】指定目标时,进行一次判定:若结果为黑桃,你对此【杀】的所有目标造成1点伤害。",
};
export default translates;