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hulao_mode.lua 24.09 KB
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该账号已注销 提交于 2024-11-04 18:34 +08:00 . 11/4
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local desc_hulao_mode = [[
# 虎牢关模式简介
___
1人扮演吕布(主公),其他3人扮演反贼。若4人中有且只有1个机器人则开启PVE【神话修罗吕布】挑战模式,否则进入PVP【虎牢关吕布】模式
PVE【神话修罗吕布】挑战模式:
主公阵营:
机器人主公固定为【神话修罗吕布】20体力,其初始技能拥有【神武】【神智】【神战】【马术】技能,初始装备【神话方天画戟】【神话束发紫金冠】【神话吞天铠】
【神武】:锁定技,游戏开始把你所属得装备(神话方天画戟)(神话吞天铠)(神话束发紫金冠)置于你的装备区并且永远不能离开你的装备区,你获得武器,宝物,防具牌立刻丢弃并摸等量的牌。
【神战】:锁定技,准备阶段多摸场上存活角色数张牌,出牌阶段你可以多使用X张【杀】(X为形态数,初始为1)。
【神话方天画戟】:锁定技,你使用【杀】或【决斗】指向单一目标后,随机一名其他角色也成为【杀】或【决斗】目标。
【神话束发紫金冠】:锁定技,出牌阶段,你随机对一名其他角色造成一点伤害并随机弃其一张牌。
【神话吞天铠】:锁定技,每回合限两次,当你成为非转化单体牌的目标时,若牌的颜色为红色,你随机弃两张红色手牌对其造成1点伤害,若为黑色,你弃一张黑色手牌随机弃其一张牌;每当你受到伤害时,摸受到伤害值的牌。
形态:(当体力小于9吕布转变第3形态。立刻结束当前角色回合,吕布获得一个额外得回合)
1、获得技能【神罚】(当体力值小于15时,最大体力值-6,获得【神罚】):锁定技,你对其他角色造成普通伤害为随机的【火】【雷】属性伤害,准备阶段与结束阶段结束时你横置所有其他角色
2、获得技能【神变】(当体力值小于9时,最大体力值-6,获得【神变】):锁定技,其他角色摸牌阶段结束后。其每张手牌(装备牌除外)重置为随机牌名(延时锦囊与联军盛宴除外)
反贼阵营:
反贼拥有技能:【汉盟】【汉誓】【汉伐】体力与最大体力+1
【汉盟】:全部拥有【汉盟】技能角色每轮限发动1次,当有【汉盟】角色进入濒死。其他【汉盟】角色从以下选项二选一并在选完后移除该选项:1.弃所有手牌恢复其1点体力。2.弃指定的牌并摸等量牌。
【汉誓】:摸牌阶段你多摸1张牌且手牌上限+1,其他拥有【汉誓】角色多摸1张牌。
【汉伐】:全部拥有【汉伐】技能角色每轮限发动1次,当有【汉伐】角色对没有【汉伐】角色使用唯一目标【杀】结算后,其他拥有【汉伐】角色可以依次对其使用1张【杀】
补充卡牌:
联军盛宴:其他相同身份角色回复1点体力(若满血则其摸1张牌)。自己摸存活角色数的牌。
虎牢关规则:
每当反贼死亡其他反贼可选择回1血或摸两牌
反贼选将无视开启的扩展包,只对白名单进行选择。白名单只开【浪】,【手杀专属】,【手杀-始计篇·严】,【手杀界一将】,【OL专属1】,【OL专属3】平衡将的包
胜利规则与身份局一致。
]]
local GensLimts=require "packages/fkpve/GensLimts"
local istest = false
--pve与pve模式
local cur_mode = "pvp"
local lord_player = function ()
return cur_mode == "pvp" and "l__hulaolvbu" or "l__xiuluolvbu"
end
--神变随机得卡组
local randhandlist = {"slash","thunder__slash","fire__slash","jink","peach","analeptic","nullification","ex_nihilo","collateral","duel","snatch","dismantlement","savage_assault","archery_attack","amazing_grace"}
-- Because packages are loaded before gamelogic.lua loaded
-- so we can not directly create subclass of gamelogic in the top of lua
local hulao_getLogic = function()
local hulao_logic = GameLogic:subclass("hulao_logic")
function hulao_logic:initialize(room)
GameLogic.initialize(self, room)
self.role_table = {nil, nil,nil, {"lord", "rebel", "rebel","rebel"},{"lord", "rebel", "rebel","rebel","rebel"},{"lord","loyalist","rebel","rebel","rebel","loyalist"}}
end
function hulao_logic:prepareDrawPile()
local room = self.room
local allCardIds = Fk:getAllCardIds()
--重新过滤卡组
local filterCardIds = {}
local while_cards = {"standard","standard_cards","maneuvering","fkpve_cards"}
for i = #allCardIds, 1, -1 do
local id = allCardIds[i]
local card = Fk:getCardById(id)
if card then
if card.is_derived or not table.contains(while_cards,card.package.name) then
table.removeOne(allCardIds, id)
table.insert(room.void, id)
room:setCardArea(id, Card.Void, nil)
end
end
if table.contains(while_cards,card.package.name) then
if not card.is_derived then
table.insert(filterCardIds,id)
end
end
end
local seed = math.random(2 << 32 - 1)
table.shuffle(filterCardIds,seed)
room.draw_pile = filterCardIds
for _, id in ipairs(room.draw_pile) do
room:setCardArea(id, Card.DrawPile, nil)
end
room:doBroadcastNotify("PrepareDrawPile", seed)
end
function hulao_logic:assignRoles()
local room = self.room
local n = #room.players
local roles = self.role_table[n]
if not roles then
room:doBroadcastNotify("ShowToast", "开启人数只能4或者6个人")
room:gameOver("lord")
return
end
local roles = table.clone(roles)
table.shuffle(roles)
if #roles == 6 then
--开启pve修罗神话吕布
cur_mode = "pve"
local humans = table.filter(room.players,function (pr)
if pr.id > 0 then
return true
end
end)
if #humans > 3 then
room:doBroadcastNotify("ShowToast", "6人座位最多3个真人玩家")
room:gameOver("lord")
return
end
local lord_bot = table.find(room.players,function (pr)
if pr.id < 0 then
return true
end
end)
lord_bot.role = "lord"
lord_bot.role_shown = true
table.removeOne(roles,"lord")
room:broadcastProperty(lord_bot, "role")
for i = 1, #humans do
table.removeOne(roles,"rebel")
end
for i = 1, n do
local p = room.players[i]
if p.id < 0 then
p.ai = SmartAI:new(p)
end
if p.role ~="lord" then
if p.id > 0 then
p.role = "rebel"
else
p.role = table.random(roles)
table.removeOne(roles,p.role)
end
room:notifyProperty(p, p, "role")
end
end
else
--开启pvp虎牢关吕布
cur_mode = "pvp"
for i = 1, n do
local p = room.players[i]
if p.id < 0 then
-- p.ai = LangAI:new(p)
end
p.role = roles[i]
if p.role == "lord" then
room:setPlayerProperty(p, "role_shown", true)
room:broadcastProperty(p, "role")
else
room:notifyProperty(p, p, "role")
end
end
end
end
function hulao_logic:chooseGenerals()
local room = self.room
-- local generalNum = room.settings.generalNum
local generalNum = 12
for _, p in ipairs(room.players) do
p.role_shown = true
room:broadcastProperty(p, "role")
end
local lord = room:getLord()
room.current = lord
local nonlord = room.players
self.allgenerals = {}
local totalgens = Fk.generals
local tgens = GensLimts:getToTalGens()
local generals = {}
for _, gen in ipairs(tgens) do
local g = totalgens[gen]
if g then
table.insert(self.allgenerals,g)
table.insert(generals,g)
end
end
table.shuffle(generals)
-- local lordname
-- local othergens = {}
local enmeys = {"ol_ex__huaxiong","lijue"}
for _, p in ipairs(nonlord) do
local arg = {}
if p.role == "lord" then
table.insert(arg, lord_player())
-- table.removeOne(generals,Fk.generals["l__hulaolvbu"])
-- table.removeOne(generals,Fk.generals["l__xiuluolvbu"])
else
if p.role == "rebel" then
for i = 1, generalNum do
local g = table.remove(generals, 1).name
if g then
table.insert(arg, g)
end
end
end
if p.id < 0 and p.role == "loyalist" then
local rand = table.random(enmeys)
table.removeOne(enmeys,rand)
table.insert(arg, rand)
end
end
p.request_data = json.encode({ arg, 1 })
p.default_reply = arg[1]
end
-- for _, p in ipairs(nonlord) do
-- -- dbg()
-- room:notifyMoveFocus(p, "AskForGeneral")
-- -- room:doBroadcastRequest("AskForGeneral", p)
-- room:setPlayerGeneral(p,p.request_data, true)
-- room:askForChooseKingdom({p})
-- room:broadcastProperty(p, "kingdom")
-- room:broadcastProperty(p, "general")
-- end
room:doBroadcastRequest("AskForGeneral", nonlord)
for _, p in ipairs(nonlord) do
if p.general == "" and p.reply_ready then
local general = json.decode(p.client_reply)[1]
room:setPlayerGeneral(p, general, true, true)
else
room:setPlayerGeneral(p, p.default_reply, true, true)
end
p.default_reply = ""
end
room:askForChooseKingdom(nonlord)
for _, p in ipairs(nonlord) do
room:broadcastProperty(p, "general")
if p.role == "lord" then
room:broadcastProperty(p, "kingdom")
end
end
end
return hulao_logic
end
--虎牢关技能
--汉盟
local hulao_mengjun = fk.CreateTriggerSkill{
name = "hulao_mengjun",
anim_type = "control",
frequency = Skill.Compulsory,
events = {fk.EnterDying},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self.name) and player:usedSkillTimes(self.name, Player.HistoryRound) == 0 then
return true
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
for _, p in ipairs(player.room:getOtherPlayers(player)) do
if p.role == "rebel" and p:hasSkill(self.name) then
p:addSkillUseHistory(self.name, 1)
end
end
local tars = table.filter(room:getOtherPlayers(player),function (p)
if p.role == "rebel" and not p:isNude() then
return true
end
end)
local chc = {"throwallcards_rec","throwallcards_draw","Cancel"}
for _, tar in ipairs(tars) do
local remove_tmp
if tar:isKongcheng() then
remove_tmp = table.remove(chc,1)
-- table.insert(chc,1,)
end
local chs = room:askForChoice(tar,chc,self.name)
if chs == "throwallcards_rec" then
tar:throwAllCards("h")
room:recover{
who = player,
num = 1,
recoverBy = tar,
skillName = self.name
}
table.remove(chc,1)
elseif chs == "throwallcards_draw" then
-- body
local cards = #tar.player_cards[Player.Hand] + #tar.player_cards[Player.Equip]
-- tar:throwAllCards("h")
local sel_cards = room:askForCard(tar,1,cards,true,self.name,true,".")
if sel_cards and #sel_cards > 0 then
room:throwCard(sel_cards, self.name, tar, tar)
room:drawCards(tar,#sel_cards,self.name)
end
table.remove(chc,2)
end
if remove_tmp then
table.insert(chc,1,remove_tmp)
end
end
end
}
Fk:addSkill(hulao_mengjun)
--汉誓
local hulao_hanshi = fk.CreateTriggerSkill{
name = "hulao_hanshi",
anim_type = "support",
frequency = Skill.Compulsory,
events = {fk.DrawNCards},
can_trigger = function(self, event, target, player, data)
return target == player and player:hasSkill(self.name)
end,
on_use = function(self, event, target, player, data)
local room = player.room
data.n = data.n + 1
table.forEach(room:getOtherPlayers(player),function (p)
if p.role == "rebel" and p:hasSkill(self.name) then
room:drawCards(p,1,self.name)
end
end)
end
}
local hulao_hanshi_hmax = fk.CreateMaxCardsSkill{
name = "#hulao_hanshi_hmax",
correct_func = function(self, player)
if player:hasSkill(self.name) then
return 1
else
return 0
end
end,
}
hulao_hanshi:addRelatedSkill(hulao_hanshi_hmax)
Fk:addSkill(hulao_hanshi)
--汉伐
local hulao_hanfa = fk.CreateTriggerSkill{
name = "hulao_hanfa",
anim_type = "offensive",
-- frequency = Skill.Compulsory,
events = {fk.CardUseFinished},
can_trigger = function(self, event, target, player, data)
if target == player and player:hasSkill(self.name) and data.card and data.card.trueName == "slash" and #data.tos == 1 and #data.tos[1] == 1 and not player.room:getPlayerById(data.tos[1][1]):hasSkill(self.name) and player:usedSkillTimes(self.name, Player.HistoryRound) == 0 then
local other_hanfa = table.filter(player.room:getOtherPlayers(player),function (p)
if p.role == "rebel" and p:hasSkill(self.name) then
return true
end
end)
if #other_hanfa > 0 then
return true
end
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
for _, p in ipairs(player.room:getOtherPlayers(player)) do
if p.role == "rebel" and p:hasSkill(self.name) then
p:addSkillUseHistory(self.name, 1)
end
end
local to = room:getPlayerById(data.tos[1][1])
for key, p in pairs(room:getOtherPlayers(player)) do
if p.role == "rebel" and p:hasSkill(self.name) then
local use = room:askForUseCard(p, "slash", "slash", "hulao_hanfa_tip::"..to.id, true, {must_targets = {to.id}, bypass_distances = true})
if use then
room:useCard(use)
end
end
end
end
}
Fk:addSkill(hulao_hanfa)
--pvp虎牢关吕布
--pve修罗神话吕布
local l_shenfa = fk.CreateTriggerSkill{
name = "l_shenfa",
-- anim_type = "control",
frequency = Skill.Compulsory,
events = {fk.DamageInflicted,fk.EventPhaseEnd},
can_trigger = function(self, event, target, player, data)
if event == fk.DamageInflicted then
return player:hasSkill(self.name) and target ~= player and data.from == player and data.damageType == fk.NormalDamage
else
return player:hasSkill(self.name) and target == player and (player.phase == Player.Start or player.phase == Player.Finish)
end
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:notifySkillInvoked(player, self.name, "control")
if event == fk.DamageInflicted then
local dtype = table.random({fk.ThunderDamage,fk.FireDamage})
data.damageType = dtype
else
table.forEach(room:getOtherPlayers(player),function (p)
if not p.chained and not GensLimts:isSameCamp(player,p) then
p:setChainState(true)
end
end)
end
end,
}
Fk:addSkill(l_shenfa)
local l_shenbian = fk.CreateTriggerSkill{
name = "l_shenbian",
-- anim_type = "control",
frequency = Skill.Compulsory,
events = {fk.AfterDrawNCards},
can_trigger = function(self, event, target, player, data)
return player:hasSkill(self.name) and target ~= player and not GensLimts:isSameCamp(player,target)
end,
on_use = function(self, event, target, player, data)
local room = player.room
room:notifySkillInvoked(player, self.name, "control")
room:setPlayerMark(target,"randcards",1)
local playercards = target.player_cards[Player.Hand]
table.forEach(playercards,function (cid)
local card = Fk:getCardById(cid)
if table.contains(playercards, card.id) and not table.contains({Card.TypeEquip}, card.type) then
room:setCardMark(card,"randcard",table.random(randhandlist))
end
end)
end,
refresh_events = {fk.EventPhaseEnd},
can_refresh = function (self, event, target, player, data)
return player.phase == Player.Play and player:getMark("randcards") == 1
end,
on_refresh = function (self, event, target, player, data)
local room = player.room
room:setPlayerMark(player,"randcards",0)
table.forEach(player.player_cards[Player.Hand],function (cid)
local card = Fk:getCardById(cid)
if card:getMark("randcard") ~= 0 then
room:setCardMark(card,"randcard",0)
end
end)
end
}
local l_shenbian_randhand = fk.CreateFilterSkill{
name = "#l_shenbian_randhand",
card_filter = function(self, card, player)
return player:getMark("randcards") == 1 and card:getMark("randcard") ~= 0
end,
view_as = function(self, card)
return Fk:cloneCard(card:getMark("randcard"), card.suit, card.number)
end,
}
l_shenbian:addRelatedSkill(l_shenbian_randhand)
Fk:addSkill(l_shenbian)
local addMaxHp = function (room,who,num)
who.maxHp = who.maxHp + num
who.hp = who.hp + num
room:broadcastProperty(who, "maxHp")
room:broadcastProperty(who, "hp")
end
local deadRwds = function (room,name)
for _, p in ipairs(room.alive_players) do
if p.role == "rebel" then
local choices = {"hulao_draw2", "Cancel"}
if p:isWounded() then
table.insert(choices, 2, "hulao_heal")
end
local choice = room:askForChoice(p, choices, name)
if choice == "hulao_draw2" then p:drawCards(2, name)
else room:recover{ who = p, num = 1, skillName = name } end
end
end
end
local deadBury = function (who)
who:setCardUseHistory("")
who:throwAllCards()
who:throwAllMarks()
who:clearPiles()
who:reset()
end
local rm_general = function (generals,g)
for i = 1, #generals do
if g.general == generals[i].name then
table.remove(generals,i)
return true
end
end
return false
end
local chkCanPlay = function (room,allgenerals)
for _, p in ipairs(room.players) do
if p.id > 0 and not istest and not rm_general(allgenerals,p) then
if p.role ~= "lord" then
room:doBroadcastNotify("ShowToast", "自由选将不在白名单。游戏结束")
room:gameOver("lord")
return false
end
end
end
return true
end
--虎牢关模式
local hulao_rule = fk.CreateTriggerSkill{
name = "#hulao_rule",
priority = 0.001,
refresh_events = {fk.GameStart, fk.Deathed,fk.HpChanged,fk.TurnEnd},
can_refresh = function(self, event, target, player, data)
if event == fk.GameStart then
return true
elseif event == fk.Deathed then
-- body
return target == player
elseif event == fk.HpChanged then
if cur_mode == "pve" and player.role == "lord" then
local nextformlist = {15,9}
local curform = player:getMark("form_phase")
local nextformhp = nextformlist[curform+1]
if nextformhp and player.hp < nextformhp then
local sel_form = 0
for i, hp in ipairs(nextformlist) do
if player.hp < hp then
-- body
sel_form = sel_form + 1
end
end
if sel_form > curform then
player.room:setPlayerMark(player,"form_phase",sel_form)
return true
end
end
end
else
return player == target
end
end,
on_refresh = function(self, event, target, player, data)
local room = player.room
if event == fk.GameStart then
if player.role == "lord" then
if cur_mode == "pvp" then
room:handleAddLoseSkills(player, "wushuang|mashu", nil, false)
room:setTag("SkipNormalDeathProcess", true)
if #room.players == 4 then
local allgenerals = room.logic.allgenerals
if not chkCanPlay(room,allgenerals) then return end
end
elseif cur_mode == "pve" then
local allgenerals = room.logic.allgenerals
if not chkCanPlay(room,allgenerals) then return end
room:setPlayerMark(player,"form_phase",0)
room:handleAddLoseSkills(player, "mashu", nil, false)
room:setTag("SkipNormalDeathProcess", true)
end
-- Config.bgmFile = AppPath.."packages/fkpve/audio/hulao_bgm.mp3"
elseif player.role == "rebel" then
room:handleAddLoseSkills(player, "hulao_mengjun", nil, false)
if cur_mode == "pve" then
room:handleAddLoseSkills(player, "hulao_hanfa|hulao_hanshi", nil, false)
addMaxHp(room,player,2)
end
else
addMaxHp(room,player,3)
end
elseif event == fk.Deathed then
if cur_mode == "pve" then
if player.role == "rebel" then
deadBury(player)
room:setPlayerMark(player,"@zhengbei",7)
deadRwds(room,self.name)
end
else
deadRwds(room,self.name)
end
elseif event == fk.HpChanged then
local curform = player:getMark("form_phase")
if curform >= 1 and not player:hasSkill("l_shenfa") then
room:changeMaxHp(player, -6)
room:handleAddLoseSkills(player, "l_shenfa", nil, false)
end
if player:getMark("form_phase") >= 2 and not player:hasSkill("l_shenbian") then
room:changeMaxHp(player, -6)
room:handleAddLoseSkills(player, "l_shenbian", nil, false)
local current = player.room.logic:getCurrentEvent()
local damage_event = current:findParent(GameEvent.Damage)
if not damage_event then return end
local Turn_event = damage_event:findParent(GameEvent.Turn)
if not Turn_event then return end
damage_event:addExitFunc(function()
player:gainAnExtraTurn(true)
Turn_event:shutdown()
end)
end
else
if cur_mode == "pvp" then return end
local deadPlayers = {}
for _, pr in ipairs(room.players) do
if pr.dead and pr.role == "rebel" and pr:getMark("@zhengbei") > 0 then
table.insert(deadPlayers,pr)
end
end
if #deadPlayers > 0 then
for _, diep in ipairs(deadPlayers) do
room:removePlayerMark(diep,"@zhengbei",1)
if diep:getMark("@zhengbei") <= 0 then
room:revivePlayer(diep, false)
room:drawCards(diep, 4,self.name)
end
end
end
end
end,
}
Fk:addSkill(hulao_rule)
local hulao_mode = fk.CreateGameMode{
name = "hulao_mode",
minPlayer = 4,
maxPlayer = 6,
rule = hulao_rule,
logic = hulao_getLogic,
surrender_func = function(self, playedTime)
local surrenderJudge = { { text = "time limitation: 10s", passed = playedTime >= 10 } }
if Self.role ~= "lord" then
table.insert(surrenderJudge, { text = "only you alive", passed = #Fk:currentRoom().alive_players <= 2 })
end
return surrenderJudge
end,
}
Fk:loadTranslationTable{
["hulao_mode"] = "虎牢关模式",
["throwallcards_rec"] = "丢弃所有手牌令其回1血",
["throwallcards_draw"] = "丢弃任意张牌再摸等量的牌",
["hulao_mengjun"] = "汉盟",
[":hulao_mengjun"] = "全部拥有【汉盟】技能角色每轮限发动1次,当有【汉盟】角色进入濒死。其他【汉盟】从以下选项二选一并在选完后移除该选项:1.弃所有手牌恢复其1点体力。2.弃所有手牌摸等量牌 ",
["#hulao_rule"] = "挑选遗产",
["hulao_draw2"] = "摸两张牌",
["hulao_heal"] = "回复1点体力",
["@zhengbei"] = "整备",
["hulao_hanshi"] = "汉誓",
[":hulao_hanshi"] = "摸牌阶段你多摸1张牌且其他拥有【汉誓】角色也多摸1张牌",
["#hulao_hanshi_hmax"] = "汉誓",
["hulao_hanfa"] = "汉伐",
[":hulao_hanfa"] = "全部拥有【汉伐】技能角色每轮限发动1次,当有【汉伐】角色对没有【汉伐】角色使用唯一目标【杀】结算后,其他拥有【汉伐】角色可以依次对其使用1张【杀】",
["hulao_hanfa_tip"] = "汉伐:是否对 %dest 使用杀",
["l_shenfa"] = "神罚",
[":l_shenfa"] = "锁定技,你对其他角色造成普通伤害为随机的【火】【雷】属性伤害,准备阶段你横置所有其他阵营角色",
["l_shenbian"] = "神变",
[":l_shenbian"] = "锁定技,其他角色摸牌阶段结束后。其每张手牌重置为随机牌名(延时锦囊与装备牌除外)",
["#l_shenbian_randhand"] = "神变",
["time limitation: 10s"] = "游戏时长达到10秒",
["only you alive"] = "仅剩你存活",
[":hulao_mode"] = desc_hulao_mode,
}
return hulao_mode
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