---@diagnostic disable: deprecated, lowercase-global, undefined-global
--创建武将包:龙包
module("extensions.theodore", package.seeall)
extension = sgs.Package("theodore")
--创建武将:杜威
duwei = sgs.General(extension, "duwei", "god", "3", true)
--创建技能:微辣
--技能描述:出牌阶段限一次,你可以将2张手牌交给1名其它角色,若如此做,该角色回复1点体力。
CCLuaWeila = sgs.CreateSkillCard{
name = "CCLuaWeila",
will_throw = false,
handling_method = sgs.Card_MethodNone,
filter = function(self, selected, to_select)
return (#selected == 0) and (to_select:objectName() ~= sgs.Self:objectName())
end,
on_use = function(self, room, source, targets)
local reason = sgs.CardMoveReason(sgs.CardMoveReason_S_REASON_GIVE, source:objectName(), targets[1]:objectName(), "LuaWeila", "")
room:obtainCard(targets[1], self, reason, false)
local old_value = source:getMark("LuaWeila")
local new_value = old_value + self:getSubcards():length()
room:setPlayerMark(source, "LuaWeila", new_value)
if old_value < 2 and new_value >= 2 then --指定的角色回复体力
local target = targets[1] or source
local effect = sgs.CardEffectStruct()
effect.card = self
effect.from = source
effect.to = target
room:cardEffect(effect)
end
room:setPlayerFlag(source, "Weila_used") --次数限制标记
end,
on_effect = function(self, effect)
local dest = effect.to
local room = dest:getRoom()
local recover = sgs.RecoverStruct()
recover.card = self
recover.who = effect.from
room:recover(dest, recover)
end
}
VSLuaWeila = sgs.CreateViewAsSkill{
name = "LuaWeila",
n = 2,
view_filter = function(self, selected, to_select)
return not to_select:isEquipped()
end,
view_as = function(self, cards)
if #cards == 0 then return nil end
if #cards == 1 then return nil end
local rende_card = CCLuaWeila:clone()
for _, c in ipairs(cards) do
rende_card:addSubcard(c)
end
return rende_card
end ,
enabled_at_play = function(self, player)
return (not player:isKongcheng()) and not player:hasFlag("Weila_used")
end
}
LuaWeila = sgs.CreateTriggerSkill{
name = "LuaWeila",
events = {sgs.EventPhaseChanging},
view_as_skill = VSLuaWeila,
on_trigger = function(self, event, player, data)
local change = data:toPhaseChange()
if change.to ~= sgs.Player_NotActive then return false end
player:getRoom():setPlayerMark(player, self:objectName(), 0)
return false
end ,
can_trigger = function(self, target)
return target and target:getMark(self:objectName()) > 0
end
}
--创建技能:特辣
--技能描述:每当你受到1点伤害时,你可以弃置1张手牌并指定1名其他角色,对其造成1点伤害。
CCTela = sgs.CreateSkillCard{
name = "LuaTela",
target_fixed = false, --指定的目标不固定
filter = function(self, selected, to_select) --过滤角色
return (#selected == 0) and (to_select:objectName() ~= sgs.Self:objectName())
end,
on_use = function(self, room, source, targets)
local damage = sgs.DamageStruct()
damage.from = source
damage.to = targets[1]
damage.damage = 1
damage.nature = sgs.DamageStruct_Normal
room:damage(damage)
end,
}
VSTela = sgs.CreateViewAsSkill{
name = "LuaTela",
n = 1, --手牌数量
view_filter = function(self, selected, to_select) --过滤卡牌
return not to_select:isEquipped()
end,
view_as = function(self, cards)
if #cards == 0 then return end
local vs_card = CCTela:clone() --创建虚拟技能卡牌
vs_card:addSubcard(cards[1])
return vs_card
end,
response_pattern = "@@LuaTela", --触发响应
}
LuaTela = sgs.CreateTriggerSkill{
name = "LuaTela",
events = {sgs.Damaged},
view_as_skill = VSTela, --触发视为技联动
on_trigger = function(self, event, player, data)
local damage = data:toDamage()
local room = player:getRoom()
for i = 0, damage.damage - 1, 1 do
if room:askForSkillInvoke(player, self:objectName(), data) then
room:askForUseCard(player, "@@LuaTela", "@LuaTela_card") --触发响应,提示信息
end
end
end,
}
duwei:addSkill(LuaWeila)
duwei:addSkill(LuaTela)
--翻译语句
sgs.LoadTranslationTable{
["theodore"] = "龙包", --武将包名称
["duwei"] = "杜威", --武将名称
["#duwei"] = "威武帝", --武将称号
["LuaWeila"] = "微辣",
["ccluaweila"] = "微辣",
[":LuaWeila"] = "出牌阶段限一次,你可以将2张手牌交给1名其它角色,若如此做,该角色回复1点体力。",
["LuaTela"] = "特辣",
[":LuaTela"] = "每当你受到1点伤害时,你可以弃置1张手牌并指定1名其他角色,对其造成1点伤害。",
["@LuaTela_card"] = "请弃置1张手牌并指定1名其他角色,对其造成1点伤害。",
["designer:duwei"] = "龙一野", --设计师
["cv:duwei"] = "龙一野", --配音演员
["illustrator:duwei"] = "龙一野" --插画
}
--创建武将:李明康
limingkang = sgs.General(extension, "limingkang", "god", "8", true)
--创建技能:卡罗
--技能描述:你对其他角色造成杀的伤害+1,其他角色对你造成杀的伤害+1。
LuaKaluo = sgs.CreateTriggerSkill{
name = "LuaKaluo",
frequency = sgs.Skill_Compulsory,
events = {sgs.DamageCaused, sgs.DamageInflicted},
on_trigger = function(self, event, player, data)
if event == sgs.DamageCaused then
local damage = data:toDamage()
if damage.chain or damage.transfer or (not damage.by_user) then return false end
local reason = damage.card
if reason and (reason:isKindOf("Slash")) then
damage.damage = damage.damage + 1
data:setValue(damage)
end
end
if event == sgs.DamageInflicted then
local damaged = data:toDamage()
if damaged.chain or damaged.transfer or (not damaged.by_user) then return false end
local reason = damaged.card
if reason and (reason:isKindOf("Slash")) then
damaged.damage = damaged.damage + 1
data:setValue(damaged)
end
return false
end
return false
end,
}
--创建技能:卡特
--技能描述:觉醒技,回合结束阶段,当你的体力值为1点时,你将体力值与手牌数补至体力上限数,并获得技能“影武”。
LuaKate = sgs.CreateTriggerSkill{
name = "LuaKate",
frequency = sgs.Skill_Wake,
events = {sgs.EventPhaseStart},
on_trigger = function(self, event, player, data)
if player:getHp() == 1 then
local room = player:getRoom()
room:doLightbox("$LuaKate_effect") --全屏特效
room:broadcastSkillInvoke("LuaKate") --技能音效
local rec = sgs.RecoverStruct() --回复结构体
rec.who = player
rec.recover = 7
room:recover(player, rec)
player:drawCards(math.min(8, player:getMaxHp()) - player:getHandcardNum())
if not player:hasSkill("LuaYingwu") then
room:acquireSkill(player, "LuaYingwu")
end
player:gainMark("@waked") --觉醒标记
end
end,
can_trigger = function(self, target)
return target:isAlive() and target:hasSkill("LuaKate") and target:getPhase() == sgs.Player_Finish
and target:getMark("@waked") == 0
end,
}
--创建技能:布玛
--技能描述:限定技,你可以让1名角色弃置所有手牌并受到2点火焰伤害,若如此做,你将武将牌翻面。
CCBuma = sgs.CreateSkillCard{
name = "LuaBuma",
target_fixed = false,
will_throw = false,
filter = function(self, targets, to_select)
return #targets == 0 --指定其他角色
end,
on_use = function(self, room, source, targets)
room:doLightbox("$LuaBuma_effect")
local damage = sgs.DamageStruct()
damage.from = source
damage.to = targets[1]
damage.damage = 2
damage.nature = sgs.DamageStruct_Fire
room:damage(damage)
targets[1]:throwAllHandCards()
source:turnOver()
source:loseAllMarks("@burn_test")
end,
}
VSBuma = sgs.CreateZeroCardViewAsSkill{
name = "LuaBuma",
view_as = function(self, cards)
return CCBuma:clone()
end,
enabled_at_play = function(self, target)
return target:getMark("@burn_test") >= 1
end,
}
LuaBuma = sgs.CreateTriggerSkill{
name = "LuaBuma",
frequency = sgs.Skill_Limited,
view_as_skill = VSBuma,
limit_mark = "@burn_test",
on_trigger = function(self, event, player, data)
end,
}
limingkang:addSkill(LuaKaluo)
limingkang:addSkill(LuaKate)
limingkang:addSkill(LuaBuma)
--翻译语句
sgs.LoadTranslationTable{
["limingkang"] = "李明康", --武将名称
["#limingkang"] = "蕉太狼", --武将称号
["LuaKaluo"] = "卡罗",
[":LuaKaluo"] = "你对其他角色造成杀的伤害+1,其他角色对你造成杀的伤害+1。",
["LuaKate"] = "卡特",
[":LuaKate"] = "觉醒技,回合结束阶段,当你的体力值为1点时,你将体力值与手牌数补至体力上限数,并获得技能“影武”。",
["$LuaKate_effect"] = "我受到了召唤,我必须回应,一如既往!", --觉醒技特效
["LuaBuma"] = "布玛",
["luabuma"] = "布玛",
[":LuaBuma"] = "限定技,你可以让1名角色弃置所有手牌并受到2点火焰伤害,若如此做,你将武将牌翻面。",
["$LuaBuma_effect"] = "我受到了召唤,我必须回应,一如既往!", --限定技特效
}
--创建武将:张贤
zhangxian = sgs.General(extension, "zhangxian", "god", "3", true)
--创建技能:奔雷
--技能描述:当你使用或打出【闪】时,你可以摸1张牌并令1名角色进行判定,若结果为♠,则你对其造成2点雷电伤害。
LuaBenlei = sgs.CreateTriggerSkill{
name = "LuaBenlei" ,
events = {sgs.CardResponded} ,
on_trigger = function(self, event, player, data)
local card_star = data:toCardResponse().m_card
local room = player:getRoom()
if card_star:isKindOf("Jink") then
local target = room:askForPlayerChosen(player, room:getAlivePlayers(), self:objectName(), "LuaBenlei_card", true, true)
room:drawCards(player, 1)
if target then
local judge = sgs.JudgeStruct()
judge.pattern = ".|spade"
judge.good = false
judge.negative = true
judge.reason = self:objectName()
judge.who = target
room:judge(judge)
if judge:isBad() then
room:damage(sgs.DamageStruct(self:objectName(), player, target, 2, sgs.DamageStruct_Thunder))
end
end
end
return false
end
}
--创建技能:神鬼
--技能描述:当1名角色的判定牌生效前,你可以打出1张牌替换之,若如此做,你失去1点体力。
LuaShengui = sgs.CreateTriggerSkill{
name = "LuaShengui",
events = {sgs.AskForRetrial},
can_trigger = function(self, target)
if not (target and target:isAlive() and target:hasSkill(self:objectName())) then return false end
if target:isKongcheng() then
local has_black = false
for i = 0, 3, 1 do
local equip = target:getEquip(i)
if equip and equip:isBlack() then
has_black = true
break
end
end
return has_black
else
return true
end
end,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local judge = data:toJudge()
local prompt_list = {
"@Shengui-card",
judge.who:objectName(),
self:objectName(),
judge.reason,
tostring(judge.card:getEffectiveId())
}
if room:askForSkillInvoke(player, self:objectName(), data) then
local prompt = table.concat(prompt_list, ":")
local card = room:askForCard(player, ".|.", prompt, data, sgs.Card_MethodResponse, judge.who, true)
room:loseHp(player)
if card then
room:retrial(card, player, judge, self:objectName(), true)
end
end
return false
end
}
--创建技能:电鸣
--技能描述:回合开始阶段,你可以让1名角色进行判定,若为黑色,则对该角色造成1点雷电伤害;若为红色,则你获得该判定牌。
LuaDianming = sgs.CreateTriggerSkill{
name = "LuaDianming",
frequency = sgs.Skill_NotFrequent,
events = {sgs.EventPhaseStart},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if player:getPhase() == sgs.Player_Start and room:askForSkillInvoke(player, self:objectName(), data) then
local target = room:askForPlayerChosen(player, room:getAlivePlayers(), self:objectName(), "LuaBenlei_card", true, true)
local judge = sgs.JudgeStruct()
judge.pattern = ".|black"
judge.good = false
judge.negative = true
judge.reason = self:objectName()
judge.who = player
room:judge(judge)
if judge:isBad() then
room:damage(sgs.DamageStruct(self:objectName(), player, target, 1, sgs.DamageStruct_Thunder))
else
player:obtainCard(judge.card)
end
end
end,
}
zhangxian:addSkill(LuaBenlei)
zhangxian:addSkill(LuaShengui)
zhangxian:addSkill(LuaDianming)
--翻译语句
sgs.LoadTranslationTable{
["zhangxian"] = "张贤", --武将名称
["#zhangxian"] = "抠脚大汉", --武将称号
["LuaBenlei"] = "奔雷",
[":LuaBenlei"] = "当你使用或打出【闪】时,你可以摸1张牌并令1名角色进行判定,若结果为♠,则你对其造成2点雷电伤害。",
["LuaBenlei_card"] = "请指定1名角色进行判定。",
["LuaShengui"] = "神鬼",
[":LuaShengui"] = "当1名角色的判定牌生效前,你可以打出1张牌替换之,若如此做,你失去1点体力。",
["@Shengui-card"] = "请选择1张牌进行替换。",
["LuaDianming"] = "电鸣",
[":LuaDianming"] = "回合开始阶段,你可以让1名角色进行判定,若为黑色,则对该角色造成1点雷电伤害;若为红色,则你获得该判定牌。",
}
--创建武将:宁留洋
ningliuyang = sgs.General(extension, "ningliuyang", "god", "6", true)
--创建技能:涛涛
--技能描述:当其他角色对你造成1点伤害时,你可以弃置伤害来源1张牌。
LuaTaotao = sgs.CreateTriggerSkill{
name = "LuaTaotao",
frequency = sgs.Skill_NotFrequent,
events = {sgs.Damaged},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local damage = data:toDamage()
local attacker = damage.from
if player:objectName() == attacker:objectName() then return end --自己伤害自己无效
if room:askForSkillInvoke(player, "LuaTaotao", data) and not attacker:isNude() then
local id = room:askForCardChosen(player, attacker, "he", self:objectName()) --h:手牌,e:装备牌,j判定区
room:throwCard(id, attacker, player) --(牌,被害人,凶手)
end
end,
}
--创建技能:暖暖
--技能描述:出牌阶段,你可以失去1点体力令1名其他角色回复1点体力,若如此做,你摸1张牌。
CCNuannuan = sgs.CreateSkillCard{
name = "LuaNuannuan",
target_fixed = false,
filter = function(self, selected, to_select)
return (#selected == 0) and (to_select:objectName() ~= sgs.Self:objectName())
end,
on_use = function(self, room, source, targets)
if source:objectName() == targets[1]:objectName() then return end
local rec = sgs.RecoverStruct() --回复结构体
rec.who = targets[1]
rec.recover = 1
room:recover(targets[1], rec)
room:loseHp(source)
if source:isAlive() then
room:drawCards(source, 1)
end
end,
}
LuaNuannuan = sgs.CreateZeroCardViewAsSkill{
name = "LuaNuannuan",
view_as = function()
return CCNuannuan:clone()
end
}
ningliuyang:addSkill(LuaTaotao)
ningliuyang:addSkill(LuaNuannuan)
--翻译语句
sgs.LoadTranslationTable{
["ningliuyang"] = "宁留洋", --武将名称
["#ningliuyang"] = "暖洋洋", --武将称号
["LuaTaotao"] = "涛涛",
[":LuaTaotao"] = "当其他角色对你造成1点伤害时,你可以弃置伤害来源1张牌。",
["LuaNuannuan"] = "暖暖",
["luanuannuan"] = "暖暖", --技能卡牌翻译
[":LuaNuannuan"] = "出牌阶段,你可以失去1点体力令1名其他角色回复1点体力,若如此做,你摸1张牌。",
}
--创建武将:黄新超
huangxinchao = sgs.General(extension, "huangxinchao", "god", "4", true)
--创建技能:怒吼
--技能描述:出牌阶段限一次,你可以选择失去1点体力,若如此做,你摸3张牌并且本回合使用的杀无次数限制。
CCNuhou = sgs.CreateSkillCard{
name = "CCNuhou",
target_fixed = true,
on_use = function(self, room, source, targets)
room:loseHp(source)
if source:isAlive() then
room:drawCards(source, 3, "CCNuhou")
end
if not source:hasSkill("paoxiao") then
room:acquireSkill(source, "paoxiao")
end
room:broadcastSkillInvoke ("LuaNuhou") --技能卡牌音效
room:setPlayerFlag(source, "Nuhou_used") -- 次数限制标记
end
}
LuaNuhou = sgs.CreateZeroCardViewAsSkill{
name = "LuaNuhou",
view_as = function()
return CCNuhou:clone()
end,
enabled_at_play = function(self, target)
return not target:hasFlag("Nuhou_used")
end,
}
LuaNuhou_plus = sgs.CreateTriggerSkill{
name = "#LuaNuhou_plus",
frequency = sgs.Skill_Compulsory,
events = {sgs.Player_Finish},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if player:hasSkill("paoxiao") then
room:detachSkillFromPlayer(player, "paoxiao")
end
end,
}
--创建技能:无人
--技能描述:锁定技,出牌阶段,每当你使用1张【杀】便进行判定:若为黑色则摸1张牌;若为红色则弃1张牌。
LuaWuren = sgs.CreateTriggerSkill{
name = "LuaWuren" ,
frequency = sgs.Skill_Compulsory,
events = {sgs.CardUsed} ,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
local use = data:toCardUse()
if use.card:isKindOf("Slash") then
local judge = sgs.JudgeStruct()
judge.pattern = ".|black"
judge.good = false
judge.negative = true
judge.reason = self:objectName()
judge.who = player
room:judge(judge)
if judge:isBad() then
player:drawCards(1, self:objectName())
else
room:sendCompulsoryTriggerLog(player, self:objectName())
if not room:askForDiscard(player, self:objectName(), 1, 1, false, true, "@Wuren_card") then
local cards = player:getCards("he")
local c = cards:at(math.random(0, cards:length() - 1))
room:throwCard(c, player)
end
end
end
return false
end
}
huangxinchao:addSkill(LuaNuhou)
huangxinchao:addSkill(LuaNuhou_plus)
huangxinchao:addSkill(LuaWuren)
--翻译语句
sgs.LoadTranslationTable{
["huangxinchao"] = "黄新超", --武将名称
["#huangxinchao"] = "照亮黑夜", --武将称号
["LuaNuhou"] = "怒吼",
["ccnuhou"] = "怒吼",
[":LuaNuhou"] = "出牌阶段限一次,你可以选择失去1点体力,若如此做,你摸3张牌并且本回合使用的杀无次数限制。",
["LuaWuren"] = "无人",
[":LuaWuren"] = "锁定技,出牌阶段,每当你使用1张【杀】便进行判定:若为黑色则摸1张牌;若为红色则弃1张牌。",
["@Wuren_card"] = "请弃置1张牌。"
}
--创建武将:于佳星
yujiaxing = sgs.General(extension, "yujiaxing", "god", "3", true)
--创建技能:烟雾
--技能描述:锁定技,回合开始阶段,若你的体力值不为1点,则你失去1点体力,
--你不能使用无属性【杀】指定其他角色为目标且你的手牌上限始终为你的体力上限。
LuaYanwu = sgs.CreateTriggerSkill{
name = "LuaYanwu",
frequency = sgs.Skill_Compulsory,
events = {sgs.EventPhaseStart},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if player:getPhase() == sgs.Player_Start and player:getHp() ~= 1 then
room:loseHp(player)
end
end,
}
LuaYanwu_plus = sgs.CreateMaxCardsSkill{
name = "#LuaYanwu_plus",
extra_func = function(self, target)
if target:hasSkill("LuaYanwu_plus") then
local hp = target:getMaxHp() - target:getHp()
return hp
end
end,
}
LuaYanwu_plus2 = sgs.CreateProhibitSkill{
name = "#LuaYanwu_plus2",
is_prohibited = function(self, from, to, card)
if from:hasSkill("LuaYanwu_plus2") and card:isKindOf("Slash") and not card:isKindOf("NatureSlash") then
return true
else
return false
end
end,
}
--创建技能:星火
--技能描述:摸牌阶段,你可以额外摸X张牌,X为你当前损失的体力值。
LuaXinghuo = sgs.CreateTriggerSkill{
name = "LuaXinghuo",
frequency = sgs.Skill_Frequent,
events = {sgs.DrawNCards},
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if room:askForSkillInvoke(player, self:objectName(), data) then
local count = data:toInt()+player:getMaxHp()-player:getHp()
data:setValue(count)
end
end,
}
--创建技能:维素
--技能描述:回合结束阶段,你可以弃置3张锦囊牌让自己回复1点体力。
CCWeisu = sgs.CreateSkillCard{
name = "CCWeisu",
target_fixed = false,
will_throw = true,
filter = function(self, targets, to_select)
return (#targets == 0) and (to_select:objectName() == sgs.Self:objectName())
end,
on_use = function(self, room, source, targets)
local rec = sgs.RecoverStruct() --回复结构体
rec.who = source
rec.recover = 1
room:recover(source, rec)
end,
}
VSWeisu = sgs.CreateViewAsSkill{
name = "LuaWeisu",
n = 3, --手牌数量
view_filter = function(self, selected, to_select) --过滤卡牌
return (to_select:isKindOf("TrickCard") or to_select:isKindOf("QiceCard")) and not to_select:isEquipped()
end,
view_as = function(self, cards)
if #cards == 0 or #cards == 1 or #cards == 2 then return end
local vs_card = CCWeisu:clone() --创建虚拟技能卡牌
vs_card:addSubcard(cards[1])
vs_card:addSubcard(cards[2])
vs_card:addSubcard(cards[3])
return vs_card
end,
response_pattern = "@@LuaWeisu", --触发响应
}
LuaWeisu = sgs.CreateTriggerSkill{
name = "LuaWeisu",
frequency = sgs.Skill_NotFrequent,
events = {sgs.EventPhaseStart},
view_as_skill = VSWeisu,
on_trigger = function(self, event, player, data)
local room = player:getRoom()
if (player:getPhase() == sgs.Player_Finish) and player:canDiscard(player, "h")
and room:askForSkillInvoke(player, self:objectName(), data) then
room:askForUseCard(player, "@@LuaWeisu", "@LuaWeisu_card", -1, sgs.Card_MethodNone)
end
return false
end
}
--创建技能:狂连
--技能描述:你每使用、弃置或打出手牌便可再摸1张牌。
LuaKuanglian = sgs.CreateTriggerSkill{
name = "LuaKuanglian",
frequency = sgs.Skill_Frequent,
events = {sgs.CardsMoveOneTime},
on_trigger = function(self, event, luxun, data)
local room = luxun:getRoom()
local move = data:toMoveOneTime()
if move.from and move.from:objectName() == luxun:objectName() and move.from_places:contains(sgs.Player_PlaceHand) then
if room:askForSkillInvoke(luxun, self:objectName(), data) then
luxun:drawCards(1, self:objectName())
end
end
return false
end
}
yujiaxing:addSkill(LuaYanwu)
yujiaxing:addSkill(LuaYanwu_plus)
yujiaxing:addSkill(LuaYanwu_plus2)
yujiaxing:addSkill(LuaXinghuo)
yujiaxing:addSkill(LuaWeisu)
yujiaxing:addSkill(LuaKuanglian)
--翻译语句
sgs.LoadTranslationTable{
["yujiaxing"] = "于佳星", --武将名称
["#yujiaxing"] = "曹阿瞒", --武将称号
["LuaYanwu"] = "烟雾",
[":LuaYanwu"] = "锁定技,回合开始阶段,你失去1点体力,你不能使用无属性【杀】指定其他角色为目标且你的手牌上限始终为你的体力上限。",
["LuaXinghuo"] = "星火",
[":LuaXinghuo"] = "摸牌阶段,你可以额外摸X张牌,X为你当前损失的体力值。",
["LuaWeisu"] = "维素",
[":LuaWeisu"] = "回合结束阶段,你可以弃置3张锦囊牌让自己回复1点体力。",
["@LuaWeisu_card"] = "请弃置3张锦囊牌。",
["LuaKuanglian"] = "狂连",
[":LuaKuanglian"] = "你每使用、弃置或打出手牌便可再摸1张牌。",
}