HansBug's picture
+ChineseSimplified/tcgactioncards.json, +ChineseSimplified/tcgcharactercards.json, +ChineseSimplified/tcgdetailedrules.json, +ChineseSimplified/tcgenemycards.json, +ChineseSimplified/tcgkeywords.json, +ChineseSimplified/tcgstatuseffects.json, +ChineseSimplified/tcgsummons.json, on 2023-07-05 04:13:21 UTC
c028de2
raw
history blame contribute delete
No virus
44.3 kB
{
"items": {
"aegisofabyssalflame": {
"description": "为所附属角色提供3点护盾。\n此护盾耗尽前,所附属角色造成的火元素伤害+1。",
"descriptionraw": "为所附属角色提供<color=#FFFFFFFF>3点{SPRITE_PRESET#4007}<color=#FFFFFFFF>护盾</color></color>。\\n此{SPRITE_PRESET#4007}<color=#FFFFFFFF>护盾</color>耗尽前,所附属角色造成的{SPRITE_PRESET#2103}<color=#FF9999FF>火元素伤害</color>+1。",
"id": 1006,
"name": "渊火加护",
"nameraw": "<color=#FFFFFFFF>渊火加护</color>"
},
"anemo": {
"description": "花费投出了风元素的元素骰,来支付此费用。\n(万能元素也可以支付此费用。)",
"descriptionraw": "花费投出了<color=#80FFD7FF>{SPRITE_PRESET#1105}风元素</color>的元素骰,来支付此费用。\\n({SPRITE_PRESET#1111}万能元素也可以支付此费用。)",
"id": 305,
"name": "风元素",
"nameraw": "{SPRITE_PRESET#1105}风元素"
},
"anemodmg": {
"description": "和已附着的元素发生元素反应:\n扩散(冰):对目标以外的所有敌方角色造成1点冰元素伤害\n扩散(水):对目标以外的所有敌方角色造成1点水元素伤害\n扩散(火):对目标以外的所有敌方角色造成1点火元素伤害\n扩散(雷):对目标以外的所有敌方角色造成1点雷元素伤害",
"descriptionraw": "和已附着的元素发生元素反应:\\n{SPRITE_PRESET#2105}{SPRITE_PRESET#2101}<color=#FFFFFFFF>扩散(冰)</color>:对目标以外的所有敌方角色造成1点冰元素伤害\\n{SPRITE_PRESET#2105}{SPRITE_PRESET#2102}<color=#FFFFFFFF>扩散(水)</color>:对目标以外的所有敌方角色造成1点水元素伤害\\n{SPRITE_PRESET#2105}{SPRITE_PRESET#2103}<color=#FFFFFFFF>扩散(火)</color>:对目标以外的所有敌方角色造成1点火元素伤害\\n{SPRITE_PRESET#2105}{SPRITE_PRESET#2104}<color=#FFFFFFFF>扩散(雷)</color>:对目标以外的所有敌方角色造成1点雷元素伤害",
"id": 105,
"name": "风元素伤害",
"nameraw": "{SPRITE_PRESET#2105}<color=#80FFD7FF>风元素伤害</color>"
},
"arcaneedict": {
"description": "在一场对局中,每位牌手只能使用一张「秘传」卡牌。\n只有在「秘传揭令」仍存在时,才能打出「秘传」卡牌。打出「秘传」卡牌后,会消耗掉当前对局的「秘传揭令」使用机会。",
"descriptionraw": "在一场对局中,每位牌手只能使用一张「{SPRITE_PRESET#3007}秘传」卡牌。\\n只有在「{SPRITE_PRESET#1112}秘传揭令」仍存在时,才能打出「{SPRITE_PRESET#3007}秘传」卡牌。打出「{SPRITE_PRESET#3007}秘传」卡牌后,会消耗掉当前对局的「{SPRITE_PRESET#1112}秘传揭令」使用机会。",
"id": 311,
"name": "秘传揭令",
"nameraw": "<color=#FFFFFFFF>{SPRITE_PRESET#1112}秘传揭令</color>"
},
"bloodblossom": {
"description": "结束阶段:对所附属角色造成1点火元素伤害。\n可用次数:1",
"descriptionraw": "<color=#FFFFFFFF>结束阶段:</color>对所附属角色造成1点{SPRITE_PRESET#2103}<color=#FF9999FF>火元素伤害</color>。\\n<color=#FFFFFFFF><color=#FFFFFFFF>可用次数</color>:1</color>",
"id": 1009,
"name": "血梅香",
"nameraw": "<color=#FFFFFFFF>血梅香</color>"
},
"characterclosesttoyourcurrentactivecharacter": {
"description": "对方场上距离我方出战角色「最近」的角色,指的是位置与我方出战角色最接近的敌方角色。\n如果存在多个位置最接近的角色,则其中靠前的角色被视为「最近」。",
"descriptionraw": "对方场上距离我方出战角色「最近」的角色,指的是位置与我方出战角色最接近的敌方角色。\\n如果存在多个位置最接近的角色,则其中靠前的角色被视为「最近」。",
"id": 7,
"name": "距离我方出战角色最近的角色",
"nameraw": "<color=#FFFFFFFF>距离我方出战角色最近的角色</color>"
},
"chargedattack": {
"description": "我方行动开始前,如果元素骰总数为偶数,则进行的「普通攻击」将被视为「重击」。",
"descriptionraw": "我方行动开始前,如果元素骰总数为偶数,则进行的「普通攻击」将被视为「重击」。",
"id": 51,
"name": "重击",
"nameraw": "<color=#FFFFFFFF>重击</color>"
},
"clusterbloomarrow": {
"description": "结束阶段:造成1点草元素伤害。\n可用次数:1(可叠加,最多叠加到2次)",
"descriptionraw": "<color=#FFFFFFFF>结束阶段:</color>造成1点{SPRITE_PRESET#2107}<color=#7EC236FF>草元素伤害</color>。\\n<color=#FFFFFFFF>可用次数:1</color>(可叠加,最多叠加到2次)",
"id": 1008,
"name": "藏蕴花矢",
"nameraw": "<color=#FFFFFFFF>藏蕴花矢</color>"
},
"combataction": {
"description": "我方执行了一次战斗行动后,会轮到对方行动。\n打出具有此规则的手牌是一个战斗行动,而非快速行动。",
"descriptionraw": "我方执行了一次战斗行动后,会轮到对方行动。\\n<color=#FFFFFFFF>打出具有此规则的手牌是一个战斗行动,而非快速行动。</color>",
"id": 1,
"name": "战斗行动",
"nameraw": "<color=#FFFFFFFF>战斗行动</color>"
},
"crowfeathercover": {
"description": "所附属角色元素战技和元素爆发造成的伤害+1。\n可用次数:2",
"descriptionraw": "所附属角色<color=#FFFFFFFF>元素战技</color>和<color=#FFFFFFFF>元素爆发</color>造成的伤害+1。\\n<color=#FFFFFFFF>可用次数:2</color>",
"id": 1003,
"name": "鸣煌护持",
"nameraw": "<color=#FFFFFFFF>鸣煌护持</color>"
},
"cryo": {
"description": "花费投出了冰元素的元素骰,来支付此费用。\n(万能元素也可以支付此费用。)",
"descriptionraw": "花费投出了<color=#99FFFFFF>{SPRITE_PRESET#1101}冰元素</color>的元素骰,来支付此费用。\\n({SPRITE_PRESET#1111}万能元素也可以支付此费用。)",
"id": 301,
"name": "冰元素",
"nameraw": "{SPRITE_PRESET#1101}冰元素"
},
"cryoapplication": {
"description": "不通过伤害附着冰元素时,发生的元素反应会忽略伤害效果:\n融化:没有效果\n超导:没有效果\n冻结:使目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)",
"descriptionraw": "不通过伤害附着{SPRITE_PRESET#2101}冰元素时,发生的元素反应会忽略伤害效果:\\n{SPRITE_PRESET#2101}{SPRITE_PRESET#2103}<color=#FFFFFFFF>融化</color>:没有效果\\n{SPRITE_PRESET#2101}{SPRITE_PRESET#2104}<color=#FFFFFFFF>超导</color>:没有效果\\n{SPRITE_PRESET#2101}{SPRITE_PRESET#2102}<color=#FFFFFFFF>冻结</color>:使目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)",
"id": 201,
"name": "附着冰元素",
"nameraw": "<color=#99FFFFFF>附着{SPRITE_PRESET#2101}冰元素</color>"
},
"cryodmg": {
"description": "附着冰元素,可发生元素反应:\n融化:本伤害+2\n超导:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\n冻结:本伤害+1,使目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)",
"descriptionraw": "附着{SPRITE_PRESET#2101}冰元素,可发生元素反应:\\n{SPRITE_PRESET#2101}{SPRITE_PRESET#2103}<color=#FFFFFFFF>融化</color>:本伤害+2\\n{SPRITE_PRESET#2101}{SPRITE_PRESET#2104}<color=#FFFFFFFF>超导</color>:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\\n{SPRITE_PRESET#2101}{SPRITE_PRESET#2102}<color=#FFFFFFFF>冻结</color>:本伤害+1,使目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)",
"id": 101,
"name": "冰元素伤害",
"nameraw": "{SPRITE_PRESET#2101}<color=#99FFFFFF>冰元素伤害</color>"
},
"dendro": {
"description": "花费投出了草元素的元素骰,来支付此费用。\n(万能元素也可以支付此费用。)",
"descriptionraw": "花费投出了<color=#7EC236FF>{SPRITE_PRESET#1107}草元素</color>的元素骰,来支付此费用。\\n({SPRITE_PRESET#1111}万能元素也可以支付此费用。)",
"id": 307,
"name": "草元素",
"nameraw": "{SPRITE_PRESET#1107}草元素"
},
"dendroapplication": {
"description": "不通过伤害附着草元素时,发生的元素反应会忽略伤害效果:\n绽放:生成使下次火元素或雷元素伤害+2的[草原核]\n燃烧:生成回合结束时造成1点火元素伤害的[燃烧烈焰](可用次数1,最多叠加到2)\n原激化:生成使下2次草元素或雷元素伤害+1的[激化领域]",
"descriptionraw": "不通过伤害附着{SPRITE_PRESET#2107}草元素时,发生的元素反应会忽略伤害效果:\\n{SPRITE_PRESET#2107}{SPRITE_PRESET#2102}<color=#FFFFFFFF>绽放</color>:生成使下次火元素或雷元素伤害+2的[<color=#FFFFFFFF>草原核</color>]\\n{SPRITE_PRESET#2107}{SPRITE_PRESET#2103}<color=#FFFFFFFF>燃烧</color>:生成回合结束时造成1点火元素伤害的[<color=#FFFFFFFF>燃烧烈焰</color>](可用次数1,最多叠加到2)\\n{SPRITE_PRESET#2107}{SPRITE_PRESET#2104}<color=#FFFFFFFF>原激化</color>:生成使下2次草元素或雷元素伤害+1的[<color=#FFFFFFFF>激化领域</color>]",
"id": 207,
"name": "附着草元素",
"nameraw": "<color=#7EC236FF>附着{SPRITE_PRESET#2107}草元素</color>"
},
"dendrodmg": {
"description": "附着草元素,可发生元素反应:\n绽放:本伤害+1,生成使下次火元素或雷元素伤害+2的[草原核]\n燃烧:本伤害+1,生成回合结束时造成1点火元素伤害的[燃烧烈焰](可用次数1,最多叠加到2)\n原激化:本伤害+1,生成使下2次草元素或雷元素伤害+1的[激化领域]",
"descriptionraw": "附着{SPRITE_PRESET#2107}草元素,可发生元素反应:\\n{SPRITE_PRESET#2107}{SPRITE_PRESET#2102}<color=#FFFFFFFF>绽放</color>:本伤害+1,生成使下次火元素或雷元素伤害+2的[<color=#FFFFFFFF>草原核</color>]\\n{SPRITE_PRESET#2107}{SPRITE_PRESET#2103}<color=#FFFFFFFF>燃烧</color>:本伤害+1,生成回合结束时造成1点火元素伤害的[<color=#FFFFFFFF>燃烧烈焰</color>](可用次数1,最多叠加到2)\\n{SPRITE_PRESET#2107}{SPRITE_PRESET#2104}<color=#FFFFFFFF>原激化</color>:本伤害+1,生成使下2次草元素或雷元素伤害+1的[<color=#FFFFFFFF>激化领域</color>]",
"id": 107,
"name": "草元素伤害",
"nameraw": "{SPRITE_PRESET#2107}<color=#7EC236FF>草元素伤害</color>"
},
"dendrorelatedreactions": {
"description": "绽放:本伤害+1,生成使下次火元素或雷元素伤害+2的[草原核]\n燃烧:本伤害+1,生成回合结束时造成1点火元素伤害的[燃烧烈焰](可用次数1,最多叠加到2)\n原激化:本伤害+1,生成使下2次草元素或雷元素伤害+1的[激化领域]",
"descriptionraw": "{SPRITE_PRESET#2107}{SPRITE_PRESET#2102}<color=#FFFFFFFF>绽放</color>:本伤害+1,生成使下次火元素或雷元素伤害+2的[<color=#FFFFFFFF>草原核</color>]\\n{SPRITE_PRESET#2107}{SPRITE_PRESET#2103}<color=#FFFFFFFF>燃烧</color>:本伤害+1,生成回合结束时造成1点火元素伤害的[<color=#FFFFFFFF>燃烧烈焰</color>](可用次数1,最多叠加到2)\\n{SPRITE_PRESET#2107}{SPRITE_PRESET#2104}<color=#FFFFFFFF>原激化</color>:本伤害+1,生成使下2次草元素或雷元素伤害+1的[<color=#FFFFFFFF>激化领域</color>]",
"id": 217,
"name": "草元素相关反应",
"nameraw": "<color=#7EC236FF>{SPRITE_PRESET#2107}草元素相关反应</color>"
},
"durationrounds": {
"description": "每回合结束阶段,持续回合-1;\n持续回合耗尽后,立刻弃置此牌。",
"descriptionraw": "每回合结束阶段,<color=#FFFFFFFF>持续回合</color>-1;\\n<color=#FFFFFFFF>持续回合</color>耗尽后,立刻弃置此牌。",
"id": 4,
"name": "持续回合",
"nameraw": "<color=#FFFFFFFF>持续回合</color>"
},
"electro": {
"description": "花费投出了雷元素的元素骰,来支付此费用。\n(万能元素也可以支付此费用。)",
"descriptionraw": "花费投出了<color=#FFACFFFF>{SPRITE_PRESET#1104}雷元素</color>的元素骰,来支付此费用。\\n({SPRITE_PRESET#1111}万能元素也可以支付此费用。)",
"id": 304,
"name": "雷元素",
"nameraw": "{SPRITE_PRESET#1104}雷元素"
},
"electroapplication": {
"description": "不通过伤害附着雷元素时,发生的元素反应会忽略伤害效果:\n超载:目标强制切换到下一个角色\n超导:没有效果\n感电:没有效果\n原激化:生成使下2次草元素或雷元素伤害+1的[激化领域]",
"descriptionraw": "不通过伤害附着{SPRITE_PRESET#2104}雷元素时,发生的元素反应会忽略伤害效果:\\n{SPRITE_PRESET#2104}{SPRITE_PRESET#2103}<color=#FFFFFFFF>超载</color>:目标强制切换到下一个角色\\n{SPRITE_PRESET#2104}{SPRITE_PRESET#2101}<color=#FFFFFFFF>超导</color>:没有效果\\n{SPRITE_PRESET#2104}{SPRITE_PRESET#2102}<color=#FFFFFFFF>感电</color>:没有效果\\n{SPRITE_PRESET#2104}{SPRITE_PRESET#2107}<color=#FFFFFFFF>原激化</color>:生成使下2次草元素或雷元素伤害+1的[<color=#FFFFFFFF>激化领域</color>]",
"id": 204,
"name": "附着雷元素",
"nameraw": "<color=#FFACFFFF>附着{SPRITE_PRESET#2104}雷元素</color>"
},
"electrodmg": {
"description": "附着雷元素,可发生元素反应:\n超载:本伤害+2,目标强制切换到下一个角色\n超导:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\n感电:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\n原激化:本伤害+1,生成使下2次草元素或雷元素伤害+1的[激化领域]",
"descriptionraw": "附着{SPRITE_PRESET#2104}雷元素,可发生元素反应:\\n{SPRITE_PRESET#2104}{SPRITE_PRESET#2103}<color=#FFFFFFFF>超载</color>:本伤害+2,目标强制切换到下一个角色\\n{SPRITE_PRESET#2104}{SPRITE_PRESET#2101}<color=#FFFFFFFF>超导</color>:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\\n{SPRITE_PRESET#2104}{SPRITE_PRESET#2102}<color=#FFFFFFFF>感电</color>:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\\n{SPRITE_PRESET#2104}{SPRITE_PRESET#2107}<color=#FFFFFFFF>原激化</color>:本伤害+1,生成使下2次草元素或雷元素伤害+1的[<color=#FFFFFFFF>激化领域</color>]",
"id": 104,
"name": "雷元素伤害",
"nameraw": "{SPRITE_PRESET#2104}<color=#FFACFFFF>雷元素伤害</color>"
},
"electroinfusion": {
"description": "所附属角色造成的物理伤害变为雷元素伤害。\n持续回合:2",
"descriptionraw": "所附属角色造成的{SPRITE_PRESET#2100}<color=#FFFFFFFF>物理伤害</color>变为{SPRITE_PRESET#2104}<color=#FFACFFFF>雷元素伤害</color>。\\n<color=#FFFFFFFF>持续回合</color>:2",
"id": 1002,
"name": "雷元素附魔",
"nameraw": "<color=#FFFFFFFF>雷元素附魔</color>"
},
"elementalburst": {
"description": "角色的充能达到上限时,可以消耗所有的充能,来使用威力强大的「元素爆发」。",
"descriptionraw": "角色的{SPRITE_PRESET#1110}充能达到上限时,可以消耗所有的{SPRITE_PRESET#1110}充能,来使用威力强大的「元素爆发」。",
"id": 501,
"name": "元素爆发",
"nameraw": "元素爆发"
},
"energy": {
"description": "角色使用「元素爆发」时,需要消耗充能。\n角色使用「元素战技」或「普通攻击」后,会获得1点充能。",
"descriptionraw": "角色使用「元素爆发」时,需要消耗{SPRITE_PRESET#1110}充能。\\n角色使用「元素战技」或「普通攻击」后,会获得1点{SPRITE_PRESET#1110}充能。",
"id": 310,
"name": "充能",
"nameraw": "<color=#FFFFFFFF>{SPRITE_PRESET#1110}充能</color>"
},
"fastaction": {
"description": "执行了一次快速行动后,我方可以继续进行其他行动。\n只有执行了一次战斗行动后,才会轮到对方行动。",
"descriptionraw": "执行了一次快速行动后,我方可以继续进行其他行动。\\n只有执行了一次战斗行动后,才会轮到对方行动。",
"id": 2,
"name": "快速行动",
"nameraw": "<color=#FFFFFFFF>快速行动</color>"
},
"fatuiambusher": {
"description": "「愚人众伏兵」会在自身所在阵营的角色使用技能后触发效果,对自身所在阵营的出战角色造成伤害。(每回合1次)\n可能出现的「愚人众伏兵」共有4种:\n冰萤术士:触发时造成1点冰元素伤害,可用2次。\n藏镜仕女:触发时造成1点水元素伤害,可用2次。\n火铳游击兵:触发时造成1点火元素伤害,可用2次。\n雷锤前锋军:触发时造成1点雷元素伤害,可用2次。",
"descriptionraw": "「愚人众伏兵」会在自身所在阵营的角色使用技能后触发效果,对自身所在阵营的出战角色造成伤害。(每回合1次)\\n可能出现的「愚人众伏兵」共有4种:\\n<color=#FFFFFFFF>冰萤术士</color>:触发时造成1点{SPRITE_PRESET#2101}<color=#99FFFFFF>冰元素伤害</color>,可用2次。\\n<color=#FFFFFFFF>藏镜仕女</color>:触发时造成1点{SPRITE_PRESET#2102}<color=#80C0FFFF>水元素伤害</color>,可用2次。\\n<color=#FFFFFFFF>火铳游击兵</color>:触发时造成1点{SPRITE_PRESET#2103}<color=#FF9999FF>火元素伤害</color>,可用2次。\\n<color=#FFFFFFFF>雷锤前锋军</color>:触发时造成1点{SPRITE_PRESET#2104}<color=#FFACFFFF>雷元素伤害</color>,可用2次。",
"id": 1004,
"name": "愚人众伏兵",
"nameraw": "<color=#FFFFFFFF>愚人众伏兵</color>"
},
"geo": {
"description": "花费投出了岩元素的元素骰,来支付此费用。\n(万能元素也可以支付此费用。)",
"descriptionraw": "花费投出了<color=#FFE699FF>{SPRITE_PRESET#1106}岩元素</color>的元素骰,来支付此费用。\\n({SPRITE_PRESET#1111}万能元素也可以支付此费用。)",
"id": 306,
"name": "岩元素",
"nameraw": "{SPRITE_PRESET#1106}岩元素"
},
"geodmg": {
"description": "和已附着的元素发生元素反应:\n结晶(冰):本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\n结晶(水):本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\n结晶(火):本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\n结晶(雷):本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。",
"descriptionraw": "和已附着的元素发生元素反应:\\n{SPRITE_PRESET#2106}{SPRITE_PRESET#2101}<color=#FFFFFFFF>结晶(冰)</color>:本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\\n{SPRITE_PRESET#2106}{SPRITE_PRESET#2102}<color=#FFFFFFFF>结晶(水)</color>:本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\\n{SPRITE_PRESET#2106}{SPRITE_PRESET#2103}<color=#FFFFFFFF>结晶(火)</color>:本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\\n{SPRITE_PRESET#2106}{SPRITE_PRESET#2104}<color=#FFFFFFFF>结晶(雷)</color>:本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。",
"id": 106,
"name": "岩元素伤害",
"nameraw": "{SPRITE_PRESET#2106}<color=#FFE699FF>岩元素伤害</color>"
},
"hydro": {
"description": "花费投出了水元素的元素骰,来支付此费用。\n(万能元素也可以支付此费用。)",
"descriptionraw": "花费投出了<color=#80C0FFFF>{SPRITE_PRESET#1102}水元素</color>的元素骰,来支付此费用。\\n({SPRITE_PRESET#1111}万能元素也可以支付此费用。)",
"id": 302,
"name": "水元素",
"nameraw": "{SPRITE_PRESET#1102}水元素"
},
"hydroapplication": {
"description": "不通过伤害附着水元素时,发生的元素反应会忽略伤害效果:\n蒸发:没有效果\n感电:没有效果\n冻结:目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)\n绽放:生成使下次火元素或雷元素伤害+2的[草原核]",
"descriptionraw": "不通过伤害附着{SPRITE_PRESET#2102}水元素时,发生的元素反应会忽略伤害效果:\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2103}<color=#FFFFFFFF>蒸发</color>:没有效果\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2104}<color=#FFFFFFFF>感电</color>:没有效果\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2101}<color=#FFFFFFFF>冻结</color>:目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2107}<color=#FFFFFFFF>绽放</color>:生成使下次火元素或雷元素伤害+2的[<color=#FFFFFFFF>草原核</color>]",
"id": 202,
"name": "附着水元素",
"nameraw": "<color=#80C0FFFF>附着{SPRITE_PRESET#2102}水元素</color>"
},
"hydrodmg": {
"description": "附着水元素,可发生元素反应:\n蒸发:本伤害+2\n感电:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\n冻结:本伤害+1,使目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)\n绽放:本伤害+1,生成使下次火元素或雷元素伤害+2的[草原核]",
"descriptionraw": "附着{SPRITE_PRESET#2102}水元素,可发生元素反应:\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2103}<color=#FFFFFFFF>蒸发</color>:本伤害+2\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2104}<color=#FFFFFFFF>感电</color>:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2101}<color=#FFFFFFFF>冻结</color>:本伤害+1,使目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2107}<color=#FFFFFFFF>绽放</color>:本伤害+1,生成使下次火元素或雷元素伤害+2的[<color=#FFFFFFFF>草原核</color>]",
"id": 102,
"name": "水元素伤害",
"nameraw": "{SPRITE_PRESET#2102}<color=#80C0FFFF>水元素伤害</color>"
},
"hydrorelatedreactions": {
"description": "蒸发:本伤害+2\n感电:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\n冻结:本伤害+1,目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)\n绽放:生成使下次火元素或雷元素伤害+2的[草原核]\n结晶(水):本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\n扩散(水):对目标以外的所有敌方角色造成1点水伤害。",
"descriptionraw": "{SPRITE_PRESET#2102}{SPRITE_PRESET#2103}<color=#FFFFFFFF>蒸发</color>:本伤害+2\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2104}<color=#FFFFFFFF>感电</color>:本伤害+1,对目标以外的所有敌方角色造成1点穿透伤害\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2101}<color=#FFFFFFFF>冻结</color>:本伤害+1,目标本回合无法行动(受到物理或火元素伤害后提前解除,但是伤害+2)\\n{SPRITE_PRESET#2102}{SPRITE_PRESET#2107}<color=#FFFFFFFF>绽放</color>:生成使下次火元素或雷元素伤害+2的[<color=#FFFFFFFF>草原核</color>]\\n{SPRITE_PRESET#2106}{SPRITE_PRESET#2102}<color=#FFFFFFFF>结晶(水)</color>:本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\\n{SPRITE_PRESET#2105}{SPRITE_PRESET#2102}<color=#FFFFFFFF>扩散(水)</color>:对目标以外的所有敌方角色造成1点水伤害。",
"id": 212,
"name": "水元素相关反应",
"nameraw": "<color=#80C0FFFF>{SPRITE_PRESET#2102}水元素相关反应</color>"
},
"immunitytodefeats1willnotbedefeated": {
"description": "一些效果会使角色在生命值被降为0的时候免于被击倒,并治疗该角色到一定生命值。\n此时,角色不视为被击倒过。(因此,角色所附属的装备和状态不会被弃置,充能也不会被清空。)",
"descriptionraw": "一些效果会使角色在生命值被降为0的时候<color=#FFFFFFFF>免于被击倒</color>,并治疗该角色到一定生命值。\\n此时,角色不视为被<color=#FFFFFFFF>击倒</color>过。(因此,角色所附属的装备和状态不会被弃置,充能也不会被清空。)",
"id": 54,
"name": "免于被击倒",
"nameraw": "<color=#FFFFFFFF>免于被击倒</color>"
},
"matchingelement": {
"description": "必须用指定数量的相同类型元素骰子,来支付此类费用。\n(万能元素被视为和任何元素相同。)",
"descriptionraw": "必须用指定数量的相同类型元素骰子,来支付此类费用。\\n({SPRITE_PRESET#1111}万能元素被视为和任何元素相同。)",
"id": 308,
"name": "相同元素",
"nameraw": "<color=#FFFFFFFF>{SPRITE_PRESET#1108}相同元素</color>"
},
"omnielement": {
"description": "万能元素可以视为任何类型的元素,来支付各种费用。",
"descriptionraw": "{SPRITE_PRESET#1111}万能元素可以视为任何类型的元素,来支付各种费用。",
"id": 411,
"name": "万能元素",
"nameraw": "<color=#FFFFFFFF>{SPRITE_PRESET#1111}万能元素</color>"
},
"passiveskill": {
"description": "这类技能会持续生效,无需主动使用。",
"descriptionraw": "这类技能会持续生效,无需主动使用。",
"id": 502,
"name": "被动技能",
"nameraw": "被动技能"
},
"physicaldmg": {
"description": "物理伤害不会附着元素,也不会发生元素反应。",
"descriptionraw": "物理伤害不会附着元素,也不会发生元素反应。",
"id": 100,
"name": "物理伤害",
"nameraw": "{SPRITE_PRESET#2100}<color=#FFFFFFFF>物理伤害</color>"
},
"piercingdmg": {
"description": "穿透伤害无法受到伤害加成,但是也无法被护盾、伤害免疫等效果抵消。",
"descriptionraw": "穿透伤害无法受到伤害加成,但是也无法被护盾、伤害免疫等效果抵消。",
"id": 5,
"name": "穿透伤害",
"nameraw": "<color=#FFFFFFFF>穿透伤害</color>"
},
"plungingattack": {
"description": "角色被切换为「出战角色」后,本回合内的下一个战斗行动若为「普通攻击」,则被视为「下落攻击」。",
"descriptionraw": "角色被切换为「出战角色」后,本回合内的下一个战斗行动若为「普通攻击」,则被视为「下落攻击」。",
"id": 52,
"name": "下落攻击",
"nameraw": "<color=#FFFFFFFF>下落攻击</color>"
},
"prepareskills1prepares": {
"description": "有些技能无法被直接使用,而是需要一定次数的行动轮来进行准备。\n轮到一位牌手行动时,如果该牌手的「出战角色」正在准备技能,则跳过该牌手的行动;如果技能已经完成准备,角色将会在此时直接使用此技能。(此类需要准备的技能,无法触发「使用技能后」效果。)\n只有「出战角色」才能准备技能;如果正在准备技能的「出战角色」被切换到后台,技能的准备就会被打断。",
"descriptionraw": "有些技能无法被直接使用,而是需要一定次数的行动轮来进行<color=#FFFFFFFF>准备</color>。\\n轮到一位牌手行动时,如果该牌手的「出战角色」正在<color=#FFFFFFFF>准备</color>技能,则跳过该牌手的行动;如果技能已经完成<color=#FFFFFFFF>准备</color>,角色将会在此时直接使用此技能。(此类需要<color=#FFFFFFFF>准备</color>的技能,无法触发「使用技能后」效果。)\\n只有「出战角色」才能<color=#FFFFFFFF>准备</color>技能;如果正在<color=#FFFFFFFF>准备</color>技能的「出战角色」被切换到后台,技能的<color=#FFFFFFFF>准备</color>就会被打断。",
"id": 53,
"name": "准备技能",
"nameraw": "<color=#FFFFFFFF>准备技能</color>"
},
"pyro": {
"description": "花费投出了火元素的元素骰,来支付此费用。\n(万能元素也可以支付此费用。)",
"descriptionraw": "花费投出了<color=#FF9999FF>{SPRITE_PRESET#1103}火元素</color>的元素骰,来支付此费用。\\n({SPRITE_PRESET#1111}万能元素也可以支付此费用。)",
"id": 303,
"name": "火元素",
"nameraw": "{SPRITE_PRESET#1103}火元素"
},
"pyroapplication": {
"description": "不通过伤害附着火元素时,发生的元素反应会忽略伤害效果:\n融化:没有效果\n蒸发:没有效果\n超载:目标强制切换到下一个角色\n燃烧:生成回合结束时造成1点火元素伤害的[燃烧烈焰](可用次数1,最多叠加到2)",
"descriptionraw": "不通过伤害附着{SPRITE_PRESET#2103}火元素时,发生的元素反应会忽略伤害效果:\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2101}<color=#FFFFFFFF>融化</color>:没有效果\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2102}<color=#FFFFFFFF>蒸发</color>:没有效果\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2104}<color=#FFFFFFFF>超载</color>:目标强制切换到下一个角色\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2107}<color=#FFFFFFFF>燃烧</color>:生成回合结束时造成1点火元素伤害的[<color=#FFFFFFFF>燃烧烈焰</color>](可用次数1,最多叠加到2)",
"id": 203,
"name": "附着火元素",
"nameraw": "<color=#FF9999FF>附着{SPRITE_PRESET#2103}火元素</color>"
},
"pyrodmg": {
"description": "附着火元素,可发生元素反应:\n融化:本伤害+2\n蒸发:本伤害+2\n超载:本伤害+2,目标强制切换到下一个角色\n燃烧:本伤害+1,生成回合结束时造成1点火元素伤害的[燃烧烈焰](可用次数1,最多叠加到2)",
"descriptionraw": "附着{SPRITE_PRESET#2103}火元素,可发生元素反应:\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2101}<color=#FFFFFFFF>融化</color>:本伤害+2\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2102}<color=#FFFFFFFF>蒸发</color>:本伤害+2\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2104}<color=#FFFFFFFF>超载</color>:本伤害+2,目标强制切换到下一个角色\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2107}<color=#FFFFFFFF>燃烧</color>:本伤害+1,生成回合结束时造成1点火元素伤害的[<color=#FFFFFFFF>燃烧烈焰</color>](可用次数1,最多叠加到2)",
"id": 103,
"name": "火元素伤害",
"nameraw": "{SPRITE_PRESET#2103}<color=#FF9999FF>火元素伤害</color>"
},
"pyrorelatedreactions": {
"description": "融化:本伤害+2\n蒸发:本伤害+2\n超载:本伤害+2,目标强制切换到下一个角色\n燃烧:本伤害+1,生成回合结束时造成1点火元素伤害的[燃烧烈焰](可用次数1,最多叠加到2)\n结晶(火):本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\n扩散(火):对目标以外的所有敌方角色造成1点火元素伤害",
"descriptionraw": "{SPRITE_PRESET#2103}{SPRITE_PRESET#2101}<color=#FFFFFFFF>融化</color>:本伤害+2\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2102}<color=#FFFFFFFF>蒸发</color>:本伤害+2\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2104}<color=#FFFFFFFF>超载</color>:本伤害+2,目标强制切换到下一个角色\\n{SPRITE_PRESET#2103}{SPRITE_PRESET#2107}<color=#FFFFFFFF>燃烧</color>:本伤害+1,生成回合结束时造成1点火元素伤害的[<color=#FFFFFFFF>燃烧烈焰</color>](可用次数1,最多叠加到2)\\n{SPRITE_PRESET#2106}{SPRITE_PRESET#2103}<color=#FFFFFFFF>结晶(火)</color>:本伤害+1,我方出战角色获得1点护盾(可叠加,最多2点)。\\n{SPRITE_PRESET#2105}{SPRITE_PRESET#2103}<color=#FFFFFFFF>扩散(火)</color>:对目标以外的所有敌方角色造成1点火元素伤害",
"id": 213,
"name": "火元素相关反应",
"nameraw": "<color=#FF9999FF>{SPRITE_PRESET#2103}火元素相关反应</color>"
},
"randomhilichurlsummon": {
"description": "可能出现的「丘丘人」召唤物共有4种:\n冰箭丘丘人:结束阶段造成1点冰元素伤害,可用次数2。\n水丘丘萨满:结束阶段造成1点水元素伤害,可用次数2。\n冲锋丘丘人:结束阶段造成1点火元素伤害,可用次数2。\n雷箭丘丘人:结束阶段造成1点雷元素伤害,可用次数2。",
"descriptionraw": "可能出现的「丘丘人」召唤物共有4种:\\n<color=#FFFFFFFF>冰箭丘丘人</color>:结束阶段造成1点{SPRITE_PRESET#2101}<color=#99FFFFFF>冰元素伤害</color>,可用次数2。\\n<color=#FFFFFFFF>水丘丘萨满</color>:结束阶段造成1点{SPRITE_PRESET#2102}<color=#80C0FFFF>水元素伤害</color>,可用次数2。\\n<color=#FFFFFFFF>冲锋丘丘人</color>:结束阶段造成1点{SPRITE_PRESET#2103}<color=#FF9999FF>火元素伤害</color>,可用次数2。\\n<color=#FFFFFFFF>雷箭丘丘人</color>:结束阶段造成1点{SPRITE_PRESET#2104}<color=#FFACFFFF>雷元素伤害</color>,可用次数2。",
"id": 1001,
"name": "随机「丘丘人」召唤物",
"nameraw": "<color=#FFFFFFFF>随机「丘丘人」召唤物</color>"
},
"riptide": {
"description": "所附属角色被击倒后:对所在阵营的出战角色附属「断流」。\n(处于「近战状态」的达达利亚攻击所附属角色时,会造成额外伤害。)\n持续回合:2",
"descriptionraw": "<color=#FFFFFFFF>所附属角色被击倒后:</color>对所在阵营的出战角色附属「断流」。\\n(处于<color=#FFFFFFFF>「近战状态」</color>的<color=#FFFFFFFF>达达利亚</color>攻击所附属角色时,会造成额外伤害。)\\n<color=#FFFFFFFF>持续回合:2</color>",
"id": 1005,
"name": "断流",
"nameraw": "<color=#FFFFFFFF>断流</color>"
},
"scarletseal": {
"description": "角色进行重击时:造成的伤害+2。\n可用次数:1",
"descriptionraw": "<color=#FFFFFFFF>角色进行<color=#FFFFFFFF>重击</color>时:</color>造成的伤害+2。\\n<color=#FFFFFFFF><color=#FFFFFFFF>可用次数</color>:1</color>",
"id": 1010,
"name": "丹火印",
"nameraw": "<color=#FFFFFFFF>丹火印</color>"
},
"shield": {
"description": "此护盾所保护的角色受到伤害时,将会消耗护盾来抵消伤害。",
"descriptionraw": "此护盾所保护的角色受到伤害时,将会消耗护盾来抵消伤害。",
"id": 6,
"name": "护盾",
"nameraw": "{SPRITE_PRESET#4007}<color=#FFFFFFFF>护盾</color>"
},
"superlativesuperstrength": {
"description": "所附属角色进行重击时:造成的伤害+1。如果可用次数至少为2,则少花费1个无色元素。\n可用次数:1(可叠加,最多叠加到3次)",
"descriptionraw": "<color=#FFFFFFFF>所附属角色进行<color=#FFFFFFFF>重击</color>时:</color>造成的伤害+1。如果<color=#FFFFFFFF>可用次数</color>至少为2,则少花费1个<color=#FFFFFFFF>{SPRITE_PRESET#1109}无色元素</color>。\\n<color=#FFFFFFFF><color=#FFFFFFFF>可用次数</color>:1</color>(可叠加,最多叠加到3次)",
"id": 1007,
"name": "乱神之怪力",
"nameraw": "<color=#FFFFFFFF>乱神之怪力</color>"
},
"unalignedelement": {
"description": "可以用任意类型的元素骰子组合,来支付此类费用。",
"descriptionraw": "可以用任意类型的元素骰子组合,来支付此类费用。",
"id": 309,
"name": "无色元素",
"nameraw": "<color=#FFFFFFFF>{SPRITE_PRESET#1109}无色元素</color>"
},
"usages": {
"description": "此牌效果触发后,会消耗1次可用次数;\n可用次数耗尽后,立刻弃置此牌。",
"descriptionraw": "此牌效果触发后,会消耗1次<color=#FFFFFFFF>可用次数</color>;\\n<color=#FFFFFFFF>可用次数</color>耗尽后,立刻弃置此牌。",
"id": 3,
"name": "可用次数",
"nameraw": "<color=#FFFFFFFF>可用次数</color>"
}
},
"meta": {
"aliases": {},
"categories": {},
"namemap": {
"aegisofabyssalflame": "渊火加护",
"anemo": "风元素",
"anemodmg": "风元素伤害",
"arcaneedict": "秘传揭令",
"bloodblossom": "血梅香",
"characterclosesttoyourcurrentactivecharacter": "距离我方出战角色最近的角色",
"chargedattack": "重击",
"clusterbloomarrow": "藏蕴花矢",
"combataction": "战斗行动",
"crowfeathercover": "鸣煌护持",
"cryo": "冰元素",
"cryoapplication": "附着冰元素",
"cryodmg": "冰元素伤害",
"dendro": "草元素",
"dendroapplication": "附着草元素",
"dendrodmg": "草元素伤害",
"dendrorelatedreactions": "草元素相关反应",
"durationrounds": "持续回合",
"electro": "雷元素",
"electroapplication": "附着雷元素",
"electrodmg": "雷元素伤害",
"electroinfusion": "雷元素附魔",
"elementalburst": "元素爆发",
"energy": "充能",
"fastaction": "快速行动",
"fatuiambusher": "愚人众伏兵",
"geo": "岩元素",
"geodmg": "岩元素伤害",
"hydro": "水元素",
"hydroapplication": "附着水元素",
"hydrodmg": "水元素伤害",
"hydrorelatedreactions": "水元素相关反应",
"immunitytodefeats1willnotbedefeated": "免于被击倒",
"matchingelement": "相同元素",
"omnielement": "万能元素",
"passiveskill": "被动技能",
"physicaldmg": "物理伤害",
"piercingdmg": "穿透伤害",
"plungingattack": "下落攻击",
"prepareskills1prepares": "准备技能",
"pyro": "火元素",
"pyroapplication": "附着火元素",
"pyrodmg": "火元素伤害",
"pyrorelatedreactions": "火元素相关反应",
"randomhilichurlsummon": "随机「丘丘人」召唤物",
"riptide": "断流",
"scarletseal": "丹火印",
"shield": "护盾",
"superlativesuperstrength": "乱神之怪力",
"unalignedelement": "无色元素",
"usages": "可用次数"
},
"names": {
"万能元素": "omnielement",
"下落攻击": "plungingattack",
"丹火印": "scarletseal",
"乱神之怪力": "superlativesuperstrength",
"元素爆发": "elementalburst",
"充能": "energy",
"免于被击倒": "immunitytodefeats1willnotbedefeated",
"冰元素": "cryo",
"冰元素伤害": "cryodmg",
"准备技能": "prepareskills1prepares",
"可用次数": "usages",
"岩元素": "geo",
"岩元素伤害": "geodmg",
"快速行动": "fastaction",
"愚人众伏兵": "fatuiambusher",
"战斗行动": "combataction",
"护盾": "shield",
"持续回合": "durationrounds",
"断流": "riptide",
"无色元素": "unalignedelement",
"水元素": "hydro",
"水元素伤害": "hydrodmg",
"水元素相关反应": "hydrorelatedreactions",
"渊火加护": "aegisofabyssalflame",
"火元素": "pyro",
"火元素伤害": "pyrodmg",
"火元素相关反应": "pyrorelatedreactions",
"物理伤害": "physicaldmg",
"相同元素": "matchingelement",
"秘传揭令": "arcaneedict",
"穿透伤害": "piercingdmg",
"草元素": "dendro",
"草元素伤害": "dendrodmg",
"草元素相关反应": "dendrorelatedreactions",
"藏蕴花矢": "clusterbloomarrow",
"血梅香": "bloodblossom",
"被动技能": "passiveskill",
"距离我方出战角色最近的角色": "characterclosesttoyourcurrentactivecharacter",
"重击": "chargedattack",
"附着冰元素": "cryoapplication",
"附着水元素": "hydroapplication",
"附着火元素": "pyroapplication",
"附着草元素": "dendroapplication",
"附着雷元素": "electroapplication",
"随机「丘丘人」召唤物": "randomhilichurlsummon",
"雷元素": "electro",
"雷元素伤害": "electrodmg",
"雷元素附魔": "electroinfusion",
"风元素": "anemo",
"风元素伤害": "anemodmg",
"鸣煌护持": "crowfeathercover"
},
"properties": {}
}
}