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🎉 2.0.1.0版本发布
✨ 重构活动BOSS武将包并新增独立PVP武将包 ✨ 完善天书动态难度、过关奖励与羁绊系统 🎨 新增自定义技能选择、羁绊谱册及移动端适配 🔊 整理BOSS配音、图片与模块资源路径 🐛 修复天书关卡、伤害保护及武将包加载问题
This commit is contained in:
@@ -9,27 +9,41 @@ const characters = {
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/天书乱斗/shuishengonggong_boss_shuying.png"
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},
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// huoshenzhurong_boss_shuying: {},
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huoshenzhurong_boss_shuying:
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{
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sex: "male",
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group: "shen",
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hp: 4,
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skills: ["xingxia_shuying", "baoyan_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/天书乱斗/huoshenzhurong_boss_shuying.png"
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},
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baiqi_boss_shuying:
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{
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sex: "male",
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group: "shen",
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hp: 4,
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skills: ["changsheng_shuying", "shashen_shuying", "wuan_shuying"],
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skills: ["wuan_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/天书乱斗/baiqi_boss_shuying.png"
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},
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kuafu_boss_shuying:
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{
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sex: "male",
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group: "shen",
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hp: 4,
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skills: ["shenqu_shuying", "lieben_shuying", "yinjiang_shuying", "zhuri_shuying"],
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skills: ["zhuri_shuying", "yinjiang_shuying", "lieben_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/天书乱斗/kuafu_boss_shuying.png"
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img: "extension/术樱包/pve/images/天书乱斗/kuafu_boss_shuying.png",
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dieAudios: ["ext:术樱包/pve/audio/dead/天书乱斗/kuafu_boss_shuying.mp3"]
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},
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shaohao_boss_shuying:
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{
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sex: "male",
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@@ -40,6 +54,7 @@ const characters = {
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/天书乱斗/shaohao_boss_shuying.png"
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},
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xuannv_boss_shuying: {
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sex: "female",
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group: "shen",
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@@ -50,6 +65,7 @@ const characters = {
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img: "extension/术樱包/pve/images/天书乱斗/xuannv_boss_shuying.png",
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dieAudios: ["ext:术樱包/pve/audio/dead/天书乱斗/xuannv_boss_shuying.mp3"]
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},
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hanba_boss_shuying: {
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sex: "female",
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group: "shen",
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@@ -14,6 +14,29 @@ const dynamicTranslates = {
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return `锁定技,结束阶段,若本回合进入弃牌堆的卡牌数量:大于4,你回复${hp}点体力;大于5,你摸${card}张牌;大于9,你对所有敌方角色造成${damage}点伤害。`
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},
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//火神祝融
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xingxia_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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let discardNum = 1;
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let damageNum = 1;
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if (difficulty == "hard") {
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discardNum = 2;
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} else if (difficulty == "nightmare") {
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discardNum = 3;
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damageNum = 2;
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}
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return `锁定技,出牌阶段开始时,你对随机一名友方角色造成1点火焰伤害,然后令所有敌方角色选择一项:1.弃置${discardNum}张红色牌;2.受到你造成的${damageNum}点火焰伤害。`;
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},
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baoyan_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "锁定技,每当有角色造成火焰伤害后,你获得1个“炎”标记。你的回合结束时,弃置所有“炎”标记,随机对一名敌方角色造成X点火焰伤害。(X为弃置的“炎”标记数)";
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}
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return "锁定技,每当有角色造成火焰伤害后,你获得1个“炎”标记。你的回合结束时,弃置所有“炎”标记,随机对X名敌方角色各造成1点火焰伤害。(X为弃置的“炎”标记数)";
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},
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//少昊
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baiyi_shuying(player, skill) {
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let num = 1;
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@@ -27,6 +50,43 @@ const dynamicTranslates = {
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return `锁定技,每名敌方角色的回合开始时,若当前轮数小于3,你随机获得其${num}张牌;若当前轮数小于5,对其造成${num}点雷电伤害;若当前轮数小于7,其随机弃置${num}张牌。`;
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},
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//白起
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wuan_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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let num = 1;
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if (difficulty == "hard") {
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num = 2;
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} else if (difficulty == "nightmare") {
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num = 3;
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}
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return `锁定技,你可使用的【杀】的次数+${num},【杀】造成的伤害+1。`;
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},
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shashen_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "你可以将手牌中的任意牌当【杀】使用或打出。你使用的【杀】造成伤害后,摸3张牌。";
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}
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return "你可以将手牌中的任意牌当【杀】使用或打出。每回合你使用的第一张【杀】造成伤害后,摸2张牌。";
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},
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//夸父
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yinjiang_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "锁定技,当你在出牌阶段摸牌后,获得牌堆底的牌。若该牌为红色,则对所有敌方角色造成1点伤害。当你在同一阶段内以此法造成过两次或更多的伤害后,该技能失效直到回合结束。";
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}
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return "锁定技,当你在出牌阶段摸牌后,获得牌堆底的牌。若该牌为红色,则随机对一名敌方角色造成1点伤害。当你在同一阶段内以此法造成过两次或更多的伤害后,该技能失效直到回合结束。";
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},
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lieben_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "锁定技,当你使用【杀】指定目标后,使用牌堆底的牌进行一次判定:若判定结果为红色,则此【杀】不计入出牌阶段使用次数且伤害+1。";
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}
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return "锁定技,当你使用【杀】指定目标后,使用牌堆底的牌进行一次判定:若判定结果为红色,则此【杀】不计入出牌阶段使用次数。";
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},
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//玄女
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xuanlie_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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+372
-35
@@ -89,26 +89,229 @@ const skills = {
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},
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},
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//白起
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//火神祝融 over
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xingxia_shuying: {
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mode: ["boss"],
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audio: false,
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trigger: {
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player: "phaseUseBegin",
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},
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forced: true,
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locked: true,
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filter(event, player) {
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const enemies = player.getEnemies(null, false);
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return (
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game.hasPlayer(target => {
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return target.isIn() && !enemies.includes(target);
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}) &&
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enemies.some(target => target.isIn())
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);
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},
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async content(event, trigger, player) {
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const difficulty = getTianshuDifficulty();
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const enemies = player
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.getEnemies(null, false)
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.filter(target => target.isIn());
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const friends = game.filterPlayer(target => {
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return target.isIn() && !enemies.includes(target);
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});
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if (!friends.length || !enemies.length) return;
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const friend = friends.randomGet();
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player.line(friend, "fire");
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await friend.damage(1, player, "fire");
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let discardNum = 1;
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let damageNum = 1;
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if (difficulty == "hard") {
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discardNum = 2;
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} else if (difficulty == "nightmare") {
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discardNum = 3;
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damageNum = 2;
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}
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for (const target of enemies) {
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if (!target.isIn()) continue;
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const canDiscard =
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target.countCards("he", card => {
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return (
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get.color(card, target) == "red" &&
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lib.filter.cardDiscardable(card, target)
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);
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}) >= discardNum;
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let discarded = false;
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if (canDiscard) {
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const result = await target
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.chooseToDiscard(
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"he",
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discardNum,
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`行夏:弃置${get.cnNumber(discardNum)}张红色牌,或受到${get.cnNumber(damageNum)}点火焰伤害`
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)
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.set("filterCard", (card, target) => {
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return (
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get.color(card, target) == "red" &&
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lib.filter.cardDiscardable(card, target)
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);
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})
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.set("source", player)
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.set("damageNum", damageNum)
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.set("ai", card => {
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const target = get.player();
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const damageNum = get.event().damageNum;
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if (target.hp <= damageNum) {
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return 12 - get.value(card);
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}
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return 7 - get.value(card);
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})
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.forResult();
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discarded = result.bool;
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}
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if (!discarded && target.isIn()) {
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player.line(target, "fire");
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await target.damage(damageNum, player, "fire");
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}
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}
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},
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ai: {
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threaten: 1.8,
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},
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},
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baoyan_shuying: {
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mode: ["boss"],
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audio: false,
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trigger: {
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global: "damageSource",
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},
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forced: true,
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locked: true,
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filter(event, player) {
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return event.num > 0 && event.hasNature("fire");
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},
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async content(event, trigger, player) {
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player.addMark("baoyan_shuying", 1, false);
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},
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marktext: "炎",
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intro: {
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name: "炎",
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content: "mark",
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},
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group: "baoyan_shuying_burst",
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subSkill: {
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burst: {
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audio: false,
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trigger: {
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player: "phaseEnd",
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},
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forced: true,
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locked: true,
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filter(event, player) {
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return (
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player.countMark("baoyan_shuying") > 0 &&
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player
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.getEnemies(null, false)
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.some(target => target.isIn())
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);
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},
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async content(event, trigger, player) {
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const num = player.countMark("baoyan_shuying");
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player.removeMark("baoyan_shuying", num, false);
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const enemies = player
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.getEnemies(null, false)
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.filter(target => target.isIn());
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if (!enemies.length) return;
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if (getTianshuDifficulty() == "nightmare") {
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const target = enemies.randomGet();
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player.line(target, "fire");
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await target.damage(num, player, "fire");
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return;
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}
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const targets = enemies.randomGets(
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Math.min(num, enemies.length)
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);
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for (const target of targets) {
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if (!target.isIn()) continue;
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player.line(target, "fire");
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await target.damage(1, player, "fire");
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}
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},
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},
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},
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ai: {
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threaten: 1.7,
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},
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},
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huoshen_shuying: {
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mode: ["boss"],
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audio: false,
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trigger: {
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global: "damageSource",
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},
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forced: true,
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locked: true,
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filter(event, player) {
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return (
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getTianshuDifficulty() == "nightmare" &&
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event.num > 0 &&
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event.hasNature("fire")
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);
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},
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async content(event, trigger, player) {
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if (player.isDamaged()) {
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await player.recover();
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await player.draw();
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} else {
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await player.draw(3);
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}
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},
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ai: {
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threaten: 2,
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},
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},
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//白起 over
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changsheng_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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audio: false,
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forced: true,
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locked: true,
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mod: {
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targetInRange(card, player, target) {
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if (card.name == "sha") return true;
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const difficulty = getTianshuDifficulty();
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if (
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difficulty != "hard" &&
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card.name == "sha"
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) {
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return true;
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}
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},
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},
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ai: {
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unequip: true,
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threaten: 1.2,
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},
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},
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shashen_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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audio: false,
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enable: ["chooseToUse", "chooseToRespond"],
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filterCard: true,
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position: "h",
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viewAs: { name: "sha" },
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viewAsFilter(player) {
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return player.countCards("h") > 0;
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return (
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getTianshuDifficulty() != "normal" &&
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player.countCards("h") > 0
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);
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},
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prompt: "将一张手牌当【杀】使用或打出",
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check(card) {
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@@ -118,29 +321,77 @@ const skills = {
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subSkill: {
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draw: {
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trigger: { source: "damageEnd" },
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forced: true,
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locked: true,
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usable(skill, player) {
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return getTianshuDifficulty() == "hard"
|
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? 1
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: Infinity;
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},
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filter(event, player) {
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return event.card?.name == "sha";
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const difficulty = getTianshuDifficulty();
|
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if (
|
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difficulty == "normal" ||
|
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event.card?.name != "sha"
|
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) {
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return false;
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}
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|
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if (difficulty == "nightmare") {
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return true;
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}
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// 困难难度只检查本回合使用的第一张【杀】
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const useEvent = event.getParent("useCard");
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if (!useEvent) return false;
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|
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const firstSha = player.getHistory(
|
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"useCard",
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evt => evt.card.name == "sha"
|
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)[0];
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|
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return useEvent == firstSha;
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},
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async content(event, trigger, player) {
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await player.draw(3);
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const num =
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getTianshuDifficulty() == "nightmare"
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? 3
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: 2;
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await player.draw(num);
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},
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},
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},
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ai: {
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respondSha: true,
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skillTagFilter(player) {
|
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return player.countCards("h") > 0;
|
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return (
|
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getTianshuDifficulty() != "normal" &&
|
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player.countCards("h") > 0
|
||||
);
|
||||
},
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order(item, player) {
|
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return get.order({ name: "sha" }, player) - 0.1;
|
||||
},
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order: 4,
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||||
},
|
||||
},
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wuan_shuying: {
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mode: ["boss"],
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audio: "ext:术樱包/pve/audio/skill:1",
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||||
audio: false,
|
||||
forced: true,
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||||
locked: true,
|
||||
mod: {
|
||||
cardUsable(card, player, num) {
|
||||
if (card.name == "sha") return num + 3;
|
||||
if (card.name != "sha") return;
|
||||
|
||||
const difficulty = getTianshuDifficulty();
|
||||
if (difficulty == "nightmare") {
|
||||
return num + 3;
|
||||
}
|
||||
if (difficulty == "hard") {
|
||||
return num + 2;
|
||||
}
|
||||
return num + 1;
|
||||
},
|
||||
},
|
||||
trigger: { source: "damageBegin1" },
|
||||
@@ -150,62 +401,129 @@ const skills = {
|
||||
async content(event, trigger, player) {
|
||||
trigger.num++;
|
||||
},
|
||||
ai: {
|
||||
damageBonus: true,
|
||||
threaten: 2,
|
||||
},
|
||||
},
|
||||
|
||||
//盘古
|
||||
//夸父 over
|
||||
shenqu_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
audio: false,
|
||||
trigger: { player: "damageEnd" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return player.countCards("h", card => get.color(card) == "red") > 0;
|
||||
return (
|
||||
getTianshuDifficulty() == "nightmare" &&
|
||||
player.countCards("h", card => get.color(card) == "red") > 0
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const cards = player.getCards("h", card => get.color(card) == "red");
|
||||
await player.lose(cards, ui.cardPile, "insert");
|
||||
await player.lose(cards, ui.cardPile);
|
||||
await player.draw(cards.length);
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.5,
|
||||
},
|
||||
},
|
||||
lieben_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
|
||||
trigger: { player: "useCardToPlayered" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return event.card.name == "sha" && ui.cardPile.lastChild;
|
||||
return (
|
||||
event.card.name == "sha" &&
|
||||
event.isFirstTarget &&
|
||||
ui.cardPile.lastChild
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const judge = player.judge(card => get.color(card) == "red" ? 2 : -1);
|
||||
const judge = player.judge(card => {
|
||||
return get.color(card) == "red" ? 2 : -1;
|
||||
});
|
||||
judge.directresult = ui.cardPile.lastChild;
|
||||
judge.judge2 = result => result.bool;
|
||||
|
||||
const result = await judge.forResult();
|
||||
if (result.bool) {
|
||||
trigger.getParent().addCount = false;
|
||||
trigger.getParent().baseDamage++;
|
||||
if (!result.bool) return;
|
||||
|
||||
const useEvent = trigger.getParent();
|
||||
if (useEvent.addCount !== false) {
|
||||
useEvent.addCount = false;
|
||||
|
||||
const stat = player.getStat().card;
|
||||
if (typeof stat.sha == "number") {
|
||||
stat.sha--;
|
||||
}
|
||||
}
|
||||
|
||||
if (getTianshuDifficulty() == "nightmare") {
|
||||
useEvent.baseDamage = (useEvent.baseDamage || 1) + 1;
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.4,
|
||||
},
|
||||
},
|
||||
yinjiang_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
|
||||
trigger: { player: "drawEnd" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return player.isPhaseUsing() && !player.hasSkill("yinjiang_shuying_disabled") && ui.cardPile.lastChild;
|
||||
return (
|
||||
player.isPhaseUsing() &&
|
||||
!player.hasSkill("yinjiang_shuying_disabled") &&
|
||||
ui.cardPile.lastChild
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const card = ui.cardPile.lastChild;
|
||||
await player.gain(card, "gain2");
|
||||
if (get.color(card) == "red") {
|
||||
let count = 0;
|
||||
for (const target of player.getEnemies(null, false).filter(target => target.isIn())) {
|
||||
player.line(target);
|
||||
await target.damage(player);
|
||||
|
||||
if (get.color(card) != "red") return;
|
||||
|
||||
const enemies = player
|
||||
.getEnemies(null, false)
|
||||
.filter(target => target.isIn());
|
||||
|
||||
if (!enemies.length) return;
|
||||
|
||||
const targets =
|
||||
getTianshuDifficulty() == "nightmare"
|
||||
? enemies
|
||||
: [enemies.randomGet()];
|
||||
|
||||
let count = 0;
|
||||
|
||||
for (const target of targets) {
|
||||
if (!target?.isIn()) continue;
|
||||
|
||||
player.line(target);
|
||||
const damageEvent = target.damage(1, player);
|
||||
await damageEvent;
|
||||
|
||||
// 只统计实际成立的伤害事件
|
||||
if (player.getHistory("sourceDamage").includes(damageEvent)) {
|
||||
count++;
|
||||
}
|
||||
player.storage.yinjiang_shuying_count = (player.storage.yinjiang_shuying_count || 0) + count;
|
||||
if (player.storage.yinjiang_shuying_count >= 2) player.addTempSkill("yinjiang_shuying_disabled", { player: "phaseUseEnd" });
|
||||
}
|
||||
|
||||
if (!count) return;
|
||||
|
||||
player.storage.yinjiang_shuying_count =
|
||||
(player.storage.yinjiang_shuying_count || 0) + count;
|
||||
|
||||
if (player.storage.yinjiang_shuying_count >= 2) {
|
||||
player.addTempSkill("yinjiang_shuying_disabled", {
|
||||
player: "phaseAfter",
|
||||
});
|
||||
}
|
||||
},
|
||||
group: "yinjiang_shuying_clear",
|
||||
@@ -213,22 +531,30 @@ const skills = {
|
||||
clear: {
|
||||
trigger: { player: "phaseUseEnd" },
|
||||
silent: true,
|
||||
charlotte: true,
|
||||
async content(event, trigger, player) {
|
||||
delete player.storage.yinjiang_shuying_count;
|
||||
},
|
||||
},
|
||||
disabled: { charlotte: true },
|
||||
disabled: {
|
||||
charlotte: true,
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
threaten: 2,
|
||||
},
|
||||
},
|
||||
zhuri_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
|
||||
forced: true,
|
||||
locked: true,
|
||||
group: ["zhuri_shuying_draw", "zhuri_shuying_bottom"],
|
||||
subSkill: {
|
||||
draw: {
|
||||
trigger: { player: "useCard" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return get.color(event.card) == "red";
|
||||
},
|
||||
@@ -239,16 +565,27 @@ const skills = {
|
||||
bottom: {
|
||||
trigger: { global: "useCardAfter" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return event.targets?.includes(player) && (event.card.name == "sha" || get.type(event.card) == "trick") && event.cards?.filterInD("d").length;
|
||||
return (
|
||||
event.targets?.includes(player) &&
|
||||
(event.card.name == "sha" ||
|
||||
get.type(event.card) == "trick") &&
|
||||
event.cards?.someInD("d")
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const cards = trigger.cards.filterInD("d");
|
||||
if (!cards.length) return;
|
||||
|
||||
game.log(cards, "被置于牌堆底");
|
||||
for (const card of cards) ui.cardPile.appendChild(card);
|
||||
await game.cardsGotoPile(cards);
|
||||
},
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.8,
|
||||
},
|
||||
},
|
||||
|
||||
//少昊 over
|
||||
@@ -482,7 +819,7 @@ const skills = {
|
||||
},
|
||||
},
|
||||
|
||||
//旱魃
|
||||
//旱魃 over
|
||||
xinji_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
|
||||
|
||||
@@ -7,23 +7,31 @@ const translates = {
|
||||
juehong_shuying: "决洪",
|
||||
juehong_shuying_info: "锁定技,准备阶段,你令所有敌方角色自己弃置自己的装备区内的所有牌,若其装备区内没有牌,则改为随机弃置2张手牌",
|
||||
|
||||
huoshenzhurong_boss_shuying: "火神祝融",
|
||||
xingxia_shuying: "行夏",
|
||||
xingxia_shuying_info: "锁定技,出牌阶段开始时,你对随机1名友方角色造成1点火焰伤害,然后令所有敌方角色选择一项:1.弃置1张红色牌;2.受到你造成的1点火焰伤害",
|
||||
baoyan_shuying: "爆炎",
|
||||
baoyan_shuying_info: "锁定技,每当有角色造成火焰伤害后,你获得1个”炎‘标记。你的回合结束时,弃置所有“炎”标记,随机对X名敌人各造成1点火焰伤害。(X为弃置的炎标记数量)",
|
||||
huoshen_shuying: "火神",
|
||||
huoshen_shuying_info: "锁定技,每当有角色造成火焰伤害后,你回复1点体力并摸1张牌,若你的体力值为满,改为摸3张牌",
|
||||
|
||||
baiqi_boss_shuying: "白起",
|
||||
changsheng_shuying: "常胜",
|
||||
changsheng_shuying_info: "锁定技,你使用【杀】无距离限制。",
|
||||
shashen_shuying: "杀神",
|
||||
shashen_shuying_info: "你可以将手牌中的任意牌当【杀】使用或打出。你使用的【杀】造成伤害后,摸三张牌。",
|
||||
shashen_shuying_info: "你可以将手牌中的任意牌当【杀】使用或打出。每回合你使用的第一张【杀】造成伤害后,摸2张牌。",
|
||||
wuan_shuying: "武安",
|
||||
wuan_shuying_info: "锁定技,你可使用的【杀】的次数+3,【杀】造成的伤害+1。",
|
||||
wuan_shuying_info: "锁定技,你可使用的【杀】的次数+1,【杀】造成的伤害+1。",
|
||||
|
||||
kuafu_boss_shuying: "盘古",
|
||||
kuafu_boss_shuying: "夸父",
|
||||
shenqu_shuying: "神躯",
|
||||
shenqu_shuying_info: "锁定技,当你受到伤害后,将所有红色手牌置于牌堆底,并摸等量的牌。",
|
||||
lieben_shuying: "烈奔",
|
||||
lieben_shuying_info: "锁定技,当你使用【杀】指定目标后,使用牌堆底的牌进行一次判定:若判定结果为红色,则此杀不计入出牌阶段使用次数且伤害+1。",
|
||||
lieben_shuying_info: "锁定技,当你使用【杀】指定目标后,使用牌堆底的牌进行一次判定:若判定结果为红色,则此杀不计入出牌阶段使用次数。",
|
||||
yinjiang_shuying: "饮江",
|
||||
yinjiang_shuying_info: "锁定技,当你在出牌阶段摸牌后,获得牌堆底的1张牌。若该牌为红色,则对所有敌方角色造成1点伤害。当你在同一个阶段内以此法造成过两次活更多的伤害后,该技能失效直到回合结束。",
|
||||
yinjiang_shuying_info: "锁定技,当你在出牌阶段摸牌后,获得牌堆底的牌。若该牌为红色,则随机对一名敌方角色造成1点伤害。当你在同一阶段内以此法造成过两次或更多的伤害后,该技能失效直到回合结束。",
|
||||
zhuri_shuying: "逐日",
|
||||
zhuri_shuying_info: "锁定技,你使用红色牌时摸1张牌。当你成为【杀】或普通锦囊牌的目标后,结算完毕后将该牌放置在牌堆底。",
|
||||
zhuri_shuying_info: "锁定技,你使用红色牌时摸一张牌。当你成为【杀】或普通锦囊牌的目标后,结算完毕后将该牌放置在牌堆底。",
|
||||
|
||||
shaohao_boss_shuying: "少昊",
|
||||
baiyi_shuying: "白仪",
|
||||
@@ -31,7 +39,6 @@ const translates = {
|
||||
shenen_shuying: "神恩",
|
||||
shenen_shuying_info: "锁定技,所有己方角色使用牌锁定技,所有己方角色使用牌没有距离限制。",
|
||||
|
||||
|
||||
xuannv_boss_shuying: "玄女",
|
||||
xuanlie_shuying: "玄烈",
|
||||
xuanlie_shuying_info: "锁定技,回合结束时,对所有本回合你获得过其牌的敌方角色依次造成1点伤害。",
|
||||
@@ -47,7 +54,6 @@ const translates = {
|
||||
zhiri_shuying_info: "锁定技,当敌方角色使用红色锦囊牌指定目标后,你摸1张牌。",
|
||||
fenshi_shuying: "焚世",
|
||||
fenshi_shuying_info: "锁定技,准备阶段,若你的手牌数小于体力值,则将手牌摸至于体力值相等;若你的手牌数大于体力值,则你对敌方角色造成共计X点伤害,点数随机分配(X为手牌数减体力值)。",
|
||||
|
||||
};
|
||||
|
||||
export default translates;
|
||||
|
||||
@@ -1,3 +1,12 @@
|
||||
const voices = {};
|
||||
const voices = {
|
||||
"#zhuri_shuying1": "狂飙八万里,逐日九重天!",
|
||||
"#yinjiang_shuying1": "大江三千顷,豪饮一息间!",
|
||||
"#lieben_shuying1": "奔雷袭紫电,驰羽断青锋!",
|
||||
"#kuafu_boss_shuying:die": "大泽将涸,金乌难触。",
|
||||
"#dishi_shuying1": "慈航化众生,司南引轩辕。",
|
||||
"#jiutian_shuying1": "天上九宫十二城,仙云袅袅授长生。",
|
||||
"#xuanlie_shuying1": "碧霄一鹤引霞至,玄女箜篌九天来。",
|
||||
"#xuannv_boss_shuying:die": "世间何来两全法,不负仙旅不负卿。",
|
||||
};
|
||||
|
||||
export default voices;
|
||||
|
||||
Reference in New Issue
Block a user