🎉 2.0.0.9版本发布

This commit is contained in:
2026-07-31 01:45:10 +08:00
parent 7b3ddc064a
commit 2a0f5d8e2d
17 changed files with 175 additions and 15 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+10
View File
@@ -211,6 +211,16 @@ const characters = {
img: "extension/术樱包/pve/images/天书乱斗/xuannv_boss_shuying.png",
dieAudios: ["ext:术樱包/pve/audio/dead/天书乱斗/xuannv_boss_shuying.mp3"]
},
hanba_boss_shuying: {
sex: "female",
group: "shen",
hp: 4,
skills: ["xinji_shuying", "zhiri_shuying", "fenshi_shuying"],
isHiddenBoss: true,
isBossAllowed: true,
img: "extension/术樱包/pve/images/天书乱斗/hanba_boss_shuying.png",
dieAudios: ["ext:术樱包/pve/audio/dead/天书乱斗/hanba_boss_shuying.mp3"]
},
};
+21 -3
View File
@@ -167,8 +167,8 @@ const dynamicTranslates = {
//玄女
xuanlie_shuying(player, skill) {
let num = 2;
if (getTianshuDifficulty() == "normal") num = 1;
const difficulty = getTianshuDifficulty();
const num = difficulty == "normal" ? 1 : 2;
return `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${num}点伤害。`;
},
@@ -181,7 +181,25 @@ const dynamicTranslates = {
: "若这些牌包含4种花色,这些角色再额外失去1点体力。";
return `锁定技,准备阶段,你获得所有敌方角色各${num}张手牌。若你以此法获得的牌包含2种颜色,则对所有你以此法获得其牌的敌方角色造成1点伤害。${extra}`;
}
},
xinji_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
const num = difficulty == "nightmare" ? 2 : 1;
return `锁定技,当友方于回合外因弃置而失去手牌时,你对当前角色造成${num}点伤害。`
},
zhiri_shuying(player, skill) {
let num = 1;
const difficulty = getTianshuDifficulty();
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
return `锁定技,当敌方角色使用红色锦囊牌指定目标后,你摸${num}张牌。`
},
};
export default dynamicTranslates;
+99 -1
View File
@@ -1517,7 +1517,7 @@ const skills = {
},
async content(event, trigger, player) {
const result = await player
.judge(card => get.color(card) == "black" ? 2 : 1)
.judge(card => get.color(card) == "black" ? 2 : -1)
.set("judge2", result => result.bool)
.forResult();
@@ -2015,6 +2015,104 @@ const skills = {
threaten: 1.6,
},
},
//旱魃
xinji_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
trigger: { global: "loseAfter" },
forced: true,
locked: true,
filter(event, player) {
return (
_status.currentPhase &&
_status.currentPhase.isIn() &&
event.player?.isIn() &&
event.player != _status.currentPhase &&
!player.getEnemies(null, false).includes(event.player) &&
event.type == "discard" &&
event.cards2?.some(card => get.position(card, true) == "d" && event.hs?.includes(card))
);
},
async content(event, trigger, player) {
const difficulty = getTianshuDifficulty();
const num = difficulty == "nightmare" ? 2 : 1;
const target = _status.currentPhase;
player.line(target);
await target.damage(num, player);
},
ai: {
threaten: 1.6,
},
},
zhiri_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
trigger: { global: "useCardToPlayered" },
forced: true,
locked: true,
filter(event, player) {
return (
event.isFirstTarget &&
event.player?.isIn() &&
player.getEnemies(null, false).includes(event.player) &&
get.type2(event.card) == "trick" &&
get.color(event.card) == "red"
);
},
async content(event, trigger, player) {
let num = 1;
const difficulty = getTianshuDifficulty();
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
await player.draw(num);
},
ai: {
threaten: 1.4,
},
},
fenshi_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
locked: true,
filter(event, player) {
const num = player.countCards("h") - player.hp;
if (num < 0) return true;
if (num > 0) return player.getEnemies(null, false).some(target => target.isIn());
return false;
},
async content(event, trigger, player) {
const num = player.countCards("h") - player.hp;
if (num < 0) {
await player.draw(-num);
return;
}
const enemies = player.getEnemies(null, false).filter(target => target.isIn());
const map = new Map();
for (let i = 0; i < num && enemies.length; i++) {
const target = enemies.randomGet();
map.set(target, (map.get(target) || 0) + 1);
}
for (const [target, damage] of map) {
if (!target.isIn()) continue;
player.line(target);
await target.damage(damage, player);
}
},
ai: {
threaten: 2,
},
},
};
export default skills;
+9
View File
@@ -139,6 +139,15 @@ const translates = {
jiutian_shuying_info: "锁定技,准备阶段,你获得所有敌方角色各1张手牌。若你以此法获得的牌包含2种颜色,则对所有你以此法获得其牌的敌方角色造成1点伤害。",
dishi_shuying: "帝师",
dishi_shuying_info: "当你使用【杀】或普通锦囊牌指定目标时,如果目标数为1,可以增加一个目标;如果目标数大于1,你可以减少一个目标。",
hanba_boss_shuying: "旱魃",
xinji_shuying: "心悸",
xinji_shuying_info: "锁定技,当友方于回合外因弃置而失去手牌时,你对当前角色造成1点伤害。",
zhiri_shuying: "炙日",
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;