🎉 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
+10
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@@ -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
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@@ -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
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@@ -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
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@@ -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;