fixed # 新增印牌羁绊

fixed # 修复部分已知问题
This commit is contained in:
2026-10-14 18:06:14 +08:00
parent dce49106a0
commit 2a91f43675
9 changed files with 251 additions and 7 deletions
+1 -1
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@@ -6,7 +6,7 @@ import { configureDiagnostics } from "./diagnostics/index.js";
export const type = "extension";
export let shuYing = new Object();
const shuYingLocalVersion = "2.0.2.3-rc.4";
const shuYingLocalVersion = "2.0.2.3-rc.5";
shuYing.name = "术樱包";
shuYing.editable = false;
+14
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@@ -1,5 +1,6 @@
import { getDirectDamageSkillCount } from "./tianshu/directDamage.js";
import { getSkillRecoverCount } from "./tianshu/skillRecover.js";
import { getSkillCardCount } from "./tianshu/skillCard.js";
export default function initFunction(lib, game, ui, get, ai, _status, shuYing = {}) {
game.shuying_getDiscardNamesNum = function () {
@@ -397,6 +398,10 @@ export default function initFunction(lib, game, ui, get, ai, _status, shuYing =
return getSkillRecoverCount(player, currentSkills, lib)
>= Math.max(1, Number(condition.count) || 1);
}
if (condition.type == "skillCard") {
return getSkillCardCount(player, currentSkills, lib)
>= Math.max(1, Number(condition.count) || 1);
}
if (condition.type == "skill") return currentSkills.includes(condition.skill);
if (condition.type == "skillName") return currentSkills.some(skill => lib.translate[skill] == condition.name);
if (condition.type == "skills") {
@@ -445,6 +450,9 @@ export default function initFunction(lib, game, ui, get, ai, _status, shuYing =
if (condition.type == "skillRecover") {
return getSkillRecoverCount(player, currentSkills, lib) > 0;
}
if (condition.type == "skillCard") {
return getSkillCardCount(player, currentSkills, lib) > 0;
}
if (condition.type == "skill") return currentSkills.includes(condition.skill);
if (condition.type == "skillName") return currentSkills.some(skill => lib.translate[skill] == condition.name);
if (condition.type == "skills") return [...(condition.all || []), ...(condition.any || [])].some(skill => currentSkills.includes(skill));
@@ -482,6 +490,12 @@ export default function initFunction(lib, game, ui, get, ai, _status, shuYing =
return `已实际回复体力的奖励技能 ${Math.min(count, need)}`
+ `/${need};首次有效技能回复后登记`;
}
if (condition.type == "skillCard") {
const count = getSkillCardCount(player, currentSkills, lib);
const need = Math.max(1, Number(condition.count) || 1);
return `已实际视为或转化牌的奖励技能 ${Math.min(count, need)}`
+ `/${need};首次使用或打出后登记`;
}
if (condition.type == "skill") return `${currentSkills.includes(condition.skill) ? "已" : "未"}选择【${get.translation(condition.skill)}】`;
if (condition.type == "skillName") return `${currentSkills.some(skill => lib.translate[skill] == condition.name) ? "已" : "未"}选择任意版本的【${condition.name}】`;
if (condition.type == "skills") {
+8
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@@ -78,6 +78,9 @@ export default function initShuYingMenu({ lib, game, ui, shuYing, updater }) {
if (condition.type == "skillRecover") {
return ["直接回复体力的过关技能"];
}
if (condition.type == "skillCard") {
return ["视为打出牌或转化牌的过关技能"];
}
if (condition.type == "skill") return condition.skill ? [get.translation(condition.skill)] : [];
if (condition.type == "skillName") return condition.name ? [condition.name] : [];
if (condition.type == "skills") {
@@ -108,6 +111,11 @@ export default function initShuYingMenu({ lib, game, ui, shuYing, updater }) {
+ "按当前仍持有的不同技能译名统计,新等级从后续回复生效;"
+ "二级追加回复不会再次触发桃园,三级溢出只增加体力上限";
}
if (condition.type == "skillCard") {
return "奖励技能首次实际使用或打出视为牌、转化牌后登记,子技能归到主技能;"
+ "按当前仍持有的不同技能译名统计,新等级从后续用牌生效;"
+ "响应打出只登记;目标调整至少保留1个,三级对全部指定目标再次结算";
}
if (!condition.type && [...(condition.all || []), ...(condition.any || [])].some(item => item?.type == "skillNames")) {
return "按不同译名统计;同译名的不同技能 ID 只计 1 种过关技能";
}
+29
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@@ -214,6 +214,35 @@ const tianshuConfig = {
banned: ["huoxin", "jueqing", "qinqing", "beige", "huashen", "drlt_zhiti", "olzhiti", "xinfu_pdgyingshi", "rebeige"],
},
bonds: [
{
id: "yinpai",
name: "印牌",
condition: { type: "skillCard" },
levels: [
{
level: 1,
count: 1,
skills: ["shuYing_Tianshu_BondYinpai1"],
text: "你使用技能视为牌或转化牌时,可以增加或减少1个合法目标,"
+ "至少保留1个目标",
},
{
level: 2,
count: 2,
skills: ["shuYing_Tianshu_BondYinpai2"],
text: "你使用技能视为牌或转化牌时,可以增加或减少1个合法目标,"
+ "至少保留1个目标,且此牌无法被响应",
},
{
level: 3,
count: 3,
skills: ["shuYing_Tianshu_BondYinpai3"],
text: "你使用技能视为牌或转化牌时,可以增加或减少1个合法目标,"
+ "至少保留1个目标,且此牌无法被响应,"
+ "并对全部指定目标额外结算一次,不重新选择目标",
},
],
},
{
id: "taoyuan",
name: "桃园",
+3
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@@ -7,6 +7,9 @@ export function getDirectDamageOrigin(event, lib, get) {
const visited = new Set();
while (current && !visited.has(current)) {
visited.add(current);
if (["card", "precard", "postcard"].includes(current.type)) {
return null;
}
if (["useCard", "respond", "damage", "_lianhuan", "_lianhuan2"]
.includes(current.name) || current.name?.endsWith("_cost")) {
return null;
+128 -6
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@@ -4,6 +4,8 @@ import { directDamageStorage, getDirectDamageOrigin,
getDirectDamageSkillCount } from "./directDamage.js";
import { skillRecoverStorage, getSkillRecoverOrigin, getSkillRecoverCount,
wrapSkillRecoverEvent } from "./skillRecover.js";
import { skillCardStorage, getSkillCardOrigin, getSkillCardCount,
getSkillCardTargetOptions, applySkillCardEffects } from "./skillCard.js";
import { lib, game, ui, get, ai, _status } from "../../../noname.js";
export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) {
@@ -756,6 +758,10 @@ export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) {
return getSkillRecoverCount(player, owned, lib)
>= Math.max(1, Number(condition.count) || 1);
}
if (condition.type == "skillCard") {
return getSkillCardCount(player, owned, lib)
>= Math.max(1, Number(condition.count) || 1);
}
if (condition.type == "keyword") {
if (!condition.keyword) return false;
const marker = `【${condition.keyword}】`;
@@ -836,6 +842,9 @@ export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) {
if (condition.type == "skillRecover") {
return getSkillRecoverCount(player, [skill], lib) > 0;
}
if (condition.type == "skillCard") {
return getSkillCardCount(player, [skill], lib) > 0;
}
if (condition.type == "keyword") {
if (!condition.keyword) return false;
const info = typeof get.skillInfoTranslation == "function" ? get.skillInfoTranslation(skill, player) : lib.translate[`${skill}_info`];
@@ -1364,6 +1373,7 @@ export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) {
game.addGlobalSkill("shuYing_Tianshu_DirectDamageCapture");
game.addGlobalSkill("shuYing_Tianshu_DirectDamageSettle");
game.addGlobalSkill("shuYing_Tianshu_SkillRecoverCapture");
game.addGlobalSkill("shuYing_Tianshu_SkillCardCapture");
},
},
shuYing_Tianshu_DefendingControl: {
@@ -1402,9 +1412,15 @@ export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) {
game.getGlobalHistory().isRound = true;
},
},
shuYing_Tianshu_BondDirectDamage1: { charlotte: true, popup: false },
shuYing_Tianshu_BondDirectDamage2: { charlotte: true, popup: false },
shuYing_Tianshu_BondDirectDamage3: { charlotte: true, popup: false },
shuYing_Tianshu_BondDirectDamage1: {
charlotte: true, popup: false, nopop: true,
},
shuYing_Tianshu_BondDirectDamage2: {
charlotte: true, popup: false, nopop: true,
},
shuYing_Tianshu_BondDirectDamage3: {
charlotte: true, popup: false, nopop: true,
},
shuYing_Tianshu_DirectDamageCapture: {
mode: ["boss"],
trigger: { global: "damageBegin1" },
@@ -1483,9 +1499,15 @@ export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) {
if (level >= 2 && player.isIn()) await player.draw(num);
},
},
shuYing_Tianshu_BondTaoyuan1: { charlotte: true, popup: false },
shuYing_Tianshu_BondTaoyuan2: { charlotte: true, popup: false },
shuYing_Tianshu_BondTaoyuan3: { charlotte: true, popup: false },
shuYing_Tianshu_BondTaoyuan1: {
charlotte: true, popup: false, nopop: true,
},
shuYing_Tianshu_BondTaoyuan2: {
charlotte: true, popup: false, nopop: true,
},
shuYing_Tianshu_BondTaoyuan3: {
charlotte: true, popup: false, nopop: true,
},
shuYing_Tianshu_SkillRecoverCapture: {
mode: ["boss"],
trigger: { global: "recoverBegin" },
@@ -1509,6 +1531,95 @@ export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) {
if (record.level >= 1) trigger.num++;
},
},
shuYing_Tianshu_BondYinpai1: {
charlotte: true, popup: false, nopop: true,
},
shuYing_Tianshu_BondYinpai2: {
charlotte: true, popup: false, nopop: true,
},
shuYing_Tianshu_BondYinpai3: {
charlotte: true, popup: false, nopop: true,
},
shuYing_Tianshu_SkillCardCapture: {
mode: ["boss"],
trigger: { global: ["useCard2", "respond"] },
forced: true,
silent: true,
charlotte: true,
firstDo: true,
priority: 1000,
filter(event) {
const player = event.player;
if (!state.running || event.shuYing_tianshu_yinpaiHandled
|| !player?.isIn() || !isCapturedPlayerSide(player)
|| (isVirtualIdol(player)
&& !canVirtualIdolReceiveRewards())) return false;
return Boolean(getSkillCardOrigin(event, lib, get));
},
async content(event, trigger) {
if (trigger.shuYing_tianshu_yinpaiHandled) return;
const origin = getSkillCardOrigin(trigger, lib, get);
if (!origin) return;
trigger.shuYing_tianshu_yinpaiHandled = true;
const player = trigger.player;
const level = player.storage.shuYing_tianshu_bondLevels
?.yinpai || 0;
const rewardSkill = getTianshuRewardSkills(player)
.find(current => get.sourceSkillFor(current)
== origin.skill);
if (rewardSkill) {
const recorded = player.storage[skillCardStorage] || [];
if (!recorded.includes(rewardSkill)) {
recorded.push(rewardSkill);
player.storage[skillCardStorage] = recorded;
game.broadcast((current, key, value) => {
current.storage[key] = value;
}, player, skillCardStorage, recorded);
player.syncStorage?.(skillCardStorage);
refreshTianshuBonds(player);
game.log(player, "登记印牌技能",
`【${get.translation(rewardSkill)}】`);
}
}
if (!level || trigger.name != "useCard") return;
const options = getSkillCardTargetOptions(
trigger, lib, game, get);
const candidates = options.add.concat(options.remove);
if (candidates.length) {
const result = await player.chooseTarget(
"印牌:增加或减少1个合法目标(至少保留1个)",
(card, current, target) => target.isIn()
&& candidates.includes(target))
.set("ai", target => {
const effect = get.effect(target, trigger.card,
player, player);
return options.remove.includes(target)
? -effect : effect;
}).forResult();
const target = result.targets?.[0];
if (result.bool && target?.isIn()) {
const valid = getSkillCardTargetOptions(
trigger, lib, game, get);
if (options.remove.includes(target)
&& valid.remove.includes(target)) {
trigger.targets.splice(
trigger.targets.indexOf(target), 1);
game.log(player, "移除", trigger.card,
"的目标", target);
} else if (options.add.includes(target)
&& valid.add.includes(target)) {
trigger.targets.push(target);
game.log(player, "为", trigger.card,
"增加目标", target);
}
player.line(target);
}
}
applySkillCardEffects(trigger, level, game.players);
if (level >= 3) game.log(trigger.card,
"对全部指定目标额外结算一次");
},
},
shuYing_Tianshu_BondManager: {
mode: ["boss"],
trigger: { global: "changeSkillsAfter" },
@@ -1609,6 +1720,17 @@ export default function initTianshu(lib, game, ui, get, ai, _status, shuYing) {
shuYing_Skill_Tianshu_intro5: { nobracket: true },
};
tianshu.translate = {
shuYing_Tianshu_BondYinpai1: "印牌·壹",
shuYing_Tianshu_BondYinpai1_info:
"你使用技能视为牌或转化牌时,可以增加或减少1个合法目标,至少保留1个目标。",
shuYing_Tianshu_BondYinpai2: "印牌·贰",
shuYing_Tianshu_BondYinpai2_info:
"你使用技能视为牌或转化牌时,可以增加或减少1个合法目标,"
+ "至少保留1个目标,且此牌无法被响应。",
shuYing_Tianshu_BondYinpai3: "印牌·叁",
shuYing_Tianshu_BondYinpai3_info:
"你使用技能视为牌或转化牌时,可以增加或减少1个合法目标,"
+ "至少保留1个目标,且此牌无法被响应,并对全部指定目标额外结算一次。",
shuYing_Tianshu_BondTaoyuan1: "桃园·壹",
shuYing_Tianshu_BondTaoyuan1_info: "你通过技能回复体力时,回复值+1。",
shuYing_Tianshu_BondTaoyuan2: "桃园·贰",
+64
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@@ -0,0 +1,64 @@
export const skillCardStorage = "shuYing_tianshu_skillCardSkills";
export function getSkillCardOrigin(event, lib, get) {
if (!["useCard", "respond"].includes(event?.name) || !event.card) {
return null;
}
const virtual = get.is.virtualCard(event.card)
&& (!event.card.isCard || !event.cards?.length);
if (!virtual && !get.is.convertedCard(event.card)) return null;
if (event.skill && lib.skill[event.skill]) {
return { skill: get.sourceSkillFor(event.skill), player: event.player };
}
let current = event.getParent?.(1, true);
const visited = new Set();
while (current && !visited.has(current)) {
visited.add(current);
if (["useCard", "respond"].includes(current.name)
|| ["card", "precard", "postcard"].includes(current.type)
|| current.name?.endsWith("_cost")) return null;
const skill = lib.skill[current.name] ? current.name : current.skill;
if (skill && lib.skill[skill]) {
if (current.player != event.player) return null;
return { skill: get.sourceSkillFor(skill), player: current.player };
}
current = current.getParent?.(1, true);
}
return null;
}
export function getSkillCardCount(player, skills, lib) {
const recorded = player?.storage?.[skillCardStorage];
if (!Array.isArray(recorded)) return 0;
return new Set(skills.filter(skill => recorded.includes(skill))
.map(skill => lib.translate[skill] || skill)).size;
}
export function getSkillCardTargetOptions(event, lib, game, get) {
const options = { add: [], remove: [] };
const info = get.info(event.card);
if (!info || !event.targets?.length || info.notarget || info.toself
|| info.complexTarget || info.singleCard
|| info.filterAddedTarget) return options;
if (event.targets.length > 1) {
options.remove = event.targets.filter(target => target.isIn());
}
if (info.allowMultiple !== false) {
options.add = game.players.filter(target => target.isIn()
&& !event.targets.includes(target)
&& lib.filter.targetEnabled2(event.card, event.player, target)
&& lib.filter.targetInRange(event.card, event.player, target));
}
return options;
}
export function applySkillCardEffects(event, level, players) {
if (level >= 2) {
if (!Array.isArray(event.directHit)) event.directHit = [];
for (const player of players) {
if (!event.directHit.includes(player)) event.directHit.push(player);
}
event.nowuxie = true;
}
if (level >= 3) event.effectCount = (Number(event.effectCount) || 1) + 1;
}
+3
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@@ -8,6 +8,9 @@ export function getSkillRecoverOrigin(event, lib, get) {
const visited = new Set();
while (current && !visited.has(current)) {
visited.add(current);
if (["card", "precard", "postcard"].includes(current.type)) {
return null;
}
if (["useCard", "respond", "recover", "damage"]
.includes(current.name) || current.name?.endsWith("_cost")) {
return null;
+1
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@@ -11,6 +11,7 @@
"tianshu/config.js",
"tianshu/directDamage.js",
"tianshu/skillRecover.js",
"tianshu/skillCard.js",
"pve/boss/index.js",
"pve/boss/card.js",
"pve/boss/character.js",