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🎨 PVE文件夹重构,根据BOSS文件进行分包
📝 新增术樱包武将
This commit is contained in:
+12
-224
@@ -1,227 +1,15 @@
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const characters = {
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zishu_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["zishu_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/十二生肖/zishu_boss_shuying.png",
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dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/zishu.mp3"]
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},
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// chouniu_boss_shuying: {},
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// yinhu_boss_shuying: {},
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// maotu_boss_shuying: {},
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chenlong_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["chenlong_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/十二生肖/chenlong_boss_shuying.png",
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dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/chenlong.mp3"]
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},
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// sishe_boss_shuying: {},
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wuma_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["wuma_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/十二生肖/wuma_boss_shuying.png",
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dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/wuma_shuying.mp3"]
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},
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weiyang_boss_shuying: {
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sex: "female",
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group: "qun",
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hp: 4,
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skills: ["weiyang_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/十二生肖/weiyang_boss_shuying.png",
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dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/weiyang.mp3"]
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},
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shenhou_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["shenhou_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/十二生肖/shenhou_boss_shuying.png",
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dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/shenhou.mp3"]
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},
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// youji_boss_shuying: {},
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xvgou_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["xvgou_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/十二生肖/xvgou_boss_shuying.png",
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dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/xvgou.mp3"]
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},
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// haizhu_boss_shuying: {},
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import shiershengxiao from "./sets/shiershengxiao/character.js";
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import zhuoguiquxie from "./sets/zhuoguiquxie/character.js";
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import qingqingzijin from "./sets/qingqingzijin/character.js";
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import tianshu from "./sets/tianshu/character.js";
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import mergeBossModules from "./merge.js";
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heibaiwuchang_boss_shuying:
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{
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["mizui_shuying", "qiangzheng_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/捉鬼驱邪/heibaiwuchang_boss_shuying.png"
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},
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niutoumamian_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["shiyv_shuying", "manji_shuying", "xiaoshou_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/捉鬼驱邪/niutoumamian_boss_shuying.png"
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},
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yvsai_boss_shuying: {
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sex: "female",
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group: "qun",
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hp: 4,
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skills: ["anchao_shuying", "guixi_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/捉鬼驱邪/yvsai_boss_shuying.png"
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},
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huangfeng_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["mingchong_shuying", "duzhen_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/捉鬼驱邪/huangfeng_boss_shuying.png"
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},
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riyeyoushen_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["huiyun_shuying", "yezhong_shuying", "zhoucha_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/捉鬼驱邪/riyeyoushen_boss_shuying.png"
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},
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caocao_boss_shuying: {
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sex: "male",
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group: "wei",
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hp: 4,
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skills: ["jianxiong_shuying", "lingba_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/青青子衿/caocao_boss_shuying.jpg",
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dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/caocao_boss_shuying.mp3"]
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},
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simayi_boss_shuying: {
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sex: "male",
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group: "wei",
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hp: 4,
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skills: ["fankui_shuying", "guicai_shuying", "langgu_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/青青子衿/simayi_boss_shuying.jpg",
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dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/simayi_boss_shuying.mp3"]
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},
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lvbu_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["mashu", "wushuang_shuying", "shenij_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/青青子衿/lvbu_boss_shuying.jpg",
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dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/lvbu_boss_shuying.mp3"]
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},
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dongzhuo_boss_shuying: {
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sex: "male",
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group: "qun",
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hp: 4,
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skills: ["jiuchi_shuying", "roulin_shuying", "baonue_shuying"],
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isHiddenBoss: true,
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isBossAllowed: true,
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img: "extension/术樱包/pve/images/青青子衿/dongzhuo_boss_shuying.jpg",
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dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/dongzhuo_boss_shuying.mp3"]
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},
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shuishengonggong_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: ["tuanliu_shuying", "juehong_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/shuishengonggong_boss_shuying.png"
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},
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// huoshenzhurong_boss_shuying: {},
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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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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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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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},
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shaohao_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: ["baiyi_shuying", "shenen_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/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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hp: 4,
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skills: ["xuanlie_shuying", "jiutian_shuying", "dishi_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/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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hp: 4,
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skills: ["xinji_shuying", "zhiri_shuying", "fenshi_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/hanba_boss_shuying.png",
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dieAudios: ["ext:术樱包/pve/audio/dead/天书乱斗/hanba_boss_shuying.mp3"]
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},
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};
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// 汇总所有主题武将,PVE 玩法只需引用唯一的 BOSS ID。
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const characters = mergeBossModules("武将", [
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["十二生肖", shiershengxiao],
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["捉鬼驱邪", zhuoguiquxie],
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["青青子衿", qingqingzijin],
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["天书乱斗", tianshu],
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]);
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export default characters;
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+10
-202
@@ -1,205 +1,13 @@
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import { lib, game, ui, get, ai, _status } from "../../../../noname.js";
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import tianshuConfig from "../../tianshu/config.js";
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import zhuoguiquxie from "./sets/zhuoguiquxie/dynamicTranslate.js";
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import qingqingzijin from "./sets/qingqingzijin/dynamicTranslate.js";
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import tianshu from "./sets/tianshu/dynamicTranslate.js";
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import mergeBossModules from "./merge.js";
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const getTianshuDifficulty = () => {
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return _status[tianshuConfig.settings.difficultyStatusKey] || "normal";
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};
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const dynamicTranslates = {
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//黑白无常
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mizui_shuying(player, skill) {
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const num = getTianshuDifficulty() == "normal" ? 1 : 2
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return `锁定技,你的伤害牌造成伤害后,你随机弃置受伤角色的${num}张牌。`
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},
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qiangzheng_shuying(player, skill) {
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let num = 2;
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if (getTianshuDifficulty() == "hard") num = 4;
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if (getTianshuDifficulty() == "nightmare") num = 6;
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return `锁定技,敌方角色的结束阶段,若其手牌数小于${num},你获得其所有手牌。`
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},
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xixing_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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if (difficulty == "nightmare") {
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return "锁定技,准备阶段,你对每名敌方角色各造成2点雷电伤害,然后你回复等量体力";
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}
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return "锁定技,准备阶段,随机对敌方体力最多的一名角色造成2点雷电伤害,然后你回复等量体力。";
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},
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//鱼鳃
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guixi_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
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return `锁定技,当你受到伤害后,你进行一次判定,若结果为红色,你回复1点体力;若结果不为红色,你摸${num}张牌。`;
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},
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//黄蜂
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mingchong_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "锁定技,你死亡时,杀死你的角色弃置所有牌。"
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}
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return "锁定技,你死亡时,杀死你的角色随机弃置一半的牌。"
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},
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duzhen_shuyingg(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "锁定技,你使用牌指定单一敌方角色为目标后,该角色随机弃置1张牌(优先装备区的牌)。"
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}
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return "锁定技,你使用牌指定单一敌方角色为目标后,该角色随机弃置2张牌(优先装备区的牌)。"
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},
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//日夜游神
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mingchong_shuying(player, skill) {
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const num = getTianshuDifficulty() == "normal" ? 1 : 2
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return `出牌阶段限一次,你可以展示一名敌方角色的手牌,并弃置其中至多两张牌。然后你可以弃置一张与该角色弃置牌牌名相同的牌,对其造成${num}点伤害。`
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},
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yezhong_shuying(player, skill) {
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let num = 1;
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if (getTianshuDifficulty() == "hard") num = 2;
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if (getTianshuDifficulty() == "nightmare") num = 3;
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return `锁定技,结束阶段,你进行一次判定并获得判定牌,若次牌为黑色,每名敌方角色随机弃${num}张手牌。`
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},
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zhoucha_shuying(player, skill) {
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let num = 1;
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if (getTianshuDifficulty() == "hard") num = 2;
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if (getTianshuDifficulty() == "nightmare") num = 3;
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return `锁定技,准备阶段,你进行一次判定并获得判定牌,若此牌为红色,你本回合使用【杀】的次数+${num}。`
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},
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//曹操
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lingba_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
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return `锁定技,你的回合开始时,若你手牌数为全场最多,则对一名随机敌人造成${num}点伤害。若你手牌数大于等于你体力值的两倍,则改为对所有敌人造成伤害。`
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},
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yishen_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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if (difficulty == "nightmare") {
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return "当你回复体力时,可以改为获得所有敌人各一张随机装备。";
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}
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return "当你回复体力时,可以改为获得一名随机敌方角色一张随机装备。";
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},
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//司马懿
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yuanlv_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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if (difficulty == "nightmare") {
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return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成过1点伤害。";
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}
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return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成1点伤害。";
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},
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//吕布
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wushuang_shuying(player, skill) {
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const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
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return `锁定技。①你使用的【杀】需两张【闪】才能抵消;与你进行【决斗】的角色每次需要打出两张【杀】。②每回合限${num}次,当你使用【杀】或【决斗】造成伤害时,若受伤角色没有使用或打出过【杀】或【闪】响应此牌,则此伤害+1。`;
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},
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shenij_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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let card = 2;
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let sha = 1;
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let target = 1;
|
||||
|
||||
if (difficulty == "hard") {
|
||||
card = 3;
|
||||
sha = 2;
|
||||
} else if (difficulty == "nightmare") {
|
||||
card = 4;
|
||||
sha = 2;
|
||||
target = 2;
|
||||
}
|
||||
|
||||
return `判定阶段,你可以弃置两张手牌,然后弃置你判定区里的牌;摸牌阶段,你多摸${card}张牌;出牌阶段,你可以多使用${sha}张【杀】,你的【杀】可以多指定${target}名角色为目标。`;
|
||||
},
|
||||
zhanjia_shuying(player, skill) {
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 3 : 2
|
||||
|
||||
return `锁定技,每回合限一次,当你受到大于2点的伤害时,将此伤害减至2点,然后摸${num}张牌。`
|
||||
},
|
||||
|
||||
//董卓
|
||||
baonue_shuying(player, skill) {
|
||||
let num = 3;
|
||||
if (getTianshuDifficulty() == "hard") num = 4;
|
||||
if (getTianshuDifficulty() == "nightmare") num = 5;
|
||||
|
||||
return `锁定技,回合开始时,你摸X张牌并对至多X名角色造成1点伤害,然后你失去1点体力。X为你已损失体力且最大为${num}。`
|
||||
},
|
||||
|
||||
//水神共工
|
||||
tuanliu_shuying(player, skill) {
|
||||
let hp = 2;
|
||||
let card = 4;
|
||||
let damage = 1;
|
||||
|
||||
if (getTianshuDifficulty() == "nightmare") {
|
||||
hp = 3;
|
||||
card = 6;
|
||||
}
|
||||
return `锁定技,结束阶段,若本回合进入弃牌堆的卡牌数量:大于4,你回复${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。`
|
||||
},
|
||||
|
||||
//少昊
|
||||
baiyi_shuying(player, skill) {
|
||||
let num = 1;
|
||||
const difficulty = getTianshuDifficulty();
|
||||
if (difficulty == "hard") {
|
||||
num = 2;
|
||||
} else if (difficulty == "nightmare") {
|
||||
num = 3;
|
||||
}
|
||||
|
||||
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${num}张牌。`;
|
||||
},
|
||||
|
||||
//玄女
|
||||
xuanlie_shuying(player, skill) {
|
||||
const difficulty = getTianshuDifficulty();
|
||||
const num = difficulty == "normal" ? 1 : 2;
|
||||
|
||||
return `锁定技,回合结束时,对所有本回合你获得过其牌的敌方角色依次造成${num}点伤害。`;
|
||||
},
|
||||
jiutian_shuying(player, skill) {
|
||||
const difficulty = getTianshuDifficulty();
|
||||
const num = difficulty == "normal" ? 1 : 2;
|
||||
const extra =
|
||||
difficulty == "normal" || difficulty == "hard"
|
||||
? ""
|
||||
: "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。`
|
||||
},
|
||||
};
|
||||
// 汇总存在动态描述的主题技能;无动态描述的主题不需要空模块占位。
|
||||
const dynamicTranslates = mergeBossModules("动态翻译", [
|
||||
["捉鬼驱邪", zhuoguiquxie],
|
||||
["青青子衿", qingqingzijin],
|
||||
["天书乱斗", tianshu],
|
||||
]);
|
||||
|
||||
export default dynamicTranslates;
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
// 合并各主题的同类数据;重复 ID 保留先加载项,跳过后加载项,避免中断整个 BOSS 包。
|
||||
const mergeBossModules = (dataType, modules) => {
|
||||
const result = {};
|
||||
for (const [moduleName, data] of modules) {
|
||||
for (const [id, value] of Object.entries(data || {})) {
|
||||
if (Object.prototype.hasOwnProperty.call(result, id)) {
|
||||
console.warn(`术樱包活动BOSS:跳过${moduleName}中重复的${dataType}ID“${id}”`);
|
||||
continue;
|
||||
}
|
||||
result[id] = value;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
};
|
||||
|
||||
export default mergeBossModules;
|
||||
@@ -0,0 +1,44 @@
|
||||
const characters = {
|
||||
caocao_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "wei",
|
||||
hp: 4,
|
||||
skills: ["jianxiong_shuying", "lingba_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/青青子衿/caocao_boss_shuying.jpg",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/caocao_boss_shuying.mp3"]
|
||||
},
|
||||
simayi_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "wei",
|
||||
hp: 4,
|
||||
skills: ["fankui_shuying", "guicai_shuying", "langgu_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/青青子衿/simayi_boss_shuying.jpg",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/simayi_boss_shuying.mp3"]
|
||||
},
|
||||
lvbu_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["mashu", "wushuang_shuying", "shenij_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/青青子衿/lvbu_boss_shuying.jpg",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/lvbu_boss_shuying.mp3"]
|
||||
},
|
||||
dongzhuo_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["jiuchi_shuying", "roulin_shuying", "baonue_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/青青子衿/dongzhuo_boss_shuying.jpg",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/青青子衿/dongzhuo_boss_shuying.mp3"]
|
||||
},
|
||||
};
|
||||
|
||||
export default characters;
|
||||
@@ -0,0 +1,71 @@
|
||||
import { getTianshuDifficulty } from "../../shared.js";
|
||||
|
||||
const dynamicTranslates = {
|
||||
//曹操
|
||||
lingba_shuying(player, skill) {
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
|
||||
|
||||
return `锁定技,你的回合开始时,若你手牌数为全场最多,则对一名随机敌人造成${num}点伤害。若你手牌数大于等于你体力值的两倍,则改为对所有敌人造成伤害。`
|
||||
},
|
||||
yishen_shuying(player, skill) {
|
||||
const difficulty = getTianshuDifficulty();
|
||||
if (difficulty == "nightmare") {
|
||||
return "当你回复体力时,可以改为获得所有敌人各一张随机装备。";
|
||||
}
|
||||
|
||||
return "当你回复体力时,可以改为获得一名随机敌方角色一张随机装备。";
|
||||
},
|
||||
|
||||
//司马懿
|
||||
yuanlv_shuying(player, skill) {
|
||||
const difficulty = getTianshuDifficulty();
|
||||
|
||||
if (difficulty == "nightmare") {
|
||||
return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成过1点伤害。";
|
||||
}
|
||||
|
||||
return "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成1点伤害。";
|
||||
|
||||
},
|
||||
|
||||
//吕布
|
||||
wushuang_shuying(player, skill) {
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
|
||||
|
||||
return `锁定技。①你使用的【杀】需两张【闪】才能抵消;与你进行【决斗】的角色每次需要打出两张【杀】。②每回合限${num}次,当你使用【杀】或【决斗】造成伤害时,若受伤角色没有使用或打出过【杀】或【闪】响应此牌,则此伤害+1。`;
|
||||
},
|
||||
shenij_shuying(player, skill) {
|
||||
const difficulty = getTianshuDifficulty();
|
||||
let card = 2;
|
||||
let sha = 1;
|
||||
let target = 1;
|
||||
|
||||
if (difficulty == "hard") {
|
||||
card = 3;
|
||||
sha = 2;
|
||||
} else if (difficulty == "nightmare") {
|
||||
card = 4;
|
||||
sha = 2;
|
||||
target = 2;
|
||||
}
|
||||
|
||||
return `判定阶段,你可以弃置两张手牌,然后弃置你判定区里的牌;摸牌阶段,你多摸${card}张牌;出牌阶段,你可以多使用${sha}张【杀】,你的【杀】可以多指定${target}名角色为目标。`;
|
||||
},
|
||||
zhanjia_shuying(player, skill) {
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 3 : 2
|
||||
|
||||
return `锁定技,每回合限一次,当你受到大于2点的伤害时,将此伤害减至2点,然后摸${num}张牌。`
|
||||
},
|
||||
|
||||
//董卓
|
||||
baonue_shuying(player, skill) {
|
||||
let num = 3;
|
||||
if (getTianshuDifficulty() == "hard") num = 4;
|
||||
if (getTianshuDifficulty() == "nightmare") num = 5;
|
||||
|
||||
return `锁定技,回合开始时,你摸X张牌并对至多X名角色造成1点伤害,然后你失去1点体力。X为你已损失体力且最大为${num}。`
|
||||
},
|
||||
|
||||
};
|
||||
|
||||
export default dynamicTranslates;
|
||||
@@ -0,0 +1,676 @@
|
||||
import { lib, game, ui, get, ai, _status, getTianshuDifficulty } from "../../shared.js";
|
||||
|
||||
const skills = {
|
||||
//曹操 over
|
||||
jianxiong_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { player: "damageEnd" },
|
||||
filter(event, player) {
|
||||
return event.num > 0;
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player.chooseBool(get.prompt2(event.skill))
|
||||
.set("ai", () => true)
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
if (get.itemtype(trigger.cards) == "cards" && get.position(trigger.cards[0], true) == "o") {
|
||||
await player.gain(trigger.cards, "gain2");
|
||||
}
|
||||
await player.draw();
|
||||
},
|
||||
ai: {
|
||||
maixie: true,
|
||||
maixie_hp: true,
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
|
||||
if (get.tag(card, "damage")) return [1, 0.6];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
lingba_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { player: "phaseBegin" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return player.getEnemies(null, false).some(target => target.isIn()) && game.players.every(current => player.countCards("h") >= current.countCards("h"));
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
|
||||
const enemies = player.getEnemies(null, false).filter(target => target.isIn());
|
||||
if (player.countCards("h") >= player.hp * 2) {
|
||||
for (const target of enemies) {
|
||||
player.line(target);
|
||||
await target.damage(num, player);
|
||||
}
|
||||
}
|
||||
else {
|
||||
const target = enemies.randomGet();
|
||||
player.line(target);
|
||||
await target.damage(num, player);
|
||||
}
|
||||
},
|
||||
},
|
||||
yishen_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { player: "recoverBegin" },
|
||||
filter(event, player) {
|
||||
return player.getEnemies(null, false).some(target => target.countGainableCards(player, "e") > 0);
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player.chooseBool(get.prompt2(event.skill))
|
||||
.set("ai", () => {
|
||||
const player = get.player();
|
||||
const trigger = get.event().getTrigger();
|
||||
|
||||
if (player.hp <= 1) return false;
|
||||
if (player.hp + trigger.num <= 2) return false;
|
||||
|
||||
const enemies = player.getEnemies(null, false).filter(target => {
|
||||
return target.isIn() && target.countGainableCards(player, "e") > 0;
|
||||
});
|
||||
if (!enemies.length) return false;
|
||||
|
||||
const recoverEffect = get.recoverEffect(player, player, player);
|
||||
const difficulty = getTianshuDifficulty();
|
||||
|
||||
if (difficulty == "nightmare") {
|
||||
let total = 0;
|
||||
let max = 0;
|
||||
for (const target of enemies) {
|
||||
for (const card of target.getCards("e")) {
|
||||
const value = get.value(card, target);
|
||||
total += value;
|
||||
if (value > max) max = value;
|
||||
}
|
||||
}
|
||||
if (max < 5) return false;
|
||||
return total >= recoverEffect + 4;
|
||||
}
|
||||
|
||||
let best = 0;
|
||||
for (const target of enemies) {
|
||||
for (const card of target.getCards("e")) {
|
||||
const value = get.value(card, target);
|
||||
if (value > best) best = value;
|
||||
}
|
||||
}
|
||||
|
||||
if (best < 5) return false;
|
||||
return best >= recoverEffect;
|
||||
})
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const enemies = player.getEnemies(null, false).filter(target => target.countGainableCards(player, "e") > 0);
|
||||
const difficulty = getTianshuDifficulty();
|
||||
|
||||
trigger.cancel();
|
||||
|
||||
if (difficulty == "nightmare") {
|
||||
for (const target of enemies) {
|
||||
player.line(target);
|
||||
await player.gainPlayerCard({ target, position: "e", forced: true });
|
||||
}
|
||||
}
|
||||
else {
|
||||
const target = enemies.randomGet();
|
||||
player.line(target);
|
||||
await player.gainPlayerCard({ target, position: "e", forced: true });
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.4,
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (get.tag(card, "recover") && target.hasSkill("yishen_shuying")) {
|
||||
if (target.hp <= 1) return [1, 1.2];
|
||||
if (target.hp <= 2) return [1, 0.8];
|
||||
|
||||
const enemies = target.getEnemies(null, false).filter(current => {
|
||||
return current.isIn() && current.countGainableCards(target, "e") > 0;
|
||||
});
|
||||
if (!enemies.length) return;
|
||||
|
||||
let best = 0;
|
||||
for (const enemy of enemies) {
|
||||
for (const equip of enemy.getCards("e")) {
|
||||
best = Math.max(best, get.value(equip, enemy));
|
||||
}
|
||||
}
|
||||
|
||||
if (best >= 5) return [1, 0.4];
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//司马懿 over
|
||||
fankui_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { player: "damageEnd" },
|
||||
logTarget: "source",
|
||||
filter(event, player) {
|
||||
return (
|
||||
event.num > 0 &&
|
||||
event.source?.isIn() &&
|
||||
player.getEnemies(null, false).includes(event.source) &&
|
||||
event.source.hasGainableCards(player, "he")
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
await player.gainPlayerCard({
|
||||
target: trigger.source,
|
||||
position: "he",
|
||||
forced: true,
|
||||
});
|
||||
},
|
||||
ai: {
|
||||
maixie_defend: true,
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (player.countCards("he") > 1 && get.tag(card, "damage")) {
|
||||
if (player.hasSkillTag("jueqing", false, target)) return [1, -1.5];
|
||||
if (target.getEnemies(null, false).includes(player)) return [1, 1];
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
guicai_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { global: "judge" },
|
||||
filter(event, player) {
|
||||
return player.countCards("hes") > 0;
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player.chooseCard(`${get.translation(trigger.player)}的${trigger.judgestr || ""}判定为${get.translation(trigger.player.judging[0])},${get.prompt(event.skill)}`, "hes", card => {
|
||||
const player = get.player();
|
||||
const mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
|
||||
if (mod2 != "unchanged") return mod2;
|
||||
const mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
|
||||
if (mod != "unchanged") return mod;
|
||||
return true;
|
||||
}).set("ai", card => {
|
||||
const trigger = get.event().getTrigger(), player = get.player(), judging = trigger.player.judging[0];
|
||||
const result = trigger.judge(card) - trigger.judge(judging);
|
||||
const attitude = player.getEnemies(null, false).includes(trigger.player) ? -1 : 1;
|
||||
let value = get.value(card, player);
|
||||
value /= get.subtype(card) == "equip2" ? 2 : 4;
|
||||
if (result == 0) return 0;
|
||||
return attitude > 0 ? result - value : -result - value;
|
||||
}).set("judging", trigger.player.judging[0]).forResult();
|
||||
},
|
||||
popup: false,
|
||||
async content(event, trigger, player) {
|
||||
const next = player.respond(event.cards, event.name, "highlight", "noOrdering");
|
||||
await next;
|
||||
const { cards } = next;
|
||||
if (cards?.length) {
|
||||
if (trigger.player.judging[0].clone) {
|
||||
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
|
||||
game.broadcast(card => {
|
||||
if (card.clone) card.clone.classList.remove("thrownhighlight");
|
||||
}, trigger.player.judging[0]);
|
||||
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
|
||||
}
|
||||
await game.cardsDiscard(trigger.player.judging[0]);
|
||||
trigger.player.judging[0] = cards[0];
|
||||
trigger.orderingCards.addArray(cards);
|
||||
game.log(trigger.player, "的判定牌改为", cards);
|
||||
await game.delay(2);
|
||||
}
|
||||
},
|
||||
ai: { rejudge: true, tag: { rejudge: 1 } },
|
||||
},
|
||||
langgu_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { player: "gainAfter" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
if (player.hasSkill("langgu_shuying_used")) return false;
|
||||
return game.hasPlayer(current => {
|
||||
return (
|
||||
current != player &&
|
||||
player.getEnemies(null, false).includes(current) &&
|
||||
event.getl?.(current)?.cards2?.length
|
||||
);
|
||||
});
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const source = game.findPlayer(current => {
|
||||
return (
|
||||
current != player &&
|
||||
player.getEnemies(null, false).includes(current) &&
|
||||
trigger.getl?.(current)?.cards2?.length
|
||||
);
|
||||
});
|
||||
if (!source) return;
|
||||
|
||||
player.addTempSkill("langgu_shuying_used", "roundStart");
|
||||
|
||||
const result = await player.judge(card => get.suit(card) == "spade" ? 2 : 0).forResult();
|
||||
if (result.bool && source.isIn() && source.countDiscardableCards(player, "h") > 0) {
|
||||
player.removeSkill("langgu_shuying_used");
|
||||
player.line(source);
|
||||
const card = source.getCards("h").randomGet();
|
||||
await source.discard(card);
|
||||
}
|
||||
},
|
||||
subSkill: {
|
||||
used: { charlotte: true },
|
||||
},
|
||||
},
|
||||
yuanlv_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { source: "damageBegin4" },
|
||||
filter(event, player) {
|
||||
return event.card && get.type2(event.card) == "trick" && event.player?.isIn() && player.getEnemies(null, false).includes(event.player);
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player.chooseBool(get.prompt(event.skill, trigger.player))
|
||||
.set("ai", () => true)
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = trigger.player;
|
||||
trigger.cancel();
|
||||
await player.draw();
|
||||
target.line(player);
|
||||
if (getTianshuDifficulty() == "nightmare") {
|
||||
await player.damage(1, target, "unreal");
|
||||
}
|
||||
else {
|
||||
await player.damage(1, target);
|
||||
}
|
||||
},
|
||||
},
|
||||
|
||||
//吕布 over
|
||||
wushuang_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:2",
|
||||
trigger: { source: "damageBegin1" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
usable(skill, player) {
|
||||
return getTianshuDifficulty() == "nightmare" ? 2 : 1;
|
||||
},
|
||||
logTarget: "player",
|
||||
filter(event, player) {
|
||||
const target = event.player;
|
||||
const evtx = event.getParent(2);
|
||||
const card = event.card;
|
||||
if (!card || !["sha", "juedou"].includes(card.name)) return false;
|
||||
|
||||
if (card.name == "sha") {
|
||||
return !target.hasHistory("useCard", evt => {
|
||||
return evt.card.name == "shan" && evt.respondTo && evt.getParent(3) == evtx;
|
||||
});
|
||||
}
|
||||
|
||||
return !target.hasHistory("respond", evt => {
|
||||
return evt.card.name == "sha" && evt.respondTo && evt.getParent(3) == evtx;
|
||||
});
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num++;
|
||||
},
|
||||
group: ["wushuang_shuying_1", "wushuang_shuying_2"],
|
||||
subSkill: {
|
||||
1: {
|
||||
audio: "wushuang_shuying",
|
||||
sourceSkill: "wushuang_shuying",
|
||||
trigger: { player: "useCardToPlayered" },
|
||||
forced: true,
|
||||
logTarget: "target",
|
||||
filter(event, player) {
|
||||
return event.card.name == "sha" && !event.getParent().directHit.includes(event.target);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const id = trigger.target.playerid;
|
||||
const map = trigger.getParent().customArgs;
|
||||
if (!map[id]) map[id] = {};
|
||||
|
||||
if (typeof map[id].shanRequired == "number") map[id].shanRequired++;
|
||||
else map[id].shanRequired = 2;
|
||||
},
|
||||
ai: {
|
||||
directHit_ai: true,
|
||||
skillTagFilter(player, tag, arg) {
|
||||
if (arg.card.name != "sha" || arg.target.countCards("h", "shan") > 1) return false;
|
||||
},
|
||||
},
|
||||
},
|
||||
2: {
|
||||
audio: "wushuang_shuying",
|
||||
sourceSkill: "wushuang_shuying",
|
||||
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
|
||||
forced: true,
|
||||
logTarget(trigger, player) {
|
||||
return player == trigger.player ? trigger.target : trigger.player;
|
||||
},
|
||||
filter(event, player) {
|
||||
return event.card.name == "juedou";
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const id = (player == trigger.player ? trigger.target : trigger.player).playerid;
|
||||
const idt = trigger.target.playerid;
|
||||
const map = trigger.getParent().customArgs;
|
||||
|
||||
if (!map[idt]) map[idt] = {};
|
||||
if (!map[idt].shaReq) map[idt].shaReq = {};
|
||||
if (!map[idt].shaReq[id]) map[idt].shaReq[id] = 1;
|
||||
|
||||
map[idt].shaReq[id]++;
|
||||
},
|
||||
ai: {
|
||||
directHit_ai: true,
|
||||
skillTagFilter(player, tag, arg) {
|
||||
if (
|
||||
arg.card.name != "juedou" ||
|
||||
Math.floor(arg.target.countCards("h", "sha") / 2) > player.countCards("h", "sha")
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.8,
|
||||
directHit_ai: true,
|
||||
},
|
||||
},
|
||||
shenij_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:2",
|
||||
group: [
|
||||
"shenij_shuying_judge",
|
||||
"shenij_shuying_draw",
|
||||
"shenij_shuying_sha",
|
||||
"shenij_shuying_target",
|
||||
],
|
||||
subSkill: {
|
||||
judge: {
|
||||
audio: "shenij_shuying",
|
||||
trigger: { player: "phaseJudgeBegin" },
|
||||
filter(event, player) {
|
||||
return player.countCards("h") >= 2 && player.countCards("j") > 0;
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player
|
||||
.chooseToDiscard("h", 2, get.prompt2(event.skill))
|
||||
.set("ai", card => {
|
||||
const player = get.player();
|
||||
if (!player.countCards("j")) return 0;
|
||||
return 7 - get.value(card);
|
||||
})
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const cards = player.getCards("j");
|
||||
await player.discard(cards);
|
||||
},
|
||||
ai: {
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (get.type(card) == "delay") return [0, 2];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
draw: {
|
||||
audio: "shenij_shuying",
|
||||
trigger: { player: "phaseDrawBegin2" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return !event.numFixed;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
let num = 2;
|
||||
if (getTianshuDifficulty() == "hard") num = 3;
|
||||
if (getTianshuDifficulty() == "nightmare") num = 4;
|
||||
|
||||
trigger.num += num;
|
||||
},
|
||||
},
|
||||
sha: {
|
||||
audio: "shenij_shuying",
|
||||
forced: true,
|
||||
mod: {
|
||||
cardUsable(card, player, num) {
|
||||
let shaNum = 2;
|
||||
if (getTianshuDifficulty() == "normal") shaNum = 1;
|
||||
|
||||
if (card.name == "sha") return num + shaNum;
|
||||
},
|
||||
},
|
||||
},
|
||||
target: {
|
||||
audio: "shenij_shuying",
|
||||
trigger: { player: "useCard2" },
|
||||
filter(event, player) {
|
||||
if (event.card.name != "sha") return false;
|
||||
|
||||
const info = get.info(event.card);
|
||||
if (info.allowMultiple == false || info.multitarget || !event.targets) return false;
|
||||
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1;
|
||||
return game.countPlayer(current => {
|
||||
return !event.targets.includes(current) &&
|
||||
lib.filter.targetEnabled2(event.card, player, current) &&
|
||||
lib.filter.targetInRange(event.card, player, current);
|
||||
}) > 0;
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1;
|
||||
|
||||
event.result = await player
|
||||
.chooseTarget(
|
||||
get.prompt(event.skill),
|
||||
`为此【杀】额外指定至多${get.cnNumber(num)}名目标`,
|
||||
[1, num],
|
||||
(card, player, target) => {
|
||||
const trigger = get.event().getTrigger();
|
||||
return !trigger.targets.includes(target) &&
|
||||
lib.filter.targetEnabled2(trigger.card, player, target) &&
|
||||
lib.filter.targetInRange(trigger.card, player, target);
|
||||
}
|
||||
)
|
||||
.set("ai", target => {
|
||||
const player = get.player();
|
||||
if (!player.getEnemies(null, false).includes(target)) return 0;
|
||||
return get.effect(target, get.event().getTrigger().card, player, player);
|
||||
})
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
for (const target of event.targets) {
|
||||
player.line(target);
|
||||
trigger.targets.add(target);
|
||||
game.log(target, "成为了", trigger.card, "的额外目标");
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
effect: {
|
||||
player_use(card, player, target) {
|
||||
if (card.name == "sha" && player.getEnemies(null, false).includes(target)) return [1, 0.5];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
zhanjia_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:2",
|
||||
trigger: { player: "damageBegin4" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
usable: 1,
|
||||
filter(event, player) {
|
||||
return event.num > 2;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num = 2;
|
||||
await player.draw(getTianshuDifficulty() == "nightmare" ? 3 : 2);
|
||||
},
|
||||
ai: {
|
||||
filterDamage: true,
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (get.tag(card, "damage")) {
|
||||
if (player.hasSkillTag("jueqing", false, target)) return;
|
||||
return [1, 0.8];
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//董卓 over
|
||||
jiuchi_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
enable: "chooseToUse",
|
||||
filterCard(card, player) {
|
||||
return get.suit(card, player) == "spade";
|
||||
},
|
||||
position: "h",
|
||||
viewAs: { name: "jiu" },
|
||||
viewAsFilter(player) {
|
||||
return player.countCards("h", card => get.suit(card, player) == "spade") > 0;
|
||||
},
|
||||
prompt: "将一张黑桃手牌当【酒】使用",
|
||||
check(card) {
|
||||
return 6 - get.value(card);
|
||||
},
|
||||
ai: {
|
||||
order: 3.5,
|
||||
respondJiu: true,
|
||||
skillTagFilter(player) {
|
||||
return player.countCards("h", card => get.suit(card, player) == "spade") > 0;
|
||||
},
|
||||
},
|
||||
},
|
||||
roulin_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
logTarget(trigger, player) {
|
||||
return player == trigger.player ? trigger.target : trigger.player;
|
||||
},
|
||||
filter(event, player) {
|
||||
if (event.card.name != "sha") return false;
|
||||
if (player == event.player) return event.target.hasSex("female");
|
||||
return event.player.hasSex("female");
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const id = (player == trigger.player ? trigger.target : player).playerid;
|
||||
const map = trigger.getParent().customArgs;
|
||||
if (!map[id]) map[id] = {};
|
||||
|
||||
if (typeof map[id].shanRequired == "number") map[id].shanRequired++;
|
||||
else map[id].shanRequired = 2;
|
||||
},
|
||||
ai: {
|
||||
halfneg: true,
|
||||
directHit_ai: true,
|
||||
skillTagFilter(player, tag, arg) {
|
||||
if (tag === "directHit_ai") return;
|
||||
if (arg.card.name != "sha" || !arg.target.hasSex("female") || arg.target.countCards("h", "shan") > 1) {
|
||||
return false;
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
baonue_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { player: "phaseBegin" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return player.getDamagedHp() > 0;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
let maxNum = 3;
|
||||
if (getTianshuDifficulty() == "hard") maxNum = 4;
|
||||
if (getTianshuDifficulty() == "nightmare") maxNum = 5;
|
||||
|
||||
const num = Math.min(maxNum, player.getDamagedHp());
|
||||
await player.draw(num);
|
||||
|
||||
const result = await player
|
||||
.chooseTarget(`对至多${get.cnNumber(num)}名角色造成1点伤害`, [1, num], (card, player, target) => {
|
||||
return target.isIn() && player.getEnemies(null, false).includes(target);
|
||||
})
|
||||
.set("ai", target => {
|
||||
const player = get.player();
|
||||
return get.damageEffect(target, player, player);
|
||||
})
|
||||
.forResult();
|
||||
|
||||
if (result.bool) {
|
||||
for (const target of result.targets) {
|
||||
player.line(target);
|
||||
await target.damage(1, player);
|
||||
}
|
||||
}
|
||||
|
||||
await player.loseHp();
|
||||
},
|
||||
ai: {
|
||||
threaten: 2,
|
||||
},
|
||||
},
|
||||
qubu_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/青青子衿:1",
|
||||
trigger: { global: "useCardToPlayered" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return (
|
||||
event.card.name == "sha" &&
|
||||
event.player?.isIn() &&
|
||||
!player.getEnemies(null, false).includes(event.player) &&
|
||||
event.targets?.length > 0
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const result = await player
|
||||
.judge(card => get.color(card) == "black" ? 2 : -1)
|
||||
.set("judge2", result => result.bool)
|
||||
.forResult();
|
||||
|
||||
if (result.bool) {
|
||||
const targets = trigger.targets.filter(target => target.isIn());
|
||||
for (const target of targets) {
|
||||
player.line(target);
|
||||
await target.damage(1, player);
|
||||
}
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.8,
|
||||
},
|
||||
},
|
||||
|
||||
|
||||
};
|
||||
|
||||
export default skills;
|
||||
@@ -0,0 +1,41 @@
|
||||
const translates = {
|
||||
caocao_boss_shuying: "曹操",
|
||||
jianxiong_shuying: "奸雄",
|
||||
jianxiong_shuying_info: "当你受到伤害后,你可以获得对你造成伤害的牌并摸一张牌。",
|
||||
lingba_shuying: "凌霸",
|
||||
lingba_shuying_info: "锁定技,你的回合开始时,若你手牌数为全场最多,则对一名随机敌人造成1点伤害。若你手牌数大于等于你体力值的两倍,则改为对所有敌人造成伤害。",
|
||||
yishen_shuying: "疑神",
|
||||
yishen_shuying_info: "当你回复体力时,可以改为获得一名随机敌方角色一张随机装备。",
|
||||
|
||||
simayi_boss_shuying: "司马懿",
|
||||
fankui_shuying: "反馈",
|
||||
fankui_shuying_info: "当你受到1点伤害后,你可以获得伤害来源的一张牌。",
|
||||
guicai_shuying: "鬼才",
|
||||
guicai_shuying_info: "当一名角色的判定牌生效前,你可以打出一张牌代替之。",
|
||||
langgu_shuying: "狼顾",
|
||||
langgu_shuying_info: " 锁定技,每回合限一次,当你获得其他角色的牌时,进行一次判定:若结果为黑桃,随机弃置其1张手牌,且视为此技能本回合未发动过。",
|
||||
yuanlv_shuying: "远虑",
|
||||
yuanlv_shuying_info: "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成1点伤害。",
|
||||
|
||||
lvbu_boss_shuying: "吕布",
|
||||
wushuang_shuying: "无双",
|
||||
wushuang_shuying_info: "锁定技。①你使用的【杀】需两张【闪】才能抵消;与你进行【决斗】的角色每次需要打出两张【杀】。②每回合限1次,当你使用【杀】或【决斗】造成伤害时,若受伤角色没有使用或打出过【杀】或【闪】响应此牌,则此伤害+1。",
|
||||
shenij_shuying: "神戟",
|
||||
shenij_shuying_info: "判定阶段,你可以弃置两张手牌,然后弃置你判定区里的牌;摸牌阶段,你多摸两张牌;出牌阶段,你可以多使用一张【杀】,你的【杀】可以多指定一名角色为目标。",
|
||||
zhanjia_shuying: "战甲",
|
||||
zhanjia_shuying_info: "锁定技,每回合限一次,当你受到大于2点的伤害时,将此伤害减至2点,然后摸两张牌。",
|
||||
|
||||
dongzhuo_boss_shuying: "董卓",
|
||||
jiuchi_shuying: "酒池",
|
||||
jiuchi_shuying_info: "你可以将一张黑桃手牌当【酒】使用。",
|
||||
roulin_shuying: "肉林",
|
||||
roulin_shuying_info: "锁定技,你对女性角色使用的【杀】和女性角色对你使用的【杀】均需使用两张【闪】才能抵消。",
|
||||
baonue_shuying: "暴虐",
|
||||
baonue_shuying_info: "锁定技,回合开始时,你摸X张牌并对至多X名角色造成1点伤害,然后你失去1点体力。X为你已损失体力且最大为3。",
|
||||
qubu_shuying: "驭布",
|
||||
qubu_shuying_info: "锁定技,当友方角色使用【杀】指定目标时,进行一次判定:若结果为黑桃,你对此【杀】的所有目标造成1点伤害。",
|
||||
|
||||
|
||||
};
|
||||
|
||||
export default translates;
|
||||
@@ -0,0 +1,70 @@
|
||||
const characters = {
|
||||
zishu_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["zishu_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/十二生肖/zishu_boss_shuying.png",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/zishu.mp3"]
|
||||
},
|
||||
// chouniu_boss_shuying: {},
|
||||
// yinhu_boss_shuying: {},
|
||||
// maotu_boss_shuying: {},
|
||||
chenlong_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["chenlong_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/十二生肖/chenlong_boss_shuying.png",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/chenlong.mp3"]
|
||||
},
|
||||
// sishe_boss_shuying: {},
|
||||
wuma_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["wuma_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/十二生肖/wuma_boss_shuying.png",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/wuma_shuying.mp3"]
|
||||
},
|
||||
weiyang_boss_shuying: {
|
||||
sex: "female",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["weiyang_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/十二生肖/weiyang_boss_shuying.png",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/weiyang.mp3"]
|
||||
},
|
||||
shenhou_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["shenhou_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/十二生肖/shenhou_boss_shuying.png",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/shenhou.mp3"]
|
||||
},
|
||||
// youji_boss_shuying: {},
|
||||
xvgou_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["xvgou_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/十二生肖/xvgou_boss_shuying.png",
|
||||
dieAudios: ["ext:术樱包/pve/audio/dead/十二生肖/xvgou.mp3"]
|
||||
},
|
||||
// haizhu_boss_shuying: {},
|
||||
};
|
||||
|
||||
export default characters;
|
||||
@@ -0,0 +1,297 @@
|
||||
import { lib, game, ui, get, ai, _status, getTianshuDifficulty } from "../../shared.js";
|
||||
|
||||
const skills = {
|
||||
//子鼠
|
||||
zishu_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/十二生肖:1",
|
||||
enable: "phaseUse",
|
||||
usable: 1,
|
||||
filter(event, player) {
|
||||
return game.hasPlayer(current => {
|
||||
return current != player && current.countCards("h") > player.countCards("h");
|
||||
});
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
while (player.isIn()) {
|
||||
const max = Math.max(...game.players.map(current => current.countCards("h")));
|
||||
if (player.countCards("h") >= max) break;
|
||||
|
||||
const targets = game.filterPlayer(current => {
|
||||
return current != player && current.countCards("h") > player.countCards("h");
|
||||
});
|
||||
if (!targets.length) break;
|
||||
|
||||
const hasEnemy = targets.some(target => player.getEnemies(null, false).includes(target));
|
||||
|
||||
const result = await player
|
||||
.chooseTarget("恣疏:获得一名手牌数大于你的角色一张手牌", (card, player, target) => {
|
||||
return target != player && target.countCards("h") > player.countCards("h");
|
||||
})
|
||||
.set("ai", target => {
|
||||
const player = get.player();
|
||||
const enemies = player.getEnemies(null, false);
|
||||
const isEnemy = enemies.includes(target);
|
||||
const hasEnemy = game.hasPlayer(current => {
|
||||
return current != player && current.countCards("h") > player.countCards("h") && enemies.includes(current);
|
||||
});
|
||||
|
||||
if (hasEnemy && !isEnemy) return 0;
|
||||
if (isEnemy) return 8 + target.countCards("h") - get.attitude(player, target);
|
||||
return 1 + target.countCards("h") / 10;
|
||||
})
|
||||
.forResult();
|
||||
|
||||
if (!result.bool) break;
|
||||
|
||||
const target = result.targets[0];
|
||||
player.line(target);
|
||||
await player.gainPlayerCard({
|
||||
target,
|
||||
position: "h",
|
||||
forced: true,
|
||||
});
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
order: 4.5,
|
||||
result: {
|
||||
player(player) {
|
||||
const enemies = player.getEnemies(null, false);
|
||||
if (game.hasPlayer(current => current != player && current.countCards("h") > player.countCards("h") && enemies.includes(current))) {
|
||||
return 1;
|
||||
}
|
||||
if (game.hasPlayer(current => current != player && current.countCards("h") > player.countCards("h") && !enemies.includes(current))) {
|
||||
return 0.2;
|
||||
}
|
||||
return 0;
|
||||
},
|
||||
},
|
||||
threaten: 1.4,
|
||||
},
|
||||
},
|
||||
|
||||
//辰龙
|
||||
chenlong_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/十二生肖:1",
|
||||
enable: "phaseUse",
|
||||
limited: true,
|
||||
skillAnimation: true,
|
||||
animationColor: "fire",
|
||||
selectTarget: 1,
|
||||
filter(event, player) {
|
||||
return !player.storage.chenlong_shuying_used && game.hasPlayer(current => current != player && player.getEnemies(null, false).includes(current));
|
||||
},
|
||||
filterTarget(card, player, target) {
|
||||
return target != player && player.getEnemies(null, false).includes(target);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = event.targets[0];
|
||||
const result = await player.chooseControl([1, 2, 3, 4, 5])
|
||||
.set("prompt", "失去任意点体力,然后对一名其他角色造成等量伤害")
|
||||
.set("ai", () => 4)
|
||||
.forResult();
|
||||
const num = result.control;
|
||||
if (!num) return;
|
||||
player.storage.chenlong_shuying_used = true;
|
||||
player.storage.chenlong_shuying_dying = true;
|
||||
await player.loseHp(num);
|
||||
delete player.storage.chenlong_shuying_dying;
|
||||
player.awakenSkill(event.name);
|
||||
if (target.isIn()) {
|
||||
player.line(target);
|
||||
await target.damage(num, player);
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
order: 4,
|
||||
result: {
|
||||
target(player, target) {
|
||||
if (!player.getEnemies(null, false).includes(target)) return 0;
|
||||
const effect = get.damageEffect(target, player, target);
|
||||
if (effect >= 0) return 0;
|
||||
return target.hp <= 2 ? effect * 2 : effect;
|
||||
},
|
||||
},
|
||||
},
|
||||
group: "chenlong_shuying_dying",
|
||||
subSkill: {
|
||||
dying: {
|
||||
trigger: { player: ["dying", "dyingAfter"] },
|
||||
forced: true,
|
||||
popup: false,
|
||||
charlotte: true,
|
||||
filter(event, player) {
|
||||
return player.storage.chenlong_shuying_dying && player.hp <= 0;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
await player.recoverTo(1);
|
||||
if (player.maxHp > 0) await player.loseMaxHp();
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//午马
|
||||
wuma_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/十二生肖:1",
|
||||
trigger: { target: "useCardToTargeted" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return event.player != player && get.type2(event.card) == "trick";
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
await player.draw();
|
||||
},
|
||||
group: ["wuma_shuying_turn", "wuma_shuying_skip"],
|
||||
subSkill: {
|
||||
turn: {
|
||||
audio: "wuma_shuying",
|
||||
trigger: { player: "turnOverBefore" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return !player.isTurnedOver();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.cancel();
|
||||
},
|
||||
},
|
||||
skip: {
|
||||
audio: "wuma_shuying",
|
||||
trigger: { player: ["phaseAnySkipped", "phaseAnyCancelled"] },
|
||||
forced: true,
|
||||
async content(event, trigger, player) {
|
||||
game.log(player, "恢复了", trigger.name);
|
||||
await player[trigger.name]();
|
||||
},
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (player != target && get.type2(card) == "trick") return [1, 0.5];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
//未羊
|
||||
weiyang_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/十二生肖:1",
|
||||
enable: "phaseUse",
|
||||
usable: 1,
|
||||
position: "he",
|
||||
selectCard: [1, Infinity],
|
||||
filter(event, player) {
|
||||
return game.hasPlayer(current => current.isDamaged() && !player.getEnemies(null, false).includes(current));
|
||||
},
|
||||
filterCard(card, player) {
|
||||
const type = get.type(card);
|
||||
const friends = game.countPlayer(current => current.isDamaged() && !player.getEnemies(null, false).includes(current));
|
||||
return ui.selected.cards.length < friends && !ui.selected.cards.some(cardx => get.type(cardx) == type);
|
||||
},
|
||||
check(card) {
|
||||
return 6 - get.value(card);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const num = event.cards.length;
|
||||
const friends = game.filterPlayer(current => current.isDamaged() && !player.getEnemies(null, false).includes(current));
|
||||
if (!friends.length) return;
|
||||
const result = await player.chooseTarget(`令至多${get.cnNumber(num)}名角色回复1点体力`, [1, Math.min(num, friends.length)], (card, player, target) => {
|
||||
return target.isDamaged() && !player.getEnemies(null, false).includes(target);
|
||||
}).set("ai", target => get.recoverEffect(target, get.player(), get.player())).forResult();
|
||||
if (result.bool) {
|
||||
for (const target of result.targets) {
|
||||
player.line(target);
|
||||
await target.recover();
|
||||
}
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
order: 6,
|
||||
result: {
|
||||
player(player) {
|
||||
return game.hasPlayer(current => current.isDamaged() && !player.getEnemies(null, false).includes(current) && get.recoverEffect(current, player, player) > 0) ? 1 : 0;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//申猴
|
||||
shenhou_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/十二生肖:1",
|
||||
trigger: { target: "useCardToTargeted" },
|
||||
filter(event, player) {
|
||||
return event.card.name == "sha";
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player
|
||||
.chooseBool(get.prompt2(event.skill))
|
||||
.set("ai", () => {
|
||||
const player = get.player();
|
||||
const trigger = get.event().getTrigger();
|
||||
return get.effect(player, trigger.card, trigger.player, player) < 0;
|
||||
})
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const result = await player
|
||||
.judge(card => get.color(card) == "red" ? 2 : -1)
|
||||
.set("judge2", result => result.bool)
|
||||
.forResult();
|
||||
|
||||
if (result.bool) {
|
||||
trigger.getParent().excluded.add(player);
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (card.name == "sha") return [1, 0.6];
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//戌狗
|
||||
xvgou_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/十二生肖:1",
|
||||
forced: true,
|
||||
group: ["xvgou_shuying_cancel", "xvgou_shuying_damage"],
|
||||
mod: {
|
||||
targetInRange(card, player, target) {
|
||||
if (card.name == "sha" && get.color(card) == "red") return true;
|
||||
},
|
||||
},
|
||||
subSkill: {
|
||||
cancel: {
|
||||
trigger: { target: "useCardToTargeted" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return event.card.name == "sha" && get.color(event.card) == "red";
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.getParent().excluded.add(player);
|
||||
},
|
||||
},
|
||||
damage: {
|
||||
trigger: { source: "damageBegin1" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return event.card?.name == "sha" && get.color(event.card) == "red";
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num++;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
};
|
||||
|
||||
export default skills;
|
||||
@@ -0,0 +1,28 @@
|
||||
const translates = {
|
||||
zishu_boss_shuying: "子鼠",
|
||||
zishu_shuying: "子鼠",
|
||||
zishu_shuying_info: "出牌阶段限一次,你可以获得手牌数大于你的其他角色一张手牌,你可以重复此流程,直到你的手牌数为全场最多。",
|
||||
|
||||
chenlong_boss_shuying: "辰龙",
|
||||
chenlong_shuying: "辰龙",
|
||||
chenlong_shuying_info: "限定技,出牌阶段,你可以失去任意点体力(至多为5),然后对一名其他角色造成等量的伤害。若你以此法进入濒死状态,则你将体力值回复至1,然后减少1点体力上限。",
|
||||
|
||||
wuma_boss_shuying: "午马",
|
||||
wuma_shuying: "午马",
|
||||
wuma_shuying_info: "锁定技,你不能被翻面;你的阶段不能被跳过;当你成为其他角色使用锦囊牌的目标后,摸一张牌。",
|
||||
|
||||
weiyang_boss_shuying: "未羊",
|
||||
weiyang_shuying: "未羊",
|
||||
weiyang_shuying_info: "出牌阶段限一次,你可以弃置任意张不同类型的牌,然后令至多等量角色回复1点体力。",
|
||||
|
||||
shenhou_boss_shuying: "申猴",
|
||||
shenhou_shuying: "申猴",
|
||||
shenhou_shuying_info: "当你成为【杀】的目标时,你可以进行判定,若结果为红色,则此【杀】对你无效。",
|
||||
|
||||
xvgou_boss_shuying: "戌狗",
|
||||
xvgou_shuying: "戌狗",
|
||||
xvgou_shuying_info: "锁定技,红色【杀】对你无效;你使用红色【杀】无距离限制且造成伤害+1.",
|
||||
|
||||
};
|
||||
|
||||
export default translates;
|
||||
@@ -0,0 +1,65 @@
|
||||
const characters = {
|
||||
shuishengonggong_boss_shuying:
|
||||
{
|
||||
sex: "male",
|
||||
group: "shen",
|
||||
hp: 4,
|
||||
skills: ["tuanliu_shuying", "juehong_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/天书乱斗/shuishengonggong_boss_shuying.png"
|
||||
},
|
||||
// huoshenzhurong_boss_shuying: {},
|
||||
baiqi_boss_shuying:
|
||||
{
|
||||
sex: "male",
|
||||
group: "shen",
|
||||
hp: 4,
|
||||
skills: ["changsheng_shuying", "shashen_shuying", "wuan_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/天书乱斗/baiqi_boss_shuying.png"
|
||||
},
|
||||
kuafu_boss_shuying:
|
||||
{
|
||||
sex: "male",
|
||||
group: "shen",
|
||||
hp: 4,
|
||||
skills: ["shenqu_shuying", "lieben_shuying", "yinjiang_shuying", "zhuri_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/天书乱斗/kuafu_boss_shuying.png"
|
||||
},
|
||||
shaohao_boss_shuying:
|
||||
{
|
||||
sex: "male",
|
||||
group: "shen",
|
||||
hp: 4,
|
||||
skills: ["baiyi_shuying", "shenen_shuying",],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/天书乱斗/shaohao_boss_shuying.png"
|
||||
},
|
||||
xuannv_boss_shuying: {
|
||||
sex: "female",
|
||||
group: "shen",
|
||||
hp: 4,
|
||||
skills: ["xuanlie_shuying", "jiutian_shuying", "dishi_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
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"]
|
||||
},
|
||||
};
|
||||
|
||||
export default characters;
|
||||
@@ -0,0 +1,67 @@
|
||||
import { getTianshuDifficulty } from "../../shared.js";
|
||||
|
||||
const dynamicTranslates = {
|
||||
//水神共工
|
||||
tuanliu_shuying(player, skill) {
|
||||
let hp = 2;
|
||||
let card = 4;
|
||||
let damage = 1;
|
||||
|
||||
if (getTianshuDifficulty() == "nightmare") {
|
||||
hp = 3;
|
||||
card = 6;
|
||||
}
|
||||
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。`
|
||||
},
|
||||
|
||||
//少昊
|
||||
baiyi_shuying(player, skill) {
|
||||
let num = 1;
|
||||
const difficulty = getTianshuDifficulty();
|
||||
if (difficulty == "hard") {
|
||||
num = 2;
|
||||
} else if (difficulty == "nightmare") {
|
||||
num = 3;
|
||||
}
|
||||
|
||||
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${num}张牌。`;
|
||||
},
|
||||
|
||||
//玄女
|
||||
xuanlie_shuying(player, skill) {
|
||||
const difficulty = getTianshuDifficulty();
|
||||
const num = difficulty == "normal" ? 1 : 2;
|
||||
|
||||
return `锁定技,回合结束时,对所有本回合你获得过其牌的敌方角色依次造成${num}点伤害。`;
|
||||
},
|
||||
jiutian_shuying(player, skill) {
|
||||
const difficulty = getTianshuDifficulty();
|
||||
const num = difficulty == "normal" ? 1 : 2;
|
||||
const extra =
|
||||
difficulty == "normal" || difficulty == "hard"
|
||||
? ""
|
||||
: "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;
|
||||
@@ -0,0 +1,584 @@
|
||||
import { lib, game, ui, get, ai, _status, getTianshuDifficulty } from "../../shared.js";
|
||||
|
||||
const skills = {
|
||||
//水神共工 over
|
||||
shuishen_shuying: {
|
||||
mode: ["boss"],
|
||||
forced: true,
|
||||
group: ["shuishen_shuying_recover", "shuishen_shuying_draw", "shuishen_shuying_damage"],
|
||||
subSkill: {
|
||||
recover: {
|
||||
trigger: { player: "recoverBegin" },
|
||||
audio: false,
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return game.shuying_getDiscardNamesNum() >= 4;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num++;
|
||||
},
|
||||
},
|
||||
draw: {
|
||||
trigger: { player: "phaseDrawBegin2" },
|
||||
audio: false,
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return !event.numFixed && game.shuying_getDiscardNamesNum() >= 5;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num += 5;
|
||||
},
|
||||
},
|
||||
damage: {
|
||||
trigger: { source: "damageBegin1" },
|
||||
audio: false,
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return game.shuying_getDiscardNamesNum() >= 9;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num++;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
tuanliu_shuying: {
|
||||
mode: ["boss"],
|
||||
trigger: { player: "phaseJieshuBegin" },
|
||||
audio: false,
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return game.shuying_getDiscardNum() > 4;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
let hp = 2;
|
||||
let card = 4;
|
||||
let damage = 1;
|
||||
|
||||
if (getTianshuDifficulty() == "nightmare") {
|
||||
hp = 3;
|
||||
card = 6;
|
||||
}
|
||||
|
||||
|
||||
const num = game.shuying_getDiscardNum();
|
||||
if (num > 4) await player.recover(hp);
|
||||
if (num > 5) await player.draw(card);
|
||||
if (num > 9) {
|
||||
for (const target of player.getEnemies(null, false).filter(target => target.isIn())) {
|
||||
player.line(target);
|
||||
await target.damage(player, damage);
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
juehong_shuying: {
|
||||
mode: ["boss"],
|
||||
trigger: { player: "phaseZhunbeiBegin" },
|
||||
audio: false,
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return player.getEnemies(null, false).some(target => target.isIn());
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
for (const target of player.getEnemies(null, false).filter(target => target.isIn())) {
|
||||
player.line(target);
|
||||
if (target.countCards("e")) await target.chooseToDiscard("e", true, target.countCards("e"));
|
||||
else if (target.countCards("h")) await target.discard(target.getCards("h").randomGets(Math.min(2, target.countCards("h"))));
|
||||
}
|
||||
},
|
||||
},
|
||||
|
||||
//白起
|
||||
changsheng_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
forced: true,
|
||||
mod: {
|
||||
targetInRange(card, player, target) {
|
||||
if (card.name == "sha") return true;
|
||||
},
|
||||
},
|
||||
},
|
||||
shashen_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
enable: ["chooseToUse", "chooseToRespond"],
|
||||
filterCard: true,
|
||||
position: "h",
|
||||
viewAs: { name: "sha" },
|
||||
viewAsFilter(player) {
|
||||
return player.countCards("h") > 0;
|
||||
},
|
||||
prompt: "将一张手牌当【杀】使用或打出",
|
||||
check(card) {
|
||||
return 6 - get.value(card);
|
||||
},
|
||||
group: "shashen_shuying_draw",
|
||||
subSkill: {
|
||||
draw: {
|
||||
trigger: { source: "damageEnd" },
|
||||
filter(event, player) {
|
||||
return event.card?.name == "sha";
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
await player.draw(3);
|
||||
},
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
respondSha: true,
|
||||
skillTagFilter(player) {
|
||||
return player.countCards("h") > 0;
|
||||
},
|
||||
order: 4,
|
||||
},
|
||||
},
|
||||
wuan_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
forced: true,
|
||||
mod: {
|
||||
cardUsable(card, player, num) {
|
||||
if (card.name == "sha") return num + 3;
|
||||
},
|
||||
},
|
||||
trigger: { source: "damageBegin1" },
|
||||
filter(event, player) {
|
||||
return event.card?.name == "sha";
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num++;
|
||||
},
|
||||
},
|
||||
|
||||
//盘古
|
||||
shenqu_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
trigger: { player: "damageEnd" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return 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.draw(cards.length);
|
||||
},
|
||||
},
|
||||
lieben_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
trigger: { player: "useCardToPlayered" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return event.card.name == "sha" && ui.cardPile.lastChild;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const judge = player.judge(card => 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++;
|
||||
}
|
||||
},
|
||||
},
|
||||
yinjiang_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
trigger: { player: "drawEnd" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
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);
|
||||
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" });
|
||||
}
|
||||
},
|
||||
group: "yinjiang_shuying_clear",
|
||||
subSkill: {
|
||||
clear: {
|
||||
trigger: { player: "phaseUseEnd" },
|
||||
silent: true,
|
||||
async content(event, trigger, player) {
|
||||
delete player.storage.yinjiang_shuying_count;
|
||||
},
|
||||
},
|
||||
disabled: { charlotte: true },
|
||||
},
|
||||
},
|
||||
zhuri_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill:1",
|
||||
forced: true,
|
||||
group: ["zhuri_shuying_draw", "zhuri_shuying_bottom"],
|
||||
subSkill: {
|
||||
draw: {
|
||||
trigger: { player: "useCard" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return get.color(event.card) == "red";
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
await player.draw();
|
||||
},
|
||||
},
|
||||
bottom: {
|
||||
trigger: { global: "useCardAfter" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return event.targets?.includes(player) && (event.card.name == "sha" || get.type(event.card) == "trick") && event.cards?.filterInD("d").length;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const cards = trigger.cards.filterInD("d");
|
||||
game.log(cards, "被置于牌堆底");
|
||||
for (const card of cards) ui.cardPile.appendChild(card);
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//少昊 over
|
||||
baiyi_shuying: {
|
||||
mode: ["boss"],
|
||||
trigger: { global: "phaseBegin" },
|
||||
forced: true,
|
||||
logTarget: "player",
|
||||
filter(event, player) {
|
||||
return (
|
||||
game.roundNumber < 7 &&
|
||||
event.player?.isIn() &&
|
||||
player.getEnemies(null, false).includes(event.player)
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
let num = 1;
|
||||
const target = trigger.player;
|
||||
player.line(target);
|
||||
|
||||
const difficulty = getTianshuDifficulty();
|
||||
|
||||
if (difficulty == "hard") {
|
||||
num = 2;
|
||||
} else if (difficulty == "nightmare") {
|
||||
num = 3;
|
||||
}
|
||||
|
||||
if (game.roundNumber < 3 && target.countGainableCards(player, "he") > 0) {
|
||||
const cards = target.getCards("he").randomGets(Math.min(num, target.countCards("he")));
|
||||
await player.gain(cards, target, "giveAuto");
|
||||
}
|
||||
|
||||
if (game.roundNumber < 5 && target.isIn()) {
|
||||
await target.damage(num, "thunder", player);
|
||||
}
|
||||
|
||||
if (game.roundNumber < 7 && target.isIn()) {
|
||||
const cards = target
|
||||
.getCards("he")
|
||||
.filter(card => lib.filter.cardDiscardable(card, target, "baiyi_shuying"))
|
||||
.randomGets(num);
|
||||
|
||||
if (cards.length) {
|
||||
await target.discard(cards);
|
||||
}
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 3,
|
||||
},
|
||||
},
|
||||
shenen_shuying: {
|
||||
mode: ["boss"],
|
||||
forced: true,
|
||||
global: "shenen_shuying_global",
|
||||
subSkill: {
|
||||
global: {
|
||||
mod: {
|
||||
targetInRange(card, player, target) {
|
||||
const owner = game.findPlayer(current => current.hasSkill("shenen_shuying"));
|
||||
if (owner && !owner.getEnemies(null, false).includes(player)) return true;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.5,
|
||||
},
|
||||
},
|
||||
|
||||
//玄女 over
|
||||
xuanlie_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
|
||||
trigger: { player: "phaseJieshuBegin" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return game.hasPlayer(current => {
|
||||
return (
|
||||
current.isIn() &&
|
||||
player.getEnemies(null, false).includes(current) &&
|
||||
player.getHistory("gain", evt => evt.getl?.(current)?.cards2?.length).length
|
||||
);
|
||||
});
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const targets = game.filterPlayer(current => {
|
||||
return (
|
||||
current.isIn() &&
|
||||
player.getEnemies(null, false).includes(current) &&
|
||||
player.getHistory("gain", evt => evt.getl?.(current)?.cards2?.length).length
|
||||
);
|
||||
});
|
||||
|
||||
let num = 2;
|
||||
if (getTianshuDifficulty() == "normal") num = 1;
|
||||
|
||||
for (const target of targets) {
|
||||
player.line(target);
|
||||
await target.damage(num, player);
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 2,
|
||||
},
|
||||
},
|
||||
jiutian_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
|
||||
trigger: { player: "phaseZhunbeiBegin" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return player.getEnemies(null, false).some(target => target.isIn() && target.countGainableCards(player, "h") > 0);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
let num = 2;
|
||||
const difficulty = getTianshuDifficulty();
|
||||
if (difficulty == "normal") num = 1;
|
||||
|
||||
const targets = player.getEnemies(null, false).filter(target => target.isIn() && target.countGainableCards(player, "h") > 0);
|
||||
const gained = [];
|
||||
|
||||
for (const target of targets) {
|
||||
const cards = target.getCards("h").randomGets(Math.min(num, target.countCards("h")));
|
||||
if (cards.length) {
|
||||
player.line(target);
|
||||
await player.gain(cards, target, "giveAuto");
|
||||
gained.addArray(cards);
|
||||
}
|
||||
}
|
||||
|
||||
if (!gained.length) return;
|
||||
|
||||
const colors = gained.map(card => get.color(card, player)).unique();
|
||||
const suits = gained.map(card => get.suit(card, player)).unique();
|
||||
|
||||
if (colors.length >= 2) {
|
||||
for (const target of targets) {
|
||||
if (!target.isIn()) continue;
|
||||
player.line(target);
|
||||
|
||||
target.damage(1, player);
|
||||
}
|
||||
}
|
||||
|
||||
if (difficulty == "nightmare" && suits.length >= 4) {
|
||||
for (const target of targets) {
|
||||
if (!target.isIn()) continue;
|
||||
player.line(target);
|
||||
await target.loseHp();
|
||||
}
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 3,
|
||||
},
|
||||
},
|
||||
dishi_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
|
||||
trigger: { player: "useCard2" },
|
||||
filter(event, player) {
|
||||
if (!event.targets?.length) return false;
|
||||
if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
|
||||
|
||||
const info = get.info(event.card);
|
||||
if (event.targets.length == 1) {
|
||||
if (info.allowMultiple == false || info.multitarget) return false;
|
||||
return game.hasPlayer(current => {
|
||||
return (
|
||||
!event.targets.includes(current) &&
|
||||
lib.filter.targetEnabled2(event.card, player, current) &&
|
||||
lib.filter.targetInRange(event.card, player, current)
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
return event.targets.length > 1;
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
if (trigger.targets.length == 1) {
|
||||
event.result = await player
|
||||
.chooseTarget(get.prompt(event.skill), `为${get.translation(trigger.card)}增加一个目标`, (card, player, target) => {
|
||||
const trigger = get.event().getTrigger();
|
||||
return (
|
||||
!trigger.targets.includes(target) &&
|
||||
lib.filter.targetEnabled2(trigger.card, player, target) &&
|
||||
lib.filter.targetInRange(trigger.card, player, target)
|
||||
);
|
||||
})
|
||||
.set("ai", target => {
|
||||
const player = get.player();
|
||||
const trigger = get.event().getTrigger();
|
||||
const effect = get.effect(target, trigger.card, player, player);
|
||||
if (player.getEnemies(null, false).includes(target)) return effect;
|
||||
return Math.min(0, effect);
|
||||
})
|
||||
.forResult();
|
||||
}
|
||||
else {
|
||||
event.result = await player
|
||||
.chooseTarget(get.prompt(event.skill), `令${get.translation(trigger.card)}减少一个目标`, (card, player, target) => {
|
||||
return get.event().getTrigger().targets.includes(target);
|
||||
})
|
||||
.set("ai", target => {
|
||||
const player = get.player();
|
||||
const trigger = get.event().getTrigger();
|
||||
return -get.effect(target, trigger.card, player, player);
|
||||
})
|
||||
.forResult();
|
||||
}
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = event.targets[0];
|
||||
player.line(target);
|
||||
|
||||
if (trigger.targets.includes(target)) {
|
||||
trigger.targets.remove(target);
|
||||
game.log(target, "不再是", trigger.card, "的目标");
|
||||
}
|
||||
else {
|
||||
trigger.targets.add(target);
|
||||
game.log(target, "成为了", trigger.card, "的额外目标");
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
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;
|
||||
@@ -0,0 +1,53 @@
|
||||
const translates = {
|
||||
shuishengonggong_boss_shuying: "水神共工",
|
||||
shuishen_shuying: "水神",
|
||||
shuishen_shuying_info: "锁定技,弃牌堆中,不同牌名的牌数达到4时,你回复体力时回复量+1;达到5时,摸牌阶段额外摸5张牌;达到9时,你造成伤害时伤害+1。",
|
||||
tuanliu_shuying: "湍流",
|
||||
tuanliu_shuying_info: "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2点体力;大于5,你摸4张牌;大于9,你对所有敌方角色造成1点伤害。",
|
||||
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",
|
||||
|
||||
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。",
|
||||
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。",
|
||||
|
||||
kuafu_boss_shuying: "盘古",
|
||||
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。",
|
||||
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。",
|
||||
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。",
|
||||
|
||||
shaohao_boss_shuying: "少昊",
|
||||
baiyi_shuying: "白仪",
|
||||
baiyi_shuying_info: "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1张牌;若当前轮数小于5,对其造成1点雷电伤害;若当前轮数小于7,其随机弃置1张牌。",
|
||||
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。",
|
||||
jiutian_shuying: "九天",
|
||||
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;
|
||||
@@ -0,0 +1,50 @@
|
||||
const characters = {
|
||||
heibaiwuchang_boss_shuying:
|
||||
{
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["mizui_shuying", "qiangzheng_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/捉鬼驱邪/heibaiwuchang_boss_shuying.png"
|
||||
},
|
||||
niutoumamian_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["shiyv_shuying", "manji_shuying", "xiaoshou_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/捉鬼驱邪/niutoumamian_boss_shuying.png"
|
||||
},
|
||||
yvsai_boss_shuying: {
|
||||
sex: "female",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["anchao_shuying", "guixi_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/捉鬼驱邪/yvsai_boss_shuying.png"
|
||||
},
|
||||
huangfeng_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["mingchong_shuying", "duzhen_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/捉鬼驱邪/huangfeng_boss_shuying.png"
|
||||
},
|
||||
riyeyoushen_boss_shuying: {
|
||||
sex: "male",
|
||||
group: "qun",
|
||||
hp: 4,
|
||||
skills: ["huiyun_shuying", "yezhong_shuying", "zhoucha_shuying"],
|
||||
isHiddenBoss: true,
|
||||
isBossAllowed: true,
|
||||
img: "extension/术樱包/pve/images/捉鬼驱邪/riyeyoushen_boss_shuying.png"
|
||||
},
|
||||
};
|
||||
|
||||
export default characters;
|
||||
@@ -0,0 +1,74 @@
|
||||
import { getTianshuDifficulty } from "../../shared.js";
|
||||
|
||||
const dynamicTranslates = {
|
||||
//黑白无常
|
||||
mizui_shuying(player, skill) {
|
||||
const num = getTianshuDifficulty() == "normal" ? 1 : 2
|
||||
|
||||
return `锁定技,你的伤害牌造成伤害后,你随机弃置受伤角色的${num}张牌。`
|
||||
},
|
||||
qiangzheng_shuying(player, skill) {
|
||||
let num = 2;
|
||||
if (getTianshuDifficulty() == "hard") num = 4;
|
||||
if (getTianshuDifficulty() == "nightmare") num = 6;
|
||||
|
||||
return `锁定技,敌方角色的结束阶段,若其手牌数小于${num},你获得其所有手牌。`
|
||||
},
|
||||
xixing_shuying(player, skill) {
|
||||
const difficulty = getTianshuDifficulty();
|
||||
if (difficulty == "nightmare") {
|
||||
return "锁定技,准备阶段,你对每名敌方角色各造成2点雷电伤害,然后你回复等量体力";
|
||||
}
|
||||
|
||||
return "锁定技,准备阶段,随机对敌方体力最多的一名角色造成2点雷电伤害,然后你回复等量体力。";
|
||||
},
|
||||
|
||||
//鱼鳃
|
||||
guixi_shuying(player, skill) {
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1
|
||||
|
||||
return `锁定技,当你受到伤害后,你进行一次判定,若结果为红色,你回复1点体力;若结果不为红色,你摸${num}张牌。`;
|
||||
},
|
||||
|
||||
//黄蜂
|
||||
mingchong_shuying(player, skill) {
|
||||
if (getTianshuDifficulty() == "nightmare") {
|
||||
return "锁定技,你死亡时,杀死你的角色弃置所有牌。"
|
||||
}
|
||||
|
||||
return "锁定技,你死亡时,杀死你的角色随机弃置一半的牌。"
|
||||
},
|
||||
duzhen_shuying(player, skill) {
|
||||
if (getTianshuDifficulty() == "nightmare") {
|
||||
return "锁定技,你使用牌指定单一敌方角色为目标后,该角色随机弃置1张牌(优先装备区的牌)。"
|
||||
}
|
||||
|
||||
return "锁定技,你使用牌指定单一敌方角色为目标后,该角色随机弃置2张牌(优先装备区的牌)。"
|
||||
|
||||
},
|
||||
|
||||
//日夜游神
|
||||
huiyun_shuying(player, skill) {
|
||||
const num = getTianshuDifficulty() == "normal" ? 1 : 2
|
||||
|
||||
return `出牌阶段限一次,你可以展示一名敌方角色的手牌,并弃置其中至多两张牌。然后你可以弃置一张与该角色弃置牌牌名相同的牌,对其造成${num}点伤害。`
|
||||
},
|
||||
yezhong_shuying(player, skill) {
|
||||
let num = 1;
|
||||
if (getTianshuDifficulty() == "hard") num = 2;
|
||||
if (getTianshuDifficulty() == "nightmare") num = 3;
|
||||
|
||||
return `锁定技,结束阶段,你进行一次判定并获得判定牌,若次牌为黑色,每名敌方角色随机弃${num}张手牌。`
|
||||
},
|
||||
zhoucha_shuying(player, skill) {
|
||||
let num = 1;
|
||||
if (getTianshuDifficulty() == "hard") num = 2;
|
||||
if (getTianshuDifficulty() == "nightmare") num = 3;
|
||||
|
||||
return `锁定技,准备阶段,你进行一次判定并获得判定牌,若此牌为红色,你本回合使用【杀】的次数+${num}。`
|
||||
},
|
||||
|
||||
|
||||
};
|
||||
|
||||
export default dynamicTranslates;
|
||||
@@ -0,0 +1,570 @@
|
||||
import { lib, game, ui, get, ai, _status, getTianshuDifficulty } from "../../shared.js";
|
||||
|
||||
const skills = {
|
||||
//黑白无常 over
|
||||
mizui_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { source: "damageEnd" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return event.player?.isIn() && event.player.countDiscardableCards(player, "he") > 0 && event.card && get.is.damageCard(event.card);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const num = getTianshuDifficulty() == "normal" ? 1 : 2;
|
||||
|
||||
player.line(trigger.player);
|
||||
await player.discardPlayerCard(trigger.player, num, "he", true);
|
||||
},
|
||||
ai: { expose: 0.2 },
|
||||
},
|
||||
qiangzheng_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { global: "phaseEnd" },
|
||||
forced: true,
|
||||
logTarget: "player",
|
||||
filter(event, player) {
|
||||
let num = 2;
|
||||
if (getTianshuDifficulty() == "hard") num = 4;
|
||||
if (getTianshuDifficulty() == "nightmare") num = 6;
|
||||
|
||||
return event.player?.isIn() && player.getEnemies(null, false).includes(event.player) && event.player.countCards("h") > 0 && event.player.countCards("h") < num;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
player.line(trigger.player);
|
||||
await player.gain(trigger.player.getCards("h"), trigger.player, "giveAuto");
|
||||
},
|
||||
},
|
||||
xixing_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "phaseZhunbeiBegin" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return player.getEnemies(null, false).some(target => target.isIn());
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const enemies = player.getEnemies(null, false).filter(target => target.isIn());
|
||||
|
||||
if (difficulty == "nightmare") {
|
||||
for (const target of enemies) {
|
||||
player.line(target, "thunder");
|
||||
await target.damage(2, "thunder", player);
|
||||
}
|
||||
} else {
|
||||
const max = Math.max(...enemies.map(target => target.hp));
|
||||
const target = enemies.filter(target => target.hp == max).randomGet();
|
||||
player.line(target, "thunder");
|
||||
await target.damage(2, "thunder", player);
|
||||
}
|
||||
|
||||
await player.recover(2);
|
||||
},
|
||||
},
|
||||
taiping_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "damageEnd" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
logTarget: "source",
|
||||
filter(event, player) {
|
||||
return (
|
||||
event.num > 0 &&
|
||||
event.source?.isIn() &&
|
||||
player.getEnemies(null, false).includes(event.source)
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const source = trigger.source;
|
||||
player.line(source);
|
||||
|
||||
const result = await source
|
||||
.chooseToDiscard("h", 2, `太平:弃置两张花色不同的手牌,否则失去1点体力`, card => {
|
||||
const cards = ui.selected.cards;
|
||||
return !cards.some(cardx => get.suit(cardx) == get.suit(card));
|
||||
})
|
||||
.set("ai", card => {
|
||||
const player = get.player();
|
||||
if (player.hp <= 1) return 8 - get.value(card);
|
||||
return 6 - get.value(card);
|
||||
})
|
||||
.forResult();
|
||||
|
||||
if (!result.bool) {
|
||||
await source.loseHp();
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
maixie_defend: true,
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (get.tag(card, "damage") && target.getEnemies(null, false).includes(player)) {
|
||||
if (player.countCards("h") < 2) return [1, -1];
|
||||
return [1, 0.4];
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//牛头马面
|
||||
shiyv_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "phaseDrawBegin2" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return !event.numFixed;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num = 0;
|
||||
const cards = [];
|
||||
for (const suit of lib.suit) {
|
||||
const card = get.cardPile(card => get.suit(card) == suit, "cardPile", "random");
|
||||
if (card) cards.push(card);
|
||||
}
|
||||
if (cards.length) await player.gain(cards, "gain2");
|
||||
},
|
||||
},
|
||||
manji_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "useCardToPlayered" },
|
||||
filter(event, player) {
|
||||
return event.card.name == "sha" && event.targets?.length == 1 && player.getEnemies(null, false).includes(event.target) && event.target.countDiscardableCards(player, "h") > 0;
|
||||
},
|
||||
async cost(event, trigger, player) {
|
||||
event.result = await player.chooseBool(get.prompt(event.skill, trigger.target))
|
||||
.set("ai", () => get.attitude(get.player(), get.event().getTrigger().target) < 0)
|
||||
.forResult();
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = trigger.target;
|
||||
player.line(target);
|
||||
const cards = target.getCards("h").randomGets(Math.min(2, target.countCards("h")));
|
||||
await target.discard(cards);
|
||||
if (cards.some(card => get.name(card, target) == "sha")) trigger.getParent().baseDamage++;
|
||||
},
|
||||
ai: { expose: 0.2 },
|
||||
},
|
||||
xiaoshou_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "phaseZhunbeiBegin" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return player.getEnemies(null, false).some(target => target.isIn());
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = player.getEnemies(null, false).filter(target => target.isIn()).randomGet();
|
||||
player.line(target);
|
||||
await target.damage(2, player);
|
||||
},
|
||||
},
|
||||
|
||||
//鱼鳃 over
|
||||
anchao_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
forced: true,
|
||||
locked: true,
|
||||
group: ["anchao_shuying_gain", "anchao_shuying_start"],
|
||||
marktext: "潮",
|
||||
intro: {
|
||||
name: "暗潮",
|
||||
content: "mark",
|
||||
},
|
||||
subSkill: {
|
||||
gain: {
|
||||
audio: "anchao_shuying",
|
||||
trigger: { global: "phaseJieshuBegin" },
|
||||
forced: true,
|
||||
logTarget: "player",
|
||||
filter(event, player) {
|
||||
return (
|
||||
event.player?.isIn() &&
|
||||
!player.getEnemies(null, false).includes(event.player) &&
|
||||
!event.player.getHistory("sourceDamage", evt => evt.num > 0).length
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.player.addMark("anchao_shuying", 1);
|
||||
},
|
||||
},
|
||||
start: {
|
||||
audio: "anchao_shuying",
|
||||
trigger: { global: "phaseBegin" },
|
||||
forced: true,
|
||||
logTarget: "player",
|
||||
filter(event, player) {
|
||||
return (
|
||||
event.player?.isIn() &&
|
||||
!player.getEnemies(null, false).includes(event.player) &&
|
||||
event.player.countMark("anchao_shuying") > 0
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = trigger.player;
|
||||
target.storage.anchao_shuying_effect = target.countMark("anchao_shuying");
|
||||
target.addTempSkill("anchao_shuying_effect", { player: "phaseAfter" });
|
||||
},
|
||||
},
|
||||
effect: {
|
||||
charlotte: true,
|
||||
group: ["anchao_shuying_draw", "anchao_shuying_damage"],
|
||||
onremove(player) {
|
||||
delete player.storage.anchao_shuying_effect;
|
||||
},
|
||||
},
|
||||
draw: {
|
||||
audio: "anchao_shuying",
|
||||
trigger: { player: "phaseDrawBegin2" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return !event.numFixed && player.storage.anchao_shuying_effect > 0;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num += player.storage.anchao_shuying_effect;
|
||||
},
|
||||
},
|
||||
damage: {
|
||||
audio: "anchao_shuying",
|
||||
trigger: { source: "damageBegin1" },
|
||||
forced: true,
|
||||
filter(event, player) {
|
||||
return (
|
||||
player.storage.anchao_shuying_effect > 0 &&
|
||||
event.player?.isIn() &&
|
||||
player.getEnemies(null, false).includes(event.player)
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
trigger.num += player.storage.anchao_shuying_effect;
|
||||
},
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
threaten: 2,
|
||||
},
|
||||
},
|
||||
guixi_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "damageEnd" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
filter(event, player) {
|
||||
return event.num > 0;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1;
|
||||
const result = await player
|
||||
.judge(card => get.color(card) == "red" ? 2 : 0)
|
||||
.set("judge2", result => result.bool)
|
||||
.forResult();
|
||||
|
||||
if (result.bool && player.isDamaged()) {
|
||||
await player.recover();
|
||||
}
|
||||
else {
|
||||
await player.draw(num);
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
maixie: true,
|
||||
maixie_hp: true,
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (get.tag(card, "damage")) {
|
||||
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
|
||||
return [1, 0.7];
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//黄蜂 over
|
||||
mingchong_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "die" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
forceDie: true,
|
||||
logTarget: "source",
|
||||
filter(event, player) {
|
||||
return event.source?.isIn() && event.source.countDiscardableCards(player, "he") > 0;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const source = trigger.source;
|
||||
player.line(source);
|
||||
|
||||
const cards = source
|
||||
.getCards("he")
|
||||
.filter(card => lib.filter.cardDiscardable(card, source, "mingchong_shuying"));
|
||||
|
||||
if (cards.length) {
|
||||
if (getTianshuDifficulty() == "nightmare") {
|
||||
await source.discard(cards);
|
||||
}
|
||||
else {
|
||||
await source.discard(cards.randomGets(Math.ceil(cards.length / 2)));
|
||||
}
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 0.8,
|
||||
effect: {
|
||||
target(card, player, target) {
|
||||
if (get.tag(card, "damage") && target.hp <= 1 && player.countCards("he") > 2) {
|
||||
return [1, -0.8];
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
duzhen_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "useCardToPlayered" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
logTarget: "target",
|
||||
filter(event, player) {
|
||||
return (
|
||||
event.targets?.length == 1 &&
|
||||
event.target?.isIn() &&
|
||||
player.getEnemies(null, false).includes(event.target) &&
|
||||
event.target.countDiscardableCards(player, "he") > 0
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = trigger.target;
|
||||
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1;
|
||||
const cards = [];
|
||||
|
||||
player.line(target);
|
||||
|
||||
const equips = target
|
||||
.getCards("e")
|
||||
.filter(card => lib.filter.cardDiscardable(card, target, "duzhen_shuying"))
|
||||
.randomGets(num);
|
||||
cards.addArray(equips);
|
||||
|
||||
if (cards.length < num) {
|
||||
const hands = target
|
||||
.getCards("h")
|
||||
.filter(card => lib.filter.cardDiscardable(card, target, "duzhen_shuying"))
|
||||
.randomGets(num - cards.length);
|
||||
cards.addArray(hands);
|
||||
}
|
||||
|
||||
if (cards.length) {
|
||||
await target.discard(cards);
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.8,
|
||||
effect: {
|
||||
player_use(card, player, target) {
|
||||
if (target && player.getEnemies(null, false).includes(target) && target.countCards("he") > 0) {
|
||||
return [1, 0.5];
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
//日夜游神 over
|
||||
huiyun_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
enable: "phaseUse",
|
||||
usable: 1,
|
||||
filter(event, player) {
|
||||
return player.getEnemies(null, false).some(target => target.isIn() && target.countCards("h") > 0);
|
||||
},
|
||||
filterTarget(card, player, target) {
|
||||
return target.isIn() && player.getEnemies(null, false).includes(target) && target.countCards("h") > 0;
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = event.targets[0];
|
||||
const hs = target.getCards("h");
|
||||
player.line(target);
|
||||
await target.showCards(hs, `${get.translation(player)}对${get.translation(target)}发动了【${get.translation(event.name)}】`);
|
||||
|
||||
const result = await player
|
||||
.choosePlayerCard(target, "h", [1, 2], `弃置${get.translation(target)}至多两张手牌`)
|
||||
.set("filterButton", button => {
|
||||
const player = get.player();
|
||||
const target = get.event().target;
|
||||
return lib.filter.canBeDiscarded(button.link, player, target);
|
||||
})
|
||||
.set("ai", button => {
|
||||
const card = button.link;
|
||||
const player = get.player();
|
||||
const target = get.event().target;
|
||||
let value = get.value(card, target);
|
||||
if (get.name(card, target) == "tao") value += 3;
|
||||
if (get.name(card, target) == "shan") value += 1;
|
||||
return value;
|
||||
})
|
||||
.set("target", target)
|
||||
.forResult();
|
||||
|
||||
if (!result.bool || !result.cards?.length) return;
|
||||
|
||||
const names = result.cards.map(card => get.name(card, target)).unique();
|
||||
await target.discard(result.cards);
|
||||
|
||||
if (!target.isIn()) return;
|
||||
|
||||
const result2 = await player
|
||||
.chooseToDiscard("he", `是否弃置一张同名牌,对${get.translation(target)}造成2点伤害?`, card => {
|
||||
return get.event().names.includes(get.name(card));
|
||||
})
|
||||
.set("names", names)
|
||||
.set("ai", card => {
|
||||
const player = get.player();
|
||||
const target = get.event().target;
|
||||
if (!player.getEnemies(null, false).includes(target)) return 0;
|
||||
const effect = get.damageEffect(target, player, player);
|
||||
if (effect <= 0) return 0;
|
||||
return effect * 3 - get.value(card);
|
||||
})
|
||||
.set("target", target)
|
||||
.forResult();
|
||||
|
||||
if (result2.bool) {
|
||||
const num = getTianshuDifficulty() == "normal" ? 1 : 2
|
||||
|
||||
player.line(target);
|
||||
await target.damage(num, player);
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
order: 5,
|
||||
result: {
|
||||
target(player, target) {
|
||||
if (!player.getEnemies(null, false).includes(target)) return 0;
|
||||
return -Math.min(2, target.countCards("h"));
|
||||
},
|
||||
},
|
||||
threaten: 1.6,
|
||||
},
|
||||
},
|
||||
yezhong_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "phaseJieshuBegin" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
async content(event, trigger, player) {
|
||||
const result = await player
|
||||
.judge(card => get.color(card) == "black" ? 2 : -1)
|
||||
.set("judge2", result => result.bool)
|
||||
.forResult();
|
||||
|
||||
if (result.card) {
|
||||
await player.gain(result.card, "gain2");
|
||||
}
|
||||
|
||||
if (result.bool) {
|
||||
let num = 1;
|
||||
if (getTianshuDifficulty() == "hard") num = 2;
|
||||
if (getTianshuDifficulty() == "nightmare") num = 3;
|
||||
|
||||
const targets = player.getEnemies(null, false).filter(target => target.isIn() && target.countCards("h") > 0);
|
||||
for (const target of targets) {
|
||||
player.line(target);
|
||||
const cards = target
|
||||
.getCards("h")
|
||||
.filter(card => lib.filter.cardDiscardable(card, target, "yezhong_shuying"))
|
||||
.randomGets(num);
|
||||
|
||||
if (cards.length) {
|
||||
await target.discard(cards);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.8,
|
||||
},
|
||||
},
|
||||
zhoucha_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { player: "phaseZhunbeiBegin" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
async content(event, trigger, player) {
|
||||
const result = await player
|
||||
.judge(card => get.color(card) == "red" ? 2 : -1)
|
||||
.set("judge2", result => result.bool)
|
||||
.forResult();
|
||||
|
||||
if (result.card) {
|
||||
await player.gain(result.card, "gain2");
|
||||
}
|
||||
|
||||
if (result.bool) {
|
||||
player.addTempSkill("zhoucha_shuying_effect", { player: "phaseAfter" });
|
||||
}
|
||||
},
|
||||
subSkill: {
|
||||
effect: {
|
||||
charlotte: true,
|
||||
mod: {
|
||||
cardUsable(card, player, num) {
|
||||
let number = 1;
|
||||
if (getTianshuDifficulty() == "hard") number = 2;
|
||||
if (getTianshuDifficulty() == "nightmare") number = 3;
|
||||
|
||||
if (card.name == "sha") return num + number;
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.4,
|
||||
},
|
||||
},
|
||||
duane_shuying: {
|
||||
mode: ["boss"],
|
||||
audio: "ext:术樱包/pve/audio/skill/驱鬼逐邪:1",
|
||||
trigger: { global: "phaseDiscardEnd" },
|
||||
forced: true,
|
||||
locked: true,
|
||||
logTarget: "player",
|
||||
filter(event, player) {
|
||||
const target = event.player;
|
||||
return (
|
||||
target?.isIn() &&
|
||||
player.getEnemies(null, false).includes(target) &&
|
||||
target.getHistory("lose", evt => {
|
||||
return (
|
||||
evt.type == "discard" &&
|
||||
evt.getParent("phaseDiscard") == event &&
|
||||
evt.cards2?.some(card => get.color(card, target) == "black")
|
||||
);
|
||||
}).length
|
||||
);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = trigger.player;
|
||||
player.line(target);
|
||||
await target.loseHp(2);
|
||||
},
|
||||
ai: {
|
||||
threaten: 1.5,
|
||||
},
|
||||
},
|
||||
|
||||
|
||||
};
|
||||
|
||||
export default skills;
|
||||
@@ -0,0 +1,45 @@
|
||||
const translates = {
|
||||
heibaiwuchang_boss_shuying: "黑白无常",
|
||||
mizui_shuying: "迷醉",
|
||||
mizui_shuying_info: "锁定技,你的伤害牌造成伤害后,你随机弃置受伤角色的1张牌。",
|
||||
qiangzheng_shuying: "强征",
|
||||
qiangzheng_shuying_info: "锁定技,敌方角色的结束阶段,若其手牌数小于4,你获得其所有手牌。",
|
||||
xixing_shuying: "吸星",
|
||||
xixing_shuying_info: "锁定技,准备阶段,随机对敌方体力最多的一名角色造成2点雷电伤害,然后你回复等量体力",
|
||||
taiping_shuying: "太平",
|
||||
taiping_shuying_info: "锁定技,当你受到敌方角色造成的伤害后,伤害来源须弃置两张花色不同的手牌,否则失去1点体力。",
|
||||
|
||||
niutoumamian_boss_shuying: "牛头马面",
|
||||
shiyv_shuying: "施狱",
|
||||
shiyv_shuying_info: "锁定技,摸牌阶段,你放弃摸牌改为随机获得牌堆中每种花色的牌各一张。",
|
||||
manji_shuying: "蛮击",
|
||||
manji_shuying_info: "你使用【杀】指定单一目标后,你可以弃置该角色2张手牌。若其中有【杀】,你本次【杀】造成的伤害+1。",
|
||||
xiaoshou_shuying: "枭首",
|
||||
xiaoshou_shuying_info: "锁定技,准备阶段,你对随机一名敌方角色造成2点伤害",
|
||||
|
||||
yvsai_boss_shuying: "鱼鳃",
|
||||
anchao_shuying: "暗潮",
|
||||
anchao_shuying_info: "锁定技,己方角色的回合结束时,若此回合该角色没有造成过伤害,则获得一个“暗潮”标记。己方回合开始时,若该角色有“暗潮”标记,则本回合摸牌阶段多摸X张牌且对敌方角色造成的伤害+X(X为“暗潮”标记数)",
|
||||
guixi_shuying: "鬼吸",
|
||||
guixi_shuying_info: "锁定技,当你受到伤害后,你进行一次判定,若结果为红色,你回复1点体力;若结果不为红色,你摸1张牌。",
|
||||
|
||||
huangfeng_boss_shuying: "黄蜂",
|
||||
mingchong_shuying: "冥虫",
|
||||
mingchong_shuying_info: "锁定技,你死亡时,杀死你的角色随机弃置一半的牌。",
|
||||
duzhen_shuying: "毒针",
|
||||
duzhen_shuying_info: "锁定技,你使用牌指定单一敌方角色为目标后,该角色随机弃置1张牌(优先装备区的牌)。",
|
||||
|
||||
riyeyoushen_boss_shuying: "日夜游神",
|
||||
huiyun_shuying: "晦运",
|
||||
huiyun_shuying_info: "出牌阶段限一次,你可以展示一名敌方角色的手牌,并弃置其中至多两张牌。然后你可以弃置一张与该角色弃置牌牌名相同的牌,对其造成2点伤害。",
|
||||
yezhong_shuying: "夜冢",
|
||||
yezhong_shuying_info: "锁定技,结束阶段,你进行一次判定并获得判定牌,若次牌为黑色,每名敌方角色随机弃1张手牌。",
|
||||
zhoucha_shuying: "昼刹",
|
||||
zhoucha_shuying_info: "锁定技,准备阶段,你进行一次判定并获得判定牌,若此牌为红色,你本回合使用【杀】的次数+1。",
|
||||
duane_shuying: "断恶",
|
||||
duane_shuying_info: "锁定技,敌方角色的弃牌阶段结束时,若其此阶段弃置了黑色牌,则该角色失去2点体力。",
|
||||
|
||||
|
||||
};
|
||||
|
||||
export default translates;
|
||||
@@ -0,0 +1,9 @@
|
||||
import { lib, game, ui, get, ai, _status } from "../../../../noname.js";
|
||||
import tianshuConfig from "../../tianshu/config.js";
|
||||
|
||||
// 统一提供活动 BOSS 技能依赖与天书难度,避免各主题模块重复维护加载路径。
|
||||
const getTianshuDifficulty = () => {
|
||||
return _status[tianshuConfig.settings.difficultyStatusKey] || "normal";
|
||||
};
|
||||
|
||||
export { lib, game, ui, get, ai, _status, getTianshuDifficulty };
|
||||
+13
-2116
File diff suppressed because it is too large
Load Diff
+12
-150
@@ -1,153 +1,15 @@
|
||||
const translates = {
|
||||
zishu_boss_shuying: "子鼠",
|
||||
zishu_shuying: "子鼠",
|
||||
zishu_shuying_info: "出牌阶段限一次,你可以获得手牌数大于你的其他角色一张手牌,你可以重复此流程,直到你的手牌数为全场最多。",
|
||||
import shiershengxiao from "./sets/shiershengxiao/translate.js";
|
||||
import zhuoguiquxie from "./sets/zhuoguiquxie/translate.js";
|
||||
import qingqingzijin from "./sets/qingqingzijin/translate.js";
|
||||
import tianshu from "./sets/tianshu/translate.js";
|
||||
import mergeBossModules from "./merge.js";
|
||||
|
||||
chenlong_boss_shuying: "辰龙",
|
||||
chenlong_shuying: "辰龙",
|
||||
chenlong_shuying_info: "限定技,出牌阶段,你可以失去任意点体力(至多为5),然后对一名其他角色造成等量的伤害。若你以此法进入濒死状态,则你将体力值回复至1,然后减少1点体力上限。",
|
||||
|
||||
wuma_boss_shuying: "午马",
|
||||
wuma_shuying: "午马",
|
||||
wuma_shuying_info: "锁定技,你不能被翻面;你的阶段不能被跳过;当你成为其他角色使用锦囊牌的目标后,摸一张牌。",
|
||||
|
||||
weiyang_boss_shuying: "未羊",
|
||||
weiyang_shuying: "未羊",
|
||||
weiyang_shuying_info: "出牌阶段限一次,你可以弃置任意张不同类型的牌,然后令至多等量角色回复1点体力。",
|
||||
|
||||
shenhou_boss_shuying: "申猴",
|
||||
shenhou_shuying: "申猴",
|
||||
shenhou_shuying_info: "当你成为【杀】的目标时,你可以进行判定,若结果为红色,则此【杀】对你无效。",
|
||||
|
||||
xvgou_boss_shuying: "戌狗",
|
||||
xvgou_shuying: "戌狗",
|
||||
xvgou_shuying_info: "锁定技,红色【杀】对你无效;你使用红色【杀】无距离限制且造成伤害+1.",
|
||||
|
||||
heibaiwuchang_boss_shuying: "黑白无常",
|
||||
mizui_shuying: "迷醉",
|
||||
mizui_shuying_info: "锁定技,你的伤害牌造成伤害后,你随机弃置受伤角色的1张牌。",
|
||||
qiangzheng_shuying: "强征",
|
||||
qiangzheng_shuying_info: "锁定技,敌方角色的结束阶段,若其手牌数小于4,你获得其所有手牌。",
|
||||
xixing_shuying: "吸星",
|
||||
xixing_shuying_info: "锁定技,准备阶段,随机对敌方体力最多的一名角色造成2点雷电伤害,然后你回复等量体力",
|
||||
|
||||
niutoumamian_boss_shuying: "牛头马面",
|
||||
shiyv_shuying: "施狱",
|
||||
shiyv_shuying_info: "锁定技,摸牌阶段,你放弃摸牌改为随机获得牌堆中每种花色的牌各一张。",
|
||||
manji_shuying: "蛮击",
|
||||
manji_shuying_info: "你使用【杀】指定单一目标后,你可以弃置该角色2张手牌。若其中有【杀】,你本次【杀】造成的伤害+1。",
|
||||
xiaoshou_shuying: "枭首",
|
||||
xiaoshou_shuying_info: "锁定技,准备阶段,你对随机一名敌方角色造成2点伤害",
|
||||
|
||||
yvsai_boss_shuying: "鱼鳃",
|
||||
anchao_shuying: "暗潮",
|
||||
anchao_shuying_info: "锁定技,己方角色的回合结束时,若此回合该角色没有造成过伤害,则获得一个“暗潮”标记。己方回合开始时,若该角色有“暗潮”标记,则本回合摸牌阶段多摸X张牌且对敌方角色造成的伤害+X(X为“暗潮”标记数)",
|
||||
guixi_shuying: "鬼吸",
|
||||
guixi_shuying_info: "锁定技,当你受到伤害后,你进行一次判定,若结果为红色,你回复1点体力;若结果不为红色,你摸1张牌。",
|
||||
|
||||
huangfeng_boss_shuying: "黄蜂",
|
||||
mingchong_shuying: "冥虫",
|
||||
mingchong_shuying_info: "锁定技,你死亡时,杀死你的角色随机弃置一半的牌。",
|
||||
duzhen_shuying: "毒针",
|
||||
duzhen_shuying_info: "锁定技,你使用牌指定单一敌方角色为目标后,该角色随机弃置1张牌(优先装备区的牌)。",
|
||||
|
||||
riyeyoushen_boss_shuying: "日夜游神",
|
||||
huiyun_shuying: "晦运",
|
||||
huiyun_shuying_info: "出牌阶段限一次,你可以展示一名敌方角色的手牌,并弃置其中至多两张牌。然后你可以弃置一张与该角色弃置牌牌名相同的牌,对其造成2点伤害。",
|
||||
yezhong_shuying: "夜冢",
|
||||
yezhong_shuying_info: "锁定技,结束阶段,你进行一次判定并获得判定牌,若次牌为黑色,每名敌方角色随机弃1张手牌。",
|
||||
zhoucha_shuying: "昼刹",
|
||||
zhoucha_shuying_info: "锁定技,准备阶段,你进行一次判定并获得判定牌,若此牌为红色,你本回合使用【杀】的次数+1。",
|
||||
duane_shuying: "断恶",
|
||||
duane_shuying_info: "锁定技,敌方角色的弃牌阶段结束时,若其此阶段弃置了黑色牌,则该角色失去2点体力。",
|
||||
|
||||
|
||||
caocao_boss_shuying: "曹操",
|
||||
jianxiong_shuying: "奸雄",
|
||||
jianxiong_shuying_info: "当你受到伤害后,你可以获得对你造成伤害的牌并摸一张牌。",
|
||||
lingba_shuying: "凌霸",
|
||||
lingba_shuying_info: "锁定技,你的回合开始时,若你手牌数为全场最多,则对一名随机敌人造成1点伤害。若你手牌数大于等于你体力值的两倍,则改为对所有敌人造成伤害。",
|
||||
yishen_shuying: "疑神",
|
||||
yishen_shuying_info: "当你回复体力时,可以改为获得一名随机敌方角色一张随机装备。",
|
||||
|
||||
simayi_boss_shuying: "司马懿",
|
||||
fankui_shuying: "反馈",
|
||||
fankui_shuying_info: "当你受到1点伤害后,你可以获得伤害来源的一张牌。",
|
||||
guicai_shuying: "鬼才",
|
||||
guicai_shuying_info: "当一名角色的判定牌生效前,你可以打出一张牌代替之。",
|
||||
langgu_shuying: "狼顾",
|
||||
langgu_shuying_info: " 锁定技,每回合限一次,当你获得其他角色的牌时,进行一次判定:若结果为黑桃,随机弃置其1张手牌,且视为此技能本回合未发动过。",
|
||||
yuanlv_shuying: "远虑",
|
||||
yuanlv_shuying_info: "当你使用锦囊牌对敌方角色造成伤害时,你可以防止该伤害,改为摸一张牌且该敌方角色对你造成1点伤害。",
|
||||
|
||||
lvbu_boss_shuying: "吕布",
|
||||
wushuang_shuying: "无双",
|
||||
wushuang_shuying_info: "锁定技。①你使用的【杀】需两张【闪】才能抵消;与你进行【决斗】的角色每次需要打出两张【杀】。②每回合限1次,当你使用【杀】或【决斗】造成伤害时,若受伤角色没有使用或打出过【杀】或【闪】响应此牌,则此伤害+1。",
|
||||
shenij_shuying: "神戟",
|
||||
shenij_shuying_info: "判定阶段,你可以弃置两张手牌,然后弃置你判定区里的牌;摸牌阶段,你多摸两张牌;出牌阶段,你可以多使用一张【杀】,你的【杀】可以多指定一名角色为目标。",
|
||||
zhanjia_shuying: "战甲",
|
||||
zhanjia_shuying_info: "锁定技,每回合限一次,当你受到大于2点的伤害时,将此伤害减至2点,然后摸两张牌。",
|
||||
|
||||
dongzhuo_boss_shuying: "董卓",
|
||||
jiuchi_shuying: "酒池",
|
||||
jiuchi_shuying_info: "你可以将一张黑桃手牌当【酒】使用。",
|
||||
roulin_shuying: "肉林",
|
||||
roulin_shuying_info: "锁定技,你对女性角色使用的【杀】和女性角色对你使用的【杀】均需使用两张【闪】才能抵消。",
|
||||
baonue_shuying: "暴虐",
|
||||
baonue_shuying_info: "锁定技,回合开始时,你摸X张牌并对至多X名角色造成1点伤害,然后你失去1点体力。X为你已损失体力且最大为3。",
|
||||
qubu_shuying: "驭布",
|
||||
qubu_shuying_info: "锁定技,当友方角色使用【杀】指定目标时,进行一次判定:若结果为黑桃,你对此【杀】的所有目标造成1点伤害。",
|
||||
|
||||
|
||||
shuishengonggong_boss_shuying: "水神共工",
|
||||
shuishen_shuying: "水神",
|
||||
shuishen_shuying_info: "锁定技,弃牌堆中,不同牌名的牌数达到4时,你回复体力时回复量+1;达到5时,摸牌阶段额外摸5张牌;达到9时,你造成伤害时伤害+1。",
|
||||
tuanliu_shuying: "湍流",
|
||||
tuanliu_shuying_info: "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2点体力;大于5,你摸4张牌;大于9,你对所有敌方角色造成1点伤害。",
|
||||
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",
|
||||
|
||||
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。",
|
||||
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。",
|
||||
|
||||
kuafu_boss_shuying: "盘古",
|
||||
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。",
|
||||
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。",
|
||||
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。",
|
||||
|
||||
shaohao_boss_shuying: "少昊",
|
||||
baiyi_shuying: "白仪",
|
||||
baiyi_shuying_info: "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1张牌;若当前轮数小于5,对其造成1点雷电伤害;若当前轮数小于7,其随机弃置1张牌。",
|
||||
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。",
|
||||
jiutian_shuying: "九天",
|
||||
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)。",
|
||||
|
||||
};
|
||||
// 汇总所有主题翻译,并阻止同名翻译在后加载模块中被覆盖。
|
||||
const translates = mergeBossModules("翻译", [
|
||||
["十二生肖", shiershengxiao],
|
||||
["捉鬼驱邪", zhuoguiquxie],
|
||||
["青青子衿", qingqingzijin],
|
||||
["天书乱斗", tianshu],
|
||||
]);
|
||||
|
||||
export default translates;
|
||||
|
||||
Reference in New Issue
Block a user