🎨 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:
2026-08-11 15:59:31 +08:00
parent 6735fc2d35
commit 690e55736d
47 changed files with 4439 additions and 2725 deletions
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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;
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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;
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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;
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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;