fixed # 新增羁绊系统

fixed # 新增遗物系统
fixed # 梦三模式下移除护甲上限限制
This commit is contained in:
2026-09-30 14:33:17 +08:00
parent f2da9bce65
commit 82d80397b6
45 changed files with 2403 additions and 130 deletions
+5 -54
View File
@@ -1,8 +1,5 @@
import {
attackHitCount,
outgoingAttackDamage,
} from "../battle/intent-damage.js";
import { beginDeathBlow, isDeathBlowIntent } from "../battle/death-blow.js";
import { createIntentExecutor } from "../battle/intent-effects.js";
export { getIntentHostiles } from "../battle/intent-effects.js";
import { isStunned } from "../battle/stun-intent.js";
import { nextRandom } from "../progression/state.js";
import { selectFlyconidMove, recordFlyconidAction } from "./flyconid-intent.js";
@@ -21,6 +18,7 @@ export const isRaider = player =>
isRaiderCharacter(player.name);
export function createMonsterIntentActions(game, getActiveBattle) {
const executeEffects = createIntentExecutor(game, getActiveBattle);
const planEnemyIntent = (player, run) => {
if (!player?.isAlive() || isStunned(player)) return;
if (isFlyconid(player)) {
@@ -39,30 +37,6 @@ export function createMonsterIntentActions(game, getActiveBattle) {
}
};
const applyIntentDebuff = (target, move) => {
if (!move.debuff) return;
const frail = move.debuff === "脆弱";
const key = frail ? "mengsanFrail_shuying" :
"mengsanVulnerable_shuying";
target.storage[key] = (target.storage[key] || 0) + move.stacks;
target.addSkill(frail ? "mengsan_frail_shuying" :
"mengsan_vulnerable_shuying");
target.markSkill(frail ? "mengsan_frail_shuying" :
"mengsan_vulnerable_shuying");
};
const dealIntentDamage = async (source, target, move) => {
if (move.damage == null) return;
for (let index = 0; index < attackHitCount(move); index++) {
if (!target.isAlive() || !source.isAlive()) break;
const hit = target.damage(
outgoingAttackDamage(move, source), source);
hit.mengsanAttack_shuying = true;
hit.mengsanScriptedSkill_shuying = true;
await hit;
}
};
const executeFlyconidIntent = async player => {
const move = player.storage.mengsanFlyconidIntent_shuying;
if (!move) return;
@@ -80,16 +54,7 @@ export function createMonsterIntentActions(game, getActiveBattle) {
player.storage.mengsanEnergy_shuying--;
getActiveBattle()?.energyUI.get(player)?.();
game.log(player, "消耗1费用发动", move.name);
const target = game.me;
if (!target?.isAlive() || !player.isAlive()) return;
if (isDeathBlowIntent(move)) {
await beginDeathBlow(player, target, move);
return;
}
await dealIntentDamage(player, target, move);
if (target.isAlive() && player.isAlive()) {
applyIntentDebuff(target, move);
}
await executeEffects(player, move);
};
const executeRaiderIntent = async player => {
@@ -106,21 +71,7 @@ export function createMonsterIntentActions(game, getActiveBattle) {
player.storage.mengsanEnergy_shuying--;
getActiveBattle()?.energyUI.get(player)?.();
game.log(player, "消耗1费用发动", move.name);
const target = game.me;
if (!target?.isAlive() || !player.isAlive()) return;
await dealIntentDamage(player, target, move);
if (target.isAlive() && player.isAlive()) {
applyIntentDebuff(target, move);
}
if (!player.isAlive() || !getActiveBattle()?.session.active) return;
if (move.block) await player.changeHujia(move.block);
if (move.strength) {
player.storage.mengsanStrength_shuying =
(player.storage.mengsanStrength_shuying || 0) +
move.strength;
player.addSkill("mengsan_raider_strength_shuying");
player.markSkill("mengsan_raider_strength_shuying");
}
await executeEffects(player, move);
};
return {
+2 -2
View File
@@ -8,9 +8,9 @@ const TIER_RULES = Object.freeze({
});
const BASE_DECKS = Object.freeze({
normal: Object.freeze(["sha", "sha", "sha", "sha", "shan", "shan", "tao", "jiu", "guohe", "sha"]),
normal: Object.freeze(["sha", "sha", "sha", "sha", "shan", "shan", "tao", "jiu", "sha"]),
elite: Object.freeze(["sha", "sha", "sha", "sha", "shan", "shan", "shan", "tao", "jiu", "juedou", "wuzhong", "guohe"]),
boss: Object.freeze(["sha", "sha", "sha", "sha", "sha", "shan", "shan", "shan", "tao", "tao", "jiu", "jiu", "juedou", "wuzhong", "guohe"]),
boss: Object.freeze(["sha", "sha", "sha", "sha", "sha", "shan", "shan", "shan", "tao", "jiu", "juedou", "wuzhong", "guohe"]),
});
const HEALTH = Object.freeze({