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https://github.com/Shu-Ying/noname-shuying.git
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fixed # 补全部分卡牌
fixed # 修复部分已知BUG
This commit is contained in:
+24
-697
@@ -2,23 +2,24 @@
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// 保留原牌名,以兼容原有牌的响应、装备技能及转化牌引用。
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import standard from "../../../../card/standard.js";
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import extra from "../../../../card/extra.js";
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import { _status, game, get } from "../../../../noname.js";
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import { _status, game } from "../../../../noname.js";
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import { cardCost, canPayCard, isActiveCardUse, SHA_DAMAGE,
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TRICK_DAMAGE } from "../battle/combat-rules.js";
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import { cardUpgradeLevel, cardUpgradeRule } from "./upgrades.js";
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import { cardDefinitions } from "./card-definitions.js";
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import { applyMengsanDebuff } from "../monsters/artifact-status.js";
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import { isAttackCard } from "../monsters/vine-tangled.js";
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import { cleanCardDescription } from "./description.js";
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import { DAZED_NAME, dazedDefinition } from "./status-cards.js";
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import { SLIMED_NAME, slimedDefinition } from "./slimed-card.js";
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import { INFECTION_NAME, infectionDefinition } from "./infection-card.js";
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import { WOUND_NAME, woundDefinition } from "./wound-card.js";
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const packs = [standard, extra];
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const names = [...new Set(packs.flatMap(pack => pack.list.map(entry => entry[2])))];
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const sourceCard = name => standard.card[name] || extra.card[name];
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const sourceText = name => extra.translate[`${name}_info`] || standard.translate[`${name}_info`];
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export function createMengsanCards({ copyToDiscard, reclaimFromDiscard, temporaryStrength, countStrikeCards, randomHandExhaust, battleEnergy, handExhaust, playDrawTop, blockDraw, isBattleActive = () => true } = {}) {
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export function createMengsanCards({ cardPacks, isBattleActive = () => true } = {}) {
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const card = {};
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const translate = {};
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for (const name of names) {
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@@ -61,693 +62,6 @@ export function createMengsanCards({ copyToDiscard, reclaimFromDiscard, temporar
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`否则受到${damage}点伤害。每回合使用次数不限。`;
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};
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translate.sha_info = `梦三:主动使用消耗1费用。出牌阶段,对攻击范围内的一名角色使用;其须使用【闪】,否则受到${SHA_DAMAGE}点伤害。每回合使用次数不限。`;
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card.mengsan_zhongsha = {
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type: "basic",
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fullimage: true,
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image: "ext:术樱包/mengsan/assets/cards/mengsan_zhongsha.png",
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mengsanCost_shuying: cardCost({ name: "mengsan_zhongsha" }),
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enable(used, player, event) {
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return !isActiveCardUse(event || _status.event, player) ||
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canPayCard(player, used);
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},
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usable: Infinity,
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selectTarget: 1,
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range: nativeSha.range,
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filterTarget: nativeSha.filterTarget,
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async content(event, trigger, player) {
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const target = event.target;
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const effect = cardUpgradeLevel(event.card)
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? cardUpgradeRule("mengsan_zhongsha")
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: { damage: 8, vulnerable: 2 };
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const damage = target.damage(effect.damage, player);
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damage.mengsanAttack_shuying = true;
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await damage;
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if (!target.isAlive()) return;
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if (applyMengsanDebuff(target, "vulnerable", effect.vulnerable))
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game.log(target, `获得${effect.vulnerable}层易伤`);
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},
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ai: { order: 4, result: { target: -1.5 },
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tag: { damage: 1 } },
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cardPrompt(used) {
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const effect = cardUpgradeLevel(used)
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? cardUpgradeRule("mengsan_zhongsha")
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: { damage: 8, vulnerable: 2 };
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return "梦三:主动使用消耗2费用。对攻击范围内的" +
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`一名其他角色造成${effect.damage}点伤害,然后给予其` +
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`${effect.vulnerable}层易伤。受到攻击伤害增加50%` +
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"(向上取整),每个自身回合结束减少1层。" +
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"每回合使用次数不限。";
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},
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};
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translate.mengsan_zhongsha = "重杀";
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translate.mengsan_zhongsha_info =
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"梦三:主动使用消耗2费用。出牌阶段,对攻击范围内的" +
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"一名其他角色造成8点伤害,然后给予其2层易伤。" +
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"易伤使受到的攻击伤害增加50%(向上取整)," +
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"每个自身回合结束减少1层。每回合使用次数不限。";
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// STS2 Setup Strike: the new temporary strength does not enhance its own hit.
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// STS2 Cinder: damage first, then exhaust one random remaining hand card.
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card.mengsan_yujin = {
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type: "basic", fullimage: true,
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image: "ext:术樱包/mengsan/assets/cards/mengsan_yujin.png",
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mengsanCost_shuying: cardCost({ name: "mengsan_yujin" }),
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usable: Infinity, selectTarget: 1,
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enable(used, player, event) {
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if (!isBattleActive() || !player.isAlive()) return false;
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return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
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},
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filterTarget(used, player, target) {
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return target !== player && target.isAlive() && player.isEnemyOf(target);
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},
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async content(event, trigger, player) {
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const target = event.target;
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if (!isBattleActive() || !player.isAlive() || !target?.isAlive() ||
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target === player || !player.isEnemyOf(target)) return;
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if (!randomHandExhaust?.capture || !randomHandExhaust?.exhaust) throw new Error("余烬缺少随机消耗接口");
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const battle = randomHandExhaust.capture();
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if (!battle) return;
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const rule = cardUpgradeRule("mengsan_yujin");
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const damage = target.damage(cardUpgradeLevel(event.card) ? rule.damage : rule.baseDamage, player);
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damage.mengsanAttack_shuying = true;
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await damage;
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if (isBattleActive() && player.isAlive()) await randomHandExhaust.exhaust(player, event, battle);
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},
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ai: { order: 6, result: { target: -2 }, tag: { damage: 1 } },
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cardPrompt(used) {
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const rule = cardUpgradeRule("mengsan_yujin");
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const amount = cardUpgradeLevel(used) ? rule.damage : rule.baseDamage;
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return `梦三:主动使用消耗2费用。对一名敌方角色造成${amount}点伤害,然后随机消耗一张你的手牌(退出本场战斗,不进入弃牌堆或洗牌)。没有手牌时不消耗牌。每回合使用次数不限。`;
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},
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};
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translate.mengsan_yujin = "余烬";
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translate.mengsan_yujin_info = card.mengsan_yujin.cardPrompt({ name: "mengsan_yujin" });
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// STS2 Perfected Strike counts current physical combat cards, including itself/exhaust.
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card.mengsan_wanmeidaji = {
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type: "basic", fullimage: true,
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image: "ext:术樱包/mengsan/assets/cards/mengsan_wanmeidaji.png",
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mengsanCost_shuying: cardCost({ name: "mengsan_wanmeidaji" }),
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usable: Infinity, selectTarget: 1,
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enable(used, player, event) {
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if (!isBattleActive() || !player.isAlive()) return false;
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return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
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},
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filterTarget(used, player, target) {
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return target !== player && target.isAlive() && player.isEnemyOf(target);
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},
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async content(event, trigger, player) {
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const target = event.target;
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if (!isBattleActive() || !player.isAlive() || !target?.isAlive() ||
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target === player || !player.isEnemyOf(target)) return;
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if (typeof countStrikeCards !== "function") throw new Error("完美打击缺少打击牌计数接口");
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const count = countStrikeCards(player, event);
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if (!Number.isSafeInteger(count) || count < 0) throw new RangeError("打击牌数量无效");
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const rule = cardUpgradeRule("mengsan_wanmeidaji");
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const amount = rule.baseDamage + count * (cardUpgradeLevel(event.card) ? rule.perStrike : rule.basePerStrike);
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if (!Number.isSafeInteger(amount) || amount < 0) throw new RangeError("完美打击伤害无效");
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const damage = target.damage(amount, player);
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damage.mengsanAttack_shuying = true;
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damage.mengsanStrikeCount_shuying = count;
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await damage;
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},
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ai: { order: 7, result: { target: -2 }, tag: { damage: 1 } },
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cardPrompt(used) {
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const rule = cardUpgradeRule("mengsan_wanmeidaji");
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const bonus = cardUpgradeLevel(used) ? rule.perStrike : rule.basePerStrike;
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return `梦三:主动使用消耗2费用。对一名敌方角色造成6点伤害,本场战斗的牌中每有一张名称含“打击”的牌,伤害增加${bonus}点(包括手牌、个人抽牌堆、个人弃牌堆、消耗牌及打出区)。每回合使用次数不限。`;
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},
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};
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translate.mengsan_wanmeidaji = "完美打击";
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translate.mengsan_wanmeidaji_info = card.mengsan_wanmeidaji.cardPrompt({ name: "mengsan_wanmeidaji" });
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card.mengsan_yubeidaji = {
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type: "basic", fullimage: true,
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image: "ext:术樱包/mengsan/assets/cards/mengsan_yubeidaji.png",
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mengsanCost_shuying: cardCost({ name: "mengsan_yubeidaji" }),
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usable: Infinity, selectTarget: 1,
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enable(used, player, event) {
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if (!isBattleActive() || !player.isAlive()) return false;
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return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
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},
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filterTarget(used, player, target) {
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return target !== player && target.isAlive() && player.isEnemyOf(target);
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},
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async content(event, trigger, player) {
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const target = event.target;
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if (!isBattleActive() || !player.isAlive() || !target?.isAlive() ||
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target === player || !player.isEnemyOf(target)) return;
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if (!temporaryStrength?.capture || !temporaryStrength?.grant) throw new Error("预备打击缺少临时力量接口");
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const battle = temporaryStrength.capture();
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if (!battle) return;
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const rule = cardUpgradeRule("mengsan_yubeidaji");
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const upgraded = cardUpgradeLevel(event.card);
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const damage = target.damage(upgraded ? rule.damage : rule.baseDamage, player);
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damage.mengsanAttack_shuying = true;
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await damage;
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if (isBattleActive() && player.isAlive()) {
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temporaryStrength.grant(player, upgraded ? rule.strength : rule.baseStrength, event, battle);
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}
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},
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ai: { order: 8, result: { player: 0.8, target: -1.5 }, tag: { damage: 1 } },
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cardPrompt(used) {
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const rule = cardUpgradeRule("mengsan_yubeidaji");
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const upgraded = cardUpgradeLevel(used);
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return `梦三:主动使用消耗1费用。对一名敌方角色造成${upgraded ? rule.damage : rule.baseDamage}点伤害,然后在本回合内获得${upgraded ? rule.strength : rule.baseStrength}点力量。每回合使用次数不限。`;
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},
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};
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translate.mengsan_yubeidaji = "预备打击";
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translate.mengsan_yubeidaji_info = "梦三:主动使用消耗1费用。对一名敌方角色造成7点伤害,然后在本回合内获得2点力量。每回合使用次数不限。";
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// STS2 Breakthrough: native life loss is paid once before the all-enemy attack.
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card.mengsan_tupo = {
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type: "basic", fullimage: true,
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image: "ext:术樱包/mengsan/assets/cards/mengsan_tupo.png",
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mengsanCost_shuying: cardCost({ name: "mengsan_tupo" }),
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notarget: true, usable: Infinity,
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enable(used, player, event) {
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if (!isBattleActive() || !player.isAlive()) return false;
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if (!game.filterPlayer(target => target !== player &&
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target.isAlive() && player.isEnemyOf(target)).length) return false;
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return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
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},
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async content(event, trigger, player) {
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if (!isBattleActive() || !player.isAlive()) return;
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if (!game.filterPlayer(target => target !== player &&
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target.isAlive() && player.isEnemyOf(target)).length) return;
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// loseHp bypasses block and awaits the normal dying/rescue process.
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await player.loseHp(1);
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if (!isBattleActive() || !player.isAlive()) return;
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const rule = cardUpgradeRule("mengsan_tupo");
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const amount = cardUpgradeLevel(event.card) ? rule.damage : rule.baseDamage;
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const targets = game.filterPlayer(target => target !== player &&
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target.isAlive() && player.isEnemyOf(target));
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for (const target of targets) {
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if (!isBattleActive() || !player.isAlive()) break;
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if (!target.isAlive() || !player.isEnemyOf(target)) continue;
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player.line(target, "green");
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const damage = target.damage(amount, player);
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damage.mengsanAttack_shuying = true;
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await damage;
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}
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},
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ai: { order: 7, result: { player(player) { return player.hp <= 1 ? -10 : 1; } }, tag: { damage: 1 } },
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cardPrompt(used) {
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const rule = cardUpgradeRule("mengsan_tupo");
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const amount = cardUpgradeLevel(used) ? rule.damage : rule.baseDamage;
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return `梦三:主动使用消耗1费用。失去1点生命,然后对所有敌方角色造成${amount}点伤害。每回合使用次数不限。`;
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},
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};
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translate.mengsan_tupo = "突破";
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translate.mengsan_tupo_info = "梦三:主动使用消耗1费用。失去1点生命,然后对所有敌方角色造成9点伤害。每回合使用次数不限。";
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// STS2 Headbutt: damage first, then choose from the actor's own real discard pile.
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card.mengsan_touchui = {
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type: "basic", fullimage: true,
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image: "ext:术樱包/mengsan/assets/cards/mengsan_touchui.png",
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mengsanCost_shuying: cardCost({ name: "mengsan_touchui" }),
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usable: Infinity, selectTarget: 1,
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enable(used, player, event) {
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if (!isBattleActive() || !player.isAlive()) return false;
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return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
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},
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filterTarget(used, player, target) {
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return target !== player && target.isAlive() && player.isEnemyOf(target);
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},
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async content(event, trigger, player) {
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const target = event.target;
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if (!isBattleActive() || !player.isAlive() || !target?.isAlive() ||
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target === player || !player.isEnemyOf(target)) return;
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if (typeof reclaimFromDiscard !== "function") throw new Error("头槌缺少个人弃牌回收接口");
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const rule = cardUpgradeRule("mengsan_touchui");
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const amount = cardUpgradeLevel(event.card) ? rule.damage : rule.baseDamage;
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const damage = target.damage(amount, player);
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damage.mengsanAttack_shuying = true;
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await damage;
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// Defeating one enemy does not prevent recovery unless combat actually ends.
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if (isBattleActive() && player.isAlive()) await reclaimFromDiscard(player);
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},
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ai: { order: 6, result: { player: 0.4, target: -1.5 }, tag: { damage: 1 } },
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cardPrompt(used) {
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const rule = cardUpgradeRule("mengsan_touchui");
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const amount = cardUpgradeLevel(used) ? rule.damage : rule.baseDamage;
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return '梦三:主动使用消耗1费用。对一名敌方角色造成' + amount +
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'点伤害,然后选择个人弃牌堆中的一张牌放到个人抽牌堆顶部。每回合使用次数不限。';
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},
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};
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translate.mengsan_touchui = "头槌";
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translate.mengsan_touchui_info = "梦三:主动使用消耗1费用。对一名敌方角色造成9点伤害," +
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"然后选择个人弃牌堆中的一张牌放到个人抽牌堆顶部。每回合使用次数不限。";
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// STS2 Iron Wave: obtain block before resolving the attack.
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card.mengsan_tiezhanbo = {
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type: "basic", fullimage: true,
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image: "ext:术樱包/mengsan/assets/cards/mengsan_tiezhanbo.png",
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mengsanCost_shuying: cardCost({ name: "mengsan_tiezhanbo" }),
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usable: Infinity, selectTarget: 1,
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enable(used, player, event) {
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if (!isBattleActive() || !player.isAlive()) return false;
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return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
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},
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filterTarget(used, player, target) {
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return target !== player && target.isAlive() && player.isEnemyOf(target);
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},
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async content(event, trigger, player) {
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const target = event.target;
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const canResolve = () => isBattleActive() && player.isAlive() &&
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target?.isAlive() && target !== player && player.isEnemyOf(target);
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if (!canResolve()) return;
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const rule = cardUpgradeRule("mengsan_tiezhanbo");
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const upgraded = cardUpgradeLevel(event.card) > 0;
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await player.changeHujia(upgraded ? rule.block : rule.baseBlock);
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// Block triggers may end combat or remove the acting player/target.
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if (!canResolve()) return;
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const damage = target.damage(upgraded ? rule.damage : rule.baseDamage, player);
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damage.mengsanAttack_shuying = true;
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await damage;
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},
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ai: { order: 7, result: { player: 0.6, target: -1.2 }, tag: { damage: 1 } },
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cardPrompt(used) {
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const rule = cardUpgradeRule("mengsan_tiezhanbo");
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const upgraded = cardUpgradeLevel(used) > 0;
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const block = upgraded ? rule.block : rule.baseBlock;
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const damage = upgraded ? rule.damage : rule.baseDamage;
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return '梦三:主动使用消耗1费用。获得' + block +
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'点格挡(护甲),然后对一名敌方角色造成' + damage +
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'点伤害。每回合使用次数不限。';
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},
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};
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translate.mengsan_tiezhanbo = "铁斩波";
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translate.mengsan_tiezhanbo_info = "梦三:主动使用消耗1费用。获得5点格挡(护甲)," +
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"然后对一名敌方角色造成5点伤害。每回合使用次数不限。";
|
||||
// STS2 Twin Strike: each hit resolves on the same target separately.
|
||||
card.mengsan_shuangchongdaji = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_shuangchongdaji.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_shuangchongdaji" }),
|
||||
usable: Infinity, selectTarget: 1,
|
||||
enable(used, player, event) {
|
||||
if (!isBattleActive() || !player.isAlive()) return false;
|
||||
return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
|
||||
},
|
||||
filterTarget(used, player, target) {
|
||||
return target !== player && target.isAlive() && player.isEnemyOf(target);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const target = event.target;
|
||||
const rule = cardUpgradeRule("mengsan_shuangchongdaji");
|
||||
const amount = cardUpgradeLevel(event.card) ? rule.damage : rule.baseDamage;
|
||||
for (let hitIndex = 0; hitIndex < rule.hits; hitIndex++) {
|
||||
if (!isBattleActive() || !player.isAlive() || !target?.isAlive() ||
|
||||
target === player || !player.isEnemyOf(target)) break;
|
||||
const damage = target.damage(amount, player);
|
||||
damage.mengsanAttack_shuying = true;
|
||||
await damage;
|
||||
}
|
||||
},
|
||||
ai: { order: 6, result: { target: -1.5 }, tag: { damage: 1 } },
|
||||
cardPrompt(used) {
|
||||
const rule = cardUpgradeRule("mengsan_shuangchongdaji");
|
||||
const amount = cardUpgradeLevel(used) ? rule.damage : rule.baseDamage;
|
||||
return '梦三:主动使用消耗1费用。对一名敌方角色造成' +
|
||||
amount + '点伤害两次,两次伤害分别结算。每回合使用次数不限。';
|
||||
},
|
||||
};
|
||||
translate.mengsan_shuangchongdaji = "双重打击";
|
||||
translate.mengsan_shuangchongdaji_info = "梦三:主动使用消耗1费用。对一名敌方角色造成5点伤害两次," +
|
||||
"两次伤害分别结算。每回合使用次数不限。";
|
||||
// STS2 Thunderclap: hit each living enemy before adding new vulnerable.
|
||||
card.mengsan_shandianpili = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_shandianpili.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_shandianpili" }),
|
||||
notarget: true, usable: Infinity,
|
||||
enable(used, player, event) {
|
||||
if (!isBattleActive() || !player.isAlive()) return false;
|
||||
if (!game.filterPlayer(target => target !== player &&
|
||||
target.isAlive() && player.isEnemyOf(target)).length) return false;
|
||||
return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
if (!isBattleActive() || !player.isAlive()) return;
|
||||
const rule = cardUpgradeRule("mengsan_shandianpili");
|
||||
const amount = cardUpgradeLevel(event.card) ? rule.damage : rule.baseDamage;
|
||||
const targets = game.filterPlayer(target => target !== player &&
|
||||
target.isAlive() && player.isEnemyOf(target));
|
||||
for (const target of targets) {
|
||||
if (!isBattleActive() || !player.isAlive()) break;
|
||||
if (!target.isAlive() || !player.isEnemyOf(target)) continue;
|
||||
player.line(target, "green");
|
||||
const damage = target.damage(amount, player);
|
||||
damage.mengsanAttack_shuying = true;
|
||||
await damage;
|
||||
}
|
||||
// 伤害结束后重新取得存活敌人,包含异蛙亡语刚生成的扭动虫。
|
||||
for (const target of game.filterPlayer(target => target !== player && target.isAlive() && player.isEnemyOf(target))) {
|
||||
if (!isBattleActive() || !player.isAlive()) break;
|
||||
if (applyMengsanDebuff(target, "vulnerable", rule.vulnerable))
|
||||
game.log(target, `获得${rule.vulnerable}层易伤`);
|
||||
}
|
||||
},
|
||||
ai: { order: 7, result: { player: 1 }, tag: { damage: 1 } },
|
||||
cardPrompt(used) {
|
||||
const rule = cardUpgradeRule("mengsan_shandianpili");
|
||||
const amount = cardUpgradeLevel(used) ? rule.damage : rule.baseDamage;
|
||||
return `梦三:主动使用消耗1费用。对所有敌方角色造成${amount}点伤害,然后给予其1层易伤。` +
|
||||
"易伤使受到的攻击伤害增加50%(向上取整),每个自身回合结束减少1层。每回合使用次数不限。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_shandianpili = "闪电霹雳";
|
||||
translate.mengsan_shandianpili_info = "梦三:主动使用消耗1费用。对所有敌方角色造成4点伤害,然后给予其1层易伤。" +
|
||||
"易伤使受到的攻击伤害增加50%(向上取整),每个自身回合结束减少1层。每回合使用次数不限。";
|
||||
// Each throw resolves separately and samples the still-living enemies again.
|
||||
card.mengsan_feijianhuixuanbiao = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_feijianhuixuanbiao.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_feijianhuixuanbiao" }),
|
||||
notarget: true, usable: Infinity,
|
||||
enable(used, player, event) {
|
||||
if (!isBattleActive() || !player.isAlive()) return false;
|
||||
if (!game.filterPlayer(target => target !== player &&
|
||||
target.isAlive() && player.isEnemyOf(target)).length) return false;
|
||||
return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
const rule = cardUpgradeRule("mengsan_feijianhuixuanbiao");
|
||||
const count = cardUpgradeLevel(event.card) ? rule.hits : rule.baseHits;
|
||||
for (let hitIndex = 0; hitIndex < count; hitIndex++) {
|
||||
if (!isBattleActive() || !player.isAlive()) break;
|
||||
const enemies = game.filterPlayer(target => target !== player &&
|
||||
target.isAlive() && player.isEnemyOf(target));
|
||||
if (!enemies.length) break;
|
||||
// Use the engine helper with an inclusive index range.
|
||||
const target = enemies[get.rand(0, enemies.length - 1)];
|
||||
player.line(target, "green");
|
||||
const damage = target.damage(rule.damage, player);
|
||||
damage.mengsanAttack_shuying = true;
|
||||
await damage;
|
||||
}
|
||||
},
|
||||
ai: { order: 6, result: { player: 1 }, tag: { damage: 1 } },
|
||||
cardPrompt(used) {
|
||||
const rule = cardUpgradeRule("mengsan_feijianhuixuanbiao");
|
||||
const count = cardUpgradeLevel(used) ? rule.hits : rule.baseHits;
|
||||
return `梦三:主动使用消耗1费用。每次对随机一名敌方角色造成${rule.damage}点伤害,共${count}次。` +
|
||||
"每次攻击重新随机选择存活的敌人,可以重复命中同一敌人。" +
|
||||
"每回合使用次数不限。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_feijianhuixuanbiao = "飞剑回旋镖";
|
||||
translate.mengsan_feijianhuixuanbiao_info = "梦三:主动使用消耗1费用。随机对敌人造成3点伤害3次。" +
|
||||
"每次攻击重新随机选择存活的敌人,可以重复命中同一敌人。每回合使用次数不限。";
|
||||
// Resolve damage before drawing from the acting player's mode-owned pile.
|
||||
card.mengsan_jianbingdaji = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_jianbingdaji.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_jianbingdaji" }),
|
||||
usable: Infinity, selectTarget: 1,
|
||||
enable(used, player, event) {
|
||||
if (!isBattleActive() || !player.isAlive()) return false;
|
||||
return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
|
||||
},
|
||||
filterTarget(used, player, target) {
|
||||
return target !== player && target.isAlive() && player.isEnemyOf(target);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
if (!isBattleActive() || !player.isAlive()) return;
|
||||
const rule = cardUpgradeRule("mengsan_jianbingdaji");
|
||||
const upgraded = cardUpgradeLevel(event.card) > 0;
|
||||
const damage = event.target.damage(upgraded ? rule.damage : rule.baseDamage, player);
|
||||
damage.mengsanAttack_shuying = true;
|
||||
await damage;
|
||||
// Defeating the last enemy may dispose the personal pile during damage.
|
||||
if (isBattleActive() && player.isAlive()) {
|
||||
await player.draw(upgraded ? rule.draw : rule.baseDraw);
|
||||
}
|
||||
},
|
||||
ai: { order: 6, result: { player: 0.6, target: -1.5 }, tag: { damage: 1, draw: 1 } },
|
||||
cardPrompt(used) {
|
||||
const rule = cardUpgradeRule("mengsan_jianbingdaji");
|
||||
const upgraded = cardUpgradeLevel(used) > 0;
|
||||
const damage = upgraded ? rule.damage : rule.baseDamage;
|
||||
const draw = upgraded ? rule.draw : rule.baseDraw;
|
||||
return `梦三:主动使用消耗1费用。对一名敌方角色造成${damage}点伤害,然后抽${draw}张牌。` +
|
||||
"每回合使用次数不限。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_jianbingdaji = "剑柄打击";
|
||||
translate.mengsan_jianbingdaji_info = "梦三:主动使用消耗1费用。对一名敌方角色造成9点伤害,然后抽1张牌。" +
|
||||
"每回合使用次数不限。";
|
||||
// Block determines base damage without spending the acting player's block.
|
||||
card.mengsan_quanshenzhuangji = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_quanshenzhuangji.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_quanshenzhuangji" }),
|
||||
usable: Infinity, selectTarget: 1,
|
||||
enable(used, player, event) {
|
||||
if (!isBattleActive() || !player.isAlive()) return false;
|
||||
return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
|
||||
},
|
||||
filterTarget(used, player, target) {
|
||||
return target !== player && target.isAlive() && player.isEnemyOf(target);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
if (!isBattleActive() || !player.isAlive()) return;
|
||||
const block = Number.isFinite(player.hujia) ? Math.max(0, player.hujia) : 0;
|
||||
const storedStrength = player.storage?.mengsanStrength_shuying;
|
||||
const strength = Number.isInteger(storedStrength) ? storedStrength : 0;
|
||||
// Native damage(0) stops before damageBegin1, so strength must be included here.
|
||||
const temporary = temporaryStrength?.amount(player) || 0;
|
||||
const damage = event.target.damage(Math.max(0, block + strength + temporary), player);
|
||||
damage.mengsanAttack_shuying = true;
|
||||
damage.mengsanCardStrengthApplied_shuying = true;
|
||||
damage.mengsanSetupStrengthApplied_shuying = true;
|
||||
await damage;
|
||||
},
|
||||
ai: {
|
||||
order: 5,
|
||||
result: { target(used, player) { return player.hujia > 0 ? -1.5 : 0; } },
|
||||
tag: { damage: 1 },
|
||||
},
|
||||
cardPrompt(used) {
|
||||
const cost = cardCost(used || { name: "mengsan_quanshenzhuangji" });
|
||||
return `梦三:主动使用消耗${cost}费用。对一名敌方角色造成等同于你当前格挡(护甲)值的伤害。` +
|
||||
"不消耗格挡,可以受到力量加成。" +
|
||||
"每回合使用次数不限。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_quanshenzhuangji = "全身撞击";
|
||||
translate.mengsan_quanshenzhuangji_info = "梦三:主动使用消耗1费用。对一名敌方角色造成等同于你当前格挡(护甲)值的伤害。" +
|
||||
"不消耗格挡,可以受到力量加成。每回合使用次数不限。";
|
||||
// Double only the surviving target's existing vulnerable after damage resolves.
|
||||
card.mengsan_rongrongzhiquan = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_rongrongzhiquan.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_rongrongzhiquan" }),
|
||||
mengsanExhaust_shuying: true,
|
||||
usable: Infinity, selectTarget: 1,
|
||||
enable(used, player, event) {
|
||||
if (!isBattleActive() || !player.isAlive()) return false;
|
||||
return !isActiveCardUse(event || _status.event, player) || canPayCard(player, used);
|
||||
},
|
||||
filterTarget(used, player, target) {
|
||||
return target !== player && target.isAlive() && player.isEnemyOf(target);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
if (!isBattleActive() || !player.isAlive()) return;
|
||||
const rule = cardUpgradeRule("mengsan_rongrongzhiquan");
|
||||
const target = event.target;
|
||||
const damage = target.damage(cardUpgradeLevel(event.card) ? rule.damage : rule.baseDamage, player);
|
||||
damage.mengsanAttack_shuying = true;
|
||||
await damage;
|
||||
if (!target.isAlive() || !isBattleActive()) return;
|
||||
const stacks = target.storage?.mengsanVulnerable_shuying;
|
||||
if (!Number.isSafeInteger(stacks) || stacks <= 0) return;
|
||||
const doubled = stacks * 2;
|
||||
if (!Number.isSafeInteger(doubled)) throw new RangeError("易伤层数越界");
|
||||
if (applyMengsanDebuff(target, "vulnerable", stacks))
|
||||
game.log(target, `易伤层数从${stacks}翻倍为${doubled}`);
|
||||
},
|
||||
ai: { order: 6, result: { target: -1.5 }, tag: { damage: 1 } },
|
||||
cardPrompt(used) {
|
||||
const rule = cardUpgradeRule("mengsan_rongrongzhiquan");
|
||||
const damage = cardUpgradeLevel(used) ? rule.damage : rule.baseDamage;
|
||||
return `梦三:主动使用消耗1费用。对一名敌方角色造成${damage}点伤害,然后将该目标已有的易伤层数翻倍。` +
|
||||
"没有易伤时不会新增易伤。消耗:使用后退出本场战斗,不进入弃牌堆或洗牌。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_rongrongzhiquan = "熔融之拳";
|
||||
translate.mengsan_rongrongzhiquan_info = "梦三:主动使用消耗1费用。对一名敌方角色造成10点伤害,然后将该目标已有的易伤层数翻倍。" +
|
||||
"消耗:使用后退出本场战斗。";
|
||||
// STS2【愤怒】:攻击后生成独立的战斗复制品,不扩充永久牌组。
|
||||
card.mengsan_fennu = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_fennu.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_fennu" }),
|
||||
enable(used, player, event) {
|
||||
return !isActiveCardUse(event || _status.event, player) ||
|
||||
canPayCard(player, used);
|
||||
},
|
||||
usable: Infinity, selectTarget: 1,
|
||||
filterTarget(used, player, target) {
|
||||
return target !== player && player.isEnemyOf(target);
|
||||
},
|
||||
async content(event, trigger, player) {
|
||||
if (typeof copyToDiscard !== "function") throw new Error("愤怒缺少战斗复制接口");
|
||||
const amount = cardUpgradeLevel(event.card)
|
||||
? cardUpgradeRule("mengsan_fennu").damage : 6;
|
||||
const damage = event.target.damage(amount, player);
|
||||
damage.mengsanAttack_shuying = true;
|
||||
await damage;
|
||||
if (copyToDiscard(player, event.card, event.cards)) {
|
||||
game.log(player, "将一张【愤怒】的复制品加入个人弃牌堆");
|
||||
}
|
||||
},
|
||||
ai: { order: 6, result: { target: -1 }, tag: { damage: 1 } },
|
||||
cardPrompt(used) {
|
||||
const amount = cardUpgradeLevel(used)
|
||||
? cardUpgradeRule("mengsan_fennu").damage : 6;
|
||||
return `梦三:主动使用消耗0费用。对一名敌方角色造成${amount}点伤害,` +
|
||||
"然后将一张此牌的复制品加入你的个人弃牌堆。" +
|
||||
"复制品保留原牌状态和词缀,仅存在于本场战斗。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_fennu = "愤怒";
|
||||
translate.mengsan_fennu_info = "梦三:主动使用消耗0费用。对一名敌方角色造成6点伤害," +
|
||||
"然后将一张此牌的复制品加入你的个人弃牌堆。复制品保留原牌状态和词缀,仅存在于本场战斗。" +
|
||||
"每回合使用次数不限。";
|
||||
// STS2【放血】:先等待原生生命流失及濒死救援,再增加当前战斗费用。
|
||||
card.mengsan_fangxue = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_fangxue.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_fangxue" }),
|
||||
enable(used, player, event) {
|
||||
return isBattleActive() && Boolean(battleEnergy?.canUse(player)) &&
|
||||
(!isActiveCardUse(event || _status.event, player) || canPayCard(player, used));
|
||||
},
|
||||
usable: Infinity, toself: true, selectTarget: -1,
|
||||
filterTarget(used, player, target) { return target === player; },
|
||||
async content(event, trigger, player) {
|
||||
if (typeof battleEnergy?.capture !== "function" || typeof battleEnergy?.grant !== "function") {
|
||||
throw new Error("放血缺少战斗费用接口");
|
||||
}
|
||||
const rule = cardUpgradeRule("mengsan_fangxue");
|
||||
const amount = cardUpgradeLevel(event.card) ? rule.energy : rule.baseEnergy;
|
||||
const battle = battleEnergy.capture(player, amount);
|
||||
if (!battle) return;
|
||||
await player.loseHp(rule.loseHp);
|
||||
battleEnergy.grant(player, amount, battle);
|
||||
},
|
||||
ai: { order: 9, result: { player: player => player.hp > 3 ? 1 : -1 } },
|
||||
cardPrompt(used) {
|
||||
const rule = cardUpgradeRule("mengsan_fangxue");
|
||||
const amount = cardUpgradeLevel(used) ? rule.energy : rule.baseEnergy;
|
||||
return "梦三:主动使用消耗0费用。失去" + rule.loseHp + "点生命,然后获得" + amount + "点费用。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_fangxue = "放血";
|
||||
translate.mengsan_fangxue_info = "梦三:主动使用消耗0费用。失去3点生命,然后获得2点费用。";
|
||||
// STS2【坚毅】:先获得格挡,再消耗一张自身当时的手牌。
|
||||
card.mengsan_jianyi = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_jianyi.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_jianyi" }),
|
||||
enable(used, player, event) {
|
||||
return isBattleActive() && Boolean(player?.isAlive?.()) &&
|
||||
(!isActiveCardUse(event || _status.event, player) || canPayCard(player, used));
|
||||
},
|
||||
usable: Infinity, toself: true, selectTarget: -1,
|
||||
filterTarget(used, player, target) { return target === player; },
|
||||
async content(event, trigger, player) {
|
||||
if (typeof handExhaust?.capture !== "function" || typeof handExhaust?.exhaust !== "function") {
|
||||
throw new Error("坚毅缺少手牌消耗接口");
|
||||
}
|
||||
const battle = handExhaust.capture(player);
|
||||
if (!battle) return;
|
||||
const rule = cardUpgradeRule("mengsan_jianyi");
|
||||
const current = cardUpgradeLevel(event.card);
|
||||
await player.changeHujia(current ? rule.block : rule.baseBlock);
|
||||
await handExhaust.exhaust(player, event, battle, Boolean(current && rule.chooseExhaust));
|
||||
},
|
||||
ai: { order: 7, result: { player: 1 } },
|
||||
cardPrompt(used) {
|
||||
const rule = cardUpgradeRule("mengsan_jianyi");
|
||||
const current = cardUpgradeLevel(used);
|
||||
const block = current ? rule.block : rule.baseBlock;
|
||||
return "梦三:主动使用消耗1费用。获得" + block + "点格挡(护甲),然后" +
|
||||
(current && rule.chooseExhaust ? "选择消耗" : "随机消耗") +
|
||||
"一张你的手牌(退出本场战斗,不进入弃牌堆或洗牌)。没有手牌时不消耗牌。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_jianyi = "坚毅";
|
||||
translate.mengsan_jianyi_info = "梦三:主动使用消耗1费用。获得7点格挡(护甲),然后随机消耗一张你的手牌(退出本场战斗,不进入弃牌堆或洗牌)。没有手牌时不消耗牌。";
|
||||
// STS2【破灭】:免费使用自己的堆顶原牌,再将这一原牌消耗。
|
||||
card.mengsan_pomie = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_pomie.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_pomie" }),
|
||||
enable(used, player, event) {
|
||||
return isBattleActive() && Boolean(player?.isAlive?.()) &&
|
||||
(!isActiveCardUse(event || _status.event, player) || canPayCard(player, used));
|
||||
},
|
||||
usable: Infinity, toself: true, selectTarget: -1,
|
||||
filterTarget(used, player, target) { return target === player; },
|
||||
async content(event, trigger, player) {
|
||||
if (typeof playDrawTop !== "function") throw new Error("破灭缺少堆顶使用接口");
|
||||
await playDrawTop(player);
|
||||
},
|
||||
ai: { order: 6, result: { player: 1 } },
|
||||
cardPrompt(used) {
|
||||
return "梦三:主动使用消耗" + cardCost(used) +
|
||||
"费用。免费使用你抽牌堆顶部的牌,然后将该原牌消耗(退出本场战斗,不进入弃牌堆或洗牌)。抽牌堆为空时不生效。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_pomie = "破灭";
|
||||
translate.mengsan_pomie_info = "梦三:主动使用消耗1费用。免费使用你抽牌堆顶部的牌,然后将该原牌消耗(退出本场战斗,不进入弃牌堆或洗牌)。抽牌堆为空时不生效。";
|
||||
// STS2【耸肩无视】:先获得格挡,再抽一张牌。
|
||||
card.mengsan_songjianwushi = {
|
||||
type: "basic", fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_songjianwushi.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_songjianwushi" }),
|
||||
enable(used, player, event) {
|
||||
return isBattleActive() && Boolean(player?.isAlive?.()) &&
|
||||
(!isActiveCardUse(event || _status.event, player) || canPayCard(player, used));
|
||||
},
|
||||
usable: Infinity, toself: true, selectTarget: -1,
|
||||
filterTarget(used, player, target) { return target === player; },
|
||||
async content(event, trigger, player) {
|
||||
if (typeof blockDraw !== "function") throw new Error("耸肩无视缺少格挡抽牌接口");
|
||||
const rule = cardUpgradeRule("mengsan_songjianwushi");
|
||||
await blockDraw(player, cardUpgradeLevel(event.card) ? rule.block : rule.baseBlock, rule.draw);
|
||||
},
|
||||
ai: { order: 7, result: { player: 1 }, tag: { draw: 1 } },
|
||||
cardPrompt(used) {
|
||||
const rule = cardUpgradeRule("mengsan_songjianwushi");
|
||||
const block = cardUpgradeLevel(used) ? rule.block : rule.baseBlock;
|
||||
return "梦三:主动使用消耗1费用。获得" + block + "点格挡(护甲),然后抽" + rule.draw + "张牌。";
|
||||
},
|
||||
};
|
||||
translate.mengsan_songjianwushi = "耸肩无视";
|
||||
translate.mengsan_songjianwushi_info = "梦三:主动使用消耗1费用。获得8点格挡(护甲),然后抽1张牌。";
|
||||
// 【防御】沿用梦三护甲事件,保留脆弱与伤害抵扣等既有规则。
|
||||
card.mengsan_fangyu = {
|
||||
type: "basic",
|
||||
fullimage: true,
|
||||
image: "ext:术樱包/mengsan/assets/cards/mengsan_fangyu.png",
|
||||
mengsanCost_shuying: cardCost({ name: "mengsan_fangyu" }),
|
||||
enable(used, player, event) {
|
||||
return !isActiveCardUse(event || _status.event, player) ||
|
||||
canPayCard(player, used);
|
||||
},
|
||||
usable: Infinity,
|
||||
toself: true,
|
||||
selectTarget: -1,
|
||||
filterTarget(used, player, target) { return target === player; },
|
||||
async content(event, trigger, player) {
|
||||
await player.changeHujia(5);
|
||||
},
|
||||
ai: { order: 7, result: { target: 1 } },
|
||||
cardPrompt() { return translate.mengsan_fangyu_info; },
|
||||
};
|
||||
translate.mengsan_fangyu = "防御";
|
||||
translate.mengsan_fangyu_info =
|
||||
"梦三:主动使用消耗1费用。出牌阶段,对自己使用,获得5点格挡(护甲)。" +
|
||||
"每回合使用次数不限。";
|
||||
// 【桃】的回复量也由梦三牌本体提供;救援仍不消耗费用。
|
||||
card.tao.content = async function (event) { await event.target.recover(8); };
|
||||
translate.tao_info = "梦三:主动使用消耗1费用,回复8点生命;濒死救援不消耗费用,同样回复8点生命。";
|
||||
card.taoyuan.content = async function (event) { await event.target.recover(8); };
|
||||
@@ -779,6 +93,9 @@ export function createMengsanCards({ copyToDiscard, reclaimFromDiscard, temporar
|
||||
};
|
||||
translate.shandian_info = "梦三:主动使用消耗1费用。若判定为黑桃2~9,目标受到12点雷电伤害;否则移至下家的判定区。";
|
||||
card.shandian.cardPrompt = () => translate.shandian_info;
|
||||
card[WOUND_NAME] = { ...woundDefinition };
|
||||
translate[WOUND_NAME] = "伤口";
|
||||
translate[`${WOUND_NAME}_info`] = woundDefinition.cardPrompt();
|
||||
card[INFECTION_NAME] = { ...infectionDefinition };
|
||||
translate[INFECTION_NAME] = "感染";
|
||||
translate[`${INFECTION_NAME}_info`] = infectionDefinition.cardPrompt();
|
||||
@@ -788,15 +105,25 @@ export function createMengsanCards({ copyToDiscard, reclaimFromDiscard, temporar
|
||||
card[DAZED_NAME] = { ...dazedDefinition };
|
||||
translate[DAZED_NAME] = "晕眩";
|
||||
translate[`${DAZED_NAME}_info`] = dazedDefinition.cardPrompt();
|
||||
if (cardPacks) {
|
||||
Object.assign(card, cardPacks.cards);
|
||||
Object.assign(translate, cardPacks.translate);
|
||||
}
|
||||
for (const [name, definition] of Object.entries(card)) {
|
||||
if (!isAttackCard({ name }) || typeof definition.cardPrompt !== "function") continue;
|
||||
const classification = cardDefinitions[name];
|
||||
definition.cardType = classification?.cardType ?? (definition.type === "status" ? "status" : null);
|
||||
definition.rarity = classification?.rarity ?? definition.rarity ?? (definition.type === "status" ? "status" : "common");
|
||||
definition.mengsanPower_shuying = definition.cardType === "power" ||
|
||||
!definition.cardType && Boolean(definition.mengsanPower_shuying);
|
||||
const infoKey = `${name}_info`;
|
||||
if (typeof translate[infoKey] === "string") {
|
||||
translate[infoKey] = cleanCardDescription(translate[infoKey]);
|
||||
}
|
||||
if (typeof definition.cardPrompt !== "function") continue;
|
||||
const prompt = definition.cardPrompt;
|
||||
definition.cardPrompt = function (used) {
|
||||
const text = prompt.call(this, used);
|
||||
const owner = used && typeof get.owner === "function" ? get.owner(used) : null;
|
||||
if (!isBattleActive() || !owner?.storage?.mengsanTangled_shuying || typeof text !== "string") return text;
|
||||
return text.replace(/主动使用消耗\d+费用/, `主动使用消耗${cardCost(used || { name }, owner)}费用`);
|
||||
return cleanCardDescription(prompt.call(this, used));
|
||||
};
|
||||
}
|
||||
return { card, translate, names: [...names, "mengsan_zhongsha", "mengsan_fangyu", "mengsan_fennu", "mengsan_feijianhuixuanbiao", "mengsan_jianbingdaji", "mengsan_quanshenzhuangji", "mengsan_rongrongzhiquan", "mengsan_shandianpili", "mengsan_shuangchongdaji", "mengsan_tiezhanbo", "mengsan_touchui", "mengsan_tupo", "mengsan_yubeidaji", "mengsan_wanmeidaji", "mengsan_yujin", "mengsan_fangxue", "mengsan_jianyi", "mengsan_pomie", "mengsan_songjianwushi"] };
|
||||
return { card, translate, names:[...new Set([...names, ...(cardPacks?.names || [])])] };
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user