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🎉 2.0.1.0版本发布
✨ 重构活动BOSS武将包并新增独立PVP武将包 ✨ 完善天书动态难度、过关奖励与羁绊系统 🎨 新增自定义技能选择、羁绊谱册及移动端适配 🔊 整理BOSS配音、图片与模块资源路径 🐛 修复天书关卡、伤害保护及武将包加载问题
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@@ -14,6 +14,29 @@ const dynamicTranslates = {
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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${damage}点伤害。`
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},
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//火神祝融
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xingxia_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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let discardNum = 1;
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let damageNum = 1;
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if (difficulty == "hard") {
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discardNum = 2;
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} else if (difficulty == "nightmare") {
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discardNum = 3;
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damageNum = 2;
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}
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return `锁定技,出牌阶段开始时,你对随机一名友方角色造成1点火焰伤害,然后令所有敌方角色选择一项:1.弃置${discardNum}张红色牌;2.受到你造成的${damageNum}点火焰伤害。`;
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},
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baoyan_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "锁定技,每当有角色造成火焰伤害后,你获得1个“炎”标记。你的回合结束时,弃置所有“炎”标记,随机对一名敌方角色造成X点火焰伤害。(X为弃置的“炎”标记数)";
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}
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return "锁定技,每当有角色造成火焰伤害后,你获得1个“炎”标记。你的回合结束时,弃置所有“炎”标记,随机对X名敌方角色各造成1点火焰伤害。(X为弃置的“炎”标记数)";
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},
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//少昊
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baiyi_shuying(player, skill) {
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let num = 1;
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@@ -27,6 +50,43 @@ const dynamicTranslates = {
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return `锁定技,每名敌方角色的回合开始时,若当前轮数小于3,你随机获得其${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。`;
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},
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//白起
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wuan_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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let num = 1;
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if (difficulty == "hard") {
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num = 2;
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} else if (difficulty == "nightmare") {
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num = 3;
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}
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return `锁定技,你可使用的【杀】的次数+${num},【杀】造成的伤害+1。`;
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},
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shashen_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "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3张牌。";
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}
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return "你可以将手牌中的任意牌当【杀】使用或打出。每回合你使用的第一张【杀】造成伤害后,摸2张牌。";
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},
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//夸父
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yinjiang_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "锁定技,当你在出牌阶段摸牌后,获得牌堆底的牌。若该牌为红色,则对所有敌方角色造成1点伤害。当你在同一阶段内以此法造成过两次或更多的伤害后,该技能失效直到回合结束。";
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}
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return "锁定技,当你在出牌阶段摸牌后,获得牌堆底的牌。若该牌为红色,则随机对一名敌方角色造成1点伤害。当你在同一阶段内以此法造成过两次或更多的伤害后,该技能失效直到回合结束。";
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},
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lieben_shuying(player, skill) {
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if (getTianshuDifficulty() == "nightmare") {
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return "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。";
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}
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return "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。";
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},
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//玄女
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xuanlie_shuying(player, skill) {
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const difficulty = getTianshuDifficulty();
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