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noname-shuying/pve/boss/sets/zhuoguiquxie/dynamicTranslate.js
T
Diuse 49cb75d813 ✨ feat: 整合活动BOSS主题并完善捉鬼驱邪内容
✨ feat: 统一活动BOSS主题入口与武将包合并流程
✨ feat: 补充十二生肖及捉鬼驱邪武将、技能和配音资源
✨ feat: 支持更新时安全清理废弃文件与目录
2026-08-12 03:32:07 +08:00

172 lines
6.7 KiB
JavaScript

import { getTianshuDifficulty } from "../../shared.js";
const dynamicTranslates = {
//孟婆
aotang_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
if (difficulty == "nightmare") {
return "锁定技,你的回合开始时,令随机两名敌方角色遗忘所有武将技能直到你的下回合开始。";
}
if (difficulty == "hard") {
return "锁定技,你的回合开始时,令随机一名敌方角色遗忘所有武将技能直到你的下回合开始。";
}
return "锁定技,你的回合开始时,令随机一名敌方角色随机遗忘1个武将技能直到你的下回合开始。";
},
yunju_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
let num = 1;
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
return `锁定技,敌方角色的回合结束时,该角色随机弃置${num}张手牌。`;
},
//豹尾
eli_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
if (difficulty == "nightmare") {
return "锁定技,你对敌方角色造成伤害时,你进行一次判定:若结果为红色,此伤害+1;若结果为黑色,你摸1张牌并获得“完杀”直到回合结束。";
}
return "锁定技,你每回合首次对敌方角色造成伤害时,你进行一次判定:若结果为红色,此伤害+1;若结果为黑色,你获得“完杀”直到回合结束。";
},
//鸟嘴
bingyi_shuying(player, skill) {
const num = getTianshuDifficulty() == "nightmare" ? 8 : 5;
return `锁定技,每回合首次失去最后的手牌时,你摸${num}张牌。`;
},
suoxue_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
let num = 1;
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
return `每回合限${get.cnNumber(num)}次,你使用伤害牌指定单一目标后,若其手牌数大于你,你可将手牌摸至与该角色相同(至多5张);若其手牌数小于你,你可弃置一张手牌令此牌不能抵消。`;
},
//牛头马面
xiaoshou_shuying(player, skill) {
const num = getTianshuDifficulty() == "nightmare" ? 3 : 2;
return `锁定技,准备阶段,你对随机一名敌方角色造成${num}点伤害。`;
},
manji_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
let num = 1;
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
const extra =
difficulty == "nightmare"
? "且你此阶段使用【杀】次数+1"
: "";
return `你使用【杀】指定单一目标后,你可以弃置该角色${num}张手牌。若其中有【杀】,你本次【杀】的伤害+1${extra}。`;
},
//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}。`
},
//鬼王
jizhou_shuying(player, skill) {
const num = getTianshuDifficulty() == "nightmare" ? 2 : 1;
return `锁定技,敌方角色的出牌阶段开始时,你进行一次判定,然后其选择一项:1.弃置任意张点数之和大于判定结果的牌,你获得${num}个“噬”标记;2.失去${num}点体力。`;
},
danshi_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
let num = 1;
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
return `锁定技,你受到伤害时此伤害+1,然后你摸${num}张牌并移去1个“噬”。`;
},
};
export default dynamicTranslates;