Files
noname-shuying/mengsan/relics/combat.js
T
2026-10-08 23:46:57 +08:00

108 lines
5.9 KiB
JavaScript

import { applyMengsanDebuff } from "../monsters/artifact-status.js";
import { ironcladBlocksEnergy, ironcladStrengthPenalty } from "../cards/ironclad-hooks.js";
import { isAttackCard } from "../monsters/vine-tangled.js";
export function createOpeningEffects(game, owner, refreshEnergy, random = Math.random) {
const enemies = () => game.players.filter(player =>
player !== owner && player.isAlive() &&
player.storage?.mengsanCamp_shuying === "enemy");
const addStatus = (player, key, skill, amount) => {
if (key === "mengsanVulnerable_shuying" || key === "mengsanWeak_shuying")
return applyMengsanDebuff(player, key === "mengsanWeak_shuying" ? "weak" : "vulnerable", amount, owner);
player.storage[key] = (player.storage[key] || 0) + amount;
player.addSkill(skill);
player.markSkill(skill);
};
return async relic => {
if (relic.effect === "firstTurnEnergy") {
if (!ironcladBlocksEnergy(owner)) owner.storage.mengsanEnergy_shuying += relic.amount;
refreshEnergy();
} else if (relic.effect === "energy" || relic.effect === "nextEnergy") {
if (!ironcladBlocksEnergy(owner)) owner.storage.mengsanEnergy_shuying = Math.max(0,(owner.storage.mengsanEnergy_shuying || 0)+relic.amount);
refreshEnergy();
} else if (["openingBlock","nextBlock","plating"].includes(relic.effect)) {
await owner.changeHujia(relic.amount);
} else if (relic.effect === "openingHeal" || relic.effect === "healAbsolute") {
await owner.recover(relic.amount);
} else if (relic.effect === "openingLoseHp") {
await owner.loseHp(relic.amount);
} else if (relic.effect === "targetDamage") {
if (relic.target?.isAlive()) {
const damage=relic.target.damage(relic.amount,owner,"nocard"); damage.mengsanScriptedSkill_shuying=true; await damage;
}
} else if (relic.effect === "randomDamage") {
const targets=enemies(),target=targets[Math.floor(random()*targets.length)];
if(target){const damage=target.damage(relic.amount,owner,"nocard");damage.mengsanScriptedSkill_shuying=true;await damage;}
} else if (relic.effect === "openingStrength") {
addStatus(owner, "mengsanStrength_shuying",
"mengsan_raider_strength_shuying", relic.amount);
} else {
for (const target of enemies()) {
if (!owner.isAlive()) break;
if (!target.isAlive()) continue;
if (relic.effect === "openingVulnerable") {
addStatus(target, "mengsanVulnerable_shuying",
"mengsan_vulnerable_shuying", relic.amount);
} else if (relic.effect === "openingWeak") {
addStatus(target, "mengsanWeak_shuying",
"mengsan_weak_shuying", relic.amount);
} else if (relic.effect === "openingEnemyStrength") {
addStatus(target,"mengsanStrength_shuying","mengsan_raider_strength_shuying",relic.amount);
} else if (relic.effect === "openingDamage") {
const damage = target.damage(relic.amount, owner, "nocard");
damage.mengsanScriptedSkill_shuying = true;
await damage;
}
}
}
};
}
export function createRelicCombatSkills(getBattle, getOwner) {
return {
mengsan_relic_attack_shuying: {
trigger: { global: "damageBegin1" },
forced: true, silent: true, popup: false, priority: 80,
filter(event) {
const source = event.source;
return Boolean(getBattle()?.session.active && (isAttackCard(event.card) || event.mengsanAttack_shuying) &&
!event.mengsanScriptedSkill_shuying &&
(source === getOwner() ||
source?.storage?.mengsanWeak_shuying > 0));
},
async content(event, trigger) {
const source = trigger.source;
if (source === getOwner()) {
trigger.num = Math.max(0, trigger.num + (source.storage.mengsanStrength_shuying || 0) - ironcladStrengthPenalty(source));
trigger.num = getBattle().relics?.outgoingDamage(trigger) ?? trigger.num;
}
if (source.storage.mengsanWeak_shuying > 0) {
trigger.num = Math.floor(trigger.num * (source !== getOwner() && getBattle().relics?.has("paper_krane") ? 0.6 : 0.75));
}
},
},
mengsan_relic_boot_shuying: {
trigger:{global:"damageBegin2"},forced:true,silent:true,popup:false,priority:-1000,
filter(event){return Boolean(getBattle()?.session.active && event.source===getOwner() && (isAttackCard(event.card) || event.mengsanAttack_shuying) && !event.mengsanScriptedSkill_shuying);},
async content(event,trigger){trigger.num=getBattle().relics?.lateOutgoingDamage(trigger) ?? trigger.num;},
},
mengsan_weak_shuying: {
mark: true, marktext: "弱",
onremove(player) { delete player.storage.mengsanWeak_shuying; },
intro: { content(storage, player) {
return `剩余${player.storage.mengsanWeak_shuying || 0}回合:` +
"攻击伤害减少25%(向下取整)";
} },
trigger: { player: "phaseAfter" },
forced: true, silent: true, popup: false,
async content(event, trigger, player) {
player.storage.mengsanWeak_shuying = Math.max(0,
(player.storage.mengsanWeak_shuying || 0) - 1);
if (player.storage.mengsanWeak_shuying) {
player.markSkill("mengsan_weak_shuying");
} else player.removeSkill("mengsan_weak_shuying");
},
},
};
}