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noname-shuying/pve/boss/sets/tianshu/dynamicTranslate.js
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2026-08-13 17:28:42 +08:00

128 lines
5.5 KiB
JavaScript

import { getTianshuDifficulty } from "../../shared.js";
const dynamicTranslates = {
//水神共工
tuanliu_shuying(player, skill) {
let hp = 2;
let card = 4;
let damage = 1;
if (getTianshuDifficulty() == "nightmare") {
hp = 3;
card = 6;
}
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${damage}点伤害。`
},
//火神祝融
xingxia_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
let discardNum = 1;
let damageNum = 1;
if (difficulty == "hard") {
discardNum = 2;
} else if (difficulty == "nightmare") {
discardNum = 3;
damageNum = 2;
}
return `锁定技,出牌阶段开始时,你对随机一名友方角色造成1点火焰伤害,然后令所有敌方角色选择一项:1.弃置${discardNum}张红色牌;2.受到你造成的${damageNum}点火焰伤害。`;
},
baoyan_shuying(player, skill) {
if (getTianshuDifficulty() == "nightmare") {
return "锁定技,每当有角色造成火焰伤害后,你获得1个“炎”标记。你的回合结束时,弃置所有“炎”标记,随机对一名敌方角色造成X点火焰伤害。(X为弃置的“炎”标记数)";
}
return "锁定技,每当有角色造成火焰伤害后,你获得1个“炎”标记。你的回合结束时,弃置所有“炎”标记,随机对X名敌方角色各造成1点火焰伤害。(X为弃置的“炎”标记数)";
},
//少昊
baiyi_shuying(player, skill) {
let num = 1;
const difficulty = getTianshuDifficulty();
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
return `锁定技,每名敌方角色的回合开始时,若当前轮数小于3,你随机获得其${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。`;
},
//白起
wuan_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
let num = 1;
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
return `锁定技,你可使用的【杀】的次数+${num},【杀】造成的伤害+1。`;
},
shashen_shuying(player, skill) {
if (getTianshuDifficulty() == "nightmare") {
return "你可以将手牌中的任意牌当【杀】使用或打出。你使用的【杀】造成伤害后,摸3张牌。";
}
return "你可以将手牌中的任意牌当【杀】使用或打出。每回合你使用的第一张【杀】造成伤害后,摸2张牌。";
},
//夸父
yinjiang_shuying(player, skill) {
if (getTianshuDifficulty() == "nightmare") {
return "锁定技,当你在出牌阶段摸牌后,获得牌堆底的牌。若该牌为红色,则对所有敌方角色造成1点伤害。当你在同一阶段内以此法造成过两次或更多的伤害后,该技能失效直到回合结束。";
}
return "锁定技,当你在出牌阶段摸牌后,获得牌堆底的牌。若该牌为红色,则随机对一名敌方角色造成1点伤害。当你在同一阶段内以此法造成过两次或更多的伤害后,该技能失效直到回合结束。";
},
lieben_shuying(player, skill) {
if (getTianshuDifficulty() == "nightmare") {
return "锁定技,当你使用【杀】指定目标后,使用牌堆底的牌进行一次判定:若判定结果为红色,则此【杀】不计入出牌阶段使用次数且伤害+1。";
}
return "锁定技,当你使用【杀】指定目标后,使用牌堆底的牌进行一次判定:若判定结果为红色,则此【杀】不计入出牌阶段使用次数。";
},
//玄女
xuanlie_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
const num = difficulty == "normal" ? 1 : 2;
return `锁定技,回合结束时,对所有本回合你获得过其牌的敌方角色依次造成${num}点伤害。`;
},
jiutian_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
const num = difficulty == "normal" ? 1 : 2;
const extra =
difficulty == "normal" || difficulty == "hard"
? ""
: "若这些牌包含4种花色,这些角色再额外失去1点体力。";
return `锁定技,准备阶段,你获得所有敌方角色各${num}张手牌。若你以此法获得的牌包含2种颜色,则对所有你以此法获得其牌的敌方角色造成1点伤害。${extra}`;
},
xinji_shuying(player, skill) {
const difficulty = getTianshuDifficulty();
const num = difficulty == "nightmare" ? 2 : 1;
return `锁定技,当友方于回合外因弃置而失去手牌时,你对当前角色造成${num}点伤害。`
},
zhiri_shuying(player, skill) {
let num = 1;
const difficulty = getTianshuDifficulty();
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
return `锁定技,当敌方角色使用红色锦囊牌指定目标后,你摸${num}张牌。`
},
};
export default dynamicTranslates;