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noname-shuying/pve/boss/sets/tianshu/skill.js
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Diuse 02e7a642ea 🎉 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

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🔊 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
2026-08-13 17:28:42 +08:00

922 lines
22 KiB
JavaScript

import { lib, game, ui, get, ai, _status, getTianshuDifficulty } from "../../shared.js";
const skills = {
//水神共工 over
shuishen_shuying: {
mode: ["boss"],
forced: true,
group: ["shuishen_shuying_recover", "shuishen_shuying_draw", "shuishen_shuying_damage"],
subSkill: {
recover: {
trigger: { player: "recoverBegin" },
audio: false,
forced: true,
filter(event, player) {
return game.shuying_getDiscardNamesNum() >= 4;
},
async content(event, trigger, player) {
trigger.num++;
},
},
draw: {
trigger: { player: "phaseDrawBegin2" },
audio: false,
forced: true,
filter(event, player) {
return !event.numFixed && game.shuying_getDiscardNamesNum() >= 5;
},
async content(event, trigger, player) {
trigger.num += 5;
},
},
damage: {
trigger: { source: "damageBegin1" },
audio: false,
forced: true,
filter(event, player) {
return game.shuying_getDiscardNamesNum() >= 9;
},
async content(event, trigger, player) {
trigger.num++;
},
},
},
},
tuanliu_shuying: {
mode: ["boss"],
trigger: { player: "phaseJieshuBegin" },
audio: false,
forced: true,
filter(event, player) {
return game.shuying_getDiscardNum() > 4;
},
async content(event, trigger, player) {
let hp = 2;
let card = 4;
let damage = 1;
if (getTianshuDifficulty() == "nightmare") {
hp = 3;
card = 6;
}
const num = game.shuying_getDiscardNum();
if (num > 4) await player.recover(hp);
if (num > 5) await player.draw(card);
if (num > 9) {
for (const target of player.getEnemies(null, false).filter(target => target.isIn())) {
player.line(target);
await target.damage(player, damage);
}
}
},
},
juehong_shuying: {
mode: ["boss"],
trigger: { player: "phaseZhunbeiBegin" },
audio: false,
forced: true,
filter(event, player) {
return player.getEnemies(null, false).some(target => target.isIn());
},
async content(event, trigger, player) {
for (const target of player.getEnemies(null, false).filter(target => target.isIn())) {
player.line(target);
if (target.countCards("e")) await target.chooseToDiscard("e", true, target.countCards("e"));
else if (target.countCards("h")) await target.discard(target.getCards("h").randomGets(Math.min(2, target.countCards("h"))));
}
},
},
//火神祝融 over
xingxia_shuying: {
mode: ["boss"],
audio: false,
trigger: {
player: "phaseUseBegin",
},
forced: true,
locked: true,
filter(event, player) {
const enemies = player.getEnemies(null, false);
return (
game.hasPlayer(target => {
return target.isIn() && !enemies.includes(target);
}) &&
enemies.some(target => target.isIn())
);
},
async content(event, trigger, player) {
const difficulty = getTianshuDifficulty();
const enemies = player
.getEnemies(null, false)
.filter(target => target.isIn());
const friends = game.filterPlayer(target => {
return target.isIn() && !enemies.includes(target);
});
if (!friends.length || !enemies.length) return;
const friend = friends.randomGet();
player.line(friend, "fire");
await friend.damage(1, player, "fire");
let discardNum = 1;
let damageNum = 1;
if (difficulty == "hard") {
discardNum = 2;
} else if (difficulty == "nightmare") {
discardNum = 3;
damageNum = 2;
}
for (const target of enemies) {
if (!target.isIn()) continue;
const canDiscard =
target.countCards("he", card => {
return (
get.color(card, target) == "red" &&
lib.filter.cardDiscardable(card, target)
);
}) >= discardNum;
let discarded = false;
if (canDiscard) {
const result = await target
.chooseToDiscard(
"he",
discardNum,
`行夏:弃置${get.cnNumber(discardNum)}张红色牌,或受到${get.cnNumber(damageNum)}点火焰伤害`
)
.set("filterCard", (card, target) => {
return (
get.color(card, target) == "red" &&
lib.filter.cardDiscardable(card, target)
);
})
.set("source", player)
.set("damageNum", damageNum)
.set("ai", card => {
const target = get.player();
const damageNum = get.event().damageNum;
if (target.hp <= damageNum) {
return 12 - get.value(card);
}
return 7 - get.value(card);
})
.forResult();
discarded = result.bool;
}
if (!discarded && target.isIn()) {
player.line(target, "fire");
await target.damage(damageNum, player, "fire");
}
}
},
ai: {
threaten: 1.8,
},
},
baoyan_shuying: {
mode: ["boss"],
audio: false,
trigger: {
global: "damageSource",
},
forced: true,
locked: true,
filter(event, player) {
return event.num > 0 && event.hasNature("fire");
},
async content(event, trigger, player) {
player.addMark("baoyan_shuying", 1, false);
},
marktext: "炎",
intro: {
name: "炎",
content: "mark",
},
group: "baoyan_shuying_burst",
subSkill: {
burst: {
audio: false,
trigger: {
player: "phaseEnd",
},
forced: true,
locked: true,
filter(event, player) {
return (
player.countMark("baoyan_shuying") > 0 &&
player
.getEnemies(null, false)
.some(target => target.isIn())
);
},
async content(event, trigger, player) {
const num = player.countMark("baoyan_shuying");
player.removeMark("baoyan_shuying", num, false);
const enemies = player
.getEnemies(null, false)
.filter(target => target.isIn());
if (!enemies.length) return;
if (getTianshuDifficulty() == "nightmare") {
const target = enemies.randomGet();
player.line(target, "fire");
await target.damage(num, player, "fire");
return;
}
const targets = enemies.randomGets(
Math.min(num, enemies.length)
);
for (const target of targets) {
if (!target.isIn()) continue;
player.line(target, "fire");
await target.damage(1, player, "fire");
}
},
},
},
ai: {
threaten: 1.7,
},
},
huoshen_shuying: {
mode: ["boss"],
audio: false,
trigger: {
global: "damageSource",
},
forced: true,
locked: true,
filter(event, player) {
return (
getTianshuDifficulty() == "nightmare" &&
event.num > 0 &&
event.hasNature("fire")
);
},
async content(event, trigger, player) {
if (player.isDamaged()) {
await player.recover();
await player.draw();
} else {
await player.draw(3);
}
},
ai: {
threaten: 2,
},
},
//白起 over
changsheng_shuying: {
mode: ["boss"],
audio: false,
forced: true,
locked: true,
mod: {
targetInRange(card, player, target) {
const difficulty = getTianshuDifficulty();
if (
difficulty != "hard" &&
card.name == "sha"
) {
return true;
}
},
},
ai: {
unequip: true,
threaten: 1.2,
},
},
shashen_shuying: {
mode: ["boss"],
audio: false,
enable: ["chooseToUse", "chooseToRespond"],
filterCard: true,
position: "h",
viewAs: { name: "sha" },
viewAsFilter(player) {
return (
getTianshuDifficulty() != "normal" &&
player.countCards("h") > 0
);
},
prompt: "将一张手牌当【杀】使用或打出",
check(card) {
return 6 - get.value(card);
},
group: "shashen_shuying_draw",
subSkill: {
draw: {
trigger: { source: "damageEnd" },
forced: true,
locked: true,
usable(skill, player) {
return getTianshuDifficulty() == "hard"
? 1
: Infinity;
},
filter(event, player) {
const difficulty = getTianshuDifficulty();
if (
difficulty == "normal" ||
event.card?.name != "sha"
) {
return false;
}
if (difficulty == "nightmare") {
return true;
}
// 困难难度只检查本回合使用的第一张【杀】
const useEvent = event.getParent("useCard");
if (!useEvent) return false;
const firstSha = player.getHistory(
"useCard",
evt => evt.card.name == "sha"
)[0];
return useEvent == firstSha;
},
async content(event, trigger, player) {
const num =
getTianshuDifficulty() == "nightmare"
? 3
: 2;
await player.draw(num);
},
},
},
ai: {
respondSha: true,
skillTagFilter(player) {
return (
getTianshuDifficulty() != "normal" &&
player.countCards("h") > 0
);
},
order(item, player) {
return get.order({ name: "sha" }, player) - 0.1;
},
},
},
wuan_shuying: {
mode: ["boss"],
audio: false,
forced: true,
locked: true,
mod: {
cardUsable(card, player, num) {
if (card.name != "sha") return;
const difficulty = getTianshuDifficulty();
if (difficulty == "nightmare") {
return num + 3;
}
if (difficulty == "hard") {
return num + 2;
}
return num + 1;
},
},
trigger: { source: "damageBegin1" },
filter(event, player) {
return event.card?.name == "sha";
},
async content(event, trigger, player) {
trigger.num++;
},
ai: {
damageBonus: true,
threaten: 2,
},
},
//夸父 over
shenqu_shuying: {
mode: ["boss"],
audio: false,
trigger: { player: "damageEnd" },
forced: true,
locked: true,
filter(event, player) {
return (
getTianshuDifficulty() == "nightmare" &&
player.countCards("h", card => get.color(card) == "red") > 0
);
},
async content(event, trigger, player) {
const cards = player.getCards("h", card => get.color(card) == "red");
await player.lose(cards, ui.cardPile);
await player.draw(cards.length);
},
ai: {
threaten: 1.5,
},
},
lieben_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
trigger: { player: "useCardToPlayered" },
forced: true,
locked: true,
filter(event, player) {
return (
event.card.name == "sha" &&
event.isFirstTarget &&
ui.cardPile.lastChild
);
},
async content(event, trigger, player) {
const judge = player.judge(card => {
return get.color(card) == "red" ? 2 : -1;
});
judge.directresult = ui.cardPile.lastChild;
judge.judge2 = result => result.bool;
const result = await judge.forResult();
if (!result.bool) return;
const useEvent = trigger.getParent();
if (useEvent.addCount !== false) {
useEvent.addCount = false;
const stat = player.getStat().card;
if (typeof stat.sha == "number") {
stat.sha--;
}
}
if (getTianshuDifficulty() == "nightmare") {
useEvent.baseDamage = (useEvent.baseDamage || 1) + 1;
}
},
ai: {
threaten: 1.4,
},
},
yinjiang_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
trigger: { player: "drawEnd" },
forced: true,
locked: true,
filter(event, player) {
return (
player.isPhaseUsing() &&
!player.hasSkill("yinjiang_shuying_disabled") &&
ui.cardPile.lastChild
);
},
async content(event, trigger, player) {
const card = ui.cardPile.lastChild;
await player.gain(card, "gain2");
if (get.color(card) != "red") return;
const enemies = player
.getEnemies(null, false)
.filter(target => target.isIn());
if (!enemies.length) return;
const targets =
getTianshuDifficulty() == "nightmare"
? enemies
: [enemies.randomGet()];
let count = 0;
for (const target of targets) {
if (!target?.isIn()) continue;
player.line(target);
const damageEvent = target.damage(1, player);
await damageEvent;
// 只统计实际成立的伤害事件
if (player.getHistory("sourceDamage").includes(damageEvent)) {
count++;
}
}
if (!count) return;
player.storage.yinjiang_shuying_count =
(player.storage.yinjiang_shuying_count || 0) + count;
if (player.storage.yinjiang_shuying_count >= 2) {
player.addTempSkill("yinjiang_shuying_disabled", {
player: "phaseAfter",
});
}
},
group: "yinjiang_shuying_clear",
subSkill: {
clear: {
trigger: { player: "phaseUseEnd" },
silent: true,
charlotte: true,
async content(event, trigger, player) {
delete player.storage.yinjiang_shuying_count;
},
},
disabled: {
charlotte: true,
},
},
ai: {
threaten: 2,
},
},
zhuri_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
forced: true,
locked: true,
group: ["zhuri_shuying_draw", "zhuri_shuying_bottom"],
subSkill: {
draw: {
trigger: { player: "useCard" },
forced: true,
locked: true,
filter(event, player) {
return get.color(event.card) == "red";
},
async content(event, trigger, player) {
await player.draw();
},
},
bottom: {
trigger: { global: "useCardAfter" },
forced: true,
locked: true,
filter(event, player) {
return (
event.targets?.includes(player) &&
(event.card.name == "sha" ||
get.type(event.card) == "trick") &&
event.cards?.someInD("d")
);
},
async content(event, trigger, player) {
const cards = trigger.cards.filterInD("d");
if (!cards.length) return;
game.log(cards, "被置于牌堆底");
await game.cardsGotoPile(cards);
},
},
},
ai: {
threaten: 1.8,
},
},
//少昊 over
baiyi_shuying: {
mode: ["boss"],
trigger: { global: "phaseBegin" },
forced: true,
logTarget: "player",
filter(event, player) {
return (
game.roundNumber < 7 &&
event.player?.isIn() &&
player.getEnemies(null, false).includes(event.player)
);
},
async content(event, trigger, player) {
let num = 1;
const target = trigger.player;
player.line(target);
const difficulty = getTianshuDifficulty();
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
if (game.roundNumber < 3 && target.countGainableCards(player, "he") > 0) {
const cards = target.getCards("he").randomGets(Math.min(num, target.countCards("he")));
await player.gain(cards, target, "giveAuto");
}
if (game.roundNumber < 5 && target.isIn()) {
await target.damage(num, "thunder", player);
}
if (game.roundNumber < 7 && target.isIn()) {
const cards = target
.getCards("he")
.filter(card => lib.filter.cardDiscardable(card, target, "baiyi_shuying"))
.randomGets(num);
if (cards.length) {
await target.discard(cards);
}
}
},
ai: {
threaten: 3,
},
},
shenen_shuying: {
mode: ["boss"],
forced: true,
global: "shenen_shuying_global",
subSkill: {
global: {
mod: {
targetInRange(card, player, target) {
const owner = game.findPlayer(current => current.hasSkill("shenen_shuying"));
if (owner && !owner.getEnemies(null, false).includes(player)) return true;
},
},
},
},
ai: {
threaten: 1.5,
},
},
//玄女 over
xuanlie_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
trigger: { player: "phaseJieshuBegin" },
forced: true,
locked: true,
filter(event, player) {
return game.hasPlayer(current => {
return (
current.isIn() &&
player.getEnemies(null, false).includes(current) &&
player.getHistory("gain", evt => evt.getl?.(current)?.cards2?.length).length
);
});
},
async content(event, trigger, player) {
const targets = game.filterPlayer(current => {
return (
current.isIn() &&
player.getEnemies(null, false).includes(current) &&
player.getHistory("gain", evt => evt.getl?.(current)?.cards2?.length).length
);
});
let num = 2;
if (getTianshuDifficulty() == "normal") num = 1;
for (const target of targets) {
player.line(target);
await target.damage(num, player);
}
},
ai: {
threaten: 2,
},
},
jiutian_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
locked: true,
filter(event, player) {
return player.getEnemies(null, false).some(target => target.isIn() && target.countGainableCards(player, "h") > 0);
},
async content(event, trigger, player) {
let num = 2;
const difficulty = getTianshuDifficulty();
if (difficulty == "normal") num = 1;
const targets = player.getEnemies(null, false).filter(target => target.isIn() && target.countGainableCards(player, "h") > 0);
const gained = [];
for (const target of targets) {
const cards = target.getCards("h").randomGets(Math.min(num, target.countCards("h")));
if (cards.length) {
player.line(target);
await player.gain(cards, target, "giveAuto");
gained.addArray(cards);
}
}
if (!gained.length) return;
const colors = gained.map(card => get.color(card, player)).unique();
const suits = gained.map(card => get.suit(card, player)).unique();
if (colors.length >= 2) {
for (const target of targets) {
if (!target.isIn()) continue;
player.line(target);
target.damage(1, player);
}
}
if (difficulty == "nightmare" && suits.length >= 4) {
for (const target of targets) {
if (!target.isIn()) continue;
player.line(target);
await target.loseHp();
}
}
},
ai: {
threaten: 3,
},
},
dishi_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:1",
trigger: { player: "useCard2" },
filter(event, player) {
if (!event.targets?.length) return false;
if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
const info = get.info(event.card);
if (event.targets.length == 1) {
if (info.allowMultiple == false || info.multitarget) return false;
return game.hasPlayer(current => {
return (
!event.targets.includes(current) &&
lib.filter.targetEnabled2(event.card, player, current) &&
lib.filter.targetInRange(event.card, player, current)
);
});
}
return event.targets.length > 1;
},
async cost(event, trigger, player) {
if (trigger.targets.length == 1) {
event.result = await player
.chooseTarget(get.prompt(event.skill), `为${get.translation(trigger.card)}增加一个目标`, (card, player, target) => {
const trigger = get.event().getTrigger();
return (
!trigger.targets.includes(target) &&
lib.filter.targetEnabled2(trigger.card, player, target) &&
lib.filter.targetInRange(trigger.card, player, target)
);
})
.set("ai", target => {
const player = get.player();
const trigger = get.event().getTrigger();
const effect = get.effect(target, trigger.card, player, player);
if (player.getEnemies(null, false).includes(target)) return effect;
return Math.min(0, effect);
})
.forResult();
}
else {
event.result = await player
.chooseTarget(get.prompt(event.skill), `令${get.translation(trigger.card)}减少一个目标`, (card, player, target) => {
return get.event().getTrigger().targets.includes(target);
})
.set("ai", target => {
const player = get.player();
const trigger = get.event().getTrigger();
return -get.effect(target, trigger.card, player, player);
})
.forResult();
}
},
async content(event, trigger, player) {
const target = event.targets[0];
player.line(target);
if (trigger.targets.includes(target)) {
trigger.targets.remove(target);
game.log(target, "不再是", trigger.card, "的目标");
}
else {
trigger.targets.add(target);
game.log(target, "成为了", trigger.card, "的额外目标");
}
},
ai: {
threaten: 1.6,
},
},
//旱魃 over
xinji_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
trigger: { global: "loseAfter" },
forced: true,
locked: true,
filter(event, player) {
return (
_status.currentPhase &&
_status.currentPhase.isIn() &&
event.player?.isIn() &&
event.player != _status.currentPhase &&
!player.getEnemies(null, false).includes(event.player) &&
event.type == "discard" &&
event.cards2?.some(card => get.position(card, true) == "d" && event.hs?.includes(card))
);
},
async content(event, trigger, player) {
const difficulty = getTianshuDifficulty();
const num = difficulty == "nightmare" ? 2 : 1;
const target = _status.currentPhase;
player.line(target);
await target.damage(num, player);
},
ai: {
threaten: 1.6,
},
},
zhiri_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
trigger: { global: "useCardToPlayered" },
forced: true,
locked: true,
filter(event, player) {
return (
event.isFirstTarget &&
event.player?.isIn() &&
player.getEnemies(null, false).includes(event.player) &&
get.type2(event.card) == "trick" &&
get.color(event.card) == "red"
);
},
async content(event, trigger, player) {
let num = 1;
const difficulty = getTianshuDifficulty();
if (difficulty == "hard") {
num = 2;
} else if (difficulty == "nightmare") {
num = 3;
}
await player.draw(num);
},
ai: {
threaten: 1.4,
},
},
fenshi_shuying: {
mode: ["boss"],
audio: "ext:术樱包/pve/audio/skill/天书乱斗:2",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
locked: true,
filter(event, player) {
const num = player.countCards("h") - player.hp;
if (num < 0) return true;
if (num > 0) return player.getEnemies(null, false).some(target => target.isIn());
return false;
},
async content(event, trigger, player) {
const num = player.countCards("h") - player.hp;
if (num < 0) {
await player.draw(-num);
return;
}
const enemies = player.getEnemies(null, false).filter(target => target.isIn());
const map = new Map();
for (let i = 0; i < num && enemies.length; i++) {
const target = enemies.randomGet();
map.set(target, (map.get(target) || 0) + 1);
}
for (const [target, damage] of map) {
if (!target.isIn()) continue;
player.line(target);
await target.damage(damage, player);
}
},
ai: {
threaten: 2,
},
},
};
export default skills;