koishi-plugin-ggcevo-game 1.4.41 → 1.4.43

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -317,7 +317,7 @@ export declare const BattleEffectProcessor: {
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  } | null;
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  } | null;
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  /** 远古预兆处理(概率免疫能量伤害)- 增加boost参数 */
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- handleAncientOmen: (targetBoss: any, weaponData: any, boost: number) => {
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+ handleAncientOmen: (targetBoss: any, weaponData: any) => {
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  isImmune: boolean;
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  messages: string[];
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  targetUpdates: {
@@ -325,12 +325,6 @@ export declare const BattleEffectProcessor: {
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  updates: Partial<BattleStatistics>;
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  } | null;
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  } | null;
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- /** 闪电冲锋处理(提升其他技能概率) - 修正版 */
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- handleLightningCharge: (targetBoss: any) => {
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- ancientOmenBoost: number;
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- psychicForgeBoost: number;
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- messages: string[];
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- };
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  /** 超视距穿梭处理(层数相关伤害调整) */
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  handleHyperRangeShift: (targetBoss: any) => {
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  nerfMultiplier: number;
@@ -338,7 +332,7 @@ export declare const BattleEffectProcessor: {
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  messages: string[];
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  };
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  /** 灵能构造炉处理(随机获得技能)- 增加boost参数 */
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- handlePsychicForge: (targetBoss: any, boost?: number) => {
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+ handlePsychicForge: (targetBoss: any) => {
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  messages: string[];
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  newSkill: string | null;
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  targetUpdates: {
@@ -179,10 +179,6 @@ export declare const passiveConfig: {
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  type: string;
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  description: string;
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  };
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- 闪电冲锋: {
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- type: string;
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- description: string;
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- };
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  超视距穿梭: {
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  type: string;
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  description: string;
package/lib/index.js CHANGED
@@ -1449,12 +1449,8 @@ var passiveConfig = {
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  description: "受击获得1层「光影之刃」(上限50层)"
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  },
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  "远古预兆": {
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- type: "状态免疫(能量伤害免疫)",
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- description: "受击时1%概率免疫非热能伤害并回复100点能量"
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- },
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- "闪电冲锋": {
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- type: "状态增强(触发概率提升)",
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- description: "每层「光影之刃」使「远古预兆」和「灵能构造炉」触发概率提升0.5%"
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+ type: "状态免疫(伤害免疫)+状态增强(触发概率提升)",
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+ description: "受击时1%概率免疫非热能伤害并回复100点能量,每层「光影之刃」使触发概率提升0.5%"
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  },
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  "超视距穿梭": {
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  type: "伤害增减(条件性)",
@@ -1478,7 +1474,7 @@ var passiveConfig = {
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  },
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  "轰炸引导": {
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  type: "生存强化(能量回复)",
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- description: "受击时10%概率回复(「光影之刃」层数×50)点能量"
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+ description: "受击时10%概率回复(「光影之刃」层数×10)点能量"
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  }
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  };
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@@ -1542,15 +1538,18 @@ async function calculateTotalDamage(ctx, session, config, equippedWeapon, target
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  const weaponConfigEntry = Object.entries(weaponConfig).find(([_, c]) => c.id === equippedWeapon.weaponId);
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  const [weaponName, weaponData] = weaponConfigEntry;
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  const baseDamage = weaponData.damage * (1 + 0.1 * equippedWeapon.level);
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+ const levelBonusPercent = (0.1 * equippedWeapon.level * 100).toFixed(0);
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+ effectMessage.push(`🔫 ${weaponName}Lv.${equippedWeapon.level}:基础伤害+${levelBonusPercent}%`);
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  let totalAdditive = 0;
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  const tagAdditive = await calculateTagMultiplier(weaponData, finalTags, equippedWeapon);
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  totalAdditive += tagAdditive;
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- const { totalModAdd, hasCrit } = calculateModifiers(
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+ const { totalModAdd, hasCrit, modMessages } = calculateModifiers(
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  equippedWeapon,
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  weaponName,
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  await checkCritRhythm(ctx, handle)
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  );
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  totalAdditive += totalModAdd;
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+ effectMessage.push(...modMessages);
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  const careerBonus = await calculateCareerAdditive(ctx, handle, weaponData.type, weaponData.id);
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  totalAdditive += careerBonus.value;
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  if (careerBonus.message) effectMessage.push(careerBonus.message);
@@ -1566,7 +1565,6 @@ async function calculateTotalDamage(ctx, session, config, equippedWeapon, target
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  let finalDamage = baseDamage * (1 + totalAdditive);
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  if (finalDamage < 1) {
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  finalDamage = 1;
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- effectMessage.push("⚠️ 触发伤害保底机制:强制造成1点伤害");
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  }
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  return {
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  damage: Math.round(finalDamage),
@@ -1607,33 +1605,45 @@ __name(calculateTagMultiplier, "calculateTagMultiplier");
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  function calculateModifiers(equippedWeapon, weaponName, hasCritRhythm) {
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  let totalModAdd = 0;
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  let hasCrit = false;
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+ const modMessages = [];
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  let crystalCrit = 0;
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  let overloadCrit = 0;
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  let rhythmCrit = 0;
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  let weaponCrit = 0;
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  if (weaponName === "MK-4激光步枪") {
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  weaponCrit = 80;
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+ modMessages.push(`🔫 【MK-4激光步枪】武器效果:暴击率+${weaponCrit}%`);
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  }
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  equippedWeapon.installedMods.forEach((mod) => {
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  if (mod === "动能增幅") {
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  totalModAdd += 0.2;
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+ modMessages.push(`🛠️ 【动能增幅】生效:攻击伤害+20%`);
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  }
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  if (mod === "裂甲核心" && weaponName === modConfig[mod].exclusiveTo) {
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  totalModAdd += 0.4;
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+ modMessages.push(`🛠️ 【裂甲核心】生效:攻击伤害+40%`);
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  }
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  if (mod === "棱镜水晶") {
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  crystalCrit = 20;
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+ modMessages.push(`🛠️ 【棱镜水晶】生效:暴击率+20%`);
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  }
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  if (mod === "棱镜超载核心" && weaponName === modConfig[mod].exclusiveTo) {
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  overloadCrit = 80;
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+ modMessages.push(`🛠️ 【棱镜超载核心】生效:暴击率+80%`);
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  }
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  });
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  rhythmCrit = hasCritRhythm ? 20 : 0;
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+ if (hasCritRhythm) {
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+ modMessages.push(`🎵 暴击韵律祈愿:暴击率+20%`);
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+ }
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  const totalCritRate = Math.min(
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  crystalCrit + overloadCrit + rhythmCrit + weaponCrit,
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  // 包含武器专属暴击
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  100
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  );
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+ if (totalCritRate > 0) {
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+ modMessages.push(`🎯 总暴击率:${totalCritRate}%`);
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+ }
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  if (totalCritRate > 0) {
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  const roll = Math.random() * 100;
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  if (roll <= totalCritRate) {
@@ -1641,7 +1651,12 @@ function calculateModifiers(equippedWeapon, weaponName, hasCritRhythm) {
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  totalModAdd += 1;
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  }
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  }
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- return { totalModAdd, hasCrit };
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+ return {
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+ totalModAdd,
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+ hasCrit,
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+ modMessages
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+ // 返回模块消息数组
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+ };
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  }
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  __name(calculateModifiers, "calculateModifiers");
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  async function calculateCareerAdditive(ctx, handle, weaponType, weaponId) {
@@ -3510,6 +3525,7 @@ var BattleEffectProcessor = {
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  }
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  return { nerfMultiplier, doubleAstralWind, messages };
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  }, "handleMindFrenzy"),
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+ //宇宙能量
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  handleCosmicEnergy: /* @__PURE__ */ __name(function(targetBoss, damage) {
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  if (!targetBoss.skills.includes("宇宙能量")) {
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  return null;
@@ -3613,7 +3629,7 @@ var BattleEffectProcessor = {
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  };
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  }, "handleBladeOfLight"),
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  /** 远古预兆处理(概率免疫能量伤害)- 增加boost参数 */
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- handleAncientOmen: /* @__PURE__ */ __name(function(targetBoss, weaponData, boost) {
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+ handleAncientOmen: /* @__PURE__ */ __name(function(targetBoss, weaponData) {
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  const messages = [];
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  let isImmune = false;
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  let targetUpdates = null;
@@ -3623,8 +3639,11 @@ var BattleEffectProcessor = {
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  if (weaponData.type === "热能武器") {
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  return null;
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  }
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+ const lightBladeStacks = targetBoss.skillStacks || 0;
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+ const boostPerStack = 5e-3;
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+ const totalBoost = lightBladeStacks * boostPerStack;
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  const baseProbability = 0.01;
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- const actualProbability = Math.min(baseProbability + boost, 1);
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+ const actualProbability = Math.min(baseProbability + totalBoost, 1);
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  if (Math.random() >= actualProbability) {
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  return null;
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  }
@@ -3644,24 +3663,6 @@ var BattleEffectProcessor = {
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  targetUpdates
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  };
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  }, "handleAncientOmen"),
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- /** 闪电冲锋处理(提升其他技能概率) - 修正版 */
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- handleLightningCharge: /* @__PURE__ */ __name(function(targetBoss) {
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- const messages = [];
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- let ancientOmenBoost = 0;
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- let psychicForgeBoost = 0;
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- if (!targetBoss.skills.includes("闪电冲锋")) {
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- return null;
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- }
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- const lightBladeStacks = targetBoss.skillStacks || 0;
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- const boostPerStack = 5e-3;
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- const totalBoost = lightBladeStacks * boostPerStack;
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- ancientOmenBoost = totalBoost;
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- psychicForgeBoost = totalBoost;
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- if (totalBoost > 0) {
3661
- messages.push(`⚡ 【闪电冲锋】生效:「光影之刃」当前${lightBladeStacks}层,「远古预兆」触发概率+${(ancientOmenBoost * 100).toFixed(1)}%,「灵能构造炉」触发概率+${(psychicForgeBoost * 100).toFixed(1)}%`);
3662
- }
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- return { ancientOmenBoost, psychicForgeBoost, messages };
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- }, "handleLightningCharge"),
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3666
  /** 超视距穿梭处理(层数相关伤害调整) */
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  handleHyperRangeShift: /* @__PURE__ */ __name(function(targetBoss) {
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  const messages = [];
@@ -3686,7 +3687,7 @@ var BattleEffectProcessor = {
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  return { nerfMultiplier, buffMultiplier, messages };
3687
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  }, "handleHyperRangeShift"),
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  /** 灵能构造炉处理(随机获得技能)- 增加boost参数 */
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- handlePsychicForge: /* @__PURE__ */ __name(function(targetBoss, boost = 0) {
3690
+ handlePsychicForge: /* @__PURE__ */ __name(function(targetBoss) {
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  const messages = [];
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  let newSkill = null;
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  let targetUpdates = null;
@@ -3700,8 +3701,7 @@ var BattleEffectProcessor = {
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  return null;
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  }
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  const baseProbability = 0.05;
3703
- const actualProbability = Math.min(baseProbability + boost, 1);
3704
- if (Math.random() >= actualProbability) {
3704
+ if (Math.random() >= baseProbability) {
3705
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  return null;
3706
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  }
3707
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  const availableSkills = possibleSkills.filter(
@@ -3717,7 +3717,7 @@ var BattleEffectProcessor = {
3717
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  skillsAdded: [newSkill]
3718
3718
  }
3719
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  };
3720
- messages.push(`⚙️ 【灵能构造炉】触发:${(actualProbability * 100).toFixed(2)}%概率获得新技能「${newSkill}」`);
3720
+ messages.push(`⚙️ 【灵能构造炉】触发:${(baseProbability * 100).toFixed(2)}%概率获得新技能「${newSkill}」`);
3721
3721
  return {
3722
3722
  messages,
3723
3723
  newSkill,
@@ -3798,7 +3798,7 @@ var BattleEffectProcessor = {
3798
3798
  return null;
3799
3799
  }
3800
3800
  const currentStacks = targetBoss.skillStacks || 0;
3801
- const energyGained = currentStacks * 50;
3801
+ const energyGained = currentStacks * 10;
3802
3802
  targetUpdates = {
3803
3803
  name: targetBoss.name,
3804
3804
  updates: {
@@ -3956,8 +3956,6 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
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3956
  let layerReduced = false;
3957
3957
  let bileDetonationTrigger = false;
3958
3958
  const weaponData = weaponConfig[weaponName] || { type: "" };
3959
- let ancientOmenBoost = 0;
3960
- let psychicForgeBoost = 0;
3961
3959
  let doubleAstralWind = false;
3962
3960
  let isolatedImmunityMark = false;
3963
3961
  const processEffect = /* @__PURE__ */ __name((effect, ...args) => {
@@ -3974,28 +3972,13 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
3974
3972
  }
3975
3973
  return result;
3976
3974
  }, "processEffect");
3977
- const lightningResult = BattleEffectProcessor.handleLightningCharge(targetBoss);
3978
- if (lightningResult) {
3979
- ancientOmenBoost = lightningResult.ancientOmenBoost || 0;
3980
- psychicForgeBoost = lightningResult.psychicForgeBoost || 0;
3981
- messages.push(...lightningResult.messages);
3982
- }
3983
3975
  const coldImmuneEffects = [
3984
- {
3985
- effect: BattleEffectProcessor.handleFrostEvolution,
3986
- args: [targetBoss, weaponName, damage]
3987
- },
3988
3976
  {
3989
3977
  effect: BattleEffectProcessor.handleColdAdaptation,
3990
3978
  args: [targetBoss, weaponName]
3991
3979
  }
3992
3980
  ];
3993
- const fireImmuneEffects = [
3994
- {
3995
- effect: BattleEffectProcessor.handleFlameAlien,
3996
- args: [targetBoss, weaponName, damage]
3997
- }
3998
- ];
3981
+ const fireImmuneEffects = [];
3999
3982
  const chanceImmuneEffects = [
4000
3983
  {
4001
3984
  effect: BattleEffectProcessor.handleDeadlyHit,
@@ -4007,7 +3990,7 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
4007
3990
  },
4008
3991
  {
4009
3992
  effect: BattleEffectProcessor.handleAncientOmen,
4010
- args: [targetBoss, weaponData, ancientOmenBoost]
3993
+ args: [targetBoss, weaponData]
4011
3994
  }
4012
3995
  ];
4013
3996
  const allImmuneEffects = [...coldImmuneEffects, ...fireImmuneEffects, ...chanceImmuneEffects];
@@ -4024,7 +4007,7 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
4024
4007
  updateStatsByName(solarFlareResult.targetUpdates.name, solarFlareResult.targetUpdates.updates);
4025
4008
  }
4026
4009
  }
4027
- const carpetBombResult = processEffect(BattleEffectProcessor.handleCarpetBombing, targetBoss);
4010
+ const carpetBombResult = BattleEffectProcessor.handleCarpetBombing(targetBoss);
4028
4011
  if (carpetBombResult) {
4029
4012
  isolatedImmunityMark = carpetBombResult.tempMark || false;
4030
4013
  if (carpetBombResult.nerfMultiplier) {
@@ -4043,6 +4026,8 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
4043
4026
  { effect: BattleEffectProcessor.handleEnergyBlackhole, args: [targetBoss] },
4044
4027
  { effect: BattleEffectProcessor.handleColossalRampage, args: [targetBoss] },
4045
4028
  { effect: BattleEffectProcessor.handleVomit, args: [targetBoss] },
4029
+ { effect: BattleEffectProcessor.handleRampage, args: [targetBoss] },
4030
+ { effect: BattleEffectProcessor.handleHyperRangeShift, args: [targetBoss] },
4046
4031
  // 双参数效果
4047
4032
  { effect: BattleEffectProcessor.handleStructuralArmor, args: [targetBoss, weaponData] },
4048
4033
  { effect: BattleEffectProcessor.handleDisguise, args: [targetBoss, weaponName] },
@@ -4050,9 +4035,7 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
4050
4035
  { effect: BattleEffectProcessor.handleIsolated, args: [targetBoss, activeBosses, isolatedImmunityMark] },
4051
4036
  { effect: BattleEffectProcessor.handleInfectedSpaceStation, args: [targetBoss, activeBosses] },
4052
4037
  { effect: BattleEffectProcessor.handleInfernalBomb, args: [targetBoss, activeBosses] },
4053
- { effect: BattleEffectProcessor.handleHunterAlien, args: [targetBoss, activeBosses, weaponName] },
4054
- { effect: BattleEffectProcessor.handleRampage, args: [targetBoss, activeBosses] },
4055
- { effect: BattleEffectProcessor.handleHyperRangeShift, args: [targetBoss] }
4038
+ { effect: BattleEffectProcessor.handleHunterAlien, args: [targetBoss, activeBosses, weaponName] }
4056
4039
  ];
4057
4040
  for (const effectItem of damageAdjustEffects) {
4058
4041
  const result = processEffect(effectItem.effect, ...effectItem.args);
@@ -4098,7 +4081,6 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
4098
4081
  { effect: BattleEffectProcessor.handlePulse, args: [targetBoss, activeBosses] },
4099
4082
  { effect: BattleEffectProcessor.handleFeeding, args: [targetBoss] },
4100
4083
  { effect: BattleEffectProcessor.handleBurningBurrow, args: [targetBoss] },
4101
- { effect: BattleEffectProcessor.handleCosmicEnergy, args: [targetBoss, damage] },
4102
4084
  { effect: BattleEffectProcessor.handleBombardmentGuide, args: [targetBoss] },
4103
4085
  { effect: BattleEffectProcessor.handleOverdriveShield, args: [targetBoss, activeBosses] }
4104
4086
  ];
@@ -4134,8 +4116,7 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
4134
4116
  }
4135
4117
  }
4136
4118
  const psychicForgeResult = BattleEffectProcessor.handlePsychicForge(
4137
- targetBoss,
4138
- psychicForgeBoost
4119
+ targetBoss
4139
4120
  );
4140
4121
  if (psychicForgeResult) {
4141
4122
  messages.push(...psychicForgeResult.messages);
@@ -4182,14 +4163,56 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
4182
4163
  layerReduced = layerReduceResult.reductionSuccess || false;
4183
4164
  }
4184
4165
  let finalDamage = damage;
4185
- const isLethal = finalDamage >= targetBoss.HP && finalDamage > 0;
4186
- if (!immune) {
4187
- let adjustedNerfMultiplier = totalNerfMultiplier * (1 - ignoreRate);
4188
- const damageMultiplier = 1 + totalBuffMultiplier - adjustedNerfMultiplier;
4189
- finalDamage = Math.max(1, Math.round(damage * damageMultiplier));
4190
- } else {
4166
+ let adjustedNerfMultiplier = totalNerfMultiplier * (1 - ignoreRate);
4167
+ const damageMultiplier = 1 + totalBuffMultiplier - adjustedNerfMultiplier;
4168
+ finalDamage = Math.max(1, Math.round(damage * damageMultiplier));
4169
+ const frostEvolutionResult = BattleEffectProcessor.handleFrostEvolution(
4170
+ targetBoss,
4171
+ weaponName,
4172
+ finalDamage
4173
+ // 使用最新计算的finalDamage
4174
+ );
4175
+ if (frostEvolutionResult) {
4176
+ messages.push(...frostEvolutionResult.messages);
4177
+ if (frostEvolutionResult.targetUpdates) {
4178
+ updateStatsByName(frostEvolutionResult.targetUpdates.name, frostEvolutionResult.targetUpdates.updates);
4179
+ }
4180
+ if (frostEvolutionResult.isImmune) {
4181
+ immune = true;
4182
+ finalDamage = 0;
4183
+ }
4184
+ }
4185
+ const flameAlienResult = BattleEffectProcessor.handleFlameAlien(
4186
+ targetBoss,
4187
+ weaponName,
4188
+ finalDamage
4189
+ // 使用最新计算的finalDamage
4190
+ );
4191
+ if (flameAlienResult) {
4192
+ messages.push(...flameAlienResult.messages);
4193
+ if (flameAlienResult.targetUpdates) {
4194
+ updateStatsByName(flameAlienResult.targetUpdates.name, flameAlienResult.targetUpdates.updates);
4195
+ }
4196
+ if (flameAlienResult.isImmune) {
4197
+ immune = true;
4198
+ finalDamage = 0;
4199
+ }
4200
+ }
4201
+ const cosmicEnergyResult = BattleEffectProcessor.handleCosmicEnergy(
4202
+ targetBoss,
4203
+ finalDamage
4204
+ // 使用最新计算的finalDamage
4205
+ );
4206
+ if (cosmicEnergyResult) {
4207
+ messages.push(...cosmicEnergyResult.messages);
4208
+ if (cosmicEnergyResult.targetUpdates) {
4209
+ updateStatsByName(cosmicEnergyResult.targetUpdates.name, cosmicEnergyResult.targetUpdates.updates);
4210
+ }
4211
+ }
4212
+ if (immune) {
4191
4213
  finalDamage = 0;
4192
4214
  }
4215
+ const isLethal = finalDamage >= targetBoss.HP && finalDamage > 0;
4193
4216
  const survivalSkills = [
4194
4217
  { func: BattleEffectProcessor.handleSurvivalInstinctI, name: "求生本能I" },
4195
4218
  { func: BattleEffectProcessor.handleSurvivalInstinctII, name: "求生本能II" },
@@ -4748,7 +4771,7 @@ async function handleIgnoreReductionEffects(ctx, handle, weaponName, targetBoss)
4748
4771
  }
4749
4772
  if (careerData.career === "猩红杀手" && weaponName === "侦察步枪") {
4750
4773
  ignoreEffects.push(0.2);
4751
- messages.push(`🎯 【猩红杀手】职业效果:无视20%减伤效果`);
4774
+ messages.push(`🎯 猩红杀手职业:无视20%减伤效果`);
4752
4775
  }
4753
4776
  }, "handleCareerEffects");
4754
4777
  await handleCareerEffects();
@@ -6991,12 +7014,12 @@ ${validTypes.join("、")}`;
6991
7014
  return [
6992
7015
  `${statusIcon} ${weaponName} ${statusText}`,
6993
7016
  `等级:Lv.${w.level} | 改装槽:${w.modificationSlots}`,
6994
- `伤害:${currentDamage.toFixed(1)}`,
7017
+ `基础伤害:${currentDamage.toFixed(1)}`,
6995
7018
  `改装:${mods}`
6996
7019
  ].join("\n");
6997
7020
  }));
6998
7021
  return [
6999
- `🛡️ ${session.username}的武器列表`,
7022
+ `🛡️ ${session.username}的武器仓库`,
7000
7023
  '使用"装备 武器名称"来装备武器',
7001
7024
  "⚡表示当前装备武器",
7002
7025
  "──────────────",
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "koishi-plugin-ggcevo-game",
3
3
  "description": "《星际争霸2》咕咕虫-evolved地图的专属游戏助手插件,集成天梯排行、抽奖系统、签到福利、兑换商城等丰富功能。",
4
- "version": "1.4.41",
4
+ "version": "1.4.43",
5
5
  "main": "lib/index.js",
6
6
  "typings": "lib/index.d.ts",
7
7
  "files": [