koishi-plugin-ggcevo-game 1.4.42 → 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.
- package/lib/boss/BattleEffectProcessor.d.ts +2 -8
- package/lib/boss/passive.d.ts +0 -4
- package/lib/index.js +14 -43
- package/package.json +1 -1
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@@ -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
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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: {
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@@ -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;
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@@ -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
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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: {
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package/lib/boss/passive.d.ts
CHANGED
package/lib/index.js
CHANGED
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@@ -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: "
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description: "受击时1%概率免疫非热能伤害并回复100
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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)",
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@@ -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×
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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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@@ -3633,7 +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
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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;
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@@ -3643,8 +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 +
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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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}
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@@ -3664,24 +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) {
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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)}%`);
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}
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return { ancientOmenBoost, psychicForgeBoost, messages };
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}, "handleLightningCharge"),
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/** 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 = [];
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@@ -3706,7 +3687,7 @@ var BattleEffectProcessor = {
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return { nerfMultiplier, buffMultiplier, messages };
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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
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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;
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@@ -3720,8 +3701,7 @@ var BattleEffectProcessor = {
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return null;
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}
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const baseProbability = 0.05;
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if (Math.random() >= actualProbability) {
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if (Math.random() >= baseProbability) {
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return null;
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}
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const availableSkills = possibleSkills.filter(
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skillsAdded: [newSkill]
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}
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};
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messages.push(`⚙️ 【灵能构造炉】触发:${(
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messages.push(`⚙️ 【灵能构造炉】触发:${(baseProbability * 100).toFixed(2)}%概率获得新技能「${newSkill}」`);
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return {
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messages,
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newSkill,
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return null;
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}
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const currentStacks = targetBoss.skillStacks || 0;
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const energyGained = currentStacks *
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const energyGained = currentStacks * 10;
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targetUpdates = {
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name: targetBoss.name,
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updates: {
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@@ -3976,8 +3956,6 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, ignor
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let layerReduced = false;
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let bileDetonationTrigger = false;
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const weaponData = weaponConfig[weaponName] || { type: "" };
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let ancientOmenBoost = 0;
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let psychicForgeBoost = 0;
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let doubleAstralWind = false;
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let isolatedImmunityMark = false;
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const processEffect = /* @__PURE__ */ __name((effect, ...args) => {
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}
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return result;
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}, "processEffect");
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const lightningResult = BattleEffectProcessor.handleLightningCharge(targetBoss);
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if (lightningResult) {
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ancientOmenBoost = lightningResult.ancientOmenBoost || 0;
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psychicForgeBoost = lightningResult.psychicForgeBoost || 0;
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messages.push(...lightningResult.messages);
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}
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const coldImmuneEffects = [
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{
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effect: BattleEffectProcessor.handleColdAdaptation,
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},
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{
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effect: BattleEffectProcessor.handleAncientOmen,
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args: [targetBoss, weaponData
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args: [targetBoss, weaponData]
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}
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];
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const allImmuneEffects = [...coldImmuneEffects, ...fireImmuneEffects, ...chanceImmuneEffects];
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}
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}
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const psychicForgeResult = BattleEffectProcessor.handlePsychicForge(
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psychicForgeBoost
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);
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if (psychicForgeResult) {
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messages.push(...psychicForgeResult.messages);
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