koishi-plugin-ggcevo-game 1.4.43 → 1.4.45

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@@ -340,9 +340,12 @@ 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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- /** 天启超载护盾处理(层数相关群体回复) */
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  handleOverdriveShield: (targetBoss: any, activeBosses: any[]) => {
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  messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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  otherUpdates: Array<{
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  name: string;
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  updates: Partial<BattleStatistics>;
@@ -362,7 +365,6 @@ export declare const BattleEffectProcessor: {
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  messages: string[];
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  tempMark: boolean;
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  };
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- /** 轰炸引导处理(层数相关能量回复) */
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  handleBombardmentGuide: (targetBoss: any) => {
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  messages: string[];
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  targetUpdates: {
package/lib/index.js CHANGED
@@ -1255,7 +1255,7 @@ var bossPool = [
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  maxHP: 2e4,
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  maxEnergy: 1e3,
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  tags: ["重甲", "护盾", "生物", "灵能", "异形"],
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- passive: ["宇宙能量", "复苏", "光影之刃", "闪电冲锋", "远古预兆", "星界之风", "超视距穿梭"]
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+ passive: ["宇宙能量", "复苏", "光影之刃", "远古预兆", "星界之风", "超视距穿梭"]
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  },
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  minions: [
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  {
@@ -1458,11 +1458,11 @@ var passiveConfig = {
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  },
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  "灵能构造炉": {
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  type: "状态获得(技能获得)",
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- description: "受击时5%概率随机获得以下技能之一:天启超载护盾/塌缩脉冲/地毯式轰炸/轰炸引导"
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+ description: "受击时1%概率随机获得以下技能之一:天启超载护盾/塌缩脉冲/地毯式轰炸/轰炸引导"
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  },
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  "天启超载护盾": {
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  type: "生存强化(生命回复)",
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- description: "受击时10%概率为所有存活异形回复(「光影之刃」层数×10)点生命"
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+ description: "受击时10%概率触发,消耗当前「光影之刃」层数的一半(向下取整),并为所有存活异形回复(消耗层数×10)点生命"
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  },
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  "塌缩脉冲": {
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  type: "状态叠加(层数叠加)",
@@ -1470,11 +1470,11 @@ var passiveConfig = {
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  },
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  "地毯式轰炸": {
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  type: "状态移除+伤害增减(正面)",
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- description: "移除孤立无援状态,受到的伤害降低100%"
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+ description: "移除孤立无援状态,受到的伤害降低80%"
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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×10)点能量"
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+ description: "受击时10%概率触发,消耗当前「光影之刃」层数的一半(向下取整),并回复(消耗层数×10)点能量"
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  }
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  };
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@@ -1642,7 +1642,6 @@ function calculateModifiers(equippedWeapon, weaponName, hasCritRhythm) {
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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;
@@ -3700,7 +3699,7 @@ var BattleEffectProcessor = {
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  if (!targetBoss.skills.includes("灵能构造炉")) {
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  return null;
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  }
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- const baseProbability = 0.05;
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+ const baseProbability = 0.01;
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  if (Math.random() >= baseProbability) {
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  return null;
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  }
@@ -3724,7 +3723,7 @@ var BattleEffectProcessor = {
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  targetUpdates
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  };
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  }, "handlePsychicForge"),
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- /** 天启超载护盾处理(层数相关群体回复) */
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+ // 修改后的天启超载护盾处理函数
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  handleOverdriveShield: /* @__PURE__ */ __name(function(targetBoss, activeBosses) {
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  const messages = [];
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  const otherUpdates = [];
@@ -3734,20 +3733,31 @@ var BattleEffectProcessor = {
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  if (Math.random() >= 0.1) {
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  return null;
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  }
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- const baseHealAmount = (targetBoss.skillStacks || 0) * 10;
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+ const currentStacks = targetBoss.skillStacks || 0;
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+ const consumedStacks = Math.floor(currentStacks / 2);
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+ if (consumedStacks <= 0) {
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+ return null;
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+ }
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  const survivingBosses = activeBosses.filter((boss) => boss.isActive);
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+ messages.push(`🛡️ 【天启超载护盾】触发:消耗${consumedStacks}层「光影之刃」`);
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  survivingBosses.forEach((boss) => {
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- const bossName = boss.name;
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- if (baseHealAmount > 0) {
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- otherUpdates.push({
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- name: bossName,
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- updates: { hpChange: baseHealAmount }
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- });
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- }
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- messages.push(`🛡️ 【天启超载护盾】触发:为「${bossName}」回复${baseHealAmount}点生命值`);
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+ const healAmount = consumedStacks * 10;
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+ otherUpdates.push({
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+ name: boss.name,
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+ updates: { hpChange: healAmount }
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+ });
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+ messages.push(`为「${boss.name}」回复${healAmount}点生命值`);
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  });
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+ const targetUpdates = {
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+ name: targetBoss.name,
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+ updates: {
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+ skillStacksChanged: -consumedStacks
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+ // 消耗层数
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+ }
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+ };
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  return {
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  messages,
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+ targetUpdates,
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  otherUpdates
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  };
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  }, "handleOverdriveShield"),
@@ -3755,7 +3765,7 @@ var BattleEffectProcessor = {
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  handleCollapsingPulse: /* @__PURE__ */ __name(function(targetBoss) {
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  const messages = [];
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  let targetUpdates = null;
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- const maxStacks = 50;
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+ const maxStacks = 49;
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  if (!targetBoss.skills.includes("塌缩脉冲")) {
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  return null;
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  }
@@ -3783,14 +3793,13 @@ var BattleEffectProcessor = {
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  if (!targetBoss.skills.includes("地毯式轰炸")) {
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  return null;
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  }
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- nerfMultiplier = 1;
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- messages.push(`💣 【地毯式轰炸】生效:受到的伤害-100%`);
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+ nerfMultiplier = 0.8;
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+ messages.push(`💣 【地毯式轰炸】生效:受到的伤害-80%`);
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  return { nerfMultiplier, messages, tempMark: true };
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  }, "handleCarpetBombing"),
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- /** 轰炸引导处理(层数相关能量回复) */
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+ // 修改后的轰炸引导处理函数
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  handleBombardmentGuide: /* @__PURE__ */ __name(function(targetBoss) {
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  const messages = [];
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- let targetUpdates = null;
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  if (!targetBoss.skills.includes("轰炸引导")) {
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  return null;
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  }
@@ -3798,14 +3807,21 @@ var BattleEffectProcessor = {
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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 * 10;
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- targetUpdates = {
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+ const consumedStacks = Math.floor(currentStacks / 2);
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+ if (consumedStacks <= 0) {
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+ return null;
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+ }
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+ const energyGained = consumedStacks * 10;
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+ const targetUpdates = {
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  name: targetBoss.name,
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  updates: {
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+ skillStacksChanged: -consumedStacks,
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+ // 消耗层数
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  energyChange: energyGained
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+ // 回复能量
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  }
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  };
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- messages.push(`🎯 【轰炸引导】触发:当前${currentStacks}层「光影之刃」,获得${energyGained}点能量`);
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+ messages.push(`🎯 【轰炸引导】触发:消耗${consumedStacks}层「光影之刃」,获得${energyGained}点能量`);
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  return {
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  messages,
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  targetUpdates
@@ -3821,7 +3837,6 @@ var BattleEffectProcessor = {
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  if (effectiveLayers > 0) {
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  messages.push(`☢️ 【辐射增伤】:当前${currentLayers}层,受到的伤害+${(effectiveLayers * 2.5).toFixed(1)}%`);
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  if (currentLayers > 20) {
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- messages.push(`☢️ 注意:超过20层的辐射不会提供额外增伤`);
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  }
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  }
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  let targetUpdates = null;
@@ -3857,7 +3872,6 @@ var BattleEffectProcessor = {
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  if (effectiveLayers > 0) {
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  messages.push(`❄️ 【寒冷增伤】:当前${currentLayers}层,受到的伤害+${(effectiveLayers * 2.5).toFixed(1)}%`);
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  if (currentLayers > 20) {
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- messages.push(`❄️ 注意:超过20层的寒冷不会提供额外增伤`);
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  }
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  }
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  let targetUpdates = null;
package/package.json CHANGED
@@ -1,7 +1,7 @@
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  {
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  "name": "koishi-plugin-ggcevo-game",
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  "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。",
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- "version": "1.4.43",
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+ "version": "1.4.45",
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  "main": "lib/index.js",
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  "typings": "lib/index.d.ts",
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  "files": [