koishi-plugin-ggcevo-game 1.4.65 → 1.4.66
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 +1 -1
- package/lib/boss/attackhandling.d.ts +3 -3
- package/lib/boss/damagecalculation.d.ts +2 -1
- package/lib/index.js +118 -107
- package/lib/weapons.d.ts +1 -1
- package/lib/wish.d.ts +3 -3
- package/package.json +1 -1
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@@ -501,7 +501,7 @@ export declare const BattleEffectProcessor: {
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* @param activeBosses 当前所有活跃Boss列表
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* @returns 包含最终伤害值和所有效果消息的对象
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*/
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-
export declare function applyPassiveEffects(targetBoss: any, activeBosses: any[], weaponName: string, damage: number, hasCrit: boolean, ignoreRate: number): {
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+
export declare function applyPassiveEffects(targetBoss: any, activeBosses: any[], weaponName: string, damage: number, hasCrit: boolean, ignoreRate: number, careerData: any): {
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finalDamage: number;
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messages: string[];
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radiationLayerAdded: boolean;
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@@ -1,6 +1,6 @@
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import { Context } from 'koishi';
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import { Config } from '../index';
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-
export declare function handlePrimaryAttack(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, activeBosses: any[], weaponName: string): Promise<{
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export declare function handlePrimaryAttack(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, activeBosses: any[], weaponName: string, careerData: any): Promise<{
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initialDamage: number;
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currentHP: number;
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isDefeated: boolean;
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@@ -14,7 +14,7 @@ export declare function handlePrimaryAttack(ctx: Context, session: any, handle:
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pulseApplied: boolean;
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arcApplied: boolean;
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}>;
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-
export declare function handleScatterAttack(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, weaponName: string, activeBosses: any[]): Promise<{
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export declare function handleScatterAttack(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, weaponName: string, activeBosses: any[], careerData: any): Promise<{
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scatterEffectMessages: string[];
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extraDamages: {
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name: string;
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@@ -44,7 +44,7 @@ export declare function updateTaskProgress(ctx: Context, handle: string, taskUpd
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taskId: number;
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count: number;
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}[]): Promise<void>;
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-
export declare function testAttackFunction(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, activeBosses: any[], weaponName: string): Promise<{
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export declare function testAttackFunction(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, activeBosses: any[], weaponName: string, careerData: any): Promise<{
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initialDamage: number;
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hasCrit: boolean;
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effectMessage: string[];
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@@ -1,7 +1,8 @@
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import { Context } from 'koishi';
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import { Config } from '../index';
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-
export declare function calculateTotalDamage(ctx: Context, session: any, config: Config, equippedWeapon: any, targetBoss: any): Promise<{
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export declare function calculateTotalDamage(ctx: Context, session: any, config: Config, equippedWeapon: any, targetBoss: any, careerData: any): Promise<{
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damage: number;
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baseDamage: number;
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hasCrit: boolean;
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effectMessage: string[];
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}>;
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package/lib/index.js
CHANGED
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@@ -36,7 +36,7 @@ var weaponConfig = {
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id: 1,
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type: "实弹武器",
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category: "实弹武器",
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damage:
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damage: 13,
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armorDamageReduction: 1,
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// 每点护甲减伤1点伤害
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description: "标准配置武器,中距离作战利器",
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@@ -68,7 +68,7 @@ var weaponConfig = {
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id: 3,
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type: "热能武器",
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category: "热能武器",
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damage:
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damage: 23,
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armorDamageReduction: 0.25,
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description: "基于热能的强大武器,烧烬一切",
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specialeffect: "",
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@@ -100,7 +100,7 @@ var weaponConfig = {
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id: 5,
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type: "实弹武器",
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category: "实弹武器",
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damage:
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damage: 16,
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armorDamageReduction: 1,
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description: "一种改造后的采矿切割机,有效对抗重甲目标",
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specialeffect: "",
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@@ -145,16 +145,16 @@ var weaponConfig = {
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id: 8,
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type: "热能武器",
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category: "热能武器",
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damage:
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damage: 27,
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armorDamageReduction: 1,
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description: "喷射稳定的液氮恒流,对长时间接触者造成致命的损伤",
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specialeffect: "
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specialeffect: "攻击使目标叠加[寒冷]层数,每层使其受到的伤害提高2.5%(上限50%)",
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price: 775,
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redCrystalCost: 7,
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isantiair: false,
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tagEffects: {
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-
"惧寒":
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"灵能": 1.
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"惧寒": 1.5,
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"灵能": 1.2,
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"护盾": 0.5
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}
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},
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@@ -162,7 +162,7 @@ var weaponConfig = {
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id: 9,
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type: "能量武器",
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category: "能量武器",
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damage:
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damage: 24,
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armorDamageReduction: 0.5,
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description: "一种经过改造的电动工具,可对近距离的目标放出高压电",
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specialeffect: "攻击消耗目标200点能量",
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@@ -178,16 +178,15 @@ var weaponConfig = {
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id: 10,
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type: "热能武器",
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category: "热能武器",
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damage:
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damage: 26,
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armorDamageReduction: 0.75,
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description: "一种高度危险性的武器,设计用辐射照射并伤害敌人",
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specialeffect: "
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specialeffect: "攻击使无机械标签的[生物]目标叠加[辐射]层数,每层使其受到的伤害提高2.5%(上限50%)",
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price: 825,
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redCrystalCost: 8,
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isantiair: true,
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tagEffects: {
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"生物": 1.
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"护盾": 0.5,
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"生物": 1.2,
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"机械": 0.2
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}
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},
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@@ -195,10 +194,10 @@ var weaponConfig = {
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id: 11,
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type: "能量武器",
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category: "能量武器",
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damage:
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damage: 27,
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armorDamageReduction: 0,
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description: "激光步枪的变种,采用折射技术升级",
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specialeffect: "
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specialeffect: "触发散射攻击,对非主目标造成120%基础伤害",
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price: 1450,
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redCrystalCost: 14,
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isantiair: true,
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@@ -210,22 +209,22 @@ var weaponConfig = {
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id: 12,
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type: "能量武器",
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category: "能量武器",
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damage:
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damage: 29,
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armorDamageReduction: 0.75,
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description: "面对护盾目标而开发的武器",
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specialeffect: "
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specialeffect: "攻击[护盾]目标时无视50%减伤",
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price: 1050,
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redCrystalCost: 10,
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isantiair: true,
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tagEffects: {
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"护盾": 1.
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"护盾": 1.75
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}
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},
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"动力钻头": {
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id: 13,
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type: "实弹武器",
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category: "实弹武器",
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damage:
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damage: 32,
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armorDamageReduction: 0.5,
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description: "这种强大的钻头是由那些想把矿工SCV上的大螺丝用作武器的人创造的",
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specialeffect: "",
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@@ -235,17 +234,17 @@ var weaponConfig = {
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tagEffects: {
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"建筑": 2,
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"重甲": 1.5,
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"机械": 1.
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"机械": 1.2
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}
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},
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"脉冲扰乱枪": {
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id: 14,
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type: "能量武器",
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category: "能量武器",
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damage:
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damage: 36,
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armorDamageReduction: 1,
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description: "一种原型能量武器,能够发射强大的脉冲",
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specialeffect: "
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specialeffect: "攻击使目标技能层数减少2层",
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price: 1500,
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redCrystalCost: 15,
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isantiair: true,
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id: 19,
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type: "能量武器",
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category: "能量武器",
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damage:
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damage: 30,
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armorDamageReduction: 1,
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description: "这是在一位高级灵能者的帮助下,解析灵能力量制作出的高科技武器",
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specialeffect: "",
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id: 102,
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type: "能量武器",
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category: "传奇武器",
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damage:
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damage: 75,
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armorDamageReduction: -1,
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description: "一件传奇武器",
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specialeffect: "暴击率+
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specialeffect: "暴击率+25%",
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price: 6400,
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redCrystalCost: 200,
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isantiair: true,
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@@ -373,7 +372,8 @@ var weaponConfig = {
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isantiair: false,
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tagEffects: {
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"惧热": 2,
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-
"轻甲": 1.5
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"轻甲": 1.5,
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"生物": 1.2
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}
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},
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"DSR-55反器材步枪": {
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damage: 100,
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armorDamageReduction: 0,
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description: "优雅而独特的武器",
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specialeffect: "
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specialeffect: "无视100%减伤",
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price: 6400,
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redCrystalCost: 200,
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isantiair: false,
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@@ -426,7 +426,7 @@ var weaponConfig = {
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damage: 60,
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armorDamageReduction: 0,
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description: "一件传奇武器",
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specialeffect: "
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specialeffect: "无视80%减伤",
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price: 6400,
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redCrystalCost: 200,
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isantiair: true,
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@@ -455,58 +455,65 @@ var weaponConfig = {
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var modConfig = {
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"动能增幅": {
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cost: 1750,
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effect: "伤害+
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effect: "伤害+15%",
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// 规范术语
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exclusiveTo: "",
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isExclusive: false
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},
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"棱镜水晶": {
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cost: 2250,
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effect: "暴击率+
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effect: "暴击率+10%",
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// 保持原描述
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exclusiveTo: "",
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isExclusive: false
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},
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"破甲模块": {
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cost: 1250,
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effect: "
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effect: "无视10%减伤",
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// 术语统一
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exclusiveTo: "",
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isExclusive: false
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},
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-
//
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// 专属模组修改
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"裂甲核心": {
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cost: 750,
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effect: "
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effect: "伤害+40%,无视40%减伤",
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// 统一伤害/防御描述
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exclusiveTo: "高斯步枪",
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// 指定专属武器
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isExclusive: true
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// 标记为专属模块
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},
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"棱镜超载核心": {
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cost:
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effect: "暴击率+
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cost: 2550,
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effect: "暴击率+20%",
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// 保持原描述
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exclusiveTo: "激光步枪",
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isExclusive: true
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},
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"助燃核心": {
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cost: 2550,
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effect: "
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effect: "对[惧热]目标造成300%伤害,对[生物]目标造成200%伤害",
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// 规范标签引用和效果描述
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exclusiveTo: "焚烧枪",
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isExclusive: true
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},
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"光束曲射晶片": {
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cost: 2750,
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|
-
effect: "
|
|
501
|
+
effect: "触发散射攻击,对非主目标造成100%基础伤害",
|
|
502
|
+
// 明确机制命名
|
|
498
503
|
exclusiveTo: "碎骨步枪",
|
|
499
504
|
isExclusive: true
|
|
500
505
|
},
|
|
501
506
|
"金刚石瞄准镜": {
|
|
502
507
|
cost: 2250,
|
|
503
|
-
effect: "
|
|
508
|
+
effect: "无视20%减伤",
|
|
509
|
+
// 术语统一
|
|
504
510
|
exclusiveTo: "侦察步枪",
|
|
505
511
|
isExclusive: true
|
|
506
512
|
},
|
|
507
513
|
"微型聚变核心": {
|
|
508
514
|
cost: 2750,
|
|
509
|
-
effect: "
|
|
515
|
+
effect: "连续攻击叠加[伤害提升],每层提高7.5%伤害(上限6层)",
|
|
516
|
+
// 机制命名和数值规范化
|
|
510
517
|
exclusiveTo: "聚变磁轨枪",
|
|
511
518
|
isExclusive: true
|
|
512
519
|
}
|
|
@@ -718,7 +725,7 @@ var syndicatePirateConfig = [
|
|
|
718
725
|
},
|
|
719
726
|
{
|
|
720
727
|
professionName: "猩红杀手",
|
|
721
|
-
effect: "“侦察步枪”攻击伤害+15%; 使用“侦察步枪”攻击时每1点护甲减少
|
|
728
|
+
effect: "“侦察步枪”攻击伤害+15%; 使用“侦察步枪”攻击时每1点护甲减少1点伤害; 购买DSR-55反器材步枪(传奇)享有50%的折扣",
|
|
722
729
|
requirements: "“侦察步枪”武器等级≥3级",
|
|
723
730
|
Jobtransfer: true,
|
|
724
731
|
costredcrystal: 30
|
|
@@ -930,31 +937,31 @@ var Spacestationtechnology = [
|
|
|
930
937
|
level: 1,
|
|
931
938
|
cost: 500,
|
|
932
939
|
description: "提高挖矿效率,每日签到金币奖励+5%",
|
|
933
|
-
careerBonus: "
|
|
940
|
+
careerBonus: "每日签到金币奖励额外+5%"
|
|
934
941
|
},
|
|
935
942
|
{
|
|
936
943
|
level: 2,
|
|
937
944
|
cost: 1750,
|
|
938
945
|
description: "提高挖矿效率,每日签到金币奖励+10%",
|
|
939
|
-
careerBonus: "
|
|
946
|
+
careerBonus: "每日签到金币奖励额外+10%; 解锁太空“挖矿”权限"
|
|
940
947
|
},
|
|
941
948
|
{
|
|
942
949
|
level: 3,
|
|
943
950
|
cost: 2950,
|
|
944
951
|
description: "提高挖矿效率,每日签到金币奖励+15%",
|
|
945
|
-
careerBonus: "
|
|
952
|
+
careerBonus: "每日签到金币奖励额外+15%; 解锁太空“挖矿”权限; 建造矿骡协同挖矿,效率提高20%"
|
|
946
953
|
},
|
|
947
954
|
{
|
|
948
955
|
level: 4,
|
|
949
956
|
cost: 4250,
|
|
950
957
|
description: "提高挖矿效率,每日签到金币奖励+20%",
|
|
951
|
-
careerBonus: "
|
|
958
|
+
careerBonus: "每日签到金币奖励额外+20%; 解锁太空“挖矿”权限; 建造矿骡协同挖矿,效率提高40%"
|
|
952
959
|
},
|
|
953
960
|
{
|
|
954
961
|
level: 5,
|
|
955
962
|
cost: 5375,
|
|
956
963
|
description: "提高挖矿效率,每日签到金币奖励+25%",
|
|
957
|
-
careerBonus: "
|
|
964
|
+
careerBonus: "每日签到金币奖励额外+25%; 解锁太空“挖矿”权限; 建造矿骡协同挖矿,效率提高60%,并且单次挖矿时间上限增加至48小时"
|
|
958
965
|
}
|
|
959
966
|
]
|
|
960
967
|
},
|
|
@@ -969,31 +976,31 @@ var Spacestationtechnology = [
|
|
|
969
976
|
level: 1,
|
|
970
977
|
cost: 500,
|
|
971
978
|
description: "提升空间站武器等级,升级武器享有5%的折扣",
|
|
972
|
-
careerBonus: "
|
|
979
|
+
careerBonus: "升级武器额外享有5%的折扣"
|
|
973
980
|
},
|
|
974
981
|
{
|
|
975
982
|
level: 2,
|
|
976
983
|
cost: 1500,
|
|
977
984
|
description: "提升空间站武器等级,升级武器享有10%的折扣",
|
|
978
|
-
careerBonus: "
|
|
985
|
+
careerBonus: "升级武器额外享有10%的折扣"
|
|
979
986
|
},
|
|
980
987
|
{
|
|
981
988
|
level: 3,
|
|
982
989
|
cost: 2550,
|
|
983
990
|
description: "提升空间站武器等级,升级武器享有15%的折扣",
|
|
984
|
-
careerBonus: "
|
|
991
|
+
careerBonus: "升级武器额外享有15%的折扣"
|
|
985
992
|
},
|
|
986
993
|
{
|
|
987
994
|
level: 4,
|
|
988
995
|
cost: 3950,
|
|
989
996
|
description: "提升空间站武器等级,升级武器享有20%的折扣",
|
|
990
|
-
careerBonus: "
|
|
997
|
+
careerBonus: "升级武器额外享有20%的折扣"
|
|
991
998
|
},
|
|
992
999
|
{
|
|
993
1000
|
level: 5,
|
|
994
1001
|
cost: 4650,
|
|
995
1002
|
description: "提升空间站武器等级,升级武器享有25%的折扣",
|
|
996
|
-
careerBonus: "
|
|
1003
|
+
careerBonus: "升级武器额外享有25%的折扣; 解锁传奇武器购买权限1次"
|
|
997
1004
|
}
|
|
998
1005
|
]
|
|
999
1006
|
},
|
|
@@ -1007,13 +1014,13 @@ var Spacestationtechnology = [
|
|
|
1007
1014
|
level: 1,
|
|
1008
1015
|
cost: 750,
|
|
1009
1016
|
description: "重启武器升级站,武器改装通用模块享有5%的折扣",
|
|
1010
|
-
careerBonus: "
|
|
1017
|
+
careerBonus: "武器改装通用模块额外享有5%的折扣"
|
|
1011
1018
|
},
|
|
1012
1019
|
{
|
|
1013
1020
|
level: 2,
|
|
1014
1021
|
cost: 1e3,
|
|
1015
1022
|
description: "重启高级武器改装站,武器改装通用模块享有5%的折扣; 武器改装专属模块享有5%的折扣",
|
|
1016
|
-
careerBonus: "
|
|
1023
|
+
careerBonus: "武器改装通用模块额外享有5%的折扣; 武器改装专属模块额外享有5%的折扣"
|
|
1017
1024
|
}
|
|
1018
1025
|
]
|
|
1019
1026
|
},
|
|
@@ -1028,31 +1035,31 @@ var Spacestationtechnology = [
|
|
|
1028
1035
|
level: 1,
|
|
1029
1036
|
cost: 500,
|
|
1030
1037
|
description: "重启安防参数代码,攻击获得的金币+5%",
|
|
1031
|
-
careerBonus: "
|
|
1038
|
+
careerBonus: "攻击获得的金币额外+5%"
|
|
1032
1039
|
},
|
|
1033
1040
|
{
|
|
1034
1041
|
level: 2,
|
|
1035
1042
|
cost: 2050,
|
|
1036
1043
|
description: "提高空间站安防系统强度,攻击获得的金币+10%",
|
|
1037
|
-
careerBonus: "
|
|
1044
|
+
careerBonus: "攻击获得的金币额外+10%"
|
|
1038
1045
|
},
|
|
1039
1046
|
{
|
|
1040
1047
|
level: 3,
|
|
1041
1048
|
cost: 3250,
|
|
1042
1049
|
description: "进一步提高空间站安防系统强度,攻击获得的金币+15%",
|
|
1043
|
-
careerBonus: "
|
|
1050
|
+
careerBonus: "攻击获得的金币额外+15%"
|
|
1044
1051
|
},
|
|
1045
1052
|
{
|
|
1046
1053
|
level: 4,
|
|
1047
1054
|
cost: 4250,
|
|
1048
1055
|
description: "大幅提高空间站安防系统强度,攻击获得的金币+20%",
|
|
1049
|
-
careerBonus: "
|
|
1056
|
+
careerBonus: "攻击获得的金币额外+20%"
|
|
1050
1057
|
},
|
|
1051
1058
|
{
|
|
1052
1059
|
level: 5,
|
|
1053
1060
|
cost: 5350,
|
|
1054
1061
|
description: "完全恢复空间站安防系统,攻击获得的金币+25%",
|
|
1055
|
-
careerBonus: "
|
|
1062
|
+
careerBonus: "攻击获得的金币额外+25%; 获得一次打开安全军械库防爆门的权限,可以随机获得一把传奇武器"
|
|
1056
1063
|
}
|
|
1057
1064
|
]
|
|
1058
1065
|
},
|
|
@@ -1067,31 +1074,31 @@ var Spacestationtechnology = [
|
|
|
1067
1074
|
level: 1,
|
|
1068
1075
|
cost: 500,
|
|
1069
1076
|
description: "升级空间站关键系统,完成任务奖励+5%",
|
|
1070
|
-
careerBonus: "
|
|
1077
|
+
careerBonus: "完成任务奖励额外+5%"
|
|
1071
1078
|
},
|
|
1072
1079
|
{
|
|
1073
1080
|
level: 2,
|
|
1074
1081
|
cost: 1250,
|
|
1075
1082
|
description: "升级空间站关键系统,完成任务奖励+10%",
|
|
1076
|
-
careerBonus: "
|
|
1083
|
+
careerBonus: "完成任务奖励额外+10%"
|
|
1077
1084
|
},
|
|
1078
1085
|
{
|
|
1079
1086
|
level: 3,
|
|
1080
1087
|
cost: 2250,
|
|
1081
1088
|
description: "升级空间站关键系统,完成任务奖励+15%",
|
|
1082
|
-
careerBonus: "
|
|
1089
|
+
careerBonus: "完成任务奖励额外+15%,移除签到7日以下奖励区间"
|
|
1083
1090
|
},
|
|
1084
1091
|
{
|
|
1085
1092
|
level: 4,
|
|
1086
1093
|
cost: 2950,
|
|
1087
1094
|
description: "升级空间站关键系统,完成任务奖励+20%",
|
|
1088
|
-
careerBonus: "
|
|
1095
|
+
careerBonus: "完成任务奖励额外+20%,移除签到14日以下奖励区间"
|
|
1089
1096
|
},
|
|
1090
1097
|
{
|
|
1091
1098
|
level: 5,
|
|
1092
1099
|
cost: 3550,
|
|
1093
1100
|
description: "升级空间站关键系统,完成任务奖励+25%",
|
|
1094
|
-
careerBonus: "
|
|
1101
|
+
careerBonus: "完成任务奖励额外+25%,移除签到21日以下奖励区间"
|
|
1095
1102
|
}
|
|
1096
1103
|
]
|
|
1097
1104
|
}
|
|
@@ -3339,7 +3346,7 @@ var BattleEffectProcessor = {
|
|
|
3339
3346
|
};
|
|
3340
3347
|
}, "handleToxicAssault")
|
|
3341
3348
|
};
|
|
3342
|
-
function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCrit, ignoreRate) {
|
|
3349
|
+
function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCrit, ignoreRate, careerData) {
|
|
3343
3350
|
const messages = [];
|
|
3344
3351
|
let immune = false;
|
|
3345
3352
|
let totalBuffMultiplier = 0;
|
|
@@ -3608,10 +3615,16 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
|
|
|
3608
3615
|
let finalDamage = damage;
|
|
3609
3616
|
let adjustedNerfMultiplier = totalNerfMultiplier * (1 - ignoreRate);
|
|
3610
3617
|
const damageMultiplier = 1 + totalBuffMultiplier - adjustedNerfMultiplier;
|
|
3611
|
-
finalDamage =
|
|
3618
|
+
finalDamage = damage * damageMultiplier;
|
|
3612
3619
|
if (hasCrit) {
|
|
3613
3620
|
finalDamage *= 2;
|
|
3614
3621
|
}
|
|
3622
|
+
let armorDamageReduction = weaponData.armorDamageReduction || 0;
|
|
3623
|
+
if (careerData?.career === "猩红杀手" && weaponName === "侦察步枪") {
|
|
3624
|
+
armorDamageReduction = 1;
|
|
3625
|
+
}
|
|
3626
|
+
const armorReduction = armorDamageReduction * getArmorByName(targetBoss.name);
|
|
3627
|
+
finalDamage = Math.max(Math.round(finalDamage - armorReduction), 1);
|
|
3615
3628
|
const frostEvolutionResult = BattleEffectProcessor.handleFrostEvolution(
|
|
3616
3629
|
targetBoss,
|
|
3617
3630
|
weaponName,
|
|
@@ -3921,7 +3934,7 @@ var passiveConfig = {
|
|
|
3921
3934
|
},
|
|
3922
3935
|
"剧毒突袭": {
|
|
3923
3936
|
type: "强化效果",
|
|
3924
|
-
description: "「毒性唾液」≥20
|
|
3937
|
+
description: "「毒性唾液」≥20层时,受击消耗所有层数并强化下5次触发的「酸蚀池」"
|
|
3925
3938
|
}
|
|
3926
3939
|
};
|
|
3927
3940
|
|
|
@@ -3939,7 +3952,7 @@ var wishConfig = {
|
|
|
3939
3952
|
},
|
|
3940
3953
|
{
|
|
3941
3954
|
name: "王权增幅",
|
|
3942
|
-
effect: "
|
|
3955
|
+
effect: "伤害+10%"
|
|
3943
3956
|
},
|
|
3944
3957
|
{
|
|
3945
3958
|
name: "金柚赐福",
|
|
@@ -3954,7 +3967,7 @@ var wishConfig = {
|
|
|
3954
3967
|
rare: [
|
|
3955
3968
|
{
|
|
3956
3969
|
name: "悲鸣之锋",
|
|
3957
|
-
effect: "
|
|
3970
|
+
effect: "伤害+10% (武器等级0),每级武器等级额外+10%"
|
|
3958
3971
|
},
|
|
3959
3972
|
{
|
|
3960
3973
|
name: "精灵双倍",
|
|
@@ -3966,7 +3979,7 @@ var wishConfig = {
|
|
|
3966
3979
|
},
|
|
3967
3980
|
{
|
|
3968
3981
|
name: "暴击韵律",
|
|
3969
|
-
effect: "
|
|
3982
|
+
effect: "暴击率+20%"
|
|
3970
3983
|
},
|
|
3971
3984
|
{
|
|
3972
3985
|
name: "酥手空空",
|
|
@@ -4645,26 +4658,18 @@ var legendaryDiscounts = {
|
|
|
4645
4658
|
};
|
|
4646
4659
|
|
|
4647
4660
|
// src/boss/damagecalculation.ts
|
|
4648
|
-
async function calculateTotalDamage(ctx, session, config, equippedWeapon, targetBoss) {
|
|
4661
|
+
async function calculateTotalDamage(ctx, session, config, equippedWeapon, targetBoss, careerData) {
|
|
4649
4662
|
let effectMessage = [];
|
|
4650
4663
|
const finalTags = targetBoss.tags || [];
|
|
4651
|
-
let armorDamageReduction = 0;
|
|
4652
4664
|
const [profile] = await ctx.database.get("sc2arcade_player", { userId: session.userId });
|
|
4653
4665
|
const { regionId, realmId, profileId } = profile;
|
|
4654
4666
|
const handle = `${regionId}-S2-${realmId}-${profileId}`;
|
|
4655
4667
|
const weaponConfigEntry = Object.entries(weaponConfig).find(([_, c]) => c.id === equippedWeapon.weaponId);
|
|
4656
4668
|
const [weaponName, weaponData] = weaponConfigEntry;
|
|
4657
|
-
const [careerData] = await ctx.database.get("ggcevo_careers", { handle });
|
|
4658
|
-
armorDamageReduction = weaponData.armorDamageReduction || 0;
|
|
4659
|
-
if (careerData?.career === "猩红杀手" && weaponName === "侦察步枪") {
|
|
4660
|
-
armorDamageReduction = 0;
|
|
4661
|
-
}
|
|
4662
|
-
const armorReduction = armorDamageReduction * getArmorByName(targetBoss.name);
|
|
4663
|
-
const initialDamage = Math.max(weaponData.damage - armorReduction, 1);
|
|
4664
4669
|
const isLegendary = weaponData.category === "传奇武器";
|
|
4665
4670
|
const levelBonusRate = isLegendary ? 0.05 : 0.1;
|
|
4666
|
-
const baseDamage =
|
|
4667
|
-
effectMessage.push(`🔫 ${weaponName} Lv.${equippedWeapon.level}:基础伤害${
|
|
4671
|
+
const baseDamage = weaponData.damage * (1 + levelBonusRate * equippedWeapon.level);
|
|
4672
|
+
effectMessage.push(`🔫 ${weaponName} Lv.${equippedWeapon.level}:基础伤害${baseDamage.toFixed(1)}`);
|
|
4668
4673
|
const tagAdditive = await calculateTagMultiplier(weaponData, finalTags, equippedWeapon);
|
|
4669
4674
|
const tagMultiplier = 1 + tagAdditive;
|
|
4670
4675
|
if (tagAdditive !== 0) {
|
|
@@ -4688,7 +4693,8 @@ async function calculateTotalDamage(ctx, session, config, equippedWeapon, target
|
|
|
4688
4693
|
effectMessage.push(...critSources);
|
|
4689
4694
|
finalDamage = Math.max(finalDamage, 1);
|
|
4690
4695
|
return {
|
|
4691
|
-
damage:
|
|
4696
|
+
damage: finalDamage,
|
|
4697
|
+
baseDamage,
|
|
4692
4698
|
hasCrit,
|
|
4693
4699
|
effectMessage
|
|
4694
4700
|
};
|
|
@@ -4698,12 +4704,12 @@ async function calculateCrit(ctx, handle, equippedWeapon, weaponName) {
|
|
|
4698
4704
|
let critRate = 0;
|
|
4699
4705
|
const critSources = [];
|
|
4700
4706
|
if (equippedWeapon.installedMods?.includes("棱镜水晶")) {
|
|
4701
|
-
critRate +=
|
|
4702
|
-
critSources.push("🔼 棱镜水晶:暴击率+
|
|
4707
|
+
critRate += 10;
|
|
4708
|
+
critSources.push("🔼 棱镜水晶:暴击率+10%");
|
|
4703
4709
|
}
|
|
4704
4710
|
if (equippedWeapon.installedMods?.includes("棱镜超载核心") && modConfig["棱镜超载核心"]?.exclusiveTo === weaponName) {
|
|
4705
|
-
critRate +=
|
|
4706
|
-
critSources.push("🔼 棱镜超载核心:暴击率+
|
|
4711
|
+
critRate += 20;
|
|
4712
|
+
critSources.push("🔼 棱镜超载核心:暴击率+20%");
|
|
4707
4713
|
}
|
|
4708
4714
|
const [critRhythm] = await ctx.database.get("ggcevo_wish", {
|
|
4709
4715
|
handle,
|
|
@@ -4716,10 +4722,9 @@ async function calculateCrit(ctx, handle, equippedWeapon, weaponName) {
|
|
|
4716
4722
|
critSources.push("🎵 暴击韵律祈愿:暴击率+20%");
|
|
4717
4723
|
}
|
|
4718
4724
|
if (weaponName === "MK-4激光步枪") {
|
|
4719
|
-
critRate +=
|
|
4720
|
-
critSources.push("🔫 MK-4激光步枪:暴击率+
|
|
4725
|
+
critRate += 25;
|
|
4726
|
+
critSources.push("🔫 MK-4激光步枪:暴击率+25%");
|
|
4721
4727
|
}
|
|
4722
|
-
critSources.push(`📊 本次攻击总暴击率:${critRate}%`);
|
|
4723
4728
|
return {
|
|
4724
4729
|
hasCrit: Math.random() * 100 < critRate,
|
|
4725
4730
|
critSources
|
|
@@ -4746,12 +4751,12 @@ function calculateModifiers(equippedWeapon, weaponName) {
|
|
|
4746
4751
|
let totalModAdd = 0;
|
|
4747
4752
|
const modMessages = [];
|
|
4748
4753
|
if (equippedWeapon.installedMods?.includes("动能增幅")) {
|
|
4749
|
-
totalModAdd += 0.
|
|
4750
|
-
modMessages.push(`🛠️
|
|
4754
|
+
totalModAdd += 0.15;
|
|
4755
|
+
modMessages.push(`🛠️ 【动能增幅】:伤害+15%`);
|
|
4751
4756
|
}
|
|
4752
4757
|
if (equippedWeapon.installedMods?.includes("裂甲核心") && weaponName === modConfig["裂甲核心"]?.exclusiveTo) {
|
|
4753
4758
|
totalModAdd += 0.4;
|
|
4754
|
-
modMessages.push(`🛠️
|
|
4759
|
+
modMessages.push(`🛠️ 【裂甲核心】:伤害+40%`);
|
|
4755
4760
|
}
|
|
4756
4761
|
if (equippedWeapon.installedMods?.includes("微型聚变核心")) {
|
|
4757
4762
|
const currentCombo = equippedWeapon?.comboCount || 0;
|
|
@@ -4760,7 +4765,7 @@ function calculateModifiers(equippedWeapon, weaponName) {
|
|
|
4760
4765
|
const effectiveStacks = Math.min(currentCombo, maxStacks);
|
|
4761
4766
|
const bonusDamage = effectiveStacks * bonusPerCombo;
|
|
4762
4767
|
totalModAdd += bonusDamage;
|
|
4763
|
-
modMessages.push(`🛠️
|
|
4768
|
+
modMessages.push(`🛠️ 【微型聚变核心】:攻击伤害+${(bonusDamage * 100).toFixed(0)}%`);
|
|
4764
4769
|
}
|
|
4765
4770
|
return {
|
|
4766
4771
|
totalModAdd,
|
|
@@ -4994,10 +4999,10 @@ async function handleBossDefeatRewards(ctx, targetBoss) {
|
|
|
4994
4999
|
return { rewardMessages };
|
|
4995
5000
|
}
|
|
4996
5001
|
__name(handleBossDefeatRewards, "handleBossDefeatRewards");
|
|
4997
|
-
async function handlePrimaryAttack(ctx, session, handle, config, equippedWeapon, targetBoss, activeBosses, weaponName) {
|
|
4998
|
-
const damageResult = await calculateTotalDamage(ctx, session, config, equippedWeapon, targetBoss);
|
|
5002
|
+
async function handlePrimaryAttack(ctx, session, handle, config, equippedWeapon, targetBoss, activeBosses, weaponName, careerData) {
|
|
5003
|
+
const damageResult = await calculateTotalDamage(ctx, session, config, equippedWeapon, targetBoss, careerData);
|
|
4999
5004
|
const ignoreReduction = await handleIgnoreReductionEffects(ctx, handle, weaponName, targetBoss);
|
|
5000
|
-
const EffectProcessor = applyPassiveEffects(targetBoss, activeBosses, weaponName, damageResult.damage, damageResult.hasCrit, ignoreReduction.ignoreRate);
|
|
5005
|
+
const EffectProcessor = applyPassiveEffects(targetBoss, activeBosses, weaponName, damageResult.damage, damageResult.hasCrit, ignoreReduction.ignoreRate, careerData);
|
|
5001
5006
|
const initialDamage = EffectProcessor.finalDamage;
|
|
5002
5007
|
await saveAndClearStats(ctx);
|
|
5003
5008
|
const [currentboss] = await ctx.database.get("ggcevo_boss", { name: targetBoss.name });
|
|
@@ -5019,7 +5024,7 @@ async function handlePrimaryAttack(ctx, session, handle, config, equippedWeapon,
|
|
|
5019
5024
|
};
|
|
5020
5025
|
}
|
|
5021
5026
|
__name(handlePrimaryAttack, "handlePrimaryAttack");
|
|
5022
|
-
async function handleScatterAttack(ctx, session, handle, config, equippedWeapon, targetBoss, weaponName, activeBosses) {
|
|
5027
|
+
async function handleScatterAttack(ctx, session, handle, config, equippedWeapon, targetBoss, weaponName, activeBosses, careerData) {
|
|
5023
5028
|
const secondaryTargets = activeBosses.filter((boss) => boss.name !== targetBoss.name);
|
|
5024
5029
|
const scatterEffectMessages = [];
|
|
5025
5030
|
const extraDamages = [];
|
|
@@ -5028,10 +5033,10 @@ async function handleScatterAttack(ctx, session, handle, config, equippedWeapon,
|
|
|
5028
5033
|
let scatterRatio = 0;
|
|
5029
5034
|
if (weaponName === "碎骨步枪") {
|
|
5030
5035
|
scatterEffectMessages.push("🔆 【光束曲射晶片】触发散射攻击!");
|
|
5031
|
-
scatterRatio =
|
|
5036
|
+
scatterRatio = 1;
|
|
5032
5037
|
} else if (weaponName === "中子步枪") {
|
|
5033
5038
|
scatterEffectMessages.push("🔆 【中子步枪】触发散射攻击!");
|
|
5034
|
-
scatterRatio =
|
|
5039
|
+
scatterRatio = 1.2;
|
|
5035
5040
|
}
|
|
5036
5041
|
for (const secondaryTarget of secondaryTargets) {
|
|
5037
5042
|
const damageResult = await calculateTotalDamage(
|
|
@@ -5039,11 +5044,12 @@ async function handleScatterAttack(ctx, session, handle, config, equippedWeapon,
|
|
|
5039
5044
|
session,
|
|
5040
5045
|
config,
|
|
5041
5046
|
equippedWeapon,
|
|
5042
|
-
secondaryTarget
|
|
5047
|
+
secondaryTarget,
|
|
5048
|
+
careerData
|
|
5043
5049
|
);
|
|
5044
|
-
const secondaryDamage = Math.round(damageResult.
|
|
5050
|
+
const secondaryDamage = Math.round(damageResult.baseDamage * scatterRatio);
|
|
5045
5051
|
const ignoreReduction = await handleIgnoreReductionEffects(ctx, handle, weaponName, secondaryTarget);
|
|
5046
|
-
const EffectProcessor = applyPassiveEffects(secondaryTarget, activeBosses, weaponName, secondaryDamage, damageResult.hasCrit, ignoreReduction.ignoreRate);
|
|
5052
|
+
const EffectProcessor = applyPassiveEffects(secondaryTarget, activeBosses, weaponName, secondaryDamage, damageResult.hasCrit, ignoreReduction.ignoreRate, careerData);
|
|
5047
5053
|
const actualDamage = EffectProcessor.finalDamage;
|
|
5048
5054
|
await saveAndClearStats(ctx);
|
|
5049
5055
|
const [currentboss] = await ctx.database.get("ggcevo_boss", { name: secondaryTarget.name });
|
|
@@ -5397,10 +5403,10 @@ async function handleIgnoreReductionEffects(ctx, handle, weaponName, targetBoss)
|
|
|
5397
5403
|
};
|
|
5398
5404
|
}
|
|
5399
5405
|
__name(handleIgnoreReductionEffects, "handleIgnoreReductionEffects");
|
|
5400
|
-
async function testAttackFunction(ctx, session, handle, config, equippedWeapon, targetBoss, activeBosses, weaponName) {
|
|
5401
|
-
const damageResult = await calculateTotalDamage(ctx, session, config, equippedWeapon, targetBoss);
|
|
5406
|
+
async function testAttackFunction(ctx, session, handle, config, equippedWeapon, targetBoss, activeBosses, weaponName, careerData) {
|
|
5407
|
+
const damageResult = await calculateTotalDamage(ctx, session, config, equippedWeapon, targetBoss, careerData);
|
|
5402
5408
|
const ignoreReduction = await handleIgnoreReductionEffects(ctx, handle, weaponName, targetBoss);
|
|
5403
|
-
const EffectProcessor = applyPassiveEffects(targetBoss, activeBosses, weaponName, damageResult.damage, damageResult.hasCrit, ignoreReduction.ignoreRate);
|
|
5409
|
+
const EffectProcessor = applyPassiveEffects(targetBoss, activeBosses, weaponName, damageResult.damage, damageResult.hasCrit, ignoreReduction.ignoreRate, careerData);
|
|
5404
5410
|
const initialDamage = EffectProcessor.finalDamage;
|
|
5405
5411
|
return {
|
|
5406
5412
|
initialDamage,
|
|
@@ -7988,6 +7994,7 @@ ${validTypes.join("、")}`;
|
|
|
7988
7994
|
if (!weaponData.isantiair && (targetBoss.groupId === 5 || targetBoss.groupId === 10)) {
|
|
7989
7995
|
return "您当前装备的武器无法攻击空中目标!";
|
|
7990
7996
|
}
|
|
7997
|
+
const [careerData] = await ctx.database.get("ggcevo_careers", { handle });
|
|
7991
7998
|
const primaryAttackResult = await handlePrimaryAttack(
|
|
7992
7999
|
ctx,
|
|
7993
8000
|
session,
|
|
@@ -7996,7 +8003,8 @@ ${validTypes.join("、")}`;
|
|
|
7996
8003
|
equippedWeapon,
|
|
7997
8004
|
targetBoss,
|
|
7998
8005
|
activeBosses,
|
|
7999
|
-
weaponName
|
|
8006
|
+
weaponName,
|
|
8007
|
+
careerData
|
|
8000
8008
|
);
|
|
8001
8009
|
const allDeadTargets = [];
|
|
8002
8010
|
if (primaryAttackResult.isDefeated) {
|
|
@@ -8014,7 +8022,8 @@ ${validTypes.join("、")}`;
|
|
|
8014
8022
|
equippedWeapon,
|
|
8015
8023
|
targetBoss,
|
|
8016
8024
|
weaponName,
|
|
8017
|
-
activeBosses
|
|
8025
|
+
activeBosses,
|
|
8026
|
+
careerData
|
|
8018
8027
|
);
|
|
8019
8028
|
scatterResult.actuallyDead.forEach((name2) => {
|
|
8020
8029
|
const deadBoss = activeBosses.find((b) => b.name === name2);
|
|
@@ -8146,6 +8155,7 @@ ${validTypes.join("、")}`;
|
|
|
8146
8155
|
const activeBosses = [dummyBoss];
|
|
8147
8156
|
const weaponConfigEntry = Object.entries(weaponConfig).find(([_, c]) => c.id === equippedWeapon.weaponId);
|
|
8148
8157
|
const [weaponName] = weaponConfigEntry;
|
|
8158
|
+
const [careerData] = await ctx.database.get("ggcevo_careers", { handle });
|
|
8149
8159
|
try {
|
|
8150
8160
|
const testResult = await testAttackFunction(
|
|
8151
8161
|
ctx,
|
|
@@ -8155,7 +8165,8 @@ ${validTypes.join("、")}`;
|
|
|
8155
8165
|
equippedWeapon,
|
|
8156
8166
|
dummyBoss,
|
|
8157
8167
|
activeBosses,
|
|
8158
|
-
weaponName
|
|
8168
|
+
weaponName,
|
|
8169
|
+
careerData
|
|
8159
8170
|
);
|
|
8160
8171
|
const layerInfo = [];
|
|
8161
8172
|
if (skillStacks > 0) layerInfo.push(`技能层数: ${skillStacks}`);
|
package/lib/weapons.d.ts
CHANGED
|
@@ -152,7 +152,6 @@ export declare const weaponConfig: {
|
|
|
152
152
|
isantiair: boolean;
|
|
153
153
|
tagEffects: {
|
|
154
154
|
生物: number;
|
|
155
|
-
护盾: number;
|
|
156
155
|
机械: number;
|
|
157
156
|
};
|
|
158
157
|
};
|
|
@@ -339,6 +338,7 @@ export declare const weaponConfig: {
|
|
|
339
338
|
tagEffects: {
|
|
340
339
|
惧热: number;
|
|
341
340
|
轻甲: number;
|
|
341
|
+
生物: number;
|
|
342
342
|
};
|
|
343
343
|
};
|
|
344
344
|
'DSR-55\u53CD\u5668\u6750\u6B65\u67AA': {
|
package/lib/wish.d.ts
CHANGED
|
@@ -7,7 +7,7 @@ export declare const wishConfig: {
|
|
|
7
7
|
readonly effect: "下一次升级武器享有20%的折扣";
|
|
8
8
|
}, {
|
|
9
9
|
readonly name: "王权增幅";
|
|
10
|
-
readonly effect: "
|
|
10
|
+
readonly effect: "伤害+10%";
|
|
11
11
|
}, {
|
|
12
12
|
readonly name: "金柚赐福";
|
|
13
13
|
readonly effect: "立即获得250枚金币";
|
|
@@ -17,7 +17,7 @@ export declare const wishConfig: {
|
|
|
17
17
|
}];
|
|
18
18
|
readonly rare: readonly [{
|
|
19
19
|
readonly name: "悲鸣之锋";
|
|
20
|
-
readonly effect: "
|
|
20
|
+
readonly effect: "伤害+10% (武器等级0),每级武器等级额外+10%";
|
|
21
21
|
}, {
|
|
22
22
|
readonly name: "精灵双倍";
|
|
23
23
|
readonly effect: "下一次击败主宰时可获得双倍的金币和咕咕币奖励";
|
|
@@ -26,7 +26,7 @@ export declare const wishConfig: {
|
|
|
26
26
|
readonly effect: "签到获得双倍的金币和咕咕币";
|
|
27
27
|
}, {
|
|
28
28
|
readonly name: "暴击韵律";
|
|
29
|
-
readonly effect: "
|
|
29
|
+
readonly effect: "暴击率+20%";
|
|
30
30
|
}, {
|
|
31
31
|
readonly name: "酥手空空";
|
|
32
32
|
readonly effect: "立即失去50枚金币";
|