koishi-plugin-ggcevo-game 1.4.7 → 1.4.9

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package/lib/index.js CHANGED
@@ -137,7 +137,6 @@ var weaponConfig = {
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  redCrystalCost: 10,
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  isantiair: true,
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  tagEffects: {
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- "轻甲": 0.5,
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  "重甲": 0.2
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  }
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  },
@@ -238,7 +237,7 @@ var weaponConfig = {
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  category: "能量武器",
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  damage: 32,
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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: "攻击不会触发目标的叠层技能",
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+ specialeffect: "攻击减少目标的2层技能计数",
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  price: 1500,
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  redCrystalCost: 15,
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  isantiair: true,
@@ -525,7 +524,7 @@ var spaceStationCrewConfig = [
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  {
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  professionName: "警卫长",
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  effect: "攻击伤害+5%,攻击获得的金币+100%",
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- requirements: "当期伤害榜前十名",
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+ requirements: "当期伤害榜前二十名",
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  Jobtransfer: true,
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  costcoins: 3e3
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  },
@@ -696,11 +695,12 @@ async function checkTransferRequirements(ctx, handle, profession) {
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  return { success: false, message: "需要当前职业为警卫员下士" };
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  }
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  if (!mainBoss) return { success: false, message: "当前暂无伤害榜。" };
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- const top10 = await ctx.database.select("ggcevo_boss_damage").where({ bossGroupId: mainBoss.groupId }).orderBy("totalDamage", "desc").limit(10).execute();
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- const isInTop10 = top10.some((r) => r.handle === handle);
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+ const top20 = await ctx.database.select("ggcevo_boss_damage").where({ bossGroupId: mainBoss.groupId }).orderBy("totalDamage", "desc").limit(20).execute();
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+ const isInTop202 = top20.some((r) => r.handle === handle);
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  return {
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- success: isInTop10,
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- message: "需要当期伤害榜前十名"
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+ success: isInTop202,
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+ message: isInTop202 ? "" : "需要当期伤害榜前二十名"
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+ // 消息提示更新为前二十名
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  };
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  }
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  case "武器中士":
@@ -2528,7 +2528,7 @@ var PassiveHandler = {
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  { name: targetBoss.name },
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  { Vulnerability: newLayers }
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  );
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- if (newLayers === maxLayers) {
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+ if (newLayers === currentLayers) {
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  messages.push(`☢️ 【辐射】效果达到上限(10层)`);
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  } else {
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  const layerIncrease = newLayers - currentLayers;
@@ -3709,8 +3709,6 @@ async function handleScatterAttack(ctx, session, config, handle, equippedWeapon,
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  scatterEffectMessages.push("🔆 【中子步枪】触发散射攻击!");
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  scatterRatio = 0.8;
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  }
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- const baseDamage = weaponData.damage * (1 + 0.1 * equippedWeapon.level);
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- const secondaryDamage = Math.round(baseDamage * scatterRatio);
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  for (const secondaryTarget of secondaryTargets) {
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  const damageResult = await calculateTotalDamage(
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  ctx,
@@ -3719,11 +3717,12 @@ async function handleScatterAttack(ctx, session, config, handle, equippedWeapon,
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  equippedWeapon,
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  secondaryTarget
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  );
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+ const secondaryDamage = Math.round(damageResult.damage * scatterRatio);
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  const passiveResult = await PassiveHandler.handlePassives(
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  ctx,
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  handle,
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  secondaryTarget,
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- damageResult.damage,
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+ secondaryDamage,
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  secondaryTarget.HP,
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  getBossMaxHP(secondaryTarget),
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  weaponName,
package/lib/weapons.d.ts CHANGED
@@ -102,7 +102,6 @@ export declare const weaponConfig: {
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  redCrystalCost: number;
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  isantiair: boolean;
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  tagEffects: {
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- 轻甲: number;
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  重甲: number;
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  };
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  };
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": "1.4.7",
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+ "version": "1.4.9",
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  "main": "lib/index.js",
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  "typings": "lib/index.d.ts",
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  "files": [