koishi-plugin-ggcevo-game 1.5.13 → 1.5.14

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.
@@ -580,7 +580,7 @@ export declare const BattleEffectProcessor: {
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  fusionExplosionTriggered: boolean;
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  messages: string[];
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  };
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- handleBurnEffect: (targetBoss: any, weaponName: string) => {
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+ handleBurnEffect: (targetBoss: any, weaponName: string, equippedWeapon: any) => {
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  messages: string[];
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  targetUpdates: {
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  name: string;
package/lib/index.js CHANGED
@@ -41,7 +41,7 @@ var weaponConfig = {
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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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  specialeffect: "",
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- price: 1,
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+ price: 100,
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  redCrystalCost: 1,
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  isantiair: true,
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  tagEffects: {
@@ -71,7 +71,7 @@ var weaponConfig = {
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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: "攻击时为目标附加[燃烧]效果,每层使目标受到火焰伤害时额外造成5点伤害(至多额外造成100点伤害)",
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+ specialeffect: "攻击时为目标附加1层[燃烧]效果,每层使目标受到火焰伤害时额外造成2点伤害(至多额外造成100点伤害)",
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  price: 450,
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  redCrystalCost: 4,
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  isantiair: false,
@@ -366,7 +366,7 @@ var weaponConfig = {
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  damage: 90,
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  armorDamageReduction: 0,
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  description: "这是传说中的武器",
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- specialeffect: "攻击时为目标附加[燃烧]效果,每层使目标受到火焰伤害时额外造成5点伤害(至多额外造成100点伤害)",
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+ specialeffect: "攻击时为目标附加2层[燃烧]效果,每层使目标受到火焰伤害时额外造成2点伤害(至多额外造成100点伤害)",
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  price: 6400,
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  redCrystalCost: 200,
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  isantiair: false,
@@ -489,7 +489,7 @@ var modConfig = {
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  },
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  "助燃核心": {
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  cost: 2550,
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- effect: "对[惧热]目标改为造成300%伤害,对[生物]目标改为造成200%伤害",
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+ effect: "对[惧热]目标改为造成300%伤害,对[生物]目标改为造成200%伤害;攻击时每1点护甲改为增加0.5点伤害;双倍叠加[燃烧]层数",
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  exclusiveTo: "焚烧枪",
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  isExclusive: true
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  },
@@ -537,9 +537,15 @@ var modConfig = {
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  },
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  "氮气压缩核心": {
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  cost: 2e3,
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- effect: "双倍叠加[寒冷]层数",
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+ effect: "双倍叠加[寒冷]层数;攻击时每1点护甲改为减少0点伤害",
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  exclusiveTo: "零度之下",
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  isExclusive: true
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+ },
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+ "轻型电源节点": {
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+ cost: 1250,
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+ effect: "伤害提高40%;攻击时每1点护甲改为减少0点伤害",
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+ exclusiveTo: "等离子切割机",
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+ isExclusive: true
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  }
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  };
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@@ -1261,7 +1267,7 @@ var bossPool = [
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  main: {
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  name: "寒冰王蛇",
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  type: "主宰",
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- maxHP: 2e4,
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+ maxHP: 25e3,
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  maxShield: 0,
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  maxEnergy: 0,
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  armor: 6,
@@ -3755,22 +3761,32 @@ var BattleEffectProcessor = {
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  return null;
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  }, "handleFusionCannonEffect"),
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  // 在 BattleEffectProcessor 对象中添加以下函数
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- handleBurnEffect: /* @__PURE__ */ __name(function(targetBoss, weaponName) {
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+ handleBurnEffect: /* @__PURE__ */ __name(function(targetBoss, weaponName, equippedWeapon) {
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  const messages = [];
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  let burnLayerAdded = false;
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  const isBurnWeapon = weaponName === "焚烧枪" || weaponName === "龙息霰弹枪";
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  if (!isBurnWeapon) {
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  return null;
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  }
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+ let burnLayers = 1;
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+ if (weaponName === "龙息霰弹枪") {
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+ burnLayers = 2;
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+ }
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+ if (equippedWeapon && equippedWeapon.installedMods?.includes("助燃核心")) {
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+ burnLayers = 2;
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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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- burnLayersChanged: 1
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- // 燃烧层数+1
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+ burnLayersChanged: burnLayers
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+ // 动态燃烧层数
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  }
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  };
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  burnLayerAdded = true;
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- messages.push(`🔥 【${weaponName}】武器效果:目标获得1层「燃烧」`);
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+ let effectMessage = `🔥 【${weaponName}】武器效果:目标获得${burnLayers}层「燃烧」`;
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+ if (burnLayers > 1) {
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+ }
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+ messages.push(effectMessage);
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  return {
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  messages,
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  targetUpdates,
@@ -4145,7 +4161,7 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
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  if (fusionEffect) {
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  messages.push(...fusionEffect.messages);
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  }
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- const burnEffectResult = BattleEffectProcessor.handleBurnEffect(targetBoss, weaponName);
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+ const burnEffectResult = BattleEffectProcessor.handleBurnEffect(targetBoss, weaponName, equippedWeapon);
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  if (burnEffectResult) {
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  messages.push(...burnEffectResult.messages);
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  if (burnEffectResult.targetUpdates) {
@@ -4266,26 +4282,6 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
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  totalBuffMultiplier += acidPoolResult.buffMultiplier;
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  }
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  }
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- const healingEffects = [
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- { effect: BattleEffectProcessor.handleFrostRegeneration, args: [targetBoss, activeBosses, maxStatsForTarget] },
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- { effect: BattleEffectProcessor.handleFrostAura, args: [targetBoss, activeBosses] },
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- { effect: BattleEffectProcessor.handleSentryGun, args: [targetBoss, activeBosses] },
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- { effect: BattleEffectProcessor.handleMoldGrowth, args: [targetBoss, activeBosses] },
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- { effect: BattleEffectProcessor.handleElectricShockwave, args: [targetBoss] },
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- { effect: BattleEffectProcessor.handlePulse, args: [targetBoss, activeBosses] },
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- { effect: BattleEffectProcessor.handleFeeding, args: [targetBoss] },
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- { effect: BattleEffectProcessor.handleBurningBurrow, args: [targetBoss] },
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- { effect: BattleEffectProcessor.handleBombardmentGuide, args: [targetBoss] },
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- { effect: BattleEffectProcessor.handleOverdriveShield, args: [targetBoss, activeBosses] },
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- // 6. 淬毒撕咬
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- { effect: BattleEffectProcessor.handlePoisonedBite, args: [targetBoss] },
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- { effect: BattleEffectProcessor.handleHealingSwarm, args: [targetBoss, activeBosses] },
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- { effect: BattleEffectProcessor.handleBurrowAmbush, args: [targetBoss, activeBosses] },
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- { effect: BattleEffectProcessor.handleAcceleratedDifferentiation, args: [targetBoss] }
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- ];
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- for (const effectItem of healingEffects) {
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- processEffect(effectItem.effect, ...effectItem.args);
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- }
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  const burningSlimeResult = BattleEffectProcessor.handleBurningSlime(targetBoss, weaponName);
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  if (burningSlimeResult) {
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  messages.push(...burningSlimeResult.messages);
@@ -4371,7 +4367,8 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
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  finalDamage *= 2;
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  }
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  if (weaponName === "焚烧枪" || weaponName === "龙息霰弹枪") {
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- const burnDamage = (targetBoss?.burnLayers || 0) * 5;
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+ const currentBurnLayers = Math.min(targetBoss?.burnLayers || 0, 50);
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+ const burnDamage = currentBurnLayers * 2;
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  if (burnDamage > 0) {
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  messages.push(`🔥 【燃烧】效果造成额外${burnDamage}点伤害`);
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  }
@@ -4389,12 +4386,40 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
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  if (careerData?.career === "猩红杀手" && weaponName === "侦察步枪") {
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  armorDamageReduction = 1;
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  }
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+ if (equippedWeapon.installedMods?.includes("氮气压缩核心")) {
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+ armorDamageReduction = 0;
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+ }
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+ if (equippedWeapon.installedMods?.includes("轻型电源节点")) {
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+ armorDamageReduction = 0;
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+ }
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  armor += targetBoss.armor - targetBoss.radiationLayers * 0.05;
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  const armorReduction = armorDamageReduction * armor;
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  if (armorReduction !== 0) {
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  messages.push(`护甲减伤: ${armorReduction.toFixed(2)}点`);
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  }
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  finalDamage = Math.max(Math.round(finalDamage - armorReduction), 1);
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+ if (finalDamage < targetBoss.HP) {
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+ const healingEffects = [
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+ { effect: BattleEffectProcessor.handleFrostRegeneration, args: [targetBoss, activeBosses, maxStatsForTarget] },
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+ { effect: BattleEffectProcessor.handleFrostAura, args: [targetBoss, activeBosses] },
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+ { effect: BattleEffectProcessor.handleSentryGun, args: [targetBoss, activeBosses] },
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+ { effect: BattleEffectProcessor.handleMoldGrowth, args: [targetBoss, activeBosses] },
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+ { effect: BattleEffectProcessor.handleElectricShockwave, args: [targetBoss] },
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+ { effect: BattleEffectProcessor.handlePulse, args: [targetBoss, activeBosses] },
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+ { effect: BattleEffectProcessor.handleFeeding, args: [targetBoss] },
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+ { effect: BattleEffectProcessor.handleBurningBurrow, args: [targetBoss] },
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+ { effect: BattleEffectProcessor.handleBombardmentGuide, args: [targetBoss] },
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+ { effect: BattleEffectProcessor.handleOverdriveShield, args: [targetBoss, activeBosses] },
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+ // 6. 淬毒撕咬
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+ { effect: BattleEffectProcessor.handlePoisonedBite, args: [targetBoss] },
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+ { effect: BattleEffectProcessor.handleHealingSwarm, args: [targetBoss, activeBosses] },
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+ { effect: BattleEffectProcessor.handleBurrowAmbush, args: [targetBoss, activeBosses] },
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+ { effect: BattleEffectProcessor.handleAcceleratedDifferentiation, args: [targetBoss] }
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+ ];
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+ for (const effectItem of healingEffects) {
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+ processEffect(effectItem.effect, ...effectItem.args);
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+ }
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+ }
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  const frostEvolutionResult = BattleEffectProcessor.handleFrostEvolution(
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  targetBoss,
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  weaponName,
@@ -4991,6 +5016,17 @@ var ggcevoUpdates = [
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  content: `
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  - 新增专属改装:氮气压缩核心
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  `.trim()
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+ },
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+ {
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+ version: "1.5.14",
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+ time: "2025-07-03",
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+ content: `
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+ - 增强了专属模块:助燃核心和氮气压缩核心
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+ - 新增了专属模块:轻型电源节点
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+ - 增强了传奇武器:龙息霰弹枪
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+ - 修改了[燃烧]机制
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+ - 修改了回血技能逻辑,现在攻击造成致命伤害时不再触发回血技能
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+ `.trim()
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  }
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  ];
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  function compareVersions(a, b) {
@@ -5827,6 +5863,10 @@ function calculateModifiers(equippedWeapon, weaponName) {
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  totalModAdd += 0.4;
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  modMessages.push(`🛠️ 【裂甲核心】:伤害+40%`);
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  }
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+ if (equippedWeapon.installedMods?.includes("轻型电源节点") && weaponName === modConfig["轻型电源节点"]?.exclusiveTo) {
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+ totalModAdd += 0.4;
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+ modMessages.push(`🛠️ 【轻型电源节点】:伤害+40%`);
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+ }
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  if (equippedWeapon.installedMods?.includes("微型聚变核心")) {
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  const currentCombo = equippedWeapon?.comboCount || 0;
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  const maxStacks = 6;
@@ -6215,7 +6255,14 @@ async function handleScatterAttack(ctx, session, handle, config, equippedWeapon,
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  taskUpdates.push({ taskId: 6, count: 1 });
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  }
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  if (EffectProcessor.burnLayerAdded) {
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- taskUpdates.push({ taskId: 7, count: 1 });
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+ let burnLayers = 1;
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+ if (weaponName === "龙息霰弹枪") {
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+ burnLayers = 2;
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+ }
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+ if (equippedWeapon.installedMods?.includes("助燃核心")) {
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+ burnLayers *= 2;
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+ }
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+ taskUpdates.push({ taskId: 7, count: burnLayers });
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  }
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  const isDead = currentHP <= 0;
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  scatterEffectMessages.push(...EffectProcessor.messages.map((m) => ` 对 ${secondaryTarget.name} ${m}`));
@@ -8634,7 +8681,7 @@ ${protectionList}
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  bonusEffects.push(
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  `▸ 💻 计算机专家特权:`,
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  ` - 主动PK胜率+10%(最高可至100%)`,
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- ` - 每日挑战次数+3(${usedCount}/${dailyPKLimit})`
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+ ` - 每日挑战次数+3`
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  );
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  }
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  if (targetCareer.group === "人类联盟" && isWin) {
@@ -9393,7 +9440,14 @@ ${validTypes.join("、")}`;
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  taskUpdates.push({ taskId: 6, count: 1 });
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  }
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  if (primaryAttackResult.burnLayerAdded) {
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- taskUpdates.push({ taskId: 7, count: 1 });
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+ let burnLayers = 1;
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+ if (weaponName === "龙息霰弹枪") {
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+ burnLayers = 2;
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+ }
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+ if (equippedWeapon.installedMods?.includes("助燃核心")) {
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+ burnLayers *= 2;
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+ }
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+ taskUpdates.push({ taskId: 7, count: burnLayers });
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  }
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  if (scatterResult && scatterResult.taskUpdates) {
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  scatterResult.taskUpdates.forEach((update) => {
package/lib/weapons.d.ts CHANGED
@@ -502,4 +502,10 @@ export declare const modConfig: {
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  exclusiveTo: string;
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  isExclusive: boolean;
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  };
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+ 轻型电源节点: {
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+ cost: number;
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+ effect: string;
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+ exclusiveTo: string;
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+ isExclusive: boolean;
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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": "1.5.13",
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+ "version": "1.5.14",
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  "main": "lib/index.js",
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  "typings": "lib/index.d.ts",
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  "files": [