koishi-plugin-ggcevo-game 1.5.13 → 1.5.15
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/index.js +90 -36
- package/lib/weapons.d.ts +6 -0
- package/package.json +1 -1
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@@ -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;
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package/lib/index.js
CHANGED
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@@ -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:
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price: 100,
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redCrystalCost: 1,
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isantiair: true,
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tagEffects: {
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@@ -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
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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,
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@@ -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
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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,
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@@ -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
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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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},
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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]
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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:
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maxHP: 25e3,
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maxShield: 0,
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maxEnergy: 0,
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armor: 6,
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@@ -1768,7 +1774,7 @@ __name(getShieldArmorByName, "getShieldArmorByName");
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var BattleEffectProcessor = {
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// 弱化形态
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handleWeakForm: /* @__PURE__ */ __name(function(targetBoss) {
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-
if (targetBoss.
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if (targetBoss.type === "子代") {
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const newBuffMultiplier = 0.1;
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const messages = [`📚 【弱化形态】生效:子代防御脆弱,受到的伤害+10%`];
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return {
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@@ -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:
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//
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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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-
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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,
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@@ -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) {
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@@ -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);
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@@ -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
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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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}
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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,
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@@ -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) {
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@@ -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;
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@@ -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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-
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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}`));
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@@ -8634,7 +8681,7 @@ ${protectionList}
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bonusEffects.push(
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`▸ 💻 计算机专家特权:`,
|
|
8636
8683
|
` - 主动PK胜率+10%(最高可至100%)`,
|
|
8637
|
-
` - 每日挑战次数+3
|
|
8684
|
+
` - 每日挑战次数+3`
|
|
8638
8685
|
);
|
|
8639
8686
|
}
|
|
8640
8687
|
if (targetCareer.group === "人类联盟" && isWin) {
|
|
@@ -9393,7 +9440,14 @@ ${validTypes.join("、")}`;
|
|
|
9393
9440
|
taskUpdates.push({ taskId: 6, count: 1 });
|
|
9394
9441
|
}
|
|
9395
9442
|
if (primaryAttackResult.burnLayerAdded) {
|
|
9396
|
-
|
|
9443
|
+
let burnLayers = 1;
|
|
9444
|
+
if (weaponName === "龙息霰弹枪") {
|
|
9445
|
+
burnLayers = 2;
|
|
9446
|
+
}
|
|
9447
|
+
if (equippedWeapon.installedMods?.includes("助燃核心")) {
|
|
9448
|
+
burnLayers *= 2;
|
|
9449
|
+
}
|
|
9450
|
+
taskUpdates.push({ taskId: 7, count: burnLayers });
|
|
9397
9451
|
}
|
|
9398
9452
|
if (scatterResult && scatterResult.taskUpdates) {
|
|
9399
9453
|
scatterResult.taskUpdates.forEach((update) => {
|
package/lib/weapons.d.ts
CHANGED