koishi-plugin-ggcevo-game 1.5.17 → 1.5.19
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 +12 -1
- package/lib/boss/passive.d.ts +5 -0
- package/lib/index.js +135 -34
- package/package.json +1 -1
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@@ -84,6 +84,7 @@ export declare const BattleEffectProcessor: {
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} | null;
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handleFrostEvolution: (targetBoss: any, weaponName: string, damage: number) => {
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isImmune: boolean;
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immuneCold: boolean;
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messages: string[];
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targetUpdates: {
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name: string;
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@@ -118,6 +119,7 @@ export declare const BattleEffectProcessor: {
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} | null;
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handleColdAdaptation: (targetBoss: any, weaponName: string) => {
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isImmune: boolean;
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immuneCold: boolean;
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messages: string[];
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targetUpdates: {
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name: string;
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@@ -262,6 +264,7 @@ export declare const BattleEffectProcessor: {
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} | null;
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handleSolarFlare: (targetBoss: any, weaponName: string, activeBosses: any[]) => {
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isImmune: boolean;
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immuneCold: boolean;
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messages: string[];
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targetUpdates: {
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name: string;
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@@ -284,6 +287,8 @@ export declare const BattleEffectProcessor: {
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buffMultiplier: number;
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nerfMultiplier: number;
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isImmune: boolean;
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immuneCold: boolean;
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immuneFire: boolean;
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messages: string[];
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};
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handleRampage: (targetBoss: any) => {
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@@ -403,7 +408,7 @@ export declare const BattleEffectProcessor: {
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armorReduction: number;
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layerAdded: boolean;
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} | null;
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-
handleColdEffect: (targetBoss: any, weaponName: string, equippedWeapon: any) => {
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handleColdEffect: (targetBoss: any, weaponName: string, equippedWeapon: any, isImmuneCold: boolean) => {
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messages: string[];
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targetUpdates: {
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name: string;
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@@ -606,6 +611,8 @@ export declare const BattleEffectProcessor: {
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} | null;
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handleEnvironmentalAdaptation: (targetBoss: any, weaponName: string) => {
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isImmune: boolean;
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immuneCold: boolean;
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immuneFire: boolean;
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messages: string[];
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targetUpdates: {
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name: string;
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@@ -638,6 +645,10 @@ export declare const BattleEffectProcessor: {
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isImmune: boolean;
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messages: string[];
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} | null;
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handleShiveringHowl: (targetBoss: any) => {
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nerfMultiplier: number;
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messages: string[];
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} | null;
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};
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/**
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* 统一处理所有被动效果(包含伤害修正、免疫检查、状态更新等)
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package/lib/boss/passive.d.ts
CHANGED
package/lib/index.js
CHANGED
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@@ -1274,7 +1274,7 @@ var bossPool = [
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shieldArmor: 0,
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maxStacks: 0,
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tags: ["重甲", "生物", "惧热", "重型", "异形"],
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passive: ["冰霜环绕", "冰霜进化"]
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passive: ["冰霜环绕", "冰霜进化", "冰悚嚎叫"]
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},
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minions: [
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{
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@@ -1922,6 +1922,7 @@ var BattleEffectProcessor = {
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return null;
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}
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isImmune = true;
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const immuneCold = true;
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const healAmount = damage;
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const targetUpdates = {
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name: targetBoss.name,
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@@ -1933,6 +1934,8 @@ var BattleEffectProcessor = {
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messages.push(`❄️ 【冰霜进化】生效:免疫寒冷伤害并回复${healAmount}点生命值`);
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return {
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isImmune,
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immuneCold,
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// 新增的免疫寒冷标记
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messages,
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targetUpdates
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};
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@@ -2029,21 +2032,36 @@ var BattleEffectProcessor = {
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}
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};
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}, "handleSurvivalInstinctII"),
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-
//
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// 冷适应处理 - 新增immuneCold标记,并在免疫时清除寒冷层数
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handleColdAdaptation: /* @__PURE__ */ __name(function(targetBoss, weaponName) {
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const messages = [];
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let isImmune = false;
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let immuneCold = false;
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let targetUpdates = null;
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if (!targetBoss.skills.includes("冷适应")) {
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return null;
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}
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const currentLayers = targetBoss.statusLayers || 0;
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const hasFearHeatTag = targetBoss.tags.includes("惧热") || false;
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const currentColdLayers = targetBoss.coldLayers || 0;
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if (hasFearHeatTag && weaponName === "零度之下") {
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isImmune = true;
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-
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immuneCold = true;
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if (currentColdLayers > 0) {
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if (!targetUpdates) {
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targetUpdates = {
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name: targetBoss.name,
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updates: {}
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};
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}
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targetUpdates.updates.coldLayersChange = -(currentColdLayers + 2);
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messages.push(`🌬️ 【冷适应】生效:清除全部寒冷效果`);
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}
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messages.push(`🌬️ 【冷适应】生效:免疫寒冷伤害`);
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return {
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isImmune,
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immuneCold,
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// 返回新增的免疫标记
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messages,
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targetUpdates
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};
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@@ -2057,14 +2075,16 @@ var BattleEffectProcessor = {
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// 层数+1
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}
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};
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messages.push(
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messages.push(`🌬️ 【冷适应】叠层:当前${newLayers}/10次寒冷伤害`);
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if (newLayers >= 10) {
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targetUpdates.updates.tagsAdded = ["惧热"];
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messages.push(
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messages.push(`🔥 【冷适应】生效:获得「惧热」标签并免疫寒冷伤害`);
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}
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}
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return {
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isImmune,
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immuneCold,
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// 返回新增的免疫标记
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messages,
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targetUpdates
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};
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@@ -2621,6 +2641,7 @@ var BattleEffectProcessor = {
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handleSolarFlare: /* @__PURE__ */ __name(function(targetBoss, weaponName, activeBosses) {
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const messages = [];
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let isImmune = false;
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let immuneCold = false;
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let targetUpdates = null;
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if (!targetBoss.skills.includes("太阳耀斑")) {
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return null;
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@@ -2632,22 +2653,32 @@ var BattleEffectProcessor = {
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if (hasLivingOffspring) {
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return null;
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}
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const currentColdLayers = targetBoss.coldLayers || 0;
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let updates = {};
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if (hasFearColdTag) {
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name: targetBoss.name,
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updates: {
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tagsRemoved: ["惧寒"]
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}
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};
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updates.tagsRemoved = ["惧寒"];
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messages.push(`☀️ 【太阳耀斑】触发:移除「惧寒」标签`);
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}
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const isColdWeapon = weaponName === "零度之下";
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if (isColdWeapon) {
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isImmune = true;
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immuneCold = true;
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messages.push(`☀️ 【太阳耀斑】生效:免疫寒冷伤害`);
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if (currentColdLayers > 0) {
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updates.coldLayersChange = -(currentColdLayers + 2);
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messages.push(`☀️ 【太阳耀斑】生效:清除全部寒冷效果`);
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}
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}
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if (Object.keys(updates).length > 0) {
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targetUpdates = {
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name: targetBoss.name,
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updates
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};
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}
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return {
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isImmune,
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immuneCold,
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// 返回新增的免疫标记
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messages,
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targetUpdates,
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tempMark: true
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@@ -2714,6 +2745,8 @@ var BattleEffectProcessor = {
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let buffMultiplier = 0;
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let nerfMultiplier = 0;
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let isImmune = false;
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let immuneCold = false;
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let immuneFire = false;
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if (!targetBoss.skills.includes("猎手异形")) {
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return null;
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}
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@@ -2721,6 +2754,11 @@ var BattleEffectProcessor = {
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const isColdDamage = weaponName === "零度之下";
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if (isFireDamage || isColdDamage) {
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isImmune = true;
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if (isFireDamage) {
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immuneFire = true;
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} else if (isColdDamage) {
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immuneCold = true;
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}
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messages.push(`🦖 【猎手异形】生效:免疫${isFireDamage ? "火焰" : "寒冷"}伤害`);
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}
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const otherLivingAliens = activeBosses.filter(
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@@ -2737,6 +2775,10 @@ var BattleEffectProcessor = {
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buffMultiplier,
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nerfMultiplier,
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isImmune,
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immuneCold,
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// 新增返回标记
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immuneFire,
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// 新增返回标记
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messages
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};
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}, "handleHunterAlien"),
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@@ -3176,7 +3218,13 @@ var BattleEffectProcessor = {
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};
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}, "handleRadiationEffect"),
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// 统一的寒冷效果处理函数
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-
handleColdEffect: /* @__PURE__ */ __name(function(targetBoss, weaponName, equippedWeapon) {
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handleColdEffect: /* @__PURE__ */ __name(function(targetBoss, weaponName, equippedWeapon, isImmuneCold) {
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if (isImmuneCold) {
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return null;
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}
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if (targetBoss.skills.includes("冰霜进化") || targetBoss.skills.includes("猎手异形")) {
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return null;
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}
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const messages = [];
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let layerAdded = false;
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const currentLayers = targetBoss.coldLayers || 0;
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@@ -3900,41 +3948,50 @@ var BattleEffectProcessor = {
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// 环境适应处理(免疫火焰和寒冷伤害,任意攻击都会清空寒冷/燃烧层数)
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handleEnvironmentalAdaptation: /* @__PURE__ */ __name(function(targetBoss, weaponName) {
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const messages = [];
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let immuneCold = false;
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let immuneFire = false;
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if (!targetBoss.skills.includes("环境适应")) {
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return null;
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}
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const isFireDamage = weaponName === "焚烧枪";
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const isColdDamage = weaponName === "零度之下";
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const updates = {};
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let
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let clearMessageParts = [];
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if (targetBoss.burnLayers > 0) {
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updates.burnLayersChanged = -(targetBoss.burnLayers +
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updates.burnLayersChanged = -(targetBoss.burnLayers + 2);
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clearMessageParts.push(`清空全部燃烧效果`);
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}
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if (targetBoss.coldLayers > 0) {
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updates.coldLayersChange = -(targetBoss.coldLayers +
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clearMessage += `清空所有寒冷层数`;
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updates.coldLayersChange = -(targetBoss.coldLayers + 2);
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clearMessageParts.push(`清空全部寒冷效果`);
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}
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let isImmune = false;
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if (isFireDamage) {
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isImmune = true;
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immuneFire = true;
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}
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if (isColdDamage) {
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isImmune = true;
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immuneCold = true;
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}
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let fullMessage = `🧬 【环境适应】生效:`;
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-
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let immuneMessage = "";
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if (isImmune) {
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immuneMessage = `免疫${isFireDamage ? "火焰" : isColdDamage ? "寒冷" : ""}伤害`;
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}
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if (clearMessageParts.length > 0) {
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fullMessage += `${immuneMessage ? immuneMessage + "并" : ""}${clearMessageParts.join("和")}`;
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} else if (immuneMessage) {
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fullMessage += immuneMessage;
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-
} else if (clearMessage) {
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3931
|
-
fullMessage += clearMessage;
|
|
3932
3986
|
} else {
|
|
3933
3987
|
return null;
|
|
3934
3988
|
}
|
|
3989
|
+
messages.push(fullMessage);
|
|
3935
3990
|
return {
|
|
3936
3991
|
isImmune,
|
|
3937
|
-
|
|
3992
|
+
immuneCold,
|
|
3993
|
+
immuneFire,
|
|
3994
|
+
messages,
|
|
3938
3995
|
targetUpdates: Object.keys(updates).length > 0 ? {
|
|
3939
3996
|
name: targetBoss.name,
|
|
3940
3997
|
updates
|
|
@@ -4050,7 +4107,26 @@ var BattleEffectProcessor = {
|
|
|
4050
4107
|
};
|
|
4051
4108
|
}
|
|
4052
4109
|
return null;
|
|
4053
|
-
}, "handleBiologicalSignatureImitation")
|
|
4110
|
+
}, "handleBiologicalSignatureImitation"),
|
|
4111
|
+
// 冰悚嚎叫处理(50%血量以下减伤30%)
|
|
4112
|
+
handleShiveringHowl: /* @__PURE__ */ __name(function(targetBoss) {
|
|
4113
|
+
const messages = [];
|
|
4114
|
+
if (!targetBoss.skills.includes("冰悚嚎叫")) {
|
|
4115
|
+
return null;
|
|
4116
|
+
}
|
|
4117
|
+
const maxHP = getMaxHPByName(targetBoss.name);
|
|
4118
|
+
if (typeof maxHP !== "number") return null;
|
|
4119
|
+
const hpPercent = targetBoss.HP / maxHP;
|
|
4120
|
+
if (hpPercent > 0.5) {
|
|
4121
|
+
return null;
|
|
4122
|
+
}
|
|
4123
|
+
const nerfMultiplier = 0.3;
|
|
4124
|
+
messages.push(`❄️ 【冰悚嚎叫】生效:生命值≤50%,受到的伤害-30%`);
|
|
4125
|
+
return {
|
|
4126
|
+
nerfMultiplier,
|
|
4127
|
+
messages
|
|
4128
|
+
};
|
|
4129
|
+
}, "handleShiveringHowl")
|
|
4054
4130
|
};
|
|
4055
4131
|
function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCrit, ignoreRate, careerData, equippedWeapon) {
|
|
4056
4132
|
const messages = [];
|
|
@@ -4068,6 +4144,8 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
|
|
|
4068
4144
|
let burnLayerAdded = false;
|
|
4069
4145
|
let drainFactor = 0;
|
|
4070
4146
|
let reductionAmount = 0;
|
|
4147
|
+
let isImmuneCold = false;
|
|
4148
|
+
let isImmuneFire = false;
|
|
4071
4149
|
const weaponData = weaponConfig[weaponName] || { type: "" };
|
|
4072
4150
|
let doubleAstralWind = false;
|
|
4073
4151
|
let isolatedImmunityMark = false;
|
|
@@ -4141,11 +4219,16 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
|
|
|
4141
4219
|
const allImmuneEffects = [...coldImmuneEffects, ...fireImmuneEffects, ...chanceImmuneEffects, ...conditionImmuneEffects];
|
|
4142
4220
|
for (const immuneEffect of allImmuneEffects) {
|
|
4143
4221
|
const result = processEffect(immuneEffect.effect, ...immuneEffect.args);
|
|
4144
|
-
if (result
|
|
4222
|
+
if (result) {
|
|
4223
|
+
isImmuneCold = isImmuneCold || result.immuneCold === true;
|
|
4224
|
+
isImmuneFire = isImmuneFire || result.immuneFire === true;
|
|
4225
|
+
if (result.isImmune) immune = true;
|
|
4226
|
+
}
|
|
4145
4227
|
}
|
|
4146
4228
|
const solarFlareResult = BattleEffectProcessor.handleSolarFlare(targetBoss, weaponName, activeBosses);
|
|
4147
4229
|
if (solarFlareResult) {
|
|
4148
4230
|
isolatedImmunityMark = solarFlareResult.tempMark || false;
|
|
4231
|
+
isImmuneCold = isImmuneCold || solarFlareResult.immuneCold === true;
|
|
4149
4232
|
if (solarFlareResult.isImmune) immune = true;
|
|
4150
4233
|
messages.push(...solarFlareResult.messages);
|
|
4151
4234
|
if (solarFlareResult.targetUpdates) {
|
|
@@ -4201,6 +4284,8 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
|
|
|
4201
4284
|
{ effect: BattleEffectProcessor.handleVomit, args: [targetBoss] },
|
|
4202
4285
|
{ effect: BattleEffectProcessor.handleRampage, args: [targetBoss] },
|
|
4203
4286
|
{ effect: BattleEffectProcessor.handleHyperRangeShift, args: [targetBoss] },
|
|
4287
|
+
// +++ 新增:冰悚嚎叫技能处理 +++
|
|
4288
|
+
{ effect: BattleEffectProcessor.handleShiveringHowl, args: [targetBoss] },
|
|
4204
4289
|
// 1. 毒性唾液
|
|
4205
4290
|
{ effect: BattleEffectProcessor.handleToxicSaliva, args: [targetBoss] },
|
|
4206
4291
|
// 2. 剧毒狂暴
|
|
@@ -4330,7 +4415,7 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
|
|
|
4330
4415
|
}
|
|
4331
4416
|
radiationLayerAdded = radiationResult.layerAdded;
|
|
4332
4417
|
}
|
|
4333
|
-
const coldResult = BattleEffectProcessor.handleColdEffect(targetBoss, weaponName, equippedWeapon);
|
|
4418
|
+
const coldResult = BattleEffectProcessor.handleColdEffect(targetBoss, weaponName, equippedWeapon, isImmuneCold);
|
|
4334
4419
|
if (coldResult) {
|
|
4335
4420
|
messages.push(...coldResult.messages);
|
|
4336
4421
|
if (coldResult.buffMultiplier) {
|
|
@@ -4395,6 +4480,9 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
|
|
|
4395
4480
|
if (equippedWeapon.installedMods?.includes("轻型电源节点")) {
|
|
4396
4481
|
armorDamageReduction = 0;
|
|
4397
4482
|
}
|
|
4483
|
+
if (equippedWeapon.installedMods?.includes("助燃核心")) {
|
|
4484
|
+
armorDamageReduction = -0.5;
|
|
4485
|
+
}
|
|
4398
4486
|
armor += targetBoss.armor - targetBoss.radiationLayers * 0.05;
|
|
4399
4487
|
const armorReduction = armorDamageReduction * armor;
|
|
4400
4488
|
if (armorReduction !== 0) {
|
|
@@ -4559,7 +4647,7 @@ var passiveConfig = {
|
|
|
4559
4647
|
derivedSkills: []
|
|
4560
4648
|
},
|
|
4561
4649
|
"冷适应": {
|
|
4562
|
-
description: "累计承受10
|
|
4650
|
+
description: "累计承受10次寒冷伤害后,获得「惧热」标签,免疫寒冷伤害并清空自身寒冷层数",
|
|
4563
4651
|
belong: ["莽兽", "狂暴畸变体", "剧毒畸变体"],
|
|
4564
4652
|
derivedSkills: []
|
|
4565
4653
|
},
|
|
@@ -4669,7 +4757,7 @@ var passiveConfig = {
|
|
|
4669
4757
|
derivedSkills: []
|
|
4670
4758
|
},
|
|
4671
4759
|
"太阳耀斑": {
|
|
4672
|
-
description: "
|
|
4760
|
+
description: "所有子代阵亡后,移除惧寒标签和孤立无援状态,免疫寒冷伤害并清空自身寒冷层数",
|
|
4673
4761
|
belong: ["烈焰庞兽"],
|
|
4674
4762
|
derivedSkills: []
|
|
4675
4763
|
},
|
|
@@ -4684,7 +4772,7 @@ var passiveConfig = {
|
|
|
4684
4772
|
derivedSkills: []
|
|
4685
4773
|
},
|
|
4686
4774
|
"猎手异形": {
|
|
4687
|
-
description: "存在其他存活异形时伤害降低20%,无其他存活异形时伤害提高20
|
|
4775
|
+
description: "存在其他存活异形时伤害降低20%,无其他存活异形时伤害提高20%;免疫火焰伤害及寒冷伤害",
|
|
4688
4776
|
belong: ["狂猎猛禽首领", "狂猎猛禽1", "狂猎猛禽2"],
|
|
4689
4777
|
derivedSkills: []
|
|
4690
4778
|
},
|
|
@@ -4856,7 +4944,7 @@ var passiveConfig = {
|
|
|
4856
4944
|
derivedSkills: []
|
|
4857
4945
|
},
|
|
4858
4946
|
"环境适应": {
|
|
4859
|
-
description: "
|
|
4947
|
+
description: "免疫火焰伤害和寒冷伤害;清空自身寒冷层数和燃烧层数",
|
|
4860
4948
|
belong: [],
|
|
4861
4949
|
derivedSkills: []
|
|
4862
4950
|
},
|
|
@@ -4899,6 +4987,11 @@ var passiveConfig = {
|
|
|
4899
4987
|
description: "受击时1%概率免疫该次伤害,每层「基因变异」提高1%的概率",
|
|
4900
4988
|
belong: [],
|
|
4901
4989
|
derivedSkills: []
|
|
4990
|
+
},
|
|
4991
|
+
"冰悚嚎叫": {
|
|
4992
|
+
description: "血量低于50%后,受到的伤害降低30%",
|
|
4993
|
+
belong: ["寒冰王蛇"],
|
|
4994
|
+
derivedSkills: []
|
|
4902
4995
|
}
|
|
4903
4996
|
};
|
|
4904
4997
|
|
|
@@ -5032,11 +5125,19 @@ var ggcevoUpdates = [
|
|
|
5032
5125
|
`.trim()
|
|
5033
5126
|
},
|
|
5034
5127
|
{
|
|
5035
|
-
version: "1.5.
|
|
5128
|
+
version: "1.5.17",
|
|
5036
5129
|
time: "2025-07-03",
|
|
5037
5130
|
content: `
|
|
5038
5131
|
- 删除计算机能力:被动PK失败时有50%的概率不损失金币
|
|
5039
5132
|
`.trim()
|
|
5133
|
+
},
|
|
5134
|
+
{
|
|
5135
|
+
version: "1.5.18",
|
|
5136
|
+
time: "2025-07-03",
|
|
5137
|
+
content: `
|
|
5138
|
+
- 修改了寒冷机制,现在拥有免疫寒冷伤害的技能可以免疫获得寒冷层数
|
|
5139
|
+
- 增强了部分免疫寒冷伤害的技能,使其可以清空自身寒冷层数
|
|
5140
|
+
`.trim()
|
|
5040
5141
|
}
|
|
5041
5142
|
];
|
|
5042
5143
|
function compareVersions(a, b) {
|