koishi-plugin-ggcevo-game 1.5.5 → 1.5.7

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.
@@ -412,21 +412,23 @@ export declare const BattleEffectProcessor: {
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  buffMultiplier: number;
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  layerAdded: boolean;
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  } | null;
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- handleWeaponEnergyDrain: (targetBoss: any, weaponName: string, maxStatsForTarget: any) => {
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+ handleWeaponEnergyDrain: (targetBoss: any, weaponName: string, maxStatsForTarget: any, equippedWeapon: any) => {
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  messages: string[];
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  targetUpdates: {
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  name: string;
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  updates: Partial<BattleStatistics>;
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  } | null;
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  success: boolean;
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+ drainFactor: number;
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  } | null;
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- handleWeaponLayerReduction: (targetBoss: any, weaponName: string, maxStatsForTarget: any) => {
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+ handleWeaponLayerReduction: (targetBoss: any, weaponName: string, maxStatsForTarget: any, equippedWeapon: any) => {
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  messages: string[];
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  targetUpdates: {
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  name: string;
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  updates: Partial<BattleStatistics>;
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  } | null;
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  reductionSuccess: boolean;
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+ reductionAmount: number;
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  } | null;
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  handleToxicSaliva: (targetBoss: any) => {
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  nerfMultiplier: number;
@@ -656,4 +658,6 @@ export declare function applyPassiveEffects(targetBoss: any, activeBosses: any[]
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  spawnNewBossMarks: string[];
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  pulseGrenadeTriggered: boolean;
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  burnLayerAdded: boolean;
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+ drainFactor: number;
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+ reductionAmount: number;
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  };
@@ -15,6 +15,8 @@ export declare function handlePrimaryAttack(ctx: Context, session: any, handle:
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  arcApplied: boolean;
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  pulseGrenadeTriggered: boolean;
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  burnLayerAdded: boolean;
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+ drainFactor: number;
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+ reductionAmount: number;
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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[], careerData: any): Promise<{
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  scatterEffectMessages: string[];
package/lib/index.js CHANGED
@@ -148,7 +148,7 @@ var weaponConfig = {
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  damage: 25,
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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: "攻击时为目标附加[寒冷]效果,每层使目标受到的伤害提高2.5%(最多提高50%)",
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+ specialeffect: "攻击时为目标附加[寒冷]效果,每层使目标受到的伤害提高1%(最多提高100%)",
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  price: 775,
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  redCrystalCost: 7,
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  isantiair: false,
@@ -351,7 +351,7 @@ var weaponConfig = {
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  damage: 80,
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  armorDamageReduction: -1,
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  description: "一件传奇武器",
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- specialeffect: "暴击率提高25%;连续3次未暴击时,下次攻击必定暴击",
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+ specialeffect: "暴击率提高25%;连续2次未暴击时,下次攻击必定暴击",
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  price: 6400,
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  redCrystalCost: 200,
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  isantiair: true,
@@ -522,6 +522,18 @@ var modConfig = {
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  effect: "每层[横冲直撞]提供双倍伤害",
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  exclusiveTo: "M134轮转机枪",
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  isExclusive: true
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+ },
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+ "脉冲稳定核心": {
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+ cost: 2500,
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+ effect: "攻击减少目标双倍技能层数",
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+ exclusiveTo: "脉冲扰乱枪",
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+ isExclusive: true
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+ },
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+ "高压电池": {
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+ cost: 2250,
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+ effect: "攻击消耗目标双倍能量值",
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+ exclusiveTo: "弧焊枪",
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+ isExclusive: true
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  }
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  };
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@@ -745,10 +757,10 @@ var syndicatePirateConfig = [
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  },
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  {
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  professionName: "辛迪加财务经理",
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- effect: "每日签到能额外获得红晶; 主动发起的PK对战结果为胜利时,额外奖励1红晶",
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+ effect: "每日签到能额外获得红晶; 仓库中每拥有20个红晶,每日签到能额外获得1个红晶(至多额外获得5个)",
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  requirements: "当月累计签到14天及以上",
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  Jobtransfer: true,
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- costredcrystal: 25
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+ costredcrystal: 40
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  },
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  {
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  professionName: "计算机专家",
@@ -1172,17 +1184,17 @@ var Tasklist = {
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  id: 4,
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  type: "可重复任务",
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  target: 1,
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- price: 100,
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+ price: 40,
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  redCrystalCost: 0,
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- condition: "使用【脉冲扰乱枪】攻击目标并成功减少其技能层数"
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+ condition: "使用【脉冲扰乱枪】攻击目标并成功减少其1层技能层数"
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  },
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  "能量消耗": {
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  id: 5,
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  type: "可重复任务",
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  target: 1,
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- price: 100,
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+ price: 40,
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  redCrystalCost: 0,
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- condition: "使用【弧焊枪】或【DG-3电弧步枪】攻击目标并成功消耗其能量"
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+ condition: "使用【弧焊枪】或【DG-3电弧步枪】攻击目标并成功消耗其100能量"
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  },
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  "破甲先锋": {
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  id: 6,
@@ -1190,7 +1202,7 @@ var Tasklist = {
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  target: 1,
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  price: 200,
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  redCrystalCost: 0,
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- condition: "使用【M4AE脉冲步枪】攻击目标并成功削减其护甲"
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+ condition: "使用【M4AE脉冲步枪】攻击目标并成功削减其0.5护甲"
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  },
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  "烈火燎原": {
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  id: 7,
@@ -3148,11 +3160,11 @@ var BattleEffectProcessor = {
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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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- const effectiveLayers = Math.min(currentLayers, 20);
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- const buffMultiplier = effectiveLayers * 0.025;
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+ const effectiveLayers = Math.min(currentLayers, 100);
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+ const buffMultiplier = effectiveLayers * 0.01;
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  if (effectiveLayers > 0) {
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- messages.push(`❄️ 【寒冷】:当前${currentLayers}层,受到的伤害+${(effectiveLayers * 2.5).toFixed(1)}%`);
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- if (currentLayers > 20) {
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+ messages.push(`❄️ 【寒冷】:当前${currentLayers}层,受到的伤害+${(effectiveLayers * 1).toFixed(1)}%`);
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+ if (currentLayers > 100) {
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  }
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  }
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  let targetUpdates = null;
@@ -3176,18 +3188,22 @@ var BattleEffectProcessor = {
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  // 返回层数增加标记
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  };
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  }, "handleColdEffect"),
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- // 统一的武器能量消耗处理函数
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- handleWeaponEnergyDrain: /* @__PURE__ */ __name(function(targetBoss, weaponName, maxStatsForTarget) {
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+ // 统一的武器能量消耗处理函数(已添加模组检测)
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+ handleWeaponEnergyDrain: /* @__PURE__ */ __name(function(targetBoss, weaponName, maxStatsForTarget, equippedWeapon) {
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  const weaponEnergyDrain = {
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  "弧焊枪": 200,
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  "DG-3电弧步枪": 500
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  };
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  const targetmaxEnergy = maxStatsForTarget.maxEnergy;
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- const drainValue = weaponEnergyDrain[weaponName];
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+ let drainValue = weaponEnergyDrain[weaponName];
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  if (!drainValue || targetmaxEnergy === 0) {
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  return null;
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  }
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  const messages = [];
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+ const hasHighVoltageBattery = equippedWeapon.installedMods?.includes("高压电池");
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+ if (hasHighVoltageBattery && weaponName === "弧焊枪") {
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+ drainValue *= 2;
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+ }
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  const success = drainValue > 0;
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  let targetUpdates = null;
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  if (success) {
@@ -3199,28 +3215,36 @@ var BattleEffectProcessor = {
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  }
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  };
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  }
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+ const drainFactor = drainValue / 100;
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  const weaponDisplayName = weaponName === "弧焊枪" ? "弧焊枪" : "DG-3电弧步枪";
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+ let effectDescription = `消耗${drainValue}点能量`;
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+ if (hasHighVoltageBattery && weaponName === "弧焊枪") {
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+ }
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  if (success) {
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- messages.push(`⚡ 【${weaponDisplayName}】武器效果:消耗${drainValue}点能量`);
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+ messages.push(`⚡ 【${weaponDisplayName}】武器效果:${effectDescription}`);
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  }
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  return {
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  messages,
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  targetUpdates,
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- success
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+ success,
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+ drainFactor
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  };
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  }, "handleWeaponEnergyDrain"),
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- // 统一的武器层数减少处理函数
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- handleWeaponLayerReduction: /* @__PURE__ */ __name(function(targetBoss, weaponName, maxStatsForTarget) {
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+ // 统一的武器层数减少处理函数(已添加模组检测)
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+ handleWeaponLayerReduction: /* @__PURE__ */ __name(function(targetBoss, weaponName, maxStatsForTarget, equippedWeapon) {
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  const weaponLayerReduction = {
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  "脉冲扰乱枪": 2
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- // 可以在这里添加其他武器及其减少层数
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  };
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  const maxStacks = maxStatsForTarget.maxStacks;
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- const reductionAmount = weaponLayerReduction[weaponName];
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+ let reductionAmount = weaponLayerReduction[weaponName];
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  if (!reductionAmount || maxStacks === 0) {
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  return null;
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  }
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  const messages = [];
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+ const hasStabilizationCore = equippedWeapon.installedMods?.includes("脉冲稳定核心");
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+ if (hasStabilizationCore && weaponName === "脉冲扰乱枪") {
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+ reductionAmount *= 2;
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+ }
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  const reductionSuccess = reductionAmount > 0;
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  let targetUpdates = null;
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  if (reductionSuccess) {
@@ -3228,17 +3252,20 @@ var BattleEffectProcessor = {
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  name: targetBoss.name,
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  updates: {
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  skillStacksChanged: -reductionAmount
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- // 减少层数
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  }
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  };
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  }
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+ let effectDescription = `技能层数减少${reductionAmount}层`;
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+ if (hasStabilizationCore && weaponName === "脉冲扰乱枪") {
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+ }
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  if (reductionSuccess) {
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- messages.push(`⚡ 【${weaponName}】武器效果:技能层数减少${reductionAmount}层`);
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+ messages.push(`⚡ 【${weaponName}】武器效果:${effectDescription}`);
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  }
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  return {
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  messages,
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  targetUpdates,
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- reductionSuccess
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+ reductionSuccess,
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+ reductionAmount
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  };
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  }, "handleWeaponLayerReduction"),
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  handleToxicSaliva: /* @__PURE__ */ __name(function(targetBoss) {
@@ -3889,19 +3916,18 @@ var BattleEffectProcessor = {
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  return null;
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  }
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  const currentStacks = targetBoss.skillStacks || 0;
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- const consumedStacks = Math.floor(currentStacks / 2);
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- if (consumedStacks <= 0) {
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+ const halfStacks = Math.floor(currentStacks / 2);
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+ if (halfStacks <= 0) {
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  return null;
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  }
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- const healAmount = consumedStacks * 10;
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+ const healAmount = halfStacks * 5;
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  return {
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- messages: [`🧬 【加快分化】生效:消耗${consumedStacks}层「基因变异」回复${healAmount}点生命值`],
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+ messages: [`🧬 【加快分化】生效:回复${healAmount}点生命值`],
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  targetUpdates: {
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  name: targetBoss.name,
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  updates: {
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- hpChange: healAmount,
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- skillStacksChanged: -consumedStacks
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- // 消耗层数
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+ hpChange: healAmount
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+ // 不再消耗层数
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  }
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  }
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  };
@@ -4009,6 +4035,8 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
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  let armor = 0;
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  let pulseGrenadeTriggered = false;
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  let burnLayerAdded = false;
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+ let drainFactor = 0;
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+ let reductionAmount = 0;
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  const weaponData = weaponConfig[weaponName] || { type: "" };
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  let doubleAstralWind = false;
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  let isolatedImmunityMark = false;
@@ -4302,21 +4330,23 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
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  }
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  coldLayerAdded = coldResult.layerAdded;
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  }
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- const energyDrainResult = BattleEffectProcessor.handleWeaponEnergyDrain(targetBoss, weaponName, maxStatsForTarget);
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+ const energyDrainResult = BattleEffectProcessor.handleWeaponEnergyDrain(targetBoss, weaponName, maxStatsForTarget, equippedWeapon);
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  if (energyDrainResult) {
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  messages.push(...energyDrainResult.messages);
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  if (energyDrainResult.targetUpdates) {
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  updateStatsByName(energyDrainResult.targetUpdates.name, energyDrainResult.targetUpdates.updates);
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  }
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  energyDrained = energyDrainResult.success || false;
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+ drainFactor = energyDrainResult.drainFactor;
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  }
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- const layerReduceResult = BattleEffectProcessor.handleWeaponLayerReduction(targetBoss, weaponName, maxStatsForTarget);
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+ const layerReduceResult = BattleEffectProcessor.handleWeaponLayerReduction(targetBoss, weaponName, maxStatsForTarget, equippedWeapon);
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  if (layerReduceResult) {
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  messages.push(...layerReduceResult.messages);
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  if (layerReduceResult.targetUpdates) {
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  updateStatsByName(layerReduceResult.targetUpdates.name, layerReduceResult.targetUpdates.updates);
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  }
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  layerReduced = layerReduceResult.reductionSuccess || false;
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+ reductionAmount = layerReduceResult.reductionAmount;
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  }
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  let finalDamage = damage;
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  let adjustedNerfMultiplier = totalNerfMultiplier * (1 - ignoreRate);
@@ -4340,7 +4370,7 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
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  const armorBonus = geneMutationStacks * 0.1;
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  armor += armorBonus;
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  if (armorBonus > 0) {
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- messages.push(`【组织增生】生效:临时增加${armorBonus}点护甲`);
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+ messages.push(`【组织增生】生效:临时增加${armorBonus.toFixed(1)}点护甲`);
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  }
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  }
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  let armorDamageReduction = weaponData.armorDamageReduction || 0;
@@ -4433,8 +4463,10 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
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  spawnNewBossMarks,
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  // +++ 新增生成标记 +++
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  pulseGrenadeTriggered,
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- burnLayerAdded
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+ burnLayerAdded,
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  // 新增燃烧叠加标记
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+ drainFactor,
4469
+ reductionAmount
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  };
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  }
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  __name(applyPassiveEffects, "applyPassiveEffects");
@@ -4789,7 +4821,7 @@ var passiveConfig = {
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  derivedSkills: []
4790
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  },
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  "加快分化": {
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- description: "每次受击消耗一半层数回复X点血量(X为消耗的「基因变异」层数 x 10)",
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+ description: "每次受击回复X点血量(X为「基因变异」层数的一半并向下取整 x 5)",
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  belong: [],
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  derivedSkills: []
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  },
@@ -4908,6 +4940,23 @@ var ggcevoUpdates = [
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  - 削弱了坏兄弟的加快分化基因技能
4909
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  - 雷达面罩价格下调至20红晶
4910
4942
  `.trim()
4943
+ },
4944
+ {
4945
+ version: "1.5.6",
4946
+ time: "2025-06-29",
4947
+ content: `
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+ - 重制了坏兄弟的分化基因技能
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+ - 重制了辛迪加海盗阵营的辛迪加财务经理职业,并提高其转职门槛
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+ - 增强了MK-4激光步枪暴击保底机制
4951
+ `.trim()
4952
+ },
4953
+ {
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+ version: "1.5.7",
4955
+ time: "2025-06-29",
4956
+ content: `
4957
+ - 重制了脉冲干扰和能量消耗的任务要求
4958
+ - 新增专属模块:脉冲稳定核心和高压电池
4959
+ `.trim()
4911
4960
  }
4912
4961
  ];
4913
4962
  function compareVersions(a, b) {
@@ -5676,7 +5725,7 @@ async function calculateCrit(ctx, handle, equippedWeapon, weaponName) {
5676
5725
  critSources: []
5677
5726
  };
5678
5727
  }
5679
- if (weaponName === "MK-4激光步枪" && pityCounter >= 3) {
5728
+ if (weaponName === "MK-4激光步枪" && pityCounter >= 2) {
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  return {
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  hasCrit: true,
5682
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  critSources: ["🔫 MK-4激光步枪:保底暴击"]
@@ -6066,7 +6115,9 @@ async function handlePrimaryAttack(ctx, session, handle, config, equippedWeapon,
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  pulseApplied: EffectProcessor.layerReduced,
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  arcApplied: EffectProcessor.energyDrained,
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  pulseGrenadeTriggered: EffectProcessor.pulseGrenadeTriggered,
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- burnLayerAdded: EffectProcessor.burnLayerAdded
6118
+ burnLayerAdded: EffectProcessor.burnLayerAdded,
6119
+ drainFactor: EffectProcessor.drainFactor,
6120
+ reductionAmount: EffectProcessor.reductionAmount
6070
6121
  };
6071
6122
  }
6072
6123
  __name(handlePrimaryAttack, "handlePrimaryAttack");
@@ -6119,10 +6170,10 @@ async function handleScatterAttack(ctx, session, handle, config, equippedWeapon,
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  taskUpdates.push({ taskId: 3, count: 1 });
6120
6171
  }
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6172
  if (EffectProcessor.layerReduced) {
6122
- taskUpdates.push({ taskId: 4, count: 1 });
6173
+ taskUpdates.push({ taskId: 4, count: EffectProcessor.reductionAmount });
6123
6174
  }
6124
6175
  if (EffectProcessor.energyDrained) {
6125
- taskUpdates.push({ taskId: 5, count: 1 });
6176
+ taskUpdates.push({ taskId: 5, count: EffectProcessor.drainFactor });
6126
6177
  }
6127
6178
  if (EffectProcessor.pulseGrenadeTriggered) {
6128
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  taskUpdates.push({ taskId: 6, count: 1 });
@@ -7228,18 +7279,22 @@ ${itemDetails.join("\n")}`;
7228
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  const finalPoints = Math.round(basePoints * (1 + totalBonus));
7229
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  let redCrystal = 0;
7230
7281
  if (careerData?.group === "辛迪加海盗" && careerData.career === "辛迪加财务经理") {
7231
- if (monthlyDays < 7) {
7232
- redCrystal = 1;
7233
- } else if (monthlyDays < 14) {
7234
- redCrystal = 2;
7235
- } else if (monthlyDays < 21) {
7236
- redCrystal = 3;
7237
- } else if (monthlyDays < 28) {
7238
- redCrystal = 4;
7282
+ if (monthlyDays < 7) redCrystal = 1;
7283
+ else if (monthlyDays < 14) redCrystal = 2;
7284
+ else if (monthlyDays < 21) redCrystal = 3;
7285
+ else if (monthlyDays < 28) redCrystal = 4;
7286
+ else redCrystal = 5;
7287
+ const crystalStock = careerData.redcrystal || 0;
7288
+ const extraBonus = Math.min(Math.floor(crystalStock / 20), 5);
7289
+ if (extraBonus > 0) {
7290
+ redCrystal += extraBonus;
7291
+ messages.push(
7292
+ `🎖️ 辛迪加财务经理职业:+${redCrystal - extraBonus}枚红晶(基础)
7293
+ ▸ 红晶储量加成:+${extraBonus}枚`
7294
+ );
7239
7295
  } else {
7240
- redCrystal = 5;
7296
+ messages.push(`🎖️ 辛迪加财务经理职业:+${redCrystal}枚红晶`);
7241
7297
  }
7242
- messages.push(`🎖️ 辛迪加财务经理职业:+${redCrystal}枚红晶`);
7243
7298
  }
7244
7299
  await ctx.database.withTransaction(async () => {
7245
7300
  await ctx.database.upsert("ggcevo_sign", [{
@@ -9215,10 +9270,10 @@ ${validTypes.join("、")}`;
9215
9270
  taskUpdates.push({ taskId: 3, count: 1 });
9216
9271
  }
9217
9272
  if (primaryAttackResult.pulseApplied) {
9218
- taskUpdates.push({ taskId: 4, count: 1 });
9273
+ taskUpdates.push({ taskId: 4, count: primaryAttackResult.reductionAmount });
9219
9274
  }
9220
9275
  if (primaryAttackResult.arcApplied) {
9221
- taskUpdates.push({ taskId: 5, count: 1 });
9276
+ taskUpdates.push({ taskId: 5, count: primaryAttackResult.drainFactor });
9222
9277
  }
9223
9278
  if (primaryAttackResult.pulseGrenadeTriggered) {
9224
9279
  taskUpdates.push({ taskId: 6, count: 1 });
package/lib/tasks.d.ts CHANGED
@@ -27,17 +27,17 @@ export declare const Tasklist: {
27
27
  readonly id: 4;
28
28
  readonly type: "可重复任务";
29
29
  readonly target: 1;
30
- readonly price: 100;
30
+ readonly price: 40;
31
31
  readonly redCrystalCost: 0;
32
- readonly condition: "使用【脉冲扰乱枪】攻击目标并成功减少其技能层数";
32
+ readonly condition: "使用【脉冲扰乱枪】攻击目标并成功减少其1层技能层数";
33
33
  };
34
34
  readonly 能量消耗: {
35
35
  readonly id: 5;
36
36
  readonly type: "可重复任务";
37
37
  readonly target: 1;
38
- readonly price: 100;
38
+ readonly price: 40;
39
39
  readonly redCrystalCost: 0;
40
- readonly condition: "使用【弧焊枪】或【DG-3电弧步枪】攻击目标并成功消耗其能量";
40
+ readonly condition: "使用【弧焊枪】或【DG-3电弧步枪】攻击目标并成功消耗其100能量";
41
41
  };
42
42
  readonly 破甲先锋: {
43
43
  readonly id: 6;
@@ -45,7 +45,7 @@ export declare const Tasklist: {
45
45
  readonly target: 1;
46
46
  readonly price: 200;
47
47
  readonly redCrystalCost: 0;
48
- readonly condition: "使用【M4AE脉冲步枪】攻击目标并成功削减其护甲";
48
+ readonly condition: "使用【M4AE脉冲步枪】攻击目标并成功削减其0.5护甲";
49
49
  };
50
50
  readonly 烈火燎原: {
51
51
  readonly id: 7;
package/lib/weapons.d.ts CHANGED
@@ -484,4 +484,16 @@ export declare const modConfig: {
484
484
  exclusiveTo: string;
485
485
  isExclusive: boolean;
486
486
  };
487
+ 脉冲稳定核心: {
488
+ cost: number;
489
+ effect: string;
490
+ exclusiveTo: string;
491
+ isExclusive: boolean;
492
+ };
493
+ 高压电池: {
494
+ cost: number;
495
+ effect: string;
496
+ exclusiveTo: string;
497
+ isExclusive: boolean;
498
+ };
487
499
  };
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "koishi-plugin-ggcevo-game",
3
3
  "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。",
4
- "version": "1.5.5",
4
+ "version": "1.5.7",
5
5
  "main": "lib/index.js",
6
6
  "typings": "lib/index.d.ts",
7
7
  "files": [