koishi-plugin-ggcevo-game 1.6.57 → 1.6.59
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/index.js +27 -20
- package/package.json +1 -1
package/lib/index.js
CHANGED
|
@@ -74,7 +74,7 @@ var weaponConfig = {
|
|
|
74
74
|
damage: 23,
|
|
75
75
|
armorDamageReduction: 0.25,
|
|
76
76
|
description: "基于热能的强大武器,烧烬一切",
|
|
77
|
-
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
|
|
77
|
+
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1点伤害(至多额外造成100点伤害)",
|
|
78
78
|
price: 450,
|
|
79
79
|
redCrystalCost: 4,
|
|
80
80
|
isantiair: false,
|
|
@@ -388,7 +388,7 @@ var weaponConfig = {
|
|
|
388
388
|
damage: 90,
|
|
389
389
|
armorDamageReduction: 0,
|
|
390
390
|
description: "这是传说中的武器",
|
|
391
|
-
specialeffect: "造成的20%伤害转化为火焰伤害;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
|
|
391
|
+
specialeffect: "造成的20%伤害转化为火焰伤害;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1点伤害(至多额外造成100点伤害)",
|
|
392
392
|
price: 6400,
|
|
393
393
|
redCrystalCost: 200,
|
|
394
394
|
isantiair: false,
|
|
@@ -688,7 +688,7 @@ var SyndicatedItems = {
|
|
|
688
688
|
price: 0,
|
|
689
689
|
redCrystalCost: 0,
|
|
690
690
|
condition: "无法对空中目标使用",
|
|
691
|
-
effects: "对目标造成100伤害;对建筑目标造成3
|
|
691
|
+
effects: "对目标造成100伤害;对建筑目标造成3倍伤害(目标血量最多降低至1点)"
|
|
692
692
|
}
|
|
693
693
|
};
|
|
694
694
|
var initDefaultItems = {
|
|
@@ -4616,8 +4616,8 @@ function applyPassiveEffects(targetBoss, activeBosses, weaponName, damage, hasCr
|
|
|
4616
4616
|
finalDamage *= 2;
|
|
4617
4617
|
}
|
|
4618
4618
|
if (weaponName === "焚烧枪" || weaponName === "龙息霰弹枪") {
|
|
4619
|
-
const currentBurnLayers = Math.min(targetBoss?.burnLayers || 0,
|
|
4620
|
-
const burnDamage = currentBurnLayers *
|
|
4619
|
+
const currentBurnLayers = Math.min(targetBoss?.burnLayers || 0, 100);
|
|
4620
|
+
const burnDamage = currentBurnLayers * 1;
|
|
4621
4621
|
if (burnDamage > 0) {
|
|
4622
4622
|
messages.push(`🔥 【燃烧】效果造成额外${burnDamage}点伤害`);
|
|
4623
4623
|
}
|
|
@@ -5507,6 +5507,14 @@ var ggcevoUpdates = [
|
|
|
5507
5507
|
- 回调了祈愿“喵喵财源”效果
|
|
5508
5508
|
- 兑换赞助物品新增当前赛季场数要求
|
|
5509
5509
|
`.trim()
|
|
5510
|
+
},
|
|
5511
|
+
{
|
|
5512
|
+
version: "1.6.59",
|
|
5513
|
+
time: "2025-08-2",
|
|
5514
|
+
content: `
|
|
5515
|
+
- 修改铝热炸弹的机制,现在无法直接击杀异形
|
|
5516
|
+
- 削弱了燃烧机制,现在每一层额外造成1点伤害(上限依旧是100点)
|
|
5517
|
+
`.trim()
|
|
5510
5518
|
}
|
|
5511
5519
|
];
|
|
5512
5520
|
function compareVersions(a, b) {
|
|
@@ -5929,30 +5937,26 @@ async function applyItemEffect(ctx, session, handle, itemConfig2, target) {
|
|
|
5929
5937
|
isDefeated: false
|
|
5930
5938
|
};
|
|
5931
5939
|
}
|
|
5940
|
+
if (targetBoss.HP === 1) {
|
|
5941
|
+
return {
|
|
5942
|
+
success: false,
|
|
5943
|
+
message: `目标「${target}」血量已是1点,无法使用${itemName}。`,
|
|
5944
|
+
isDefeated: false
|
|
5945
|
+
};
|
|
5946
|
+
}
|
|
5932
5947
|
let baseDamage = 100;
|
|
5933
5948
|
if (playerCareer === "破坏者") {
|
|
5934
5949
|
baseDamage = Math.floor(baseDamage * 1.5);
|
|
5935
5950
|
}
|
|
5936
5951
|
const isBuilding = targetBoss.tags?.includes("建筑");
|
|
5937
5952
|
const damage = isBuilding ? baseDamage * 3 : baseDamage;
|
|
5938
|
-
const actualDamage = Math.min(damage, targetBoss.HP);
|
|
5953
|
+
const actualDamage = Math.min(damage, targetBoss.HP - 1);
|
|
5939
5954
|
const newHP = targetBoss.HP - actualDamage;
|
|
5940
|
-
const isDefeated = newHP <= 0;
|
|
5941
5955
|
await ctx.database.set(
|
|
5942
5956
|
"ggcevo_boss",
|
|
5943
5957
|
{ name: target },
|
|
5944
|
-
{
|
|
5945
|
-
HP: Math.max(newHP, 0),
|
|
5946
|
-
isActive: !isDefeated
|
|
5947
|
-
}
|
|
5958
|
+
{ HP: newHP }
|
|
5948
5959
|
);
|
|
5949
|
-
const [damageRecords] = await ctx.database.get("ggcevo_boss_damage", { handle });
|
|
5950
|
-
if (!damageRecords)
|
|
5951
|
-
return {
|
|
5952
|
-
success: false,
|
|
5953
|
-
message: "🚫 无法获取伤害记录,请先攻击一次。",
|
|
5954
|
-
isDefeated: false
|
|
5955
|
-
};
|
|
5956
5960
|
if (actualDamage > 0) {
|
|
5957
5961
|
await ctx.database.withTransaction(async () => {
|
|
5958
5962
|
const signRecords = await ctx.database.get("ggcevo_sign", { handle });
|
|
@@ -5960,6 +5964,7 @@ async function applyItemEffect(ctx, session, handle, itemConfig2, target) {
|
|
|
5960
5964
|
handle,
|
|
5961
5965
|
totalRewards: (signRecords[0]?.totalRewards || 0) + damage
|
|
5962
5966
|
}], ["handle"]);
|
|
5967
|
+
const [damageRecords] = await ctx.database.get("ggcevo_boss_damage", { handle });
|
|
5963
5968
|
await ctx.database.upsert("ggcevo_boss_damage", [{
|
|
5964
5969
|
handle,
|
|
5965
5970
|
playerName: session.username,
|
|
@@ -5968,10 +5973,12 @@ async function applyItemEffect(ctx, session, handle, itemConfig2, target) {
|
|
|
5968
5973
|
});
|
|
5969
5974
|
}
|
|
5970
5975
|
const careerBonusMsg = playerCareer === "破坏者" ? `(破坏者使用爆破物的效果提高50%)` : "";
|
|
5976
|
+
const lowHpMsg = newHP === 1 ? ",目标血量已降至1点" : "";
|
|
5971
5977
|
return {
|
|
5972
5978
|
success: true,
|
|
5973
|
-
message: `成功使用${itemName},对${isBuilding ? "建筑目标" : "目标"}「${target}」造成${
|
|
5974
|
-
isDefeated
|
|
5979
|
+
message: `成功使用${itemName},对${isBuilding ? "建筑目标" : "目标"}「${target}」造成${actualDamage}点伤害${lowHpMsg}${careerBonusMsg}`,
|
|
5980
|
+
isDefeated: false
|
|
5981
|
+
// 永远不会消灭目标
|
|
5975
5982
|
};
|
|
5976
5983
|
}
|
|
5977
5984
|
return {
|