mirror of
https://github.com/Shu-Ying/noname-shuying.git
synced 2026-09-29 00:39:59 +08:00
471 lines
21 KiB
JavaScript
471 lines
21 KiB
JavaScript
import tianshuConfig from "./tianshu/config.js";
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export default function initShuYingMenu({ lib, game, ui, shuYing, updater }) {
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const menu = lib.extensionMenu.extension_术樱包;
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// 创建可指定默认状态的折叠菜单,并在菜单节点延迟生成后应用初始状态。
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const createCollapseMenu = (title, endId, defaultCollapsed = false) => {
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const markerId = `${endId}_collapse`;
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const renderTitle = collapsed => `<span><div id="${markerId}" class="hth_menu">${collapsed ? "▶" : "▼"} ${title}</div></span>`;
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const getCollapseNodes = node => {
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if (node.shuyingCollapseNodes) return node.shuyingCollapseNodes;
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const nodes = [];
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let current = node.nextSibling;
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while (current && !current.querySelector?.(`#${endId}`)) {
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nodes.push(current);
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current = current.nextSibling;
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}
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node.shuyingCollapseNodes = nodes;
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return nodes;
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};
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const setCollapsed = (node, collapsed) => {
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if (!node) return false;
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node.shuyingCollapsed = Boolean(collapsed);
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getCollapseNodes(node).forEach(current => {
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current.style.display = node.shuyingCollapsed ? "none" : "";
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});
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node.innerHTML = renderTitle(node.shuyingCollapsed);
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return true;
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};
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const config = {
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name: `<div id="${markerId}" class="hth_menu">${defaultCollapsed ? "▶" : "▼"} ${title}</div>`,
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clear: true,
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onclick() {
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setCollapsed(this, !this.shuyingCollapsed);
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},
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setCollapsed(collapsed) {
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const node = document.getElementById(markerId)?.closest?.(".config");
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return setCollapsed(node, collapsed);
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},
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};
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if (defaultCollapsed) {
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const observer = new MutationObserver(() => {
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if (!config.setCollapsed(true)) return;
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observer.disconnect();
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});
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observer.observe(document.body, { childList: true, subtree: true });
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queueMicrotask(() => {
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if (!config.setCollapsed(true)) return;
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observer.disconnect();
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});
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}
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return config;
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};
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const getBondLevelCondition = (bond, level) => {
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const source = level?.condition || bond?.condition;
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if (source) {
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const condition = { ...source };
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if (condition.count == null && level?.count != null) condition.count = level.count;
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return condition;
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}
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return bond?.keyword ? { type: "keyword", keyword: bond.keyword, count: level?.count } : null;
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};
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// 汇总羁绊涉及的技能名称;候选技能只在卡片顶部展示一次。
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const getBondSkillLabels = condition => {
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if (!condition || typeof condition != "object") return [];
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if (!condition.type) {
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return Array.from(new Set([
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...(condition.all || []).flatMap(getBondSkillLabels),
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...(condition.any || []).flatMap(getBondSkillLabels),
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...getBondSkillLabels(condition.not),
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].filter(Boolean)));
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}
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if (condition.type == "keyword") return condition.keyword ? [`含【${condition.keyword}】的技能`] : [];
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if (condition.type == "skill") return condition.skill ? [get.translation(condition.skill)] : [];
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if (condition.type == "skillName") return condition.name ? [condition.name] : [];
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if (condition.type == "skills") {
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return Array.from(new Set([...(condition.all || []), ...(condition.any || [])].map(skill => get.translation(skill)).filter(Boolean)));
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}
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if (condition.type == "skillNames") {
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return Array.from(new Set([...(condition.all || []), ...(condition.any || [])].filter(Boolean)));
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}
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if (condition.type == "characterSkillNames") {
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return Array.from(new Set([...(condition.all || []), ...(condition.any || [])].filter(Boolean)));
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}
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return [];
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};
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const getBondRuleHint = condition => {
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if (!condition || typeof condition != "object") return "";
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if (condition.type == "skillNames") return "按不同译名统计;同译名的不同技能 ID 只计 1 种过关技能";
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if (condition.type == "characterSkillNames") {
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const characters = Array.isArray(condition.characters) ? condition.characters : [condition.character];
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return `武将译名包含【${characters.filter(Boolean).join("】或【")}】且取得上述过关技能后触发`;
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}
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if (condition.type == "keyword") return `按描述中包含【${condition.keyword}】的不同技能译名统计`;
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if (!condition.type && [...(condition.all || []), ...(condition.any || [])].some(item => item?.type == "skillNames")) {
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return "按不同译名统计;同译名的不同技能 ID 只计 1 种过关技能";
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}
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return "";
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};
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const getBondLevelRequirement = (bond, level) => {
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const condition = getBondLevelCondition(bond, level);
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const count = Math.max(0, Math.floor(Number(condition?.count ?? level?.count) || 0));
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if (count) return condition?.type == "skillNames" ? `需 ${count} 种` : `需 ${count} 个`;
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if (condition?.type == "skills" && condition.all?.length) return `需 ${new Set(condition.all).size} 个`;
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if (condition?.type == "skillNames" && condition.all?.length) return `需 ${new Set(condition.all).size} 种`;
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return "";
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};
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const getBondRewardText = level => {
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if (level?.text) return level.text;
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const skills = Array.isArray(level?.skills) ? level.skills : (level?.skill ? [level.skill] : []);
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return skills.length ? `获得技能${skills.map(skill => `【${get.translation(skill)}】`).join("、")}` : "未配置奖励效果";
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};
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let closeTianshuBondDialog = null;
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// 创建独立羁绊谱册;每次打开都直接读取当前 tianshuConfig.bonds。
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const openTianshuBondDialog = () => {
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closeTianshuBondDialog?.();
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const previousFocus = document.activeElement;
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const createNode = (tag, className, text, parent) => {
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const node = document.createElement(tag);
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if (className) node.className = className;
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if (text !== undefined && text !== null) node.textContent = text;
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if (parent) parent.appendChild(node);
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return node;
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};
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const bonds = Array.isArray(tianshuConfig.bonds) ? tianshuConfig.bonds : [];
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const mask = createNode("div", "shuYing-bond-book-mask", null, document.body);
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const dialog = createNode("section", "shuYing-bond-book", null, mask);
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dialog.setAttribute("role", "dialog");
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dialog.setAttribute("aria-modal", "true");
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dialog.setAttribute("aria-label", "天书羁绊谱册");
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const header = createNode("header", "shuYing-bond-book-header", null, dialog);
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const heading = createNode("div", "shuYing-bond-book-heading", null, header);
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createNode("div", "shuYing-bond-book-eyebrow", "天书乱斗 · 羁绊谱册", heading);
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createNode("h2", "shuYing-bond-book-title", "羁绊系统", heading);
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createNode("div", "shuYing-bond-book-count", `${bonds.length} 条羁绊`, header);
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createNode("p", "shuYing-bond-book-intro", "羁绊只统计玩家过关时选择且当前仍持有的技能;达到更高等级时,高等级效果会覆盖低等级。", dialog);
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const content = createNode("div", "shuYing-bond-book-content", null, dialog);
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if (!bonds.length) {
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createNode("div", "shuYing-bond-book-empty", "config.js 中暂未配置可展示的羁绊。", content);
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}
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bonds.forEach((bond, bondIndex) => {
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const card = createNode("article", "shuYing-bond-book-card", null, content);
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const cardHead = createNode("div", "shuYing-bond-book-card-head", null, card);
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createNode("span", "shuYing-bond-book-seal", String(bondIndex + 1).padStart(2, "0"), cardHead);
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const nameWrap = createNode("div", "shuYing-bond-book-name-wrap", null, cardHead);
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createNode("h3", "shuYing-bond-book-name", bond.name || "未命名羁绊", nameWrap);
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const levels = (bond.levels || []).map((level, index) => ({
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...level,
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rank: Number(level.level ?? level.count ?? index + 1) || index + 1,
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})).sort((a, b) => a.rank - b.rank);
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const summaryCondition = bond.condition || getBondLevelCondition(bond, levels[0]);
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const skillLabels = getBondSkillLabels(summaryCondition);
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if (skillLabels.length) {
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const summary = createNode("div", "shuYing-bond-book-summary", null, card);
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const tags = createNode("div", "shuYing-bond-book-tags", null, summary);
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skillLabels.forEach(name => createNode("span", "shuYing-bond-book-tag", name, tags));
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const hint = getBondRuleHint(summaryCondition);
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if (hint) createNode("div", "shuYing-bond-book-rule", hint, summary);
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}
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const levelList = createNode("div", "shuYing-bond-book-levels", null, card);
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if (!levels.length) createNode("div", "shuYing-bond-book-level-empty", "尚未配置等级", levelList);
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levels.forEach(level => {
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const row = createNode("div", "shuYing-bond-book-level", null, levelList);
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createNode("span", "shuYing-bond-book-level-dot", "", row);
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const detail = createNode("div", "shuYing-bond-book-level-detail", null, row);
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const requirement = getBondLevelRequirement(bond, level);
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createNode("div", "shuYing-bond-book-level-name", `第 ${level.rank} 级${requirement ? ` · ${requirement}` : ""}`, detail);
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createNode("div", "shuYing-bond-book-reward", getBondRewardText(level), detail);
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});
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});
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const controls = createNode("footer", "shuYing-bond-book-controls", null, dialog);
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const closeButton = createNode("button", "shuYing-bond-book-close", "关闭谱册", controls);
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closeButton.type = "button";
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const close = () => {
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document.removeEventListener("keydown", onKeydown);
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mask.remove();
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closeTianshuBondDialog = null;
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previousFocus?.focus?.({ preventScroll: true });
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};
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const onKeydown = event => {
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if (event.key == "Escape") close();
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};
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closeTianshuBondDialog = close;
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closeButton.addEventListener("click", close);
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mask.addEventListener("click", event => {
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if (event.target == mask) close();
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});
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document.addEventListener("keydown", onKeydown);
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closeButton.focus({ preventScroll: true });
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};
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menu.local_version = {
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name: `扩展版本:${lib.config.shuYing_local_version}`,
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clear: true,
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nopointer: true,
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};
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menu.online_version = {
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name: shuYing.getOnlineVersionText(),
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clear: true,
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nopointer: true,
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};
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menu.updateLog = {
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name: '<div class="hth_menu">▶更新日志</div>',
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clear: true,
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onclick() {
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if (this.hth_more) {
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this.hth_more.remove();
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delete this.hth_more;
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this.innerHTML = '<div class="hth_menu">▶更新日志</div>';
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return;
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}
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const logs = [
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"-----< 2.0.1.1 改动 >-----",
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"新增“旧轮次”选项,可在过关后按照旧规则将行动权交给玩家方1号位上家的Boss",
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"新增“羁绊技能倾向”选项,已激活羁绊的相关技能将按羁绊等级获得温和的出现概率提升",
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"羁绊技能倾向权重现可在天书配置中按等级独立调整",
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"新增“虚拟偶像参与奖励”选项,开启后虚拟偶像可以选择过关技能并激活、升级羁绊效果",
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"-----< 2.0.1.1 修复 >-----",
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"修复多次触发青龙偃月刀追加【杀】并击杀Boss后,过关奖励结束时无法正确跳过当前角色剩余回合的问题",
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"修复旧轮次在新Boss召唤前提前判断座位,导致行动权交接条件无法正常触发的问题",
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"修复当前行动角色为虚拟偶像时,旧轮次无法将行动权交给玩家方1号位上家Boss的问题",
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"修复“南蛮入侵”和“群雄逐鹿”羁绊虽然对友方无效,但AI仍会将友方计入用牌收益而拒绝使用相关牌的问题",
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];
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const keywordColors = {
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BOSS: "#ff6b6b",
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PVE: "#ff6b6b",
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PVP: "#ff6b6b",
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天书乱斗: "#66ccff",
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羁绊: "#d77cff",
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动态难度: "#d77cff",
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过关技能: "#7ed957",
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十周年UI: "#ffb74d",
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移动端: "#ffb74d",
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removeDirectories: "#ff9800",
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remove: "#ff9800",
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};
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const highlightKeywords = text => {
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for (const [keyword, color] of Object.entries(keywordColors)) {
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text = text.replaceAll(
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keyword,
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`<span style="color:${color};font-weight:bold;text-shadow:0 0 2px rgba(0,0,0,0.6)">${keyword}</span>`
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);
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}
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return text;
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};
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const formatLog = text => {
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if (text.includes("改动 >")) {
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return `<span style="color:#66ccff;font-weight:bold">${text}</span>`;
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}
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if (text.includes("修复 >")) {
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return `<span style="color:#ffb74d;font-weight:bold">${text}</span>`;
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}
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return `<span>${highlightKeywords(text)}</span>`;
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};
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const more = ui.create.div(
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".hth_more",
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`<div style="display:block;text-align:left;font-size:15px;line-height:1.5;padding:5px 8px">${logs.map(formatLog).join("<br>")}</div>`
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);
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this.parentNode.insertBefore(more, this.nextSibling);
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this.hth_more = more;
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this.innerHTML = '<div class="hth_menu">▼更新日志</div>';
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},
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};
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menu.updata = {
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name: "版本检测",
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clear: true,
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onclick() {
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if (confirm("点击确定会检测版本") && shuYing.m_bIsDownload) {
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shuYing.m_bIsDownload = false;
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updater.checkVersion(shuYing);
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} else if (!shuYing.m_bIsDownload) {
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alert("有其他文件正在下载,请稍后再试吧。");
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}
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},
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};
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menu.repairBug = {
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name: "本地资源修复",
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clear: true,
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onclick() {
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if (confirm("点击确定会检测本地资源,并尝试修复。") && shuYing.m_bIsDownload) {
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shuYing.m_bIsDownload = false;
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shuYing.RepairBug();
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} else if (!shuYing.m_bIsDownload) {
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alert("有其他文件正在下载,请稍后再试吧。");
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}
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},
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};
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menu.filling = {
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name: "查漏补缺 <--补齐丢失资源 建议更新后必点",
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clear: true,
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onclick() {
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if (
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confirm("点击确定会检测本地丢失资源,并开始修补;若是武将立绘则是静态,若需动态请手动下载(请注意流量使用情况!务必在WIFI状态下修补)") &&
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shuYing.m_bIsDownload
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) {
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shuYing.m_bIsDownload = false;
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updater.repairMissingFiles(shuYing);
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} else if (!shuYing.m_bIsDownload) {
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alert("有其他文件正在下载,请稍后再试吧。");
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}
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},
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};
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menu.br4 = {
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clear: true,
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nopointer: true,
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name: "--------------------",
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};
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menu.tianShuGroup = createCollapseMenu(
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"天书乱斗选项",
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"shuying_tianshu_menu_end",
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lib.config.extension_术樱包_tianShu_Off === false
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);
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menu.tianShu_Off = {
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name: "天书乱斗开关",
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init: true,
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intro: "关闭后,关闭天书乱斗模式(在非挑战模式下自动关闭)",
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onclick(enabled) {
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game.saveConfig("extension_术樱包_tianShu_Off", enabled);
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if (!enabled) menu.tianShuGroup.setCollapsed(true);
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},
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};
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menu.tianShu_bonds = {
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name: "查看羁绊谱册",
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clear: true,
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intro: "同步读取天书配置,展示当前可激活的羁绊、等级条件和奖励效果",
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onclick() {
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openTianshuBondDialog();
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},
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};
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menu.tianShu_bondPreference = {
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name: "羁绊技能倾向",
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init: false,
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intro: "开启后,过关选择技能时会小幅提高当前已激活羁绊相关技能的出现概率,羁绊等级越高增幅越高",
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};
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menu.giveAiSkill = {
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name: "单人控制AI技能",
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init: false,
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intro: "开启后,天书乱斗模式每次过关且处于单人控制规则下则玩家给AI选择技能。",
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};
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menu.tianShu_Xvni = {
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name: "虚拟偶像",
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init: "random",
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item: {
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Xiaojiu: "小酒",
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Xiaosha: "小杀",
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Xiaoshan: "小闪",
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Xiaole: "小乐",
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Xiaotao: "小桃",
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random: "随机",
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off: "关闭",
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},
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onclick(layout) {
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game.saveConfig("extension_术樱包_tianShu_Xvni", layout);
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},
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};
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menu.tianShu_XvniReward = {
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name: "虚拟偶像参与奖励",
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init: false,
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intro: "开启后,虚拟偶像会参与每次过关技能选择,并可通过取得的过关技能激活和升级羁绊效果。",
|
|
};
|
|
|
|
const virtualIdols = [
|
|
{ key: "Xiaojiu", id: "vtb_xiaojiu", name: "小酒" },
|
|
{ key: "Xiaosha", id: "vtb_xiaosha", name: "小杀" },
|
|
{ key: "Xiaoshan", id: "vtb_xiaoshan", name: "小闪" },
|
|
{ key: "Xiaole", id: "vtb_xiaole", name: "小乐" },
|
|
{ key: "Xiaotao", id: "vtb_xiaotao", name: "小桃" },
|
|
];
|
|
const virtualIdolNames = Object.fromEntries(virtualIdols.map(item => [item.key, item.name]));
|
|
const getVirtualIdolPoolName = () => {
|
|
const list = lib.config.extension_术樱包_tianShu_XvniRandomPool;
|
|
if (!Array.isArray(list) || !list.length) return "虚拟偶像随机池:全部";
|
|
return `虚拟偶像随机池:${list.map(key => virtualIdolNames[key]).filter(Boolean).join("、") || "全部"}`;
|
|
};
|
|
|
|
menu.tianShu_XvniRandomPool = {
|
|
name: getVirtualIdolPoolName(),
|
|
clear: true,
|
|
intro: "点击后选择允许被随机到的虚拟偶像。全选时视为全部随机。",
|
|
async onclick() {
|
|
const current =
|
|
Array.isArray(lib.config.extension_术樱包_tianShu_XvniRandomPool) &&
|
|
lib.config.extension_术樱包_tianShu_XvniRandomPool.length
|
|
? lib.config.extension_术樱包_tianShu_XvniRandomPool
|
|
: virtualIdols.map(item => item.key);
|
|
const node = this;
|
|
const result = await shuYing.chooseCharacterPoolDialog({
|
|
title: "选择虚拟偶像随机池",
|
|
intro: "只会影响“虚拟偶像:随机”。全选时保存为全部随机。",
|
|
list: virtualIdols,
|
|
selected: current,
|
|
});
|
|
if (result === false) return;
|
|
|
|
const list = result.length === virtualIdols.length ? [] : result;
|
|
game.saveConfig("extension_术樱包_tianShu_XvniRandomPool", list);
|
|
node.firstChild.innerHTML = getVirtualIdolPoolName();
|
|
},
|
|
};
|
|
|
|
menu.tianShu_dead = {
|
|
name: "虚拟偶像复活",
|
|
init: false,
|
|
intro: "开启后,进入下一关后若虚拟偶像阵亡则复活",
|
|
};
|
|
|
|
menu.tianShu_revivePlayers = {
|
|
name: "过关复活玩家",
|
|
init: false,
|
|
intro: "开启后,进入下一关前复活玩家方已阵亡的角色。虚拟偶像不会因此复活。",
|
|
};
|
|
|
|
menu.tianShu_legacyRound = {
|
|
name: "旧轮次",
|
|
init: false,
|
|
intro: "开启后,玩家方角色(含虚拟偶像)的下家为Boss或虚拟偶像时,新关由玩家方1号位上家的Boss开始行动;关闭时始终由当前角色的实际下家行动。",
|
|
};
|
|
|
|
menu.tianShu_addBoss = {
|
|
name: "增加Boss",
|
|
init: false,
|
|
intro: "开启后,可以新增一位Boss",
|
|
};
|
|
|
|
menu.br5 = {
|
|
clear: true,
|
|
nopointer: true,
|
|
name: '<span id="shuying_tianshu_menu_end">--------------------</span>',
|
|
};
|
|
|
|
menu.Log = {
|
|
name: "<span style='text-decoration: underline'>反馈BUG</span>",
|
|
clear: true,
|
|
onclick() {
|
|
game.open("https://tieba.baidu.com/p/7934495658");
|
|
},
|
|
};
|
|
|
|
menu.qq = {
|
|
name: "QQ交流群:957537184",
|
|
clear: true,
|
|
nopointer: true,
|
|
};
|
|
|
|
menu.thank = {
|
|
name: "感谢极光佬,诗笺佬和其他大佬网络上的文献。以及反馈BUG的玩家。谢谢!特别感谢少年A对本扩展进行的优化描述。",
|
|
clear: true,
|
|
nopointer: true,
|
|
};
|
|
}
|