JS脚本:自动周本全部升级至2.0,以及打牌流程优化 (#674)

* 测试

* 你的提交信息

* 周本全2.0更新以及打牌更新

* Update manifest.json

* Update manifest.json

* Update manifest.json

* Update manifest.json

* Update manifest.json

* Update manifest.json

* Update manifest.json

* Update manifest.json

* Update manifest.json
This commit is contained in:
5117600049
2025-04-30 00:01:21 +08:00
committed by GitHub
parent 18f8e9e74f
commit 4386daa9bc
120 changed files with 2759 additions and 1661 deletions

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(async function () {
// 存储识别到的文本信息
let textArray = [];
//获取挑战对象名称
async function captureAndStoreTexts() {
// 清空数组
textArray = [];
// 四个固定位置坐标
const positions = [
{x: 450, y: 620},
{x: 760, y: 620},
{x: 1070, y: 620},
{x: 1380, y: 620}
];
// 截取区域大小
const width = 210;
const height = 60;
await sleep(500);
keyPress("F6")
await sleep(1000);
click(300, 370);//点击七日历练
await sleep(1000);
// 获取游戏区域截图
const captureRegion = captureGameRegion();
// 遍历四个位置进行OCR识别
for (const pos of positions) {
// 创建OCR识别区域
const ocrRo = RecognitionObject.ocr(pos.x, pos.y, width, height);
// 在指定区域进行OCR识别
const result = captureRegion.find(ocrRo);
if (!result.isEmpty() && result.text) {
// 存储识别结果和对应位置
textArray.push({
text: result.text.trim(),
x: pos.x + width / 2, // 点击中心位置
y: pos.y + height / 2
});
log.info(`识别到文本: ${result.text} 位置: (${pos.x}, ${pos.y})`);
} else {
log.warn(`位置 (${pos.x}, ${pos.y}) 未识别到文本`);
}
}
log.info(`已存储的文本数量: ${textArray.length}`);
keyPress("ESCAPE");
await sleep(1000);
}
//局部搜索并点击匹配的文本
async function searchAndClickTexts() {
// 限定区域坐标和大小
const searchX = 1210;
const searchY = 440;
const searchWidth = 150;
const searchHeight = 195;
// 获取游戏区域截图
const captureRegion = captureGameRegion();
// 在限定区域内进行OCR识别
const ocrRo = RecognitionObject.ocr(searchX, searchY, searchWidth, searchHeight);
const results = captureRegion.findMulti(ocrRo);
// 遍历OCR结果
for (let i = 0; i < results.count; i++) {
const res = results[i];
const resText = res.text.trim();
// 在存储的文本数组中查找匹配项
const index = textArray.findIndex(item => item.text === resText);
if (index !== -1) {
// 找到匹配项,点击对应位置
log.info(`找到匹配文本: ${resText}`);
// 点击存储的位置
await keyMouseScript.runFile(`assets/ALT点击.json`);
await sleep(500);
res.click();
await sleep(500);
await keyMouseScript.runFile(`assets/ALT释放.json`);
await Playcards();
// 从数组中移除已处理的文本
textArray.splice(index, 1);
return true;
}
}
return false;
}
//函数:打开地图前往猫尾酒馆
async function gotoTavern() {
log.info(`前往猫尾酒馆`);
await sleep(1000);
keyPress("m");
await sleep(1500);
click(1841, 1015);//地图选择
await sleep(1000);
click(1460, 140);//蒙德
await sleep(1200);
click(48, 441);//放大地图
await sleep(400);
click(48, 441);//放大地图
await sleep(400);
click(48, 441);//放大地图
await sleep(400);
click(48, 441);//放大地图
await sleep(400);
click(48, 441);//放大地图
await sleep(400);
click(1000, 645);//猫尾酒馆
await sleep(600);
click(1345, 690);//猫尾酒馆
await sleep(600);
click(1707, 1010);//猫尾酒馆
await sleep(7000);
}
//函数:对话和打牌
async function Playcards() {
for (let i = 0;i < 5; i++) {
keyPress("VK_SPACE");
await sleep(500);
keyPress("VK_SPACE");//对话
await sleep(1000);
}
keyPress("F");
await sleep(1500);
click(1610,900 );//点击挑战
await sleep(8000);
await dispatcher.runTask(new SoloTask("AutoGeniusInvokation"));
await sleep(3000);
click(1860,50 );//避免失败卡死:点击设置
await sleep(1000);
click(1600,260 );//避免失败卡死:退出对局
await sleep(1000);
click(1180,756 );//避免失败卡死:确认
await sleep(6000);
click(754,915 );//退出挑战
await sleep(10000);
for (let i = 0;i < 3; i++) {
keyPress("VK_SPACE");
await sleep(500);
keyPress("VK_SPACE");//对话
await sleep(900);
}
}
//前往一号桌
async function gotoTable1() {
log.info(`前往1号桌`);
keyDown("d");
await sleep(1500);
keyUp("d");
keyDown("w");
await sleep(400);
keyUp("w");
keyDown("d");
keyDown("w");
await sleep(1200);
keyUp("d");
keyUp("w");
await sleep(700);
}
//前往二号桌
async function gotoTable2() {
log.info(`前往2号桌`);
keyDown("d");
await sleep(1500);
keyUp("d");
keyDown("w");
await sleep(400);
keyUp("w");
keyDown("d");
keyDown("w");
await sleep(1200);
keyUp("d");
keyUp("w");
keyDown("s");
await sleep(700);
keyUp("s");
await sleep(700);
}
//前往三号桌
async function gotoTable3() {
log.info(`前往3号桌`);
keyDown("w");
await sleep(2000);
keyUp("w");
keyDown("d");
await sleep(5000);
keyUp("d");
keyDown("a");
await sleep(1500);
keyUp("a");
await sleep(700);
}
//前往四号桌
async function gotoTable4() {
log.info(`前往4号桌`);
keyDown("w");
await sleep(2000);
keyUp("w");
keyDown("d");
await sleep(5000);
keyUp("d");
keyDown("a");
await sleep(1500);
keyUp("a");
keyDown("d");
await sleep(200);
keyUp("d");
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(700);
}
//前往一号包间
async function gotoTable5() {
log.info(`前往1号包间`);
keyDown("w");
await sleep(2500);
keyUp("w");
keyDown("d");
await sleep(200);
keyUp("d");
await sleep(500);
keyPress("ESCAPE");
await sleep(1500);
keyPress("ESCAPE");
await sleep(1500);
keyDown("w");
await sleep(5900);
keyUp("w");
await sleep(700);
}
//前往二号包间
async function gotoTable6() {
log.info(`前往2号包间`);
await sleep(1500);
keyDown("d");
await sleep(1500);
keyUp("d");
keyDown("w");
keyDown("d");
await sleep(4000);
keyUp("d");
keyUp("w");
keyDown("a");
await sleep(1500);
keyUp("a");
keyDown("w");
await sleep(3000);
keyPress("VK_SPACE");
await sleep(1000);
keyUp("w");
keyDown("s");
await sleep(1000);
keyPress("VK_SPACE");
await sleep(700);
keyUp("s");
await sleep(500);
}
//主流程
await genshin.returnMainUi();
await gotoTavern();
await sleep(4000);
await captureAndStoreTexts();
for (let i = 0;i < 6; i++) {
if (textArray.length === 0) break;
if (i != 0)await gotoTavern();
await gotoTable1();
await searchAndClickTexts();
if (textArray.length === 0) break;
await gotoTavern();
await gotoTable2();
await searchAndClickTexts();
if (textArray.length === 0) break;
await gotoTavern();
await gotoTable3();
await searchAndClickTexts();
if (textArray.length === 0) break;
await gotoTavern();
await gotoTable4();
await searchAndClickTexts();
if (textArray.length === 0) break;
await gotoTavern();
await gotoTable5();
await searchAndClickTexts();
if (textArray.length === 0) break;
await gotoTavern();
await gotoTable6();
await searchAndClickTexts();
if (textArray.length === 0) break;
}
})();

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@@ -1,14 +1,101 @@
(async function () {
// 定义识别对象 - 玩家卡片图片
// 存储挑战玩家信息
let textArray = [];
let skipNum = 0;
//检查挑战结果 await checkChallengeResults();
async function checkChallengeResults() {
const region1 = RecognitionObject.ocr(785, 890, 340, 82);// 对话区域
let capture = captureGameRegion();
let res1 = capture.find(region1);
if (res1.test != "对局胜利"){
log.info("挑战失败");
await sleep(1000);
click(960, 540);
await sleep(500);
click(1860,50 );//避免失败卡死
await sleep(1000);
click(1600,260 );
await sleep(1000);
click(1180,756 );
await sleep(6000);
click(754,915 );//退出挑战
await sleep(4000);
await autoConversation();
await sleep(1000);
return;
}
else{
log.info("挑战成功");
await sleep(1000);
click(754,915 );//退出挑战
await sleep(4000);
await autoConversation();
await sleep(1000);
return;
}
}
//自动对话,直到出现选项框 await autoConversation();
async function autoConversation() {
const region1 = RecognitionObject.ocr(785, 890, 340, 82);// 对话区域
const region2 = RecognitionObject.ocr(1250, 400, 660, 440);// 选项区域
let talkTime = 0;
await sleep(500);//点击后等待一段时间避免误判
//最多10次对话
while (talkTime < 20) {
let capture = captureGameRegion();
let res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty() && res2.isEmpty()){
talkTime++;
keyPress("VK_SPACE");
await sleep(1500);
}
else if(!res1.isEmpty() && !res2.isEmpty()){
keyPress("F");
log.info("已选择谈话内容");
return;
}
else if(res1.isEmpty() && !res2.isEmpty()){
log.info("谈话完成");
return;
}
talkTime++;
await sleep(1500);
}
throw new Error('对话时间超时');
}
//检测传送结束
async function tpEndDetection() {
const region = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
let tpTime = 0;
await sleep(500);//点击传送后等待一段时间避免误判
//最多30秒传送时间
while (tpTime < 300) {
let capture = captureGameRegion();
let res = capture.find(region);
if (!res.isEmpty()){
log.info("传送完成");
await sleep(1200);//传送结束后有僵直
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
// 打开地图,查看玩家位置,并前往相应位置
const cardPlayerRo = RecognitionObject.TemplateMatch( file.ReadImageMatSync("assets/cardPlayer.png"));
/**
* 检测指定点位是否有玩家卡片,发现后调用对应的函数
* @returns {Promise<boolean>} 是否找到并处理了卡片
*/
const detectCardPlayer = async () => {
// 定义要检测的6个点位及对应的处理函数
let i =0;
let findNum = 0;
const checkPoints = [
{ x: 640, y: 750, action: async () => await gotoTable1() }, // 点位1
{ x: 810, y: 790, action: async () => await gotoTable2() }, // 点位2
@@ -18,20 +105,23 @@ let i =0;
{ x: 290, y: 530, action: async () => await gotoTable6() } // 点位6
];
await openMap();
keyPress("M");
await sleep(1200);
click(48, 441);//放大地图
await sleep(500);
await sleep(300);
click(48, 441);//放大地图
await sleep(500);
click(48, 441);//放大地图
await sleep(500);
click(48, 441);//放大地图
await sleep(500);
await sleep(300);
click(48, 441);//放大地图
await sleep(300);
//地图拖动到指定位置
moveMouseTo(200,200 );
leftButtonDown(); await sleep(500);
moveMouseTo(170,288 );await sleep(500);
moveMouseTo(104,1000 );await sleep(500);
leftButtonUp();await sleep(500);
await sleep(500);
// 获取游戏区域截图
const captureRegion = captureGameRegion();
@@ -52,27 +142,26 @@ const cropRegion = captureRegion.DeriveCrop(
// 如果找到卡片
if (!result.IsEmpty()) {
log.info(`在点位${i}找到玩家卡片,执行对应操作`);
findNum++;
if (findNum - skipNum == 1) {
log.info(`在点位${i}找到玩家,执行对应操作`);
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
await point.action(); // 调用该点位对应的函数
return true; // 返回true表示已找到并处理
}
}
}
// 所有点位都未找到
log.info("未在任何检测点找到玩家卡片");
log.info("未在任何检测点找到玩家");
textArray.length = 0;
return false;
}
// 存储识别到的文本信息
let textArray = [];
//获取挑战对象名称
async function captureAndStoreTexts() {
// 清空数组
@@ -120,12 +209,13 @@ async function captureAndStoreTexts() {
}
}
log.info(`已存储的文本数量: ${textArray.length}`);
log.info(`剩余挑战人数:${textArray.length}`);
keyPress("ESCAPE");
await sleep(1000);
}
//局部搜索并点击匹配的文本
//检查是否有对应的挑战对手
async function searchAndClickTexts() {
// 限定区域坐标和大小
const searchX = 1210;
@@ -152,7 +242,7 @@ async function searchAndClickTexts() {
// 找到匹配项,点击对应位置
log.info(`找到匹配文本: ${resText}`);
skipNum = 0;
// 点击存储的位置
await keyMouseScript.runFile(`assets/ALT点击.json`);
await sleep(500);
@@ -167,12 +257,15 @@ async function searchAndClickTexts() {
return true;
}
}
log.info(`未找到匹配文本`);
skipNum++;
return false;
}
//函数:打开地图前往猫尾酒馆
async function gotoTavern() {
const tavernRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/tavern.png"));
await genshin.returnMainUi();
await sleep(1000);
keyPress("m");
await sleep(1500);
@@ -190,49 +283,43 @@ click(48, 441);//放大地图
await sleep(400);
click(48, 441);//放大地图
await sleep(400);
click(1000, 645);//猫尾酒馆
await sleep(600);
click(1345, 690);//猫尾酒馆
await sleep(600);
click(1707, 1010);//猫尾酒馆
await sleep(7000);
let tavern = captureGameRegion().find(tavernRo);
if (tavern.isExist()) {
tavern.click();
await sleep(500);
}
else{
throw new Error('未能找到猫尾酒馆');
}
tavern = captureGameRegion().find(tavernRo);
if (tavern.isExist()) {
tavern.click();
await sleep(500);
}
else{
throw new Error('未能找到猫尾酒馆');
}
click(1707, 1010);//确认传送
await sleep(1000);
await tpEndDetection();
}
//函数:对话和打牌
async function Playcards() {
for (let i = 0;i < 5; i++) {
keyPress("VK_SPACE");
await sleep(500);
keyPress("VK_SPACE");//对话
await sleep(1000);
}
keyPress("F");
await autoConversation();
log.info("对话完成");
await sleep(1500);
click(1610,900 );//点击挑战
await sleep(8000);
await dispatcher.runTask(new SoloTask("AutoGeniusInvokation"));
await sleep(3000);
click(960, 540);
await sleep(500);
click(1860,50 );//避免失败卡死:点击设置
await checkChallengeResults();
await sleep(1000);
click(1600,260 );//避免失败卡死:退出对局
await sleep(1000);
click(1180,756 );//避免失败卡死:确认
await sleep(6000);
click(754,915 );//退出挑战
await sleep(10000);
for (let i = 0;i < 3; i++) {
keyPress("VK_SPACE");
await sleep(500);
keyPress("VK_SPACE");//对话
await sleep(900);
}
}
//前往一号桌
async function gotoTable1() {
await gotoTavern();
log.info(`前往1号桌`);
keyDown("d");
await sleep(1500);
@@ -249,7 +336,6 @@ await sleep(700);
}
//前往二号桌
async function gotoTable2() {
await gotoTavern();
log.info(`前往2号桌`);
keyDown("d");
await sleep(1500);
@@ -269,7 +355,6 @@ await sleep(700);
}
//前往三号桌
async function gotoTable3() {
await gotoTavern();
log.info(`前往3号桌`);
keyDown("w");
await sleep(2000);
@@ -284,7 +369,6 @@ await sleep(700);
}
//前往四号桌
async function gotoTable4() {
await gotoTavern();
log.info(`前往4号桌`);
keyDown("w");
await sleep(2000);
@@ -305,7 +389,6 @@ await sleep(700);
}
//前往一号包间
async function gotoTable5() {
await gotoTavern();
log.info(`前往1号包间`);
keyDown("w");
await sleep(2500);
@@ -325,7 +408,6 @@ await sleep(700);
}
//前往二号包间
async function gotoTable6() {
await gotoTavern();
log.info(`前往2号包间`);
await sleep(1500);
keyDown("d");
@@ -367,18 +449,19 @@ await sleep(700);
//主流程
await genshin.returnMainUi();
log.info(`前往猫尾酒馆`);
await gotoTavern();
await sleep(4000);
await captureAndStoreTexts();
for (let i = 0;i < 6; i++) {//六次循环兜底,避免多次挑战不过
if (textArray.length === 0) break;
if (textArray.length != 0){
await detectCardPlayer();
await searchAndClickTexts();
}
for (let i = 0;i < 20; i++) {//循环兜底,避免角色未到达指定位置
if (textArray.length === 0) break;
await gotoTavern();
await detectCardPlayer();
await searchAndClickTexts();
}
await genshin.returnMainUi();
await sleep(500);
keyPress("F6")

View File

@@ -1,7 +1,7 @@
{
"manifest_version": 1,
"name": "打牌一条龙",
"version": "1.1",
"version": "1.5",
"description": "只靠一个牌组的话,胜率还是太低了,所以有没有既简单又强势的卡组推荐下呢?",
"authors": [
{

View File

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgiVersion": "0.35.1"
},
"positions": [
{
"id": 1,
"x":1468.0986328125,
"y":1998.05859375 ,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "仆人周本刷取",
"version": "1.1",
"description": "建议队伍:钟离(必须一号位)、芙芙、精通雷神、6命芭芭拉。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略推荐使用战斗脚本(周本队前进版),关闭战斗结束拾取物品和万叶拾取,最后根据队伍大致表现,填入合适的战斗超时时间,(周本队前进版)建议280s此外周本压力较大会强制使用美味的月亮派请提前准备",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,5 +0,0 @@
钟离 e(hold),d(0.8),w(0.6)
雷电将军 e
芭芭拉 e,q
钟离 e(hold),d(0.8),w(0.6)
芙宁娜 q,e

View File

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgiVersion": "0.35.1"
},
"positions": [
{
"id": 1,
"x":1468.0986328125,
"y":1998.05859375 ,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "黄金屋自动刷取",
"version": "1.1",
"description": "建议队伍:钟离(必须一号位)、芙芙、精通雷神、6命芭芭拉。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略推荐使用战斗脚本(周本队后退版),关闭战斗结束拾取物品和万叶拾取,最后根据队伍大致表现,填入合适的战斗超时时间,(周本队后退版)建议180s此外周本压力较大会强制使用美味的月亮派请提前准备",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,8 +0,0 @@
钟离 s(2.4),e(hold)
雷电将军 e
芭芭拉 e
钟离 s(2.4),e(hold)
芙宁娜 q,e

View File

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgiVersion": "0.35.1"
},
"positions": [
{
"id": 1,
"x":1468.0986328125,
"y":1998.05859375 ,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,53 +0,0 @@
(async function () {
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
keyPress("ESCAPE");//点击任意处
await sleep(2000);
keyPress("1");
await sleep(1000);//切回钟离
keyDown("s");
await sleep(1000);
keyUp("s");
await dispatcher.runTask(new SoloTask("AutoFight"));
keyPress("1");
await sleep(1000);//切回钟离
keyDown("s");
await sleep(2000);
keyUp("s");
keyDown("w");
await sleep(3600);
keyUp("w");
keyDown("a");
await sleep(400);
keyUp("a");
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(1000);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(500);
click(950, 750);//点击确认:避免挑战失败无法退出
await sleep(3500);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(7500);
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "女士周本刷取",
"version": "1.1",
"description": "建议队伍:钟离(必须一号位)、芙芙、火神、6命芭芭拉。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略推荐使用战斗脚本(女士周本队特制版),关闭战斗结束拾取物品和万叶拾取,最后根据队伍大致表现,填入合适的战斗超时时间,(女士周本队特制版)建议300s",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,8 +0,0 @@
钟离 s(0.7),e(hold)
玛薇卡 e
芭芭拉 s(0.7),e,q
钟离 s(0.7),e(hold)
芙宁娜 s(0.7),q,e

View File

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgiVersion": "0.35.1"
},
"positions": [
{
"id": 1,
"x":1468.0986328125,
"y":1998.05859375 ,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "散兵周本刷取",
"version": "1.0",
"description": "建议队伍:钟离(必须一号位)、芙芙、精通雷神、6命芭芭拉。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略推荐使用战斗脚本(周本队后退版),关闭战斗结束拾取物品和万叶拾取,最后根据队伍大致表现,填入合适的战斗超时时间,(周本队后退版)建议500s此外周本压力较大会强制使用美味的月亮派请提前准备",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,8 +0,0 @@
钟离 s(2.4),e(hold)
雷电将军 e
芭芭拉 e
钟离 s(2.4),e(hold)
芙宁娜 q,e

View File

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgiVersion": "0.35.1"
},
"positions": [
{
"id": 1,
"x":1468.0986328125,
"y":1998.05859375 ,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,83 +0,0 @@
(async function () {
const food = 'yueliang';
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
keyPress("ESCAPE");//点击任意处
await sleep(2000);
keyPress("1");
await sleep(1000);//切回钟离
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
for (const char of food) {
keyPress(char);
await sleep(500);
}
keyPress("SPACE");
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(10000);
keyDown("s");
await sleep(500);
keyDown("SHIFT");
await sleep(1000);
keyUp("SHIFT");
await sleep(500);
keyUp("s");
await dispatcher.runTask(new SoloTask("AutoFight"));
keyPress("1");
await sleep(1000);//切回钟离
keyDown("s");
await sleep(2400);//再次校准位置
keyUp("s");
keyDown("w");
await sleep(8300);
keyUp("w");
await sleep(1000);
keyDown("a");
await sleep(2200);
keyUp("a");
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(1000);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(500);
click(950, 750);//点击确认:避免挑战失败无法退出
await sleep(3500);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(7500);
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "若陀龙王自动刷取",
"version": "1.1",
"description": "建议队伍:钟离(必须一号位)、芙芙、精通雷神、6命芭芭拉。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略推荐使用战斗脚本(周本队后退版),关闭战斗结束拾取物品和万叶拾取,最后根据队伍大致表现,填入合适的战斗超时时间,(周本队原地版)建议260s此外周本压力较大会强制使用美味的月亮派请提前准备",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,8 +0,0 @@
钟离 s(2.4),e(hold)
雷电将军 e
芭芭拉 e
钟离 s(2.4),e(hold)
芙宁娜 q,e

View File

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgiVersion": "0.35.1"
},
"positions": [
{
"id": 1,
"x":1468.0986328125,
"y":1998.05859375 ,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,85 +0,0 @@
(async function () {
const food = 'yueliang';
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
keyPress("ESCAPE");//点击任意处
await sleep(2000);
keyPress("1");
await sleep(1000);//切回钟离
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
for (const char of food) {
keyPress(char);
await sleep(500);
}
keyPress("SPACE");
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
keyDown("w");
await sleep(8500);
keyUp("w");
await sleep(6500);
keyDown("e");
await sleep(1000);//钟离开盾
keyUp("e");
keyDown("a");
await sleep(2000);
keyUp("a");
keyDown("w");
await sleep(3500);
keyUp("w");
keyDown("d");
await sleep(3500);
keyUp("d");
await dispatcher.runTask(new SoloTask("AutoFight"));
await sleep(30000);//等待柱子碎裂
keyPress("1");
await sleep(1000);//切回钟离
keyDown("s");
await sleep(6000);
keyUp("s");
keyDown("w");
await sleep(4000);
keyUp("w");
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(1000);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(500);
click(950, 750);//点击确认:避免挑战失败无法退出
await sleep(3500);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(7500);
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "阿佩普周本刷取",
"version": "1.1",
"description": "建议队伍:钟离(必须一号位)、芙芙、火神、6命芭芭拉。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略推荐使用战斗脚本(周本队火神原地版),关闭战斗结束拾取物品和万叶拾取,最后根据队伍大致表现,填入合适的战斗超时时间,(周本队火神原地版)建议260s此外周本压力较大会强制使用美味的月亮派请提前准备",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,8 +0,0 @@
钟离 wait(2.3),e(hold)
玛薇卡 e
芭芭拉 e
钟离 wait(2.3),e(hold)
芙宁娜 q,e

View File

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgiVersion": "0.35.1"
},
"positions": [
{
"id": 1,
"x":1468.0986328125,
"y":1998.05859375 ,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,72 +0,0 @@
(async function () {
const food = 'yueliang';
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
keyPress("ESCAPE");//点击任意处
await sleep(2000);
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
for (const char of food) {
keyPress(char);
await sleep(500);
}
keyPress("SPACE");
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
keyPress("1");
await sleep(1000);//切回钟离
keyDown("s");
await sleep(1000);
keyUp("s");
await dispatcher.runTask(new SoloTask("AutoFight"));
keyPress("1");
await sleep(1000);//切回钟离
keyDown("s");
await sleep(2400);//再次校准位置
keyUp("s");
keyDown("w");
await sleep(5200);
keyUp("w");
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(1000);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(500);
click(950, 750);//点击确认:避免挑战失败无法退出
await sleep(3500);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(7500);
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "雷神周本刷取",
"version": "1.1",
"description": "建议队伍:钟离(必须一号位)、芙芙、精通雷神、6命芭芭拉。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略推荐使用战斗脚本(周本队后退版),关闭战斗结束拾取物品和万叶拾取,最后根据队伍大致表现,填入合适的战斗超时时间,(周本队后退版)建议210s此外周本压力较大会强制使用美味的月亮派请提前准备如果队伍练度不够请必须保证有一个六命老芭不然打不过",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,8 +0,0 @@
钟离 s(2.4),e(hold)
雷电将军 e
芭芭拉 e
钟离 s(2.4),e(hold)
芙宁娜 q,e

View File

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgiVersion": "0.35.1"
},
"positions": [
{
"id": 1,
"x":1468.0986328125,
"y":1998.05859375 ,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,15 +0,0 @@
{
"manifest_version": 1,
"name": "风魔龙自动刷取",
"version": "1.1",
"bgi_version": "0.42.0",
"description": "建议队伍:钟离(必须一号位)、芙芙、精通雷神、6命芭芭拉。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略推荐使用战斗脚本(周本队原地版),关闭战斗结束拾取物品和万叶拾取,最后根据队伍大致表现,填入合适的战斗超时时间,(周本队原地版)建议80s",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,8 +0,0 @@
钟离 wait(2.4),e(hold)
雷电将军 e
芭芭拉 e
钟离 wait(2.4),e(hold)
芙宁娜 q,e

View File

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgiVersion": "0.35.1"
},
"positions": [
{
"id": 1,
"x":1468.0986328125,
"y":1998.05859375 ,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,77 +0,0 @@
(async function () {
const food = 'yueliang';
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
keyPress("ESCAPE");//点击任意处
await sleep(2000);
keyPress("1");
await sleep(1000);//切回钟离
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
for (const char of food) {
keyPress(char);
await sleep(500);
}
keyPress("SPACE");
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
await dispatcher.runTask(new SoloTask("AutoFight"));
await sleep(30000);//等待柱子碎裂
keyPress("1");
await sleep(1000);//切回钟离
keyDown("w");//居中大法
keyDown("d");
await sleep(12500);
keyUp("d");
await sleep(12500);
keyUp("w");
keyDown("s");
await sleep(25000);
keyUp("s");
keyDown("w");
await sleep(7400);
keyUp("w");
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(1000);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(500);
click(950, 750);//点击确认:避免挑战失败无法退出
await sleep(3500);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(7500);
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "鲸鱼周本刷取",
"version": "1.1",
"description": "建议队伍:钟离(必须一号位)、芙芙、精通雷神、6命芭芭拉。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略推荐使用战斗脚本(周本队原地版),关闭战斗结束拾取物品和万叶拾取,最后根据队伍大致表现,填入合适的战斗超时时间,(周本队原地版)建议260s此外周本压力较大会强制使用美味的月亮派请提前准备",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,8 +0,0 @@
钟离 wait(2.4),e(hold)
雷电将军 e
芭芭拉 e
钟离 wait(2.4),e(hold)
芙宁娜 q,e

View File

@@ -1,4 +1,5 @@
(async function () {
await pathingScript.runFile("assets/前往狼王.json");
await sleep(1000);
keyPress("F");
@@ -7,10 +8,9 @@ await dispatcher.runTask(new SoloTask("AutoFight"));
await sleep(1000);
await pathingScript.runFile("assets/领取奖励.json");
keyPress("F");
await sleep(5000);
click(968, 759);//消耗树脂领取
await sleep(1000);
click(968, 759);//消耗树脂领取
await sleep(5000);
click(975, 1000);//点击空白区域
await sleep(1000);
await genshin.returnMainUi();
})();

View File

@@ -1,8 +1,8 @@
{
"manifest_version": 1,
"name": "王狼自动刷取",
"version": "1.1",
"description": "建议钟离、芙芙和优质后台(精通雷神、草神等),自动战斗的超时时间可以多填一点,因为大世界战斗可以自动检测结束",
"version": "2.0",
"description": "建议钟离、芙芙和优质后台(精通雷神、草神等),另外看情况更改自动战斗的超时时间",
"authors": [
{
"name": "柒叶子",

View File

@@ -0,0 +1,9 @@
钟离 wait(0.2),e(hold)
芙宁娜 e,q
雷神 e
芭芭拉 e,q,attack(4)

View File

@@ -0,0 +1,9 @@
钟离 e(hold)
芙宁娜 q,e
玛薇卡 e
芭芭拉 e,attack(5.5)
钟离 e(hold)
芭芭拉 e,attack(10)

Binary file not shown.

After

Width:  |  Height:  |  Size: 1018 B

View File

@@ -0,0 +1 @@
{"info":{"name":"","type":""},"positions":[{"x":2297.6201171875,"y":-824.5869140625,"type":"teleport","move_mode":"walk"},{"x":2292.62109375,"y":-826.0419921875,"type":"path","move_mode":"walk"}]}

View File

@@ -1,5 +1,4 @@
(async function () {
const food = 'yueliang';
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
@@ -72,11 +71,5 @@ await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(1000);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(500);
click(950, 750);//点击确认:避免挑战失败无法退出
await sleep(3500);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(7500);
await sleep(10000);
})();

View File

@@ -0,0 +1,211 @@
(async function () {//仆人周本
await eatFood();//嗑药
//吃料理
async function eatFood(){
let foodName = settings.foodName ?? 0;
if(foodName){
log.info("开始吃菜");
await sleep(1000);
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
inputText(`${foodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
}}
//征讨之花领奖
const autoNavigateToReward = async () => {
// 定义识别对象
const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png"));
const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
let advanceNum = 0;//前进次数
//调整为俯视视野
middleButtonClick();
await sleep(800);
moveMouseBy(0, 1030);
await sleep(400);
moveMouseBy(0, 920);
await sleep(400);
moveMouseBy(0, 710);
log.info("开始领奖");
while (true) {
// 1. 优先检查是否已到达领奖点
let captureRegion = captureGameRegion();
let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
// 检测到特点文字则结束!!!
if (rewardResult.text == "接触征讨之花") {
log.info("已到达领奖点,检测到文字: " + rewardResult.text);
return;
}
else if(advanceNum > 80){
throw new Error('前进时间超时');
}
// 2. 未到达领奖点,则调整视野
for(let i = 0; i < 100; i++){
captureRegion = captureGameRegion();
let iconRes = captureRegion.Find(boxIconRo);
let climbTextArea = captureRegion.DeriveCrop(1808, 1030, 25, 25);
let climbResult = climbTextArea.find(RecognitionObject.ocrThis);
// 检查是否处于攀爬状态
if (climbResult.isEmpty()){
log.info("检侧进入攀爬状态,尝试脱离");
keyPress("x");
await sleep(1000);
keyDown("a");
await sleep(800);
keyUp("a");
keyDown("w");
await sleep(800);
keyUp("w");
}
if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) {
advanceNum++;
log.info(`视野已调正,前进第${advanceNum}`);
break;
} else {
// 小幅度调整
if(iconRes.y >= 520) moveMouseBy(0, 920);
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放最小为1
let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
moveMouseBy(adjustAmount * adjustAmount2, 0);
await sleep(100);
}
if(i > 97) throw new Error('视野调整超时');
}
// 3. 前进一小步
keyDown("w");
await sleep(800);
keyUp("w");
await sleep(100); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
challengeNum++;
await sleep(500);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况2: 区域2有文字 且 区域1无文字 且 区域3有文字 → 结束循环
else if (hasText2 && !hasText1 && hasText3) {
log.info("检测到挑战成功");
break;
}
// 情况3: 区域2无文字区域1无文字区域3有文字 →BOSS二阶段需要移动触发
else if (!hasText2 && !hasText1 && hasText3) {
log.info("检测到BOSS进入二阶段");
keyDown("w");
await sleep(1000);
keyDown("VK_SHIFT");
await sleep(200);
keyUp("VK_SHIFT");
await sleep(200);
keyDown("VK_SHIFT");
await sleep(200);
keyUp("VK_SHIFT");
keyUp("w");
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况4: 三个区域均无文字,可能处于转场动画,尝试点击快进
else if (!hasText1 && !hasText2 && !hasText3){
log.info("进入过场动画尝试快进");
await sleep(400);
click(1765, 55);
await sleep(400);
click(1765, 55);
await sleep(1000);
}
challengeTime = challengeTime + 1;
// 每次检测间隔100毫秒避免CPU占用过高
await sleep(100);
}
}
//通用:前往副本(副本外)
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(300);
click(1180, 760);//队伍等级偏低、体力不够可能会出弹窗
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
//副本内前往BOSS处
click(960, 810);//点击任意处
await sleep(2000);
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
keyDown("w");
await sleep(9200);
keyUp("w");
//战斗和领奖
await autoFightAndEndDetection();//一直战斗直到检测到结束
await autoNavigateToReward();//前往地脉之花
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(10000);
})();

View File

@@ -0,0 +1,14 @@
{
"manifest_version": 1,
"name": "仆人周本自动刷取",
"version": "2.0",
"description": "需0.44.6及以上版本兼容所有正常队伍及战斗策略但还是建议在JS设置中选择合适的防御料理(推荐骇浪派)。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略关闭战斗结束拾取物品和万叶拾取最后根据战斗脚本一次循环的时间在战斗超时中填入比如周本原地版q是14s看情况可以多加一秒另外搭配一条龙领奖无树脂脚本使用体验更佳哟。演示视频https://www.bilibili.com/video/BV1cpGCz6EWN/?vd_source=9dfaf88af48ecc0ff95a41f1145af7a2。",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,7 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理的正确名称 "
},
]

View File

@@ -0,0 +1,9 @@
钟离 wait(0.2),e(hold)
芙宁娜 e,q
雷神 e
芭芭拉 e,q,attack(4)

View File

@@ -0,0 +1,9 @@
钟离 e(hold)
芙宁娜 q,e
玛薇卡 e
芭芭拉 e,attack(5.5)
钟离 e(hold)
芭芭拉 e,attack(10)

View File

@@ -0,0 +1 @@
{"info":{"name":"","type":""},"positions":[{"x":2297.6201171875,"y":-824.5869140625,"type":"teleport","move_mode":"walk"},{"x":2292.62109375,"y":-826.0419921875,"type":"path","move_mode":"walk"}]}

View File

@@ -1,4 +1,7 @@
(async function () {
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
@@ -19,6 +22,7 @@ keyDown("w");
await sleep(4000);
keyUp("w");
await dispatcher.runTask(new SoloTask("AutoFight"));
await sleep(30000);//等待柱子碎裂
keyPress("1");
await sleep(1000);//切回钟离
@@ -35,11 +39,5 @@ await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(1000);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(500);
click(950, 750);//点击确认:避免挑战失败无法退出
await sleep(3500);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(7500);
await sleep(10000);
})();

View File

@@ -0,0 +1,83 @@
(async function () {
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
keyPress("F");
await sleep(9000);
click(1725, 1020);//单人挑战
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
keyPress("1");
await sleep(1000);//切回钟离
keyDown("w");
await sleep(4000);
keyUp("w");
/**
* 根据两个区域的OCR检测结果执行不同操作的循环函数
*/
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 1200) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
challengeNum++;
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 40;
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况2: 区域2有文字 且 区域1无文字 且 区域3有文字 → 结束循环
else if (hasText2 && !hasText1 && hasText3) {
log.info("检测到挑战成功");
break;
}
// 其他情况: 什么都不做
challengeTime = challengeTime + 1;
// 每次检测间隔500毫秒避免CPU占用过高
await sleep(500);
}
}
await autoFightAndEndDetection();//一直战斗直到检测到结束
log.info(`等待柱子碎裂`);
await sleep(30000);//等待柱子碎裂
keyPress("1");
await sleep(1000);//切回钟离
log.info(`开始领奖`);
keyDown("w");
await sleep(5000);
keyUp("w");
keyDown("s");
await sleep(1400);
keyUp("s");
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(10000);
})();

View File

@@ -0,0 +1,15 @@
{
"manifest_version": 1,
"name": "风魔龙自动刷取",
"version": "2.0",
"bgi_version": "0.42.0",
"description": "需0.44.6及以上版本配队刚需芙芙等大范围索敌角色保证战斗脚本没有任何的转向和移动应该可以正常领取。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略关闭战斗结束拾取物品和万叶拾取最后根据战斗脚本一次循环的时间在战斗超时中填入比如周本原地版q是14s建议可以比正常单轮时间多个1s另外搭配一条龙领奖无树脂脚本使用体验更佳哟。演示视频https://www.bilibili.com/video/BV1cpGCz6EWN/?vd_source=9dfaf88af48ecc0ff95a41f1145af7a2。",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,9 @@
钟离 wait(0.2),e(hold)
芙宁娜 e,q
雷神 e
芭芭拉 e,q,attack(4)

View File

@@ -0,0 +1,9 @@
钟离 e(hold)
芙宁娜 q,e
玛薇卡 e
芭芭拉 e,attack(5.5)
钟离 e(hold)
芭芭拉 e,attack(10)

View File

@@ -0,0 +1 @@
{"info":{"name":"","type":""},"positions":[{"x":2297.6201171875,"y":-824.5869140625,"type":"teleport","move_mode":"walk"},{"x":2292.62109375,"y":-826.0419921875,"type":"path","move_mode":"walk"}]}

View File

@@ -64,4 +64,5 @@ click(950, 750);//点击确认:避免挑战失败无法退出
await sleep(3500);
keyPress("ESCAPE");//退出秘境:避免挑战失败无法退出
await sleep(7500);
})();

View File

@@ -0,0 +1,164 @@
(async function () {
/**
* 根据两个区域的OCR检测结果执行不同操作的循环函数
*/
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 1200) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
keyDown("s");
await sleep(1800);
keyUp("s");
challengeNum++;
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 40;
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况2: 区域2有文字 且 区域1无文字 且 区域3有文字 → 结束循环
else if (hasText2 && !hasText1 && hasText3) {
log.info("检测到挑战成功");
break;
}
// 情况3: 区域2无文字区域1无文字区域3有文字 →BOSS二阶段需要移动触发
else if (!hasText2 && !hasText1 && hasText3) {
log.info("检测到BOSS进入二阶段");
keyDown("s");
await sleep(1000);
keyUp("s");
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 其他情况: 可能处于转场动画,尝试点击快进
else {
log.info("进入过场动画尝试快进");
await sleep(400);
click(1765, 55);
await sleep(400);
click(1765, 55);
await sleep(400);
click(1765, 55);
}
challengeTime = challengeTime + 1;
// 每次检测间隔500毫秒避免CPU占用过高
await sleep(500);
}
}
//征讨之花领奖(无图标前进检测)
const autoNavigateToReward = async () => {
const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
let advanceNum = 0;
while (true) {
// 1. 优先检查是否已到达领奖点
let captureRegion = captureGameRegion();
let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
// 检测到特点文字则结束!!!
if (rewardResult.text == "接触征讨之花") {
log.info("已到达领奖点,检测到文字: " + rewardResult.text);
return;
}
else if(advanceNum > 30){
throw new Error('前进时间超时');
}
// 前进一小步
keyDown("w");
await sleep(700);
keyUp("w");
await sleep(100); // 等待角色移动稳定
}
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
log.info("开始吃菜");
await sleep(1000);
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
inputText(`${foodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
}}
//通用:前往副本(副本外)
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(300);
click(1180, 760);//队伍等级偏低、体力不够可能会出弹窗
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
keyPress("1");
await sleep(1000);//切回钟离
//副本内前往BOSS处
keyDown("s");
await sleep(2400);
keyUp("s");
await autoFightAndEndDetection();//一直战斗直到检测到结束
keyPress("1");
await sleep(1000);//切回钟离
keyDown("s");
await sleep(2400);//再次校准位置
keyUp("s");
await autoNavigateToReward();//前往地脉之花
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(10000);
})();

View File

@@ -0,0 +1,14 @@
{
"manifest_version": 1,
"name": "黄金屋自动刷取",
"version": "2.0",
"description": "需0.44.6及以上版本,兼容大部分正常队伍及战斗策略(禁止大幅度转向和移动技能龙王转圈、纳西达转圈、夜兰e……)但还是建议在JS设置中选择合适的防御料理(推荐骇浪派)。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略关闭战斗结束拾取物品和万叶拾取最后根据战斗脚本一次循环的时间在战斗超时中填入比如周本原地版q是14s建议可以比正常单轮时间多个1s另外搭配一条龙领奖无树脂脚本使用体验更佳哟。演示视频https://www.bilibili.com/video/BV1cpGCz6EWN/?vd_source=9dfaf88af48ecc0ff95a41f1145af7a2。",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,7 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理的正确名称 "
},
]

View File

@@ -0,0 +1,9 @@
钟离 wait(0.2),e(hold)
芙宁娜 e,q
雷神 e
芭芭拉 e,q,attack(4)

View File

@@ -0,0 +1,9 @@
钟离 e(hold)
芙宁娜 q,e
玛薇卡 e
芭芭拉 e,attack(5.5)
钟离 e(hold)
芭芭拉 e,attack(10)

Binary file not shown.

After

Width:  |  Height:  |  Size: 1018 B

View File

@@ -0,0 +1 @@
{"info":{"name":"","type":""},"positions":[{"x":2297.6201171875,"y":-824.5869140625,"type":"teleport","move_mode":"walk"},{"x":2292.62109375,"y":-826.0419921875,"type":"path","move_mode":"walk"}]}

View File

@@ -43,17 +43,16 @@ click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
keyDown("w");
await sleep(10000);
await sleep(2000);
keyUp("w");
await sleep(7000);
await sleep(10000);
keyDown("s");
await sleep(200);
await sleep(500);
keyDown("SHIFT");
await sleep(300);
await sleep(1000);
keyUp("SHIFT");
await sleep(200);
await sleep(500);
keyUp("s");
await dispatcher.runTask(new SoloTask("AutoFight"));
keyPress("1");
@@ -62,9 +61,13 @@ keyDown("s");
await sleep(2400);//再次校准位置
keyUp("s");
keyDown("w");
await sleep(7500);
await sleep(8300);
keyUp("w");
await sleep(1000);
keyDown("a");
await sleep(2200);
keyUp("a");
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂

View File

@@ -0,0 +1,209 @@
(async function () {//坨子
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
log.info("开始吃菜");
await sleep(1000);
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
inputText(`${foodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
}}
//征讨之花领奖
const autoNavigateToReward = async () => {
// 定义识别对象
const boxIconRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("assets/box.png"));
const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
let advanceNum = 0;//前进次数
//调整为俯视视野
middleButtonClick();
await sleep(800);
moveMouseBy(0, 1030);
await sleep(400);
moveMouseBy(0, 920);
await sleep(400);
moveMouseBy(0, 710);
log.info("开始领奖");
while (true) {
// 1. 优先检查是否已到达领奖点
let captureRegion = captureGameRegion();
let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
// 检测到特点文字则结束!!!
if (rewardResult.text == "接触征讨之花") {
log.info("已到达领奖点,检测到文字: " + rewardResult.text);
return;
}
else if(advanceNum > 80){
throw new Error('前进时间超时');
}
// 2. 未到达领奖点,则调整视野
for(let i = 0; i < 100; i++){
captureRegion = captureGameRegion();
let iconRes = captureRegion.Find(boxIconRo);
let climbTextArea = captureRegion.DeriveCrop(1808, 1030, 25, 25);
let climbResult = climbTextArea.find(RecognitionObject.ocrThis);
// 检查是否处于攀爬状态
if (climbResult.isEmpty()){
log.info("检侧进入攀爬状态,尝试脱离");
keyPress("x");
await sleep(1000);
keyDown("a");
await sleep(800);
keyUp("a");
keyDown("w");
await sleep(800);
keyUp("w");
}
if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) {
advanceNum++;
log.info(`视野已调正,前进第${advanceNum}`);
break;
} else {
// 小幅度调整
if(iconRes.y >= 520) moveMouseBy(0, 920);
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放最小为1
let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
moveMouseBy(adjustAmount * adjustAmount2, 0);
await sleep(100);
}
if(i > 97) throw new Error('视野调整超时');
}
// 3. 前进一小步
keyDown("w");
await sleep(800);
keyUp("w");
await sleep(100); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
challengeNum++;
await sleep(500);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况2: 区域2有文字 且 区域1无文字 且 区域3有文字 → 结束循环
else if (hasText2 && !hasText1 && hasText3) {
log.info("检测到挑战成功");
break;
}
// 情况3: 区域2无文字区域1无文字区域3有文字 →BOSS二阶段需要移动触发
else if (!hasText2 && !hasText1 && hasText3) {
/*
log.info("检测到BOSS进入二阶段");
await dispatcher.runTask(new SoloTask("AutoFight"));
*/
}
// 情况4: 三个区域均无文字,可能处于转场动画,尝试点击快进
else if (!hasText1 && !hasText2 && !hasText3){
/*
log.info("进入过场动画尝试快进");
await sleep(400);
click(1765, 55);
await sleep(400);
click(1765, 55);
*/
}
challengeTime = challengeTime + 1;
// 每次检测间隔100毫秒避免CPU占用过高
await sleep(100);
}
}
//通用:前往副本(副本外)
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(300);
click(1180, 760);//队伍等级偏低、体力不够可能会出弹窗
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
//副本内前往BOSS处
click(960, 810);//点击任意处
await sleep(2000);
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(10000);
keyDown("s");
await sleep(500);
keyDown("SHIFT");
await sleep(1000);
keyUp("SHIFT");
await sleep(500);
keyUp("s");
//战斗和领奖
await autoFightAndEndDetection();//一直战斗直到检测到结束
await autoNavigateToReward();//前往地脉之花
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(10000);
})();

View File

@@ -0,0 +1,14 @@
{
"manifest_version": 1,
"name": "若陀龙王自动刷取",
"version": "2.0",
"description": "需0.44.6及以上版本兼容所有正常队伍及战斗策略但还是建议在JS设置中选择合适的防御料理(推荐骇浪派)。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略关闭战斗结束拾取物品和万叶拾取最后根据战斗脚本一次循环的时间在战斗超时中填入比如周本原地版q是14s看情况可以多加一秒另外搭配一条龙领奖无树脂脚本使用体验更佳哟。演示视频https://www.bilibili.com/video/BV1cpGCz6EWN/?vd_source=9dfaf88af48ecc0ff95a41f1145af7a2。",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,7 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理的正确名称 "
},
]

View File

@@ -0,0 +1,9 @@
钟离 wait(0.2),e(hold)
芙宁娜 e,q
雷神 e
芭芭拉 e,q,attack(4)

View File

@@ -0,0 +1,9 @@
钟离 e(hold)
芙宁娜 q,e
玛薇卡 e
芭芭拉 e,attack(5.5)
钟离 e(hold)
芭芭拉 e,attack(10)

View File

@@ -0,0 +1 @@
{"info":{"name":"","type":""},"positions":[{"x":2297.6201171875,"y":-824.5869140625,"type":"teleport","move_mode":"walk"},{"x":2292.62109375,"y":-826.0419921875,"type":"path","move_mode":"walk"}]}

View File

@@ -0,0 +1,176 @@
(async function () {//女士
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
log.info("开始吃菜");
await sleep(1000);
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
inputText(`${foodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
}}
//征讨之花领奖(无图标前进检测)
const autoNavigateToReward = async () => {
const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
let advanceNum = 0;
while (true) {
// 1. 优先检查是否已到达领奖点
let captureRegion = captureGameRegion();
let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
// 检测到特点文字则结束!!!
if (rewardResult.text == "接触征讨之花") {
log.info("已到达领奖点,检测到文字: " + rewardResult.text);
return;
}
else if(advanceNum > 30){
throw new Error('前进时间超时');
}
// 前进一小步
keyDown("w");
await sleep(700);
keyUp("w");
await sleep(100); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
challengeNum++;
keyDown("s");
await sleep(1200);
keyUp("s");
await sleep(500);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况2: 区域2有文字 且 区域1无文字 且 区域3有文字 → 结束循环
else if (hasText2 && !hasText1 && hasText3) {
log.info("检测到挑战成功");
break;
}
// 情况3: 区域2无文字区域1无文字区域3有文字 →BOSS二阶段需要移动触发
else if (!hasText2 && !hasText1 && hasText3) {
log.info("检测到BOSS进入二阶段");
keyDown("s");
await sleep(2500);
keyUp("s");
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况4: 三个区域均无文字,可能处于转场动画,尝试点击快进
else if (!hasText1 && !hasText2 && !hasText3){
log.info("进入过场动画尝试快进");
await sleep(400);
click(1765, 55);
await sleep(400);
click(1765, 55);
}
challengeTime = challengeTime + 1;
// 每次检测间隔100毫秒避免CPU占用过高
await sleep(100);
}
}
//通用:前往副本(副本外)
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(300);
click(1180, 760);//队伍等级偏低、体力不够可能会出弹窗
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
//副本内前往BOSS处
click(960, 810);//点击任意处
await sleep(2000);
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
keyDown("w");
await sleep(1500);
keyUp("w");
await sleep(8500);
keyDown("s");
await sleep(200);
keyDown("SHIFT");
await sleep(300);
keyUp("SHIFT");
await sleep(200);
keyUp("s");
//战斗和领奖
await autoFightAndEndDetection();//一直战斗直到检测到结束
//走到角落对准身位
await sleep(4000);
keyDown("s");
await sleep(4000);
keyUp("s");
await sleep(4000);
keyDown("a");
await sleep(300);
keyUp("a");
await autoNavigateToReward();//前往地脉之花
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(10000);
})();

View File

@@ -0,0 +1,14 @@
{
"manifest_version": 1,
"name": "女士周本刷取",
"version": "2.0",
"description": "需0.44.6及以上版本,兼容大部分正常队伍及战斗策略(禁止大幅度转向和移动技能龙王转圈、纳西达转圈、夜兰e……)但还是建议在JS设置中选择合适的防御料理(推荐骇浪派)。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略关闭战斗结束拾取物品和万叶拾取最后根据战斗脚本一次循环的时间在战斗超时中填入比如周本火神原地版是28s建议可以比正常单轮时间多个1s另外搭配一条龙领奖无树脂脚本使用体验更佳哟。演示视频https://www.bilibili.com/video/BV1cpGCz6EWN/?vd_source=9dfaf88af48ecc0ff95a41f1145af7a2。",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,8 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入增益料理的正确名称 "
},
]

View File

@@ -0,0 +1,9 @@
钟离 wait(0.2),e(hold)
芙宁娜 e,q
雷神 e
芭芭拉 e,q,attack(4)

View File

@@ -0,0 +1,9 @@
钟离 e(hold)
芙宁娜 q,e
玛薇卡 e
芭芭拉 e,attack(5.5)
钟离 e(hold)
芭芭拉 e,attack(10)

View File

@@ -0,0 +1 @@
{"info":{"name":"","type":""},"positions":[{"x":2297.6201171875,"y":-824.5869140625,"type":"teleport","move_mode":"walk"},{"x":2292.62109375,"y":-826.0419921875,"type":"path","move_mode":"walk"}]}

View File

@@ -0,0 +1,278 @@
(async function () {//雷神
//检测角色是否阵亡,并前往吃药复活
async function resurgenceDetectionAndEatFood() {
const region1 = RecognitionObject.ocr(1170, 780, 75, 35);// 复活料理区域
const region2 = RecognitionObject.ocr(545, 360, 800, 45);// 料理冷却区域
keyPress("1");
await sleep(100);
keyPress("2");
await sleep(100);
keyPress("3");
await sleep(100);
keyPress("4");
await sleep(200);
let capture = captureGameRegion();
let res1 = capture.find(region1);
let res2 = capture.find(region2);
if (res1.isEmpty()){
return;
}
else if (!res1.isEmpty() && !res2.isEmpty()) {
log.info("复活料理处于冷却中");
keyPress("ESCAPE");
return;
}
else if (!res1.isEmpty() && res2.isEmpty()) {
log.info("检测到阵亡角色……复活吧!我的爱人!!!");
keyPress("ESCAPE");
await eatResurgenceFood();//满血复活
return;
}
}
//吃料理复活
async function eatResurgenceFood() {
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
const region = RecognitionObject.ocr(800, 200, 315, 32);// 复活对象检测
const clickPositions = [
{ x: 760, y: 440 }, // 角色1
{ x: 900, y: 440 }, // 角色2
{ x: 1040, y: 440 }, // 角色3
{ x: 1180, y: 440 } // 角色4
];
if(resurgenceFoodName && recoveryFoodName){
log.info("开始吃菜");
await sleep(500);
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(200);
click(110, 110);
await sleep(1000);
inputText(`${resurgenceFoodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
// 使用 for 循环点击每个位置
for (let i = 0; i < clickPositions.length; i++) {
const position = clickPositions[i];
click(position.x, position.y);
await sleep(800);
click(1200,770);//确认
await sleep(800);
let capture = captureGameRegion();
let res = capture.find(region);
if (res.isEmpty()){
keyPress("ESCAPE");
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
inputText(`${recoveryFoodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(500);
click(position.x, position.y);
await sleep(500);
click(1200,770);//吃第一个
await sleep(500);
click(1200,770);//吃第二个
await sleep(500);
click(1350,290);//退出
await sleep(500);
keyPress("ESCAPE");
await sleep(400);
log.info("我又好了,嘿嘿");
break;
}
await sleep(1000);
}
}
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
log.info("开始吃菜");
await sleep(1000);
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
inputText(`${foodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
}}
//征讨之花领奖(无图标前进检测)
const autoNavigateToReward = async () => {
const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
let advanceNum = 0;
while (true) {
// 1. 优先检查是否已到达领奖点
let captureRegion = captureGameRegion();
let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
// 检测到特点文字则结束!!!
if (rewardResult.text == "接触征讨之花") {
log.info("已到达领奖点,检测到文字: " + rewardResult.text);
return;
}
else if(advanceNum > 30){
throw new Error('前进时间超时');
}
// 前进一小步
keyDown("w");
await sleep(700);
keyUp("w");
await sleep(100); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
await resurgenceDetectionAndEatFood();
challengeNum++;
keyDown("s");
await sleep(1800);
keyUp("s");
await sleep(500);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况2: 区域2有文字 且 区域1无文字 且 区域3有文字 → 结束循环
else if (hasText2 && !hasText1 && hasText3) {
log.info("检测到挑战成功");
break;
}
// 情况3: 区域2无文字区域1无文字区域3有文字 →BOSS二阶段需要移动触发
else if (!hasText2 && !hasText1 && hasText3) {
log.info("检测到BOSS进入二阶段");
keyDown("s");
await sleep(2500);
keyUp("s");
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况4: 三个区域均无文字,可能处于转场动画,尝试点击快进
else if (!hasText1 && !hasText2 && !hasText3){
log.info("进入过场动画尝试快进");
await sleep(400);
click(1765, 55);
await sleep(400);
click(1765, 55);
}
challengeTime = challengeTime + 1;
// 每次检测间隔100毫秒避免CPU占用过高
await sleep(100);
}
}
//通用:前往副本(副本外)
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(300);
click(1180, 760);//队伍等级偏低、体力不够可能会出弹窗
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
//副本内前往BOSS处
click(960, 810);//点击任意处
await sleep(2000);
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
keyDown("s");
await sleep(300);
keyDown("SHIFT");
await sleep(300);
keyUp("SHIFT");
await sleep(500);
keyUp("s");
//战斗和领奖
await autoFightAndEndDetection();//一直战斗直到检测到结束
//走到角落对准身位
keyDown("s");
await sleep(4000);
keyUp("s");
await autoNavigateToReward();//前往地脉之花
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(10000);
})();

View File

@@ -0,0 +1,14 @@
{
"manifest_version": 1,
"name": "雷神周本刷取",
"version": "2.0",
"description": "需0.44.6及以上版本,兼容所有正常队伍及战斗策略(禁止大幅度转向和移动技能龙王转圈、纳西达转圈、夜兰e……)但还是建议在JS设置中选择合适的防御料理(推荐骇浪派)另外最重要的是没有六命老芭请一定要选择使用复活料理和恢复料理。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略关闭战斗结束拾取物品和万叶拾取最后根据战斗脚本一次循环的时间在战斗超时中填入比如周本原地版q是14s建议可以比正常单轮时间多个1s另外搭配一条龙领奖无树脂脚本使用体验更佳哟。演示视频https://www.bilibili.com/video/BV1cpGCz6EWN/?vd_source=9dfaf88af48ecc0ff95a41f1145af7a2。",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,17 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入增益料理的正确名称 "
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理的正确名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理的正确名称 "
}
]

View File

@@ -0,0 +1,9 @@
钟离 wait(0.2),e(hold)
芙宁娜 e,q
雷神 e
芭芭拉 e,q,attack(4)

View File

@@ -0,0 +1,9 @@
钟离 e(hold)
芙宁娜 q,e
玛薇卡 e
芭芭拉 e,attack(5.5)
钟离 e(hold)
芭芭拉 e,attack(10)

View File

@@ -0,0 +1 @@
{"info":{"name":"","type":""},"positions":[{"x":2297.6201171875,"y":-824.5869140625,"type":"teleport","move_mode":"walk"},{"x":2292.62109375,"y":-826.0419921875,"type":"path","move_mode":"walk"}]}

View File

@@ -0,0 +1,284 @@
(async function () {//散兵
//检测角色是否阵亡,并前往吃药复活
async function resurgenceDetectionAndEatFood() {
const region1 = RecognitionObject.ocr(1170, 780, 75, 35);// 复活料理区域
const region2 = RecognitionObject.ocr(545, 360, 800, 45);// 料理冷却区域
keyPress("1");
await sleep(100);
keyPress("2");
await sleep(100);
keyPress("3");
await sleep(100);
keyPress("4");
await sleep(200);
let capture = captureGameRegion();
let res1 = capture.find(region1);
let res2 = capture.find(region2);
if (res1.isEmpty()){
return;
}
else if (!res1.isEmpty() && !res2.isEmpty()) {
log.info("复活料理处于冷却中");
keyPress("ESCAPE");
return;
}
else if (!res1.isEmpty() && res2.isEmpty()) {
log.info("检测到阵亡角色……复活吧!我的爱人!!!");
keyPress("ESCAPE");
await eatResurgenceFood();//满血复活
return;
}
}
//吃料理复活
async function eatResurgenceFood() {
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
const region = RecognitionObject.ocr(800, 200, 315, 32);// 复活对象检测
const clickPositions = [
{ x: 760, y: 440 }, // 角色1
{ x: 900, y: 440 }, // 角色2
{ x: 1040, y: 440 }, // 角色3
{ x: 1180, y: 440 } // 角色4
];
if(resurgenceFoodName && recoveryFoodName){
log.info("开始吃菜");
await sleep(500);
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(200);
click(110, 110);
await sleep(1000);
inputText(`${resurgenceFoodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
// 使用 for 循环点击每个位置
for (let i = 0; i < clickPositions.length; i++) {
const position = clickPositions[i];
click(position.x, position.y);
await sleep(800);
click(1200,770);//确认
await sleep(800);
let capture = captureGameRegion();
let res = capture.find(region);
if (res.isEmpty()){
keyPress("ESCAPE");
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
inputText(`${recoveryFoodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(500);
click(position.x, position.y);
await sleep(500);
click(1200,770);//吃第一个
await sleep(500);
click(1200,770);//吃第二个
await sleep(500);
click(1350,290);//退出
await sleep(500);
keyPress("ESCAPE");
await sleep(400);
log.info("我又好了,嘿嘿");
break;
}
await sleep(1000);
}
}
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
log.info("开始吃菜");
await sleep(1000);
keyPress("B");//打开背包
await sleep(2000);
click(863, 51);//选择食物
await sleep(1000);
click(170, 1020);//筛选
await sleep(1000);
click(195, 1020);//重置
await sleep(1000);
click(110, 110);//输入名字
await sleep(1000);
inputText(`${foodName}`);
await sleep(500);
click(490, 1020);//确认筛选
await sleep(1000);
click(180, 180);//选择第一个食物
await sleep(1000);
click(1690, 1015);//使用
await sleep(1000);
keyPress("ESCAPE");
await sleep(1500);
}}
//征讨之花领奖(无图标前进检测)
const autoNavigateToReward = async () => {
const rewardTextRo = RecognitionObject.Ocr(1210, 515, 200, 50);//领奖区域检测
let advanceNum = 0;
while (true) {
// 1. 优先检查是否已到达领奖点
let captureRegion = captureGameRegion();
let rewardTextArea = captureRegion.DeriveCrop(1210, 515, 200, 50);
let rewardResult = rewardTextArea.find(RecognitionObject.ocrThis);
// 检测到特点文字则结束!!!
if (rewardResult.text == "接触征讨之花") {
log.info("已到达领奖点,检测到文字: " + rewardResult.text);
return;
}
else if(advanceNum > 30){
throw new Error('前进时间超时');
}
// 前进一小步
keyDown("w");
await sleep(700);
keyUp("w");
await sleep(100); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
await resurgenceDetectionAndEatFood();
challengeNum++;
keyDown("s");
await sleep(1800);
keyUp("s");
await sleep(500);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况2: 区域2有文字 且 区域1无文字 且 区域3有文字 → 结束循环
else if (hasText2 && !hasText1 && hasText3) {
log.info("检测到挑战成功");
break;
}
// 情况3: 区域2无文字区域1无文字区域3有文字 →BOSS二阶段需要移动触发
else if (!hasText2 && !hasText1 && hasText3) {
log.info("检测到BOSS进入二阶段");
keyDown("s");
await sleep(2500);
keyUp("s");
await dispatcher.runTask(new SoloTask("AutoFight"));
}
// 情况4: 三个区域均无文字,可能处于转场动画,尝试点击快进
else if (!hasText1 && !hasText2 && !hasText3){
log.info("进入过场动画尝试快进");
await sleep(400);
click(1765, 55);
await sleep(400);
click(1765, 55);
}
challengeTime = challengeTime + 1;
// 每次检测间隔100毫秒避免CPU占用过高
await sleep(100);
}
}
//通用:前往副本(副本外)
await sleep(1000);
await pathingScript.runFile("assets/recover.json");
await sleep(5000);
await pathingScript.runFile("assets/tp.json");
await sleep(1000);
keyDown("w");
await sleep(2000);
keyUp("w");
await sleep(1000);
keyPress("F");
await sleep(2000);
click(1725, 1020);//单人挑战
await sleep(300);
click(1180, 760);//队伍等级偏低、体力不够可能会出弹窗
await sleep(2000);
click(1725, 1020);//开始挑战
await sleep(15000);
//副本内前往BOSS处
click(960, 810);//点击任意处
await sleep(2000);
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
keyDown("w");
await sleep(11000);
keyUp("w");
await sleep(7000);
keyDown("s");
await sleep(200);
keyDown("SHIFT");
await sleep(300);
keyUp("SHIFT");
await sleep(200);
keyUp("s");
//战斗和领奖
await autoFightAndEndDetection();//一直战斗直到检测到结束
//走到角落对准身位
keyDown("s");
await sleep(10000);
keyUp("s");
await autoNavigateToReward();//前往地脉之花
await sleep(1000);
keyPress("F");//领奖
await sleep(1000);
click(950, 750);//使用树脂
await sleep(6000);
click(975, 1000);//退出秘境
await sleep(10000);
})();

View File

@@ -0,0 +1,14 @@
{
"manifest_version": 1,
"name": "散兵周本刷取",
"version": "2.0",
"description": "需0.44.6及以上版本,兼容所有正常队伍及战斗策略(禁止大幅度转向和移动技能龙王转圈、纳西达转圈、夜兰e……)但还是建议在JS设置中选择合适的防御料理(推荐骇浪派)另外最重要的是没有六命老芭请一定要选择使用复活料理和恢复料理。脚本需要在调度器设置里开启路径追踪行走配置选择切换的队伍打开允许在JsScript中使用打开战斗配置选择战斗策略关闭战斗结束拾取物品和万叶拾取最后根据战斗脚本一次循环的时间在战斗超时中填入比如周本原地版q是14s建议可以比正常单轮时间多个1s另外搭配一条龙领奖无树脂脚本使用体验更佳哟。演示视频https://www.bilibili.com/video/BV1cpGCz6EWN/?vd_source=9dfaf88af48ecc0ff95a41f1145af7a2。",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,17 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入增益料理的正确名称 "
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理的正确名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理的正确名称 "
}
]

View File

@@ -0,0 +1,9 @@
钟离 wait(0.2),e(hold)
芙宁娜 e,q
雷神 e
芭芭拉 e,q,attack(4)

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@@ -0,0 +1,9 @@
钟离 e(hold)
芙宁娜 q,e
玛薇卡 e
芭芭拉 e,attack(5.5)
钟离 e(hold)
芭芭拉 e,attack(10)

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@@ -0,0 +1 @@
{"info":{"name":"","type":""},"positions":[{"x":2297.6201171875,"y":-824.5869140625,"type":"teleport","move_mode":"walk"},{"x":2292.62109375,"y":-826.0419921875,"type":"path","move_mode":"walk"}]}

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