JS : 使用历练点完成每日委托 (#1416)

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this-Fish
2025-07-27 09:22:42 +08:00
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# 使用历练点完成每日委托脚本使用指南
## 功能概述
1. **队伍管理**
- 自动切换到指定队伍
- 可选择是否传送至七天神像切换队伍
2. **历练点使用**
- 自动领取历练点奖励
- 支持直接使用历练点(不获取双倍好感)
3. **灵活执行时间设置**
- 可设置为每天执行
- 或指定每周的特定几天执行(如只在周一、周三、周五执行)
4. **双倍好感度获取**
- **在好友的尘歌壶内队伍人数≤2人时使用历练点完成每日委托才能获取双倍好感度**
- 自动进入好友的尘歌壶
- 支持指定特定好友
- 可让指定角色离队确保队伍人数≤2人双倍好感度必要条件
## 参数设置说明
### 基本设置
| 说明 | 默认值 | 示例 |
|------|--------|------|
|需要领取好感的队伍名称(不填则不切换队伍) | 无 | "好感队" |
|关闭前往七天神像切换队伍 | 未勾选 | 勾选后不传送到神像 |
|指定星期几执行(","分隔)<br>输入"0"为每天执行 | "0" | "1,3,5"(周一、三、五执行) |
|直接使用历练点完成每日委托<br>(全角色满好感时推荐启用) | 已勾选 | 勾选后不获取双倍好感 |
### 尘歌壶双倍好感设置
|说明 | 示例 |
|------|------|
| (选填)指定好友名称 | "旅行者123" |
| (选填)申请好友数(≤7) | "5" |
|让1号位角色离队 | 勾选 |
| 让2号位角色离队 | 勾选 |
| 让3号位角色离队 | 勾选 |
| 让4号位角色离队 | 勾选 |
## 使用建议
### 双倍好感度获取流程
0. 先自行消耗120体力
1. 自动进入好友尘歌壶
2. 让指定位置角色离队确保队伍≤2人
3. 打开冒险之证领取历练点奖励
4. 返回大世界
### 角色离队策略
- 当需要获取双倍好感时建议保留2个需要提升好感的角色
- 勾选需要离队的角色位置1号位为最左侧角色
- **注意**不能同时让所有角色离队至少保留1个角色
### 时间设置技巧
- 使用"0"设置为每天执行
- 使用"1,3,5"设置为周一、三、五执行
- 脚本会自动处理凌晨时段00:00-04:00视为前一天
## 常见问题
**Q为什么没有进入好友尘歌壶**
A请检查
1. 是否已禁用双倍好感 (**直接使用历练点完成每日委托** 被勾选)
2. 好友名称是否正确(区分大小写和空格)
3. 好友尘歌壶权限是否设置为"允许直接加入"
**Q角色没有离队怎么办**
A请检查
1. 是否正确勾选了角色位置
2. 游戏是否处于可切换队伍状态
**Q如何知道今天是否会执行脚本**
A脚本日志会显示
- "今天是星期X开始使用历练点完成每日委托"
- 或"今天是星期X不使用历练点"
**Q为什么切换队伍失败**
A可能因为
1. 处于联机模式
2. 队伍名称设置错误
## 注意事项
1. 游戏需运行在**1920×1080分辨率**下
2. 进入好友尘歌壶需要**网络连接良好**
3. 双倍好感度需要队伍中**不超过2个角色**
4. 若使用指定好友功能,请确保**好友名称完全匹配**

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// Encounter Points
const AdventurerHandbookButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Adventurer Handbook Button.png"), 100, 300, 700, 700);
const EncounterPointsStageRewardsRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Encounter Points Stage Rewards.png"), 1500, 700, 100, 100);
// MainUi
const paimonMenuRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/paimon_menu.png"), 0, 0, 100, 100);
// Paimon Menu
const FriendsButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Friends Button.png"), 0, 300, 700, 780);
const CoOpModeButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Co-Op Mode Button.png"), 100, 300, 700, 780);
// Co-Op Mode Page
const CoOpModeRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Co-Op Mode Page.png"), 0, 0, 200, 100);
const MyFriendsRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/My Friends Page.png"), 0, 0, 200, 100);
const LeaveButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Leave Button.png"), 1400, 900, 300, 180);
// Party Setup
const QuickSetupButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Quick Setup Button.png"), 1100, 900, 400, 180);
const ConfigureTeamButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Configure Team Button.png"), 0, 900, 200, 180);
const ConfirmDeployButtonRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Confirm Deploy Button.png"), 0, 900, 1920, 180);
// Slider
const LeftSliderTopRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Slider Top.png"), 650, 50, 100, 100);
const LeftSliderBottomRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Slider Bottom.png"), 650, 100, 100, 900);
const MiddleSliderTopRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Slider Top.png"), 1250, 50, 100, 200);
const MiddleSliderBottomRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Slider Bottom.png"), 1250, 100, 100, 900);
const RightSliderTopRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Slider Top.png"), 1750, 100, 100, 100);
const RightSliderBottomRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync("Assets/RecognitionObject/Slider Bottom.png"), 1750, 100, 100, 900);
// 取得需要离队角色資訊
const removedCharacters1 = settings.removedCharacters1 || false;
const removedCharacters2 = settings.removedCharacters2 || false;
const removedCharacters3 = settings.removedCharacters3 || false;
const removedCharacters4 = settings.removedCharacters4 || false;
// 读取配置文件
const settingsWeek = settings.week;
const settingsNotDoublePoints = settings.notDoublePoints || false;
const settingsAppointFriendName = settings.appointFriendName ? settings.appointFriendName.trim() : "";
/**
* @returns {Promise<void>}
*/
(async function () {
let shouldRun = false; // 标志变量
let dayOfWeek = -1; // 星期变量
// 判断设置合法性
var items = [];
// 判定 每天执行 / 星期几、是否使用历练点领奖
if (settingsWeek === "0") {
shouldRun = true;
log.info("设置每天执行,开始使用历练点完成每日委托");
} else if (settingsWeek) {
items = validateAndStoreNumbers(settingsWeek);
if (!items) {
log.error("星期设置格式错误,请使用类似'1,3,5,7'的格式");
return;
}
// 获取调整后的星期几考虑00:00~04:00视为前一天
dayOfWeek = getAdjustedDayOfWeek();
// 检查当前星期是否在用户设置的范围内
if (items.includes(dayOfWeek)) {
shouldRun = true;
log.info(`今天是星期 ${dayOfWeek},开始使用历练点完成每日委托`);
} else {
log.info(`今天是星期 ${dayOfWeek},不使用历练点`);
return;
}
} else {
log.error("还没有设置需要在星期几使用历练点完成每日委托呢");
log.error("请在调试器里添加本脚本->右键JS脚本->修改JS脚本自定义配置.");
return;
}
if (shouldRun) {
try {
// 切换队伍
if (!!settings.partyName) {
try {
log.info("正在尝试切换至" + settings.partyName);
if (!settings.disableGoStatue) {
log.info("正在传送回七天神像切换队伍");
await genshin.TpToStatueOfTheSeven();
await SwitchParty(settings.partyName);
} else {
await genshin.returnMainUi();
await SwitchParty(settings.partyName);
}
} catch {
log.warn("\n\n队伍切换失败,可能是:\n1.处于联机模式 \n2.无法正确识别\n3.JS自定义配置中的队伍名称设置错误请检查!\n");
await genshin.returnMainUi();
}
} else {
log.warn("没有设置切换队伍,使用当前队伍使用历练點");
await genshin.returnMainUi();
}
// 区分双倍好感
if (settingsNotDoublePoints == true) {
log.info(`不使用好友尘歌壶历练点领取双倍好感,直接使用历练点`);
await claimEncounterPointsRewards();
} else if (settingsNotDoublePoints == false) {
// 进尘歌壶领历练点奖励后返回大世界
let request_times = settings.request_times * 2;
let total_clicks = request_times ? request_times : 14;
// 指定好友名称
if (settingsAppointFriendName !== "") {
let enterStatus = await AppointFriendRequestToVisitSereniteaPot();
if (enterStatus) {
await sleep(2000);
log.info("正在让指定位置角色离队");
await removeSpecifiedRole();
await claimEncounterPointsRewards();
await ReturnToBigWorld();
} else {
log.warn("好友列表未能识别出设置的好友名称");
log.info("尝试依次进入");
await pageTop(RightSliderTopRo);
let enterStatus = await RequestToVisitSereniteaPot(total_clicks);
if (enterStatus) {
await sleep(2000);
log.info("正在让指定位置角色离队");
await removeSpecifiedRole();
await claimEncounterPointsRewards();
await ReturnToBigWorld();
}
}
} else if (settingsAppointFriendName == "") {
log.warn("未设置指定好友,执行依次进入");
let enterStatus = await RequestToVisitSereniteaPot(total_clicks);
if (enterStatus) {
await sleep(2000);
log.info("正在让指定位置角色离队");
await removeSpecifiedRole();
await claimEncounterPointsRewards();
await ReturnToBigWorld();
}
} else {
log.warn("出现异常,请检查自定义参数和日志,也可能是没有好友开放尘歌壶");
}
}
} catch (e) {
log.error("失败,请检查设置");
return;
}
}
// 以下为可供调用的函数部分
// 切换队伍
async function SwitchParty(partyName) {
let ConfigureStatue = false;
keyPress("VK_L");
for (let i = 0; i < 10; i++) {
let QuickSetupButton = captureGameRegion().find(QuickSetupButtonRo);
if (QuickSetupButton.isExist()) {
log.info("已进入队伍配置页面");
break;
} else {
await sleep(1000);
}
}
// 识别当前队伍
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(100, 900, 300, 180));
for (let i = 0; i < resList.count; i++) {
let res = resList[i];
if (settings.enableDebug) {
log.info("当前队伍名称位置:({x},{y},{w},{h}), 识别结果:{text}", res.x, res.y, res.Width, res.Height, res.text);
}
if (res.text.includes(partyName)) {
log.info("当前队伍即为目标队伍,无需切换");
keyPress("VK_ESCAPE");
await sleep(500);
} else {
await sleep(1000);
let ConfigureTeamButton = captureGameRegion().find(ConfigureTeamButtonRo);
if (ConfigureTeamButton.isExist()) {
log.info("识别到配置队伍按钮");
ConfigureTeamButton.click();
await sleep(500);
await pageTop(LeftSliderTopRo);
for (let p = 0; p < 4; p++) {
// 识别当前页
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(0, 100, 400, 900));
for (let i = 0; i < resList.count; i++) {
let res = resList[i];
if (settings.enableDebug) {
log.info("文本位置:({x},{y},{w},{h}), 识别内容:{text}", res.x, res.y, res.Width, res.Height, res.text);
}
if (res.text.includes(partyName)) {
if (settings.enableDebug) {
log.info("目标队伍位置:({x},{y},{w},{h}), 识别结果:{text}", res.x, res.y, res.Width, res.Height, res.text);
}
click(res.x, Math.ceil(res.y + res.Height * 1.35));
// 找到目标队伍,点击确定、部署
await sleep(1500);
let ConfirmButton = captureGameRegion().find(ConfirmDeployButtonRo);
if (ConfirmButton.isExist()) {
if (settings.enableDebug) {
log.info("识别到确定按钮:({x},{y},{w},{h})", ConfirmButton.x, ConfirmButton.y, ConfirmButton.Width, ConfirmButton.Height);
}
ConfirmButton.click();
}
await sleep(1500);
let DeployButton = captureGameRegion().find(ConfirmDeployButtonRo);
if (DeployButton.isExist()) {
if (settings.enableDebug) {
log.info("识别到部署按钮:({x},{y},{w},{h})", DeployButton.x, DeployButton.y, DeployButton.Width, DeployButton.Height);
}
DeployButton.click();
ConfigureStatue = true;
break;
}
}
}
if (ConfigureStatue) {
await genshin.returnMainUi();
break;
} else {
await pageDown(LeftSliderBottomRo);
}
}
if (!ConfigureStatue) {
log.warn("\n\n队伍切换失败,可能是:\n1.处于联机模式 \n2.无法正确识别\n3.JS自定义配置中的队伍名称设置错误请检查!\n");
await genshin.returnMainUi();
break;
}
}
}
}
}
// 模板匹配&OCR进指定好友尘歌壶
async function AppointFriendRequestToVisitSereniteaPot() {
let enterStatus = false;
await sleep(2000);
keyPress("VK_ESCAPE");
await sleep(2000);
let FriendsBotton = captureGameRegion().find(FriendsButtonRo);
if (FriendsBotton.isExist()) {
log.info("识别到好友按钮");
FriendsBotton.click();
await sleep(2000);
} else {
log.warn("未识别到按钮,使用坐标点击");
click(680, 550);
await sleep(2000);
}
for (let p = 0; p < 5; p++) {
// 点击好友头像
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(250, 120, 500, 840));
for (let i = 0; i < resList.count; i++) {
let res = resList[i];
if (res.text.includes(settingsAppointFriendName)) {
if (settings.enableDebug) {
log.info("指定好友名字位置:({x},{y},{w},{h}), 识别内容:{text}", res.x, res.y, res.Width, res.Height, res.text);
}
click(res.x - 100, res.y + 50);
await sleep(1000);
// 申请造访尘歌壶
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(250, 220, 425, 380));
for (let i = 0; i < resList.count; i++) {
let res = resList[i];
if (res.text.includes("申请造访") || res.text.includes("visit Serenitea Pot") || res.text.includes("申請造訪")) {
if (settings.enableDebug) {
log.info("申请造访尘歌壶位置:({x},{y},{w},{h}), 识别内容:{text}", res.x, res.y, res.Width, res.Height, res.text);
}
res.click();
}
}
}
}
await sleep(1000);
// 翻页继续尝试&模板匹配的方式等待加载
let SliderBottom = captureGameRegion().find(RightSliderBottomRo);
if (SliderBottom.isExist()) {
await pageDown(RightSliderBottomRo);
} else {
for (let i = 0; i < 10; i++) {
let captureRegion = captureGameRegion();
let paimonMenu = captureRegion.Find(paimonMenuRo);
let CoOpMode = captureRegion.Find(CoOpModeRo);
let MyFriends = captureRegion.Find(MyFriendsRo);
if (CoOpMode.isExist() || MyFriends.isExist()) {
log.info("继续申请");
break;
} else if (paimonMenu.isEmpty() && (CoOpMode.isEmpty() || MyFriends.isEmpty())) {
log.info("正在等待加载");
await click(960, 540);
for (let i = 0; i < 30; i++) {
let captureRegion = captureGameRegion();
let paimonMenu = captureRegion.Find(paimonMenuRo);
if (paimonMenu.isExist()) {
break;
}
await sleep(1000);
}
} else if (paimonMenu.isExist()) {
log.info("已进入联机模式");
enterStatus = true;
break;
} else {
log.warn("出现异常情况,请检查");
enterStatus = false;
}
}
break;
}
}
return enterStatus;
}
// 好友列表递增坐标进尘歌壶(仅第一页)
async function RequestToVisitSereniteaPot(total_clicks) {
let enterStatus = false;
keyPress("VK_ESCAPE");
await sleep(2000);
let FriendsBotton = captureGameRegion().find(FriendsButtonRo);
if (FriendsBotton.isExist()) {
log.info("识别到好友按钮");
FriendsBotton.click();
await sleep(2000);
} else {
log.warn("未识别到按钮,使用坐标点击");
// click(1020,840);
click(680, 550);
await sleep(2000);
}
let y_avatar = 178; //好友头像按钮起始Y坐标
let y_request = 245; //申请造访按钮起始Y坐标
const x_avatar = 208;
const x_request = 460;
const avatar_increment = 125; //两按钮相隔坐标
const request_increment = 124; //两按钮相隔坐标
const request_fixed_value = 560; //第四~七位好友申请造访按钮Y坐标
let request_count = 0;
// 先申请造访首位好友的尘歌壶
log.info("正在申请造访第 1 位好友尘歌壶");
click(x_avatar, y_avatar);
await sleep(750);
click(x_request, y_request);
await sleep(750);
// 依次申请造访第 2 ~ 7 位好友的尘歌壶
for (let i = 2; i < total_clicks; i++) {
if (i % 2 === 0) {
// 偶数索引,递增 y_avatar
y_avatar += avatar_increment;
log.info(`正在申请造访第 ${i / 2 + 1} 位好友尘歌壶`);
click(x_avatar, y_avatar);
await sleep(250);
click(x_avatar, y_avatar);
await sleep(750);
} else {
// 奇数索引,递增 y_request
if (request_count < 2) {
// 前 3 位好友递增 249
y_request += request_increment;
} else {
// 第 4 位及以后设为 1118
y_request = request_fixed_value;
}
request_count++;
click(x_request, y_request);
await sleep(750);
}
}
// 模板匹配的方式等待加载
log.info("等待界面响应");
for (let i = 0; i < 30; i++) {
let captureRegion = captureGameRegion();
let res = captureRegion.Find(paimonMenuRo);
if (res.isEmpty()) {
await click(960, 540);
} else if (res.isExist()) {
log.info("已进入好友尘歌壶");
enterStatus = true;
break;
} else {
log.warn("出现异常情况,请检查");
enterStatus = false;
}
await sleep(500);
}
return enterStatus;
}
// 模板匹配领取历练点奖励
async function claimEncounterPointsRewards() {
await sleep(2000);
log.info("正在打开冒险之证领取历练点奖励");
await sleep(2000);
keyPress("VK_ESCAPE");
await sleep(2000);
let AdventurerHandbookButton = captureGameRegion().find(AdventurerHandbookButtonRo);
if (AdventurerHandbookButton.isExist()) {
log.info("识别到冒险之证按钮");
AdventurerHandbookButton.click();
await sleep(2000)
let captureRegion = captureGameRegion();
let resList = captureRegion.findMulti(RecognitionObject.ocr(200, 300, 200, 100));
for (let i = 0; i < resList.count; i++) {
let res = resList[i];
if (res.text.includes("委托") || res.text.includes("委託") || res.text.includes("Commissions") || res.text.includes("委")) {
if (settings.enableDebug) {
log.info("识别到委托选项卡位置:({x},{y},{w},{h}), 识别内容:{text}", res.x, res.y, res.Width, res.Height, res.text);
}
res.click();
} else {
log.info("未识别到识别到委托选项卡");
}
}
await sleep(2000)
let EncounterPointsStageRewardsButton = captureGameRegion().find(EncounterPointsStageRewardsRo);
if (EncounterPointsStageRewardsButton.isExist()) {
log.info("识别到历练点领取按钮");
EncounterPointsStageRewardsButton.click();
await sleep(2000);
log.info("已领取历练点奖励");
keyPress("VK_ESCAPE");
} else if (EncounterPointsStageRewardsButton.isEmpty()) {
log.warn("未识别到历练点领取奖励按钮,可能是已领取或未完成");
}
await genshin.returnMainUi();
await sleep(2000);
}
}
// 模板匹配退出尘歌壶回到大世界
async function ReturnToBigWorld() {
log.info("正在返回大世界");
keyPress("VK_F2");
await sleep(2000);
let CoOpModeButton = captureGameRegion().find(CoOpModeRo);
if (CoOpModeButton.isExist()) {
log.info("识别到多人游戏页面");
//
let LeaveButton = captureGameRegion().find(LeaveButtonRo);
if (LeaveButton.isExist()) {
log.info("识别到离开尘歌壶按钮");
LeaveButton.click();
await sleep(2000);
}
// 模板匹配的方式等待加载
log.info("等待界面响应");
for (let i = 0; i < 10; i++) {
let captureRegion = captureGameRegion();
let res = captureRegion.Find(paimonMenuRo);
if (res.isEmpty()) {
await click(960, 540);
} else if (res.isExist()) {
log.info("已离开尘歌壶");
break;
} else {
log.warn("出现异常情况或超时,请检查");
}
await sleep(2000);
}
}
}
// 让指定位置角色离队
async function removeSpecifiedRole() {
try {
if (removedCharacters1 || removedCharacters2 || removedCharacters3 || removedCharacters4) {
// 打開配隊介面
keyPress("l");
await sleep(3500);
// 让4号位角色离队
if (removedCharacters4) {
// 第4名角色位置
click(1460, 600);
await sleep(750);
click(430, 1020);
await sleep(750);
log.info("4号位角色已离队");
}
// 让3号位角色离队
if (removedCharacters3) {
// 第3名角色位置
click(1130, 600);
await sleep(750);
click(430, 1020);
await sleep(750);
log.info("3号位角色已离队");
}
// 让2号位角色离队
if (removedCharacters2) {
// 第2名角色位置
click(790, 600);
await sleep(750);
click(430, 1020);
await sleep(750);
log.info("2号位角色已离队");
}
// 让1号位角色离队
if (removedCharacters1) {
if (removedCharacters4 && removedCharacters3 && removedCharacters2) {
log.warn("2,3,4号位已离队1号位角色不能离队");
} else {
// 第1名角色位置
click(480, 600);
await sleep(750);
click(430, 1020);
await sleep(750);
log.info("1号位角色已离队");
}
}
// 返回主界面
await genshin.returnMainUi();
} else {
log.info("无需让角色离队");
}
} catch (error) {
log.error("出错: {0}", error);
}
}
// 向下一页
async function pageDown(SliderBottomRo) {
let SliderBottom = captureGameRegion().find(SliderBottomRo);
if (SliderBottom.isExist()) {
log.info("当前页面已点击完毕,向下滑动");
if (settings.enableDebug) {
log.info("滑块当前位置:({x},{y},{h},{w})", SliderBottom.x, SliderBottom.y, SliderBottom.Width, SliderBottom.Height);
}
click(Math.ceil(SliderBottom.x + SliderBottom.Width / 2), Math.ceil(SliderBottom.y + SliderBottom.Height * 3.5));
await moveMouseTo(0, 0);
await sleep(100);
}
}
// 回到页面顶部
async function pageTop(SliderTopRo) {
let SliderTop = captureGameRegion().find(SliderTopRo);
if (SliderTop.isExist()) {
if (settings.enableDebug) {
log.info("滑条顶端位置:({x},{y},{h},{w})", SliderTop.x, SliderTop.y, SliderTop.Width, SliderTop.Height);
}
await moveMouseTo(Math.ceil(SliderTop.x + SliderTop.Width / 2), Math.ceil(SliderTop.y + SliderTop.Height * 1.5));
leftButtonDown();
await sleep(500);
leftButtonUp();
await moveMouseTo(0, 0);
await sleep(1000);
}
}
// 获取用戶定義的星期几才執行
function validateAndStoreNumbers(input) {
// 定义存储结果的数组
let storedNumbers = [];
// 使用正则表达式检测是否符合期望格式
const regex = /^(\b([1-7])\b)(,(\b([1-7])\b))*$/;
// 检测输入字符串是否符合正则表达式
if (regex.test(input)) {
// 将输入字符串按逗号分割成数组
const numbers = input.split(',');
// 将分割后的数字字符串转换为整数并存储到数组中
storedNumbers = numbers.map(Number);
return storedNumbers;
} else {
return false
}
}
// 获取调整后的星期几考虑00:00~04:00视为前一天
function getAdjustedDayOfWeek() {
const now = new Date();
let dayOfWeek = now.getDay(); // 0-6 (0是周日)
const hours = now.getHours();
// 如果时间在00:00~04:00之间视为前一天
if (hours < 4) {
dayOfWeek = dayOfWeek === 0 ? 6 : dayOfWeek - 1; // 前一天
log.info(`当前时间 ${now.getHours()}:${now.getMinutes()},视为前一天(星期 ${dayOfWeek === 0 ? 7 : dayOfWeek}`);
} else {
log.info(`当前时间 ${now.getHours()}:${now.getMinutes()},使用当天(星期 ${dayOfWeek === 0 ? 7 : dayOfWeek}`);
}
// 转换为1-7格式7代表周日
return dayOfWeek === 0 ? 7 : dayOfWeek;
}
})();

View File

@@ -0,0 +1,19 @@
{
"manifest_version": 1,
"name": "使用历练点完成每日委托",
"version": "1",
"bgi_version": "0.44.1",
"description": "使用历练点完成每日委托:\n支持进入好友尘歌壶使用历练点领取双倍好感(队伍中小于等于两人时,能使队伍中两人获得双倍好感)\n支持进入好友尘歌壶后让指定位置角色离队\n能指定星期几执行星期几不执行",
"authors": [
{
"name": "起个名字好难的喵",
"links": "https://github.com/MisakaAldrich"
},
{
"name": "蜜柑魚",
"links": "https://github.com/this-Fish"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -0,0 +1,59 @@
[
{
"name": "partyName",
"type": "input-text",
"label": "需要领取好感的队伍名称(不填写则不切换队伍)"
},
{
"name": "disableGoStatue",
"type": "checkbox",
"label": "关闭前往七天神像"
},
{
"name": "week",
"type": "input-text",
"label": "指定星期几执行\n(使用\",\"分割多个星期几)\n例输入\"2,3,4,5,6,7\"\n会在星期2,3,4,5,6,日才执行使用历练点完成每日委托\n输入\"0\"则为每天执行",
"default": "0"
},
{
"name": "notDoublePoints",
"type": "checkbox",
"label": "直接使用历练点完成每日委托 (推荐全角色满好感时启用)\n启用后无视下方 好友尘歌壶双倍好感设置",
"default": true
},
{
"name": "appointFriendName",
"type": "input-text",
"label": "---好友尘歌壶双倍好感设置---\n\n(选填)指定好友名称"
},
{
"name": "request_times",
"type": "input-text",
"label": "(选填)申请好友数需小于等于7不支持翻页"
},
{
"name": "removedCharacters1",
"type": "checkbox",
"label": "让1号位角色离队"
},
{
"name": "removedCharacters2",
"type": "checkbox",
"label": "让2号位角色离队"
},
{
"name": "removedCharacters3",
"type": "checkbox",
"label": "让3号位角色离队"
},
{
"name": "removedCharacters4",
"type": "checkbox",
"label": "让4号位角色离队"
},
{
"name": "enableDebug",
"type": "checkbox",
"label": "开启Debug模式(队伍识别输出所有内容)"
}
]