JS脚本:周本2.2更新 (#899)
* 周本2.2更新 * Update repo/js/周本3-公子/main.js Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * Update repo/js/周本11-火龙/assets/tp.json Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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@@ -1,4 +1,4 @@
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(async function () {
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(async function () {//公子
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//检测传送结束 await tpEndDetection();
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async function tpEndDetection() {
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const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
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@@ -34,7 +34,7 @@ async function autoFightAndEndDetection() {
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let challengeTime = 0;
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let challengeNum = 0;
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//12分钟兜底
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while (challengeTime < 1200) {
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while (challengeTime < 8000) {
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// 捕获游戏区域
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let capture = captureGameRegion();
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// 检测两个区域的OCR结果
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@@ -46,26 +46,19 @@ async function autoFightAndEndDetection() {
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let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
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// 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
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if (hasText1 && !hasText2 && hasText3) {
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await resurgenceDetectionAndEatFood();
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keyDown("s");
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await sleep(1800);
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keyUp("s");
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challengeNum++;
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capture = captureGameRegion();
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res1 = capture.find(region1);
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res2 = capture.find(region2);
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res3 = capture.find(region3);
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hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
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hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
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hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
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//二次检测避免无法启动战斗
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if (hasText1 && !hasText2 && hasText3){
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log.info(`执行第${challengeNum}次战斗`);
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challengeTime = challengeTime + 205;
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await dispatcher.runTask(new SoloTask("AutoFight"));
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}
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challengeTime = challengeTime + 200;
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try {
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await dispatcher.runTask(new SoloTask("AutoFight"));
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} catch (error) {
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log.info("启动战斗失败,尝试重新启动");
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await sleep(500);
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}
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}
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// 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
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else if (hasText2 && !hasText1 && hasText3) {
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@@ -78,7 +71,12 @@ async function autoFightAndEndDetection() {
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keyDown("s");
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await sleep(1000);
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keyUp("s");
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await dispatcher.runTask(new SoloTask("AutoFight"));
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try {
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await dispatcher.runTask(new SoloTask("AutoFight"));
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} catch (error) {
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log.info("启动战斗失败,尝试重新启动");
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await sleep(500);
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}
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}
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// 其他情况: 可能处于转场动画,尝试点击快进
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else {
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@@ -93,7 +91,7 @@ async function autoFightAndEndDetection() {
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challengeTime = challengeTime + 1;
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// 每次检测间隔500毫秒,避免CPU占用过高
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await sleep(500);
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await sleep(100);
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}
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}
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@@ -112,14 +110,30 @@ const autoNavigateToReward = async () => {
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log.info("已到达领奖点,检测到文字: " + rewardResult.text);
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return;
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}
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else if(advanceNum > 15){
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throw new Error('前进时间超时');
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else if(advanceNum > 700){
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await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
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throw new Error('前进时间超时');
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}
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// 前进一小步
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keyDown("w");
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await sleep(500);
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keyUp("w");
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await sleep(100); // 等待角色移动稳定
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if((advanceNum%70)<34){
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keyDown("w");
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await sleep(500);
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keyUp("w");
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await sleep(200); // 等待角色移动稳定
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}
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else if((advanceNum%70)>34){
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keyDown("s");
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await sleep(500);
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keyUp("s");
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await sleep(200); // 等待角色移动稳定
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}
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else {
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keyDown("d");
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await sleep(500);
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keyUp("d");
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}
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advanceNum++;
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}
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}
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@@ -127,19 +141,92 @@ const autoNavigateToReward = async () => {
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async function eatFood() {
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let foodName = settings.foodName ?? 0;
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if(foodName){
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const foodSum = foodName.split('-');
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log.info("开始吃菜");
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await sleep(1000);
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keyPress("B");//打开背包
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await sleep(2000);
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click(863, 51);//选择食物
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await sleep(1000);
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for(let i = 0; i < foodSum.length; i++){
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click(170, 1020);//筛选
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await sleep(1000);
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click(195, 1020);//重置
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await sleep(1000);
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click(110, 110);//输入名字
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await sleep(1000);
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inputText(foodSum[i]);
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await sleep(500);
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click(490, 1020);//确认筛选
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await sleep(1000);
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click(180, 180);//选择第一个食物
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await sleep(1000);
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click(1690, 1015);//使用
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await sleep(1000);
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}
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keyPress("ESCAPE");
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await sleep(1500);
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}}
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//检测角色是否阵亡,并前往吃药复活
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async function resurgenceDetectionAndEatFood() {
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const region1 = RecognitionObject.ocr(1170, 780, 75, 35);// 复活料理区域
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const region2 = RecognitionObject.ocr(545, 360, 800, 45);// 料理冷却区域
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keyPress("1");
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await sleep(100);
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keyPress("2");
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await sleep(100);
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keyPress("3");
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await sleep(100);
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keyPress("4");
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await sleep(200);
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let capture = captureGameRegion();
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let res1 = capture.find(region1);
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let res2 = capture.find(region2);
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if (res1.isEmpty()){
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return;
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}
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else if (!res1.isEmpty() && !res2.isEmpty()) {
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log.info("复活料理处于冷却中");
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keyPress("ESCAPE");
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await sleep(1000);
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await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
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throw new Error('战斗失败');
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}
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else if (!res1.isEmpty() && res2.isEmpty()) {
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log.info("检测到阵亡角色……复活吧!我的爱人!!!");
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keyPress("ESCAPE");
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await eatResurgenceFood();//满血复活
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return;
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}
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}
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//吃料理复活
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async function eatResurgenceFood() {
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let recoveryFoodName = settings.recoveryFoodName ?? 0;
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let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
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const region = RecognitionObject.ocr(800, 200, 315, 32);// 复活对象检测
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const clickPositions = [
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{ x: 760, y: 440 }, // 角色1
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{ x: 900, y: 440 }, // 角色2
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{ x: 1040, y: 440 }, // 角色3
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{ x: 1180, y: 440 } // 角色4
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];
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if(resurgenceFoodName && recoveryFoodName){
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log.info("开始吃菜");
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await sleep(500);
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keyPress("B");//打开背包
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await sleep(2000);
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click(863, 51);//选择食物
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await sleep(1000);
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click(170, 1020);//筛选
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await sleep(1000);
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click(195, 1020);//重置
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await sleep(1000);
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click(110, 110);//输入名字
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await sleep(200);
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click(110, 110);
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await sleep(1000);
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inputText(`${foodName}`);
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inputText(`${resurgenceFoodName}`);
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await sleep(500);
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click(490, 1020);//确认筛选
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await sleep(1000);
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@@ -147,9 +234,49 @@ click(180, 180);//选择第一个食物
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await sleep(1000);
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click(1690, 1015);//使用
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await sleep(1000);
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keyPress("ESCAPE");
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await sleep(1500);
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}}
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// 使用 for 循环点击每个位置
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for (let i = 0; i < clickPositions.length; i++) {
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const position = clickPositions[i];
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click(position.x, position.y);
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await sleep(800);
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click(1200,770);//确认
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await sleep(800);
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let capture = captureGameRegion();
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let res = capture.find(region);
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if (res.isEmpty()){
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keyPress("ESCAPE");
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await sleep(1000);
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click(170, 1020);//筛选
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await sleep(1000);
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click(195, 1020);//重置
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await sleep(1000);
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click(110, 110);//输入名字
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await sleep(1000);
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inputText(`${recoveryFoodName}`);
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await sleep(500);
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click(490, 1020);//确认筛选
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await sleep(1000);
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click(180, 180);//选择第一个食物
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await sleep(1000);
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click(1690, 1015);//使用
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await sleep(500);
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click(position.x, position.y);
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await sleep(500);
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click(1200,770);//吃第一个
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await sleep(500);
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click(1200,770);//吃第二个
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await sleep(500);
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click(1350,290);//退出
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await sleep(500);
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keyPress("ESCAPE");
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await sleep(400);
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log.info("我又好了,嘿嘿");
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break;
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}
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await sleep(1000);
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}
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}
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}
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//通用:前往副本(副本外)
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@@ -184,14 +311,20 @@ await sleep(1000);//切回钟离
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keyDown("s");
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await sleep(2400);//再次校准位置
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keyUp("s");
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await autoNavigateToReward();//前往地脉之花
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//领奖并退出
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await autoNavigateToReward();//前往地脉之花
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await sleep(1000);
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keyPress("F");//领奖
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await sleep(1000);
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click(950, 750);//使用树脂
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await sleep(6000);
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click(975, 1000);//退出秘境
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await sleep(10000);
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await tpEndDetection();
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await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
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await sleep(1000);
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keyPress("M");//展示剩余体力
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await sleep(1000);
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notification.send('挑战完成');
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})();
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@@ -1,7 +1,7 @@
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{
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"manifest_version": 1,
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"name": "黄金屋自动刷取",
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"version": "2.1",
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"version": "2.2",
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"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。",
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"authors": [
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{
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@@ -2,6 +2,16 @@
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{
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"name": "foodName",
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"type": "input-text",
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"label": "请输入料理的正确名称 "
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"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
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},
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]
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{
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"name": "resurgenceFoodName",
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"type": "input-text",
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"label": "请输入复活料理名称 "
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},
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{
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"name": "recoveryFoodName",
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"type": "input-text",
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"label": "请输入回血料理名称 "
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}
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]
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