fix: 周本合并

This commit is contained in:
秋云
2025-07-16 00:38:50 +08:00
parent f584138cf5
commit feffbcf43c
117 changed files with 72 additions and 5166 deletions

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@@ -1,72 +1,72 @@
eval(file.readTextSync("utils.js"));
(async function () {
function validateChallengeTime(challengeTime) {
// 检查是否为正数
if (challengeTime <= 0) {
throw new Error('challengeTime 必须是一个正数');
}
// 检查是否小于60
if (challengeTime >= 60) {
throw new Error('challengeTime 必须小于60');
}
// 检查小数点位数是否不多于两位
const decimalPart = challengeTime.toString().split('.')[1];
if (decimalPart && decimalPart.length > 2) {
throw new Error('challengeTime 的小数点位数不能多于两位');
}
}
validateChallengeTime(settings.challengeTime);
if(!settings.unfairContractTerms) throw new Error('未签署霸王条款,无法使用');
//执行不同的周本
switch (settings.monsterName) {
case "北风狼":
await utils.weeklyBoss1();
break;
case "风魔龙":
await utils.weeklyBoss2();
break;
case "公子":
await utils.weeklyBoss3();
break;
case "若陀龙王":
await utils.weeklyBoss4();
break;
case "女士":
await utils.weeklyBoss5();
break;
case "雷神":
await utils.weeklyBoss6();
break;
case "散兵":
await utils.weeklyBoss7();
break;
case "阿佩普":
await utils.weeklyBoss8();
break;
case "吞星之鲸":
await utils.weeklyBoss9();
break;
case "仆人":
await utils.weeklyBoss10();
break;
case "源焰之主":
await utils.weeklyBoss11();
break;
case "门扉前的弈局":
await utils.weeklyBoss12();
break;
default:
break;
}
})();
eval(file.readTextSync("utils.js"));
(async function () {
function validateChallengeTime(challengeTime) {
// 检查是否为正数
if (challengeTime <= 0) {
throw new Error('challengeTime 必须是一个正数');
}
// 检查是否小于60
if (challengeTime >= 60) {
throw new Error('challengeTime 必须小于60');
}
// 检查小数点位数是否不多于两位
const decimalPart = challengeTime.toString().split('.')[1];
if (decimalPart && decimalPart.length > 2) {
throw new Error('challengeTime 的小数点位数不能多于两位');
}
}
validateChallengeTime(settings.challengeTime);
if(!settings.unfairContractTerms) throw new Error('未签署霸王条款,无法使用');
//执行不同的周本
switch (settings.monsterName) {
case "北风狼":
await utils.weeklyBoss1();
break;
case "风魔龙":
await utils.weeklyBoss2();
break;
case "公子":
await utils.weeklyBoss3();
break;
case "若陀龙王":
await utils.weeklyBoss4();
break;
case "女士":
await utils.weeklyBoss5();
break;
case "雷神":
await utils.weeklyBoss6();
break;
case "散兵":
await utils.weeklyBoss7();
break;
case "阿佩普":
await utils.weeklyBoss8();
break;
case "吞星之鲸":
await utils.weeklyBoss9();
break;
case "仆人":
await utils.weeklyBoss10();
break;
case "源焰之主":
await utils.weeklyBoss11();
break;
case "门扉前的弈局":
await utils.weeklyBoss12();
break;
default:
break;
}
})();

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@@ -1,31 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "领取狼王奖励",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": -264.44921875,
"y": 1991.2685546875,
"type": "path",
"move_mode": "dash",
"action": "",
"action_params": ""
},
{
"id": 2,
"x": -248.8486328125,
"y": 1984.78125,
"type": "target",
"move_mode": "dash",
"action": "",
"action_params": ""
}
]
}

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@@ -1,50 +0,0 @@
(async function () {
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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 pathingScript.runFile("assets/前往狼王.json");
await sleep(1000);
await eatFood();//嗑药
keyPress("F");
await sleep(13000);
await dispatcher.runTask(new SoloTask("AutoFight"));
await sleep(1000);
await pathingScript.runFile("assets/领取奖励.json");
keyPress("F");
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);
})();

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@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "王狼自动刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

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@@ -1,7 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
}
]

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@@ -1,9 +0,0 @@
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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@@ -1,9 +0,0 @@
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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@@ -1 +0,0 @@
{"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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@@ -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",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": 4935.07861328125,
"y": 4183.38818359375,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

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@@ -1,75 +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);
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(7600);
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
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(4300);
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(10000);
})();

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@@ -1,363 +0,0 @@
(async function () {//仆人周本
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//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 > 20){
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${advanceNum}`);
break;
} else {
// 小幅度调整
if(iconRes.y >= 520) moveMouseBy(0, 920);
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放最小为1
let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
moveMouseBy(adjustAmount * adjustAmount2, 0);
await sleep(100);
}
if(i > 97) throw new Error('视野调整超时');
}
// 3. 前进一小步
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
await resurgenceDetectionAndEatFood();
challengeNum++;
await sleep(800);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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");
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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 tpEndDetection();
//副本内前往BOSS处
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
keyDown("w");
await sleep(9200);
keyUp("w");
await autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "仆人周本自动刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

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@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

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@@ -1,9 +0,0 @@
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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@@ -1,9 +0,0 @@
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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@@ -1 +0,0 @@
{"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

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": 9481.6123046875,
"y": -1931.45166015625,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

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@@ -1,375 +0,0 @@
(async function () {//火龙
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//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 > 30){
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${advanceNum}`);
break;
} else {
// 小幅度调整
if(iconRes.y >= 520) moveMouseBy(0, 920);
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放最小为1
let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
moveMouseBy(adjustAmount * adjustAmount2, 0);
await sleep(100);
}
if(i > 97) throw new Error('视野调整超时');
}
// 3. 前进一小步
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
await resurgenceDetectionAndEatFood();
challengeNum++;
await sleep(800);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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 tpEndDetection();
//副本内前往BOSS处
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
keyDown("s");
await sleep(200);
keyUp("s");
keyDown("e");
await sleep(1000);
keyDown("e");
keyDown("w");
await sleep(1000);
keyDown("VK_SHIFT");
await sleep(200);
keyUp("VK_SHIFT");
await sleep(1000);
keyDown("VK_SHIFT");
await sleep(200);
keyUp("VK_SHIFT");
await sleep(1000);
keyDown("VK_SHIFT");
await sleep(200);
keyUp("VK_SHIFT");
await sleep(1000);
keyDown("VK_SHIFT");
await sleep(200);
keyUp("VK_SHIFT");
await sleep(1000);
keyUp("w");
keyDown("d");
await sleep(500);
keyUp("d");
await autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "源焰之主周本刷取",
"version": "2.2",
"description": "需0.44.6及以上版本,兼容所有正常队伍及战斗策略(队伍中必须有奶妈)但还是建议在JS设置中选择合适的防御料理(生命料理以及火抗药剂,没错侵蚀效果吃火抗,我自己发现的)。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另外搭配一条龙领奖无树脂脚本使用体验更佳哟。",
"authors": [
{
"name": "柒叶子",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

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

View File

@@ -1,9 +0,0 @@
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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@@ -1 +0,0 @@
{"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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@@ -1,22 +0,0 @@
{
"info": {
"name": "tp",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往魔女周本",
"map_name": "Teyvat",
"bgi_version": "0.45.0"
},
"positions": [
{
"id": 1,
"action": "force_tp",
"move_mode": "walk",
"type": "teleport",
"x": -1608.205078125,
"y": 1730.2724609375,
"action_params": ""
}
]
}

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@@ -1,349 +0,0 @@
(async function () {//魔女周本
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//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 > 30){
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${advanceNum}`);
break;
} else {
// 小幅度调整
if(iconRes.y >= 520) moveMouseBy(0, 920);
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放最小为1
let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
moveMouseBy(adjustAmount * adjustAmount2, 0);
await sleep(100);
}
if(i > 97) throw new Error('视野调整超时');
}
// 3. 前进一小步
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
await resurgenceDetectionAndEatFood();
challengeNum++;
await sleep(800);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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(3000);//多前进一段位置,避免无法触发冻结反应
keyUp("w");
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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);
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 tpEndDetection();
//副本内前往BOSS处
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
keyDown("w");
await sleep(2000);
keyUp("w");
await autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "魔女周本刷取",
"version": "2.2",
"description": "需0.44.6及以上版本,兼容所有正常队伍(必须要有冻结反应)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队厨神版是14s另外搭配一条龙领奖无树脂脚本使用体验更佳哟。",
"authors": [
{
"name": "柒叶子",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

@@ -1,9 +0,0 @@
钟离 wait(0.2),e(hold)
芙宁娜 e,q
爱可菲 e,q
芭芭拉 e,q,attack(3)

View File

@@ -1 +0,0 @@
{"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

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": 122.6259765625,
"y": 2657.634521484375,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,43 +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");
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");
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");
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

@@ -1,298 +0,0 @@
(async function () {//风魔龙
//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 > 10){
throw new Error('前进时间超时');
}
// 前进一小步
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
advanceNum++;
}
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//检测角色是否阵亡,并前往吃药复活
async function resurgenceDetectionAndEatFood() {
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
/**
* 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;
//6分钟兜底
while (challengeTime < 8000) {
// 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();
await sleep(500);
challengeNum++;
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 200;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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100毫秒避免CPU占用过高
await sleep(100);
}
}
//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");
keyPress("F");
await sleep(9000);
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 tpEndDetection();
//副本内前往BOSS处
keyPress("1");
await sleep(1000);//切回1号位
await eatFood();//嗑药
keyDown("w");
await sleep(4000);
keyUp("w");
await autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
keyDown("s");
await sleep(1000);
keyUp("s");
keyDown("d");
await sleep(400);
keyUp("d");
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,15 +0,0 @@
{
"manifest_version": 1,
"name": "风魔龙自动刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

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

View File

@@ -1,9 +0,0 @@
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

@@ -1 +0,0 @@
{"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

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": 254.453125,
"y": -904.5771484375,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,68 +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("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"));
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(2400);
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

@@ -1,330 +0,0 @@
(async function () {//公子
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
/**
* 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 < 8000) {
// 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();
keyDown("s");
await sleep(1800);
keyUp("s");
challengeNum++;
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 200;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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");
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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(100);
}
}
//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 > 700){
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('前进时间超时');
}
// 前进一小步
if((advanceNum%70)<34){
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
}
else if((advanceNum%70)>34){
keyDown("s");
await sleep(500);
keyUp("s");
await sleep(200); // 等待角色移动稳定
}
else {
keyDown("d");
await sleep(500);
keyUp("d");
}
advanceNum++;
}
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
}
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);
}
}
}
//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 tpEndDetection();
//副本内前往BOSS处
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切1号位
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");
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "黄金屋自动刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

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

View File

@@ -1,9 +0,0 @@
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.

Before

Width:  |  Height:  |  Size: 1018 B

View File

@@ -1 +0,0 @@
{"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

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": 1754.267578125,
"y": 607.91943359375,
"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);
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(10000);
})();

View File

@@ -1,356 +0,0 @@
(async function () {//坨子
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//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 > 30){
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${advanceNum}`);
break;
} else {
// 小幅度调整
if(iconRes.y >= 520) moveMouseBy(0, 920);
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放最小为1
let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
moveMouseBy(adjustAmount * adjustAmount2, 0);
await sleep(100);
}
if(i > 97) throw new Error('视野调整超时');
}
// 3. 前进一小步
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
await resurgenceDetectionAndEatFood();
challengeNum++;
await sleep(800);//避免切人冷却,导致角色识别失败
challengeTime = challengeTime + 205;
log.info(`执行第${challengeNum}次战斗`);
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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 tpEndDetection();
//副本内前往BOSS处
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");
await autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "若陀龙王自动刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

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

View File

@@ -1,9 +0,0 @@
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

@@ -1 +0,0 @@
{"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

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": -4561.248046875,
"y": -3353.7587890625,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,341 +0,0 @@
(async function () {//女士
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//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 > 500){
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('前进时间超时');
}
// 前进一小步
if((advanceNum%50)<24){
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
}
else if((advanceNum%50)>24){
keyDown("s");
await sleep(500);
keyUp("s");
await sleep(200); // 等待角色移动稳定
}
else {
keyDown("d");
await sleep(500);
keyUp("d");
}
advanceNum++;
}
}
//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(1200);
keyUp("s");
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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");
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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 tpEndDetection();
//副本内前往BOSS处
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");
await autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "女士周本刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

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

View File

@@ -1,9 +0,0 @@
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

@@ -1 +0,0 @@
{"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

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": -4403.830078125,
"y": -2481.962890625,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,332 +0,0 @@
(async function () {//雷神
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//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 > 700){
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('前进时间超时');
}
// 前进一小步
if((advanceNum%70)<34){
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
}
else if((advanceNum%70)>34){
keyDown("s");
await sleep(500);
keyUp("s");
await sleep(200); // 等待角色移动稳定
}
else {
keyDown("d");
await sleep(500);
keyUp("d");
}
advanceNum++;
}
}
//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");
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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 tpEndDetection();
//副本内前往BOSS处
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");
await autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "雷神周本刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

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

View File

@@ -1,9 +0,0 @@
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

@@ -1 +0,0 @@
{"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

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": 2537.869140625,
"y": -522.9033203125,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,321 +0,0 @@
(async function () {//散兵
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//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 > 25){
throw new Error('前进时间超时');
}
// 前进一小步
keyDown("w");
await sleep(500);
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(1500);
keyUp("s");
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 200;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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");
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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);
}
}
//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(1000);
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 tpEndDetection();
//副本内前往BOSS处
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");
await autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "散兵周本刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

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

View File

@@ -1,9 +0,0 @@
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.

Before

Width:  |  Height:  |  Size: 1018 B

View File

@@ -1 +0,0 @@
{"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

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": 5747.71533203125,
"y": -210.318359375,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,364 +0,0 @@
(async function () {//草龙
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//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 > 20){
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(500);
keyUp("w");
}
if (iconRes.x >= 920 && iconRes.x <= 980 && iconRes.y <= 540) {
advanceNum++;
log.info(`视野已调正,前进第${advanceNum}`);
break;
} else {
// 小幅度调整
if(iconRes.y >= 520) moveMouseBy(0, 920);
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放最小为1
let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
moveMouseBy(adjustAmount * adjustAmount2, 0);
await sleep(100);
}
if(i > 97) throw new Error('视野调整超时');
}
// 3. 前进一小步
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
await resurgenceDetectionAndEatFood();
challengeNum++;
await sleep(800);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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");
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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 tpEndDetection();
//副本内前往BOSS处
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
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 autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "阿佩普周本刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

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

View File

@@ -1,9 +0,0 @@
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.

Before

Width:  |  Height:  |  Size: 1018 B

View File

@@ -1 +0,0 @@
{"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

@@ -1,22 +0,0 @@
{
"info": {
"name": "未命名路径",
"type": "collect",
"author": "柒叶子",
"version": "1.0",
"description": "前往周本",
"bgi_version": "0.35.1"
},
"positions": [
{
"id": 1,
"x": 4022.01171875,
"y": 3063.54931640625,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -1,350 +0,0 @@
(async function () {//鲸鱼周本
//检测传送结束 await tpEndDetection();
async function tpEndDetection() {
const region1 = RecognitionObject.ocr(1690, 230, 75, 350);// 队伍名称区域
const region2 = RecognitionObject.ocr(872, 681, 180, 30);// 点击任意处关闭
let tpTime = 0;
await sleep(1500);//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 res1 = capture.find(region1);
let res2 = capture.find(region2);
if (!res1.isEmpty()|| !res2.isEmpty()){
log.info("传送完成");
await sleep(1000);//传送结束后有僵直
click(960, 810);//点击任意处
await sleep(500);
return;
}
tpTime++;
await sleep(100);
}
throw new Error('传送时间超时');
}
//吃料理
async function eatFood() {
let foodName = settings.foodName ?? 0;
if(foodName){
const foodSum = foodName.split('-');
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);
for(let i = 0; i < foodSum.length; i++){
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(foodSum[i]);
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);
}}
//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
let recoveryFoodName = settings.recoveryFoodName ?? 0;
let resurgenceFoodName = settings.resurgenceFoodName ?? 0;
if(resurgenceFoodName && recoveryFoodName){
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");
await sleep(1000);
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
throw new Error('战斗失败');
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);
}
}
}
//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 > 30){
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${advanceNum}`);
break;
} else {
// 小幅度调整
if(iconRes.y >= 520) moveMouseBy(0, 920);
let adjustAmount = iconRes.x < 920 ? -20 : 20;
let distanceToCenter = Math.abs(iconRes.x - 920); // 计算与920的距离
let scaleFactor = Math.max(1, Math.floor(distanceToCenter / 50)); // 根据距离缩放最小为1
let adjustAmount2 = iconRes.y < 540 ? scaleFactor : 10;
moveMouseBy(adjustAmount * adjustAmount2, 0);
await sleep(100);
}
if(i > 97) throw new Error('视野调整超时');
}
// 3. 前进一小步
keyDown("w");
await sleep(500);
keyUp("w");
await sleep(200); // 等待角色移动稳定
}
}
//执行战斗并检测结束
async function autoFightAndEndDetection() {
// 定义两个检测区域
const region1 = RecognitionObject.ocr(750, 0, 420, 110);//区域一 BOSS名称
const region2 = RecognitionObject.ocr(840, 935, 230, 40);//区域二 成功倒计时
const region3 = RecognitionObject.ocr(1690, 230, 75, 350);//区域三 队伍名称
let challengeTime = 0;
let challengeNum = 0;
//12分钟兜底
while (challengeTime < 6000) {
// 捕获游戏区域
let capture = captureGameRegion();
// 检测两个区域的OCR结果
let res1 = capture.find(region1);
let res2 = capture.find(region2);
let res3 = capture.find(region3);
let hasText1 = !res1.isEmpty() && res1.text.trim().length > 0;
let hasText2 = !res2.isEmpty() && res2.text.trim().length > 0;
let hasText3 = !res3.isEmpty() && res3.text.trim().length > 0;
// 情况1: 区域1有文字 且 区域2无文字 且 区域3有文字 → 执行AutoFight
if (hasText1 && !hasText2 && hasText3) {
await resurgenceDetectionAndEatFood();
challengeNum++;
await sleep(800);//避免切人冷却,导致角色识别失败
log.info(`执行第${challengeNum}次战斗`);
challengeTime = challengeTime + 205;
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
}
// 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");
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
log.info("启动战斗失败,尝试重新启动");
await sleep(500);
}
*/
}
// 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 tpEndDetection();
//副本内前往BOSS处
await eatFood();//嗑药
keyPress("1");
await sleep(1000);//切回固定行走位
await autoFightAndEndDetection();//一直战斗直到检测到结束
//领奖并退出
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 tpEndDetection();
await genshin.tp(2297.6201171875,-824.5869140625);//传送到神像回血
await sleep(1000);
keyPress("M");//展示剩余体力
await sleep(1000);
notification.send('挑战完成');
})();

View File

@@ -1,14 +0,0 @@
{
"manifest_version": 1,
"name": "鲸鱼周本刷取",
"version": "2.2",
"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",
"links": "https://github.com/5117600049"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -1,17 +0,0 @@
[
{
"name": "foodName",
"type": "input-text",
"label": "请输入料理名称,多食物用法(攻击-药剂-防御)"
},
{
"name": "resurgenceFoodName",
"type": "input-text",
"label": "请输入复活料理名称 "
},
{
"name": "recoveryFoodName",
"type": "input-text",
"label": "请输入回血料理名称 "
}
]

View File

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

View File

@@ -1,9 +0,0 @@
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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