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Author SHA1 Message Date
physligl
feaae2c31b update repo.json
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2025-07-15 16:39:16 +00:00
秋云
feffbcf43c fix: 周本合并 2025-07-16 00:38:50 +08:00
MisakaAldrich
f584138cf5 update repo.json 2025-07-15 14:28:59 +00:00
yxcym
dff4068f3d 战斗脚本:c0龙王(无钟离)净土副本(龙草奶莱) (#1350) 2025-07-15 22:28:15 +08:00
MisakaAldrich
a2cab9b92e update repo.json 2025-07-15 14:19:12 +00:00
mno
8dfeb907d8 js:锄地一条龙1.1.11 (#1349)
修复了不开启js拾取时泥头车模式无法启动的问题
2025-07-15 22:18:55 +08:00
MisakaAldrich
4ceaf59b8a update repo.json 2025-07-15 14:14:34 +00:00
提瓦特钓鱼玳师
8f0a9beca6 JS脚本:BGI-地图追踪加载器(联机版)【更新】 (#1348)
* 适应性更新

* 修复了已知问题(无法制作特色料理)

* 适应性更新

* 更新settings

* 更改名称
2025-07-15 22:14:18 +08:00
141 changed files with 3598 additions and 5466 deletions

289
repo.json
View File

@@ -1,5 +1,5 @@
{
"time": "20250715081634",
"time": "20250716003916",
"url": "https://github.com/babalae/bettergi-scripts-list/archive/refs/heads/main.zip",
"file": "repo.json",
"indexes": [
@@ -70129,8 +70129,8 @@
{
"name": "AutoHoeingOneDragon",
"type": "directory",
"hash": "e451abb1d21e5d998628bbba0a6c6686eae55547",
"version": "1.1.10",
"hash": "8b5e94f97068410a650ea17873286c81262d4ae0",
"version": "1.1.11",
"author": "mno",
"authors": [
{
@@ -70139,7 +70139,7 @@
],
"description": "锄地一条龙~|~一站式解决自动化锄地支持只拾取狗粮请阅读README.md后使用",
"tags": [],
"lastUpdated": "2025-07-15 08:16:18"
"lastUpdated": "2025-07-15 22:18:55"
},
{
"name": "AutoLeyLineOutcrop",
@@ -70198,6 +70198,23 @@
],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "AutoPathingLoader-MultiUser",
"type": "directory",
"hash": "98ae7d870ba2158a2f0ea054dec9c6da5302ac09",
"version": "1.0",
"author": "提瓦特钓鱼玳师",
"authors": [
{
"name": "提瓦特钓鱼玳师"
}
],
"description": "BGI-地图追踪加载器(联机版)~|~脚本名称BGI-地图追踪加载器(联机版)\n功能描述\n核心功能------------------------------>\n1.实现联机锄地\n2.通过发送聊天内容核验路线进度,实现每条路线同步开始\n注意事项------------------------------>\n1.本脚本是多用户脚本,单个原神账号无法使用\n2.手动加世界(不推荐)必须两人都在一个世界且必须是联机模式\n3.自动加世界需要再JS脚本配置正确的进行设置\n4.支持自定义路线需要严格按照说明进行配置详细说明位于READEME.md\n---------------------------------------->\n作者提瓦特钓鱼玳师\n脚本反馈邮箱hijiwos@hotmail.com",
"tags": [
"bgi≥0.45.0"
],
"lastUpdated": "2025-07-15 22:14:18"
},
{
"name": "AutoSereniteaPot",
"type": "directory",
@@ -70775,24 +70792,6 @@
],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "OnlineHoeing",
"type": "directory",
"hash": "46fd40f3e65f33b91653ce30ba5dcfa7cd7fec9f",
"version": "1.0",
"author": "提瓦特钓鱼玳师",
"authors": [
{
"name": "提瓦特钓鱼玳师",
"link": "https://github.com/Hijiwos"
}
],
"description": "锄地-联机版~|~脚本名称:锄地-联机版\n功能描述\n核心功能------------------------------>\n1.实现联机锄地\n2.通过发送聊天内容核验路线进度,实现每条路线同步开始\n注意事项------------------------------>\n1.手动加世界(不推荐)必须两人都在一个世界且必须是联机模式\n2.自动加世界需要再JS脚本配置正确的进行设置\n3.支持自定义路线需要严格按照说明进行配置详细说明位于READEME.md\n---------------------------------------->\n作者提瓦特钓鱼玳师\n脚本反馈邮箱hijiwos@hotmail.com",
"tags": [
"bgi≥0.45.0"
],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "ParametricTrans",
"type": "directory",
@@ -71037,6 +71036,22 @@
],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "WeeklyBoss",
"type": "directory",
"hash": "c180eb677b33ffc49dc252f7dddcdcc4ee585dfe",
"version": "3.0",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"description": "周本一条龙~|~https://www.bilibili.com/video/BV1F2uvz3E4K/?vd_source=9dfaf88af48ecc0ff95a41f1145af7a2",
"tags": [],
"lastUpdated": "2025-07-16 00:38:50"
},
{
"name": "YuanQin",
"type": "directory",
@@ -71294,216 +71309,6 @@
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本1-王狼",
"type": "directory",
"hash": "e49a38ab2ffd536c300f7a80f384550af351ddc1",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "王狼自动刷取~|~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",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本10-仆人",
"type": "directory",
"hash": "d7476b02bfc5c7d42c8bd13a0e824903d2681544",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "仆人周本自动刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本11-火龙",
"type": "directory",
"hash": "dd636f386f733a60ff6266ee1890c7de2bc6aa31",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "源焰之主周本刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本12-魔女",
"type": "directory",
"hash": "54b8b17d082a509652098e3c2b1e39fe9c71f446",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "魔女周本刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本2-风魔龙",
"type": "directory",
"hash": "526ea55dd42155ed7781d7f7c555fd30c630bd8f",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "风魔龙自动刷取~|~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。",
"tags": [
"bgi≥0.42.0"
],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本3-公子",
"type": "directory",
"hash": "6650c76e3eb4ceebc1e12e5ce182fd17d48007ac",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "黄金屋自动刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本4-若陀",
"type": "directory",
"hash": "5b7767d56165ac5c3427b8ce932d0e70e7557b1b",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "若陀龙王自动刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本5-女士",
"type": "directory",
"hash": "1198c6d198f14aa1e250e416a6c61adb7f71a8c5",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "女士周本刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本6-雷神",
"type": "directory",
"hash": "5436e40422a960205a8c252531c9ad74b3b95c6b",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "雷神周本刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本7-散兵",
"type": "directory",
"hash": "7e8ee729707fab276c763889fc5c2595f05fa96a",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "散兵周本刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本8-草龙",
"type": "directory",
"hash": "02130f13b3ae43d0b202b9d8d3443cfb9680cc64",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "阿佩普周本刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本9-鲸鱼",
"type": "directory",
"hash": "f69b1e9268a735b88c9c123bd5ae897646950cd2",
"version": "2.2",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/5117600049"
}
],
"description": "鲸鱼周本刷取~|~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。",
"tags": [],
"lastUpdated": "2025-07-04 23:14:44"
},
{
"name": "周本一条龙",
"type": "directory",
"hash": "c180eb677b33ffc49dc252f7dddcdcc4ee585dfe",
"version": "3.0",
"author": "柒叶子",
"authors": [
{
"name": "柒叶子",
"link": "https://github.com/511760049"
}
],
"description": "周本一条龙~|~https://www.bilibili.com/video/BV1F2uvz3E4K/?vd_source=9dfaf88af48ecc0ff95a41f1145af7a2",
"tags": [],
"lastUpdated": "2025-07-14 17:02:49"
},
{
"name": "多层文件夹处理",
"type": "directory",
@@ -72012,6 +71817,26 @@
],
"lastUpdated": "2025-05-10 00:35:14"
},
{
"name": "0命龙王净土副本(龙草奶莱).txt",
"type": "file",
"hash": "83cc8f2d19452dc12be652fe252eaef601634eef",
"version": "20250715222815",
"author": "远乡出阳明",
"authors": [
{
"name": "远乡出阳明"
}
],
"description": "",
"tags": [
"纳西妲",
"那维莱特",
"莱依拉",
"茜特菈莉"
],
"lastUpdated": "2025-07-15 22:28:15"
},
{
"name": "1.四神挂机[推荐].txt",
"type": "file",

View File

@@ -0,0 +1,33 @@
// 作者: 远乡出阳明
// 描述:适用于零命那维莱特挑战纳塔虹灵的净土副本,以携带祭礼残章的茜特菈莉(奶奶)为核心冻结辅助,通过高频挂冰稳定触发冻结效果来打断敌人攻击,为那维莱特创造安全输出环境以保证其技能和重击不被中断,同时结合纳西妲、莱依拉的草、冰元素附着与水元素反应提升全队输出效率,流程上由纳西妲先手调整位置并挂草铺垫反应,莱依拉及时释放护盾与冰元素稳定冻结敌人,那维莱特主打重击输出并配合技能循环打出高额伤害,茜特菈莉补充冰元素并提供辅助效果延长反应链,整体对零命那维莱特友好,无需依赖高命座即可稳定输出,冻结控制链连贯可大幅降低副本生存压力,技能循环紧凑且能充分利用各角色机制特点,从而让零命那维莱特在安全输出的同时最大化伤害潜力。
// 向后移动两步,释放长元素战技挂草;
纳西妲 s(0.3),e(hold);
// 释放元素战技叠加水元素;
那维莱特 e;
// 释放元素战技生成护盾并挂冰;
莱依拉 w(0.3)e;
// 长按重击输出3秒等待.3秒冻结控制;
那维莱特 charge(3);
// 释放元素战技补充冰元素并且挂冰盾;
茜特菈莉 e;
// 释放长元素战技持续挂草;
纳西妲 e(hold);
// 释放元素战技刷新水元素附着;
那维莱特 echarge(3);
// 释放元素爆发增伤,向前移动调整位置,释放元素战技挂冰;
茜特菈莉 q,w(0.3),e;
// 释放元素战技续盾挂冰,释放元素爆发扩大冻结范围;
莱依拉 e,q;
// 释放元素爆发提升伤害连续重击3秒两次释放元素战技最后重击3秒收尾;
那维莱特 q,charge(3),charge(3),e,charge(3);

View File

@@ -421,17 +421,56 @@ async function assignGroups(pathings, group1Tags, group2Tags, group3Tags, group4
}
async function runPath(pathFilePath, map_name, whitelistKeywords, blacklistKeywords) {
let lastCheckMainUi = new Date();
let thisMoveUpTime = 0;
let lastMoveDown = 0;
let lastPickupTime = new Date();
let lastPickupItem = "";
// 定义状态变量
let state = { completed: false, cancelRequested: false, atMainUi: false };
let state = { completed: false, cancelRequested: false, atMainUi: false, lastCheckMainUi: new Date() };
// 定义图像路径和目标文本列表
const imagePath = `assets/F_Dialogue.png`;
const textxRange = { min: 1210, max: 1412 };
const texttolerance = 30; // Y 坐标容错范围
//检查是否在主界面
async function isMainUI() {
// 修改后的图像路径
const imagePath = "assets/MainUI.png";
// 修改后的识别区域(左上角区域)
const xMin = 0;
const yMin = 0;
const width = 150; // 识别区域宽度
const height = 150; // 识别区域高度
// 尝试次数设置为 2 次
const maxAttempts = 2;
let attempts = 0;
while (attempts < maxAttempts && !state.cancelRequested) {
try {
let template = file.ReadImageMatSync(imagePath);
let recognitionObject = RecognitionObject.TemplateMatch(template, xMin, yMin, width, height);
let result = captureGameRegion().find(recognitionObject);
if (result.isExist()) {
return true; // 如果找到图标,返回 true
}
} catch (error) {
log.error(`识别图像时发生异常: ${error.message}`);
if (state.cancelRequested) {
break; // 如果请求了取消,则退出循环
}
return false; // 发生异常时返回 false
}
attempts++; // 增加尝试次数
await sleep(2); // 每次检测间隔 2 毫秒
}
if (state.cancelRequested) {
log.info("图像识别任务已取消");
}
return false; // 如果尝试次数达到上限或取消,返回 false
}
// 定义一个函数用于执行路径文件
async function executePathFile(filePath) {
try {
@@ -513,56 +552,15 @@ async function runPath(pathFilePath, map_name, whitelistKeywords, blacklistKeywo
return null;
}
//检查是否在主界面
async function isMainUI() {
// 修改后的图像路径
const imagePath = "assets/MainUI.png";
// 修改后的识别区域(左上角区域)
const xMin = 0;
const yMin = 0;
const width = 150; // 识别区域宽度
const height = 150; // 识别区域高度
// 尝试次数设置为 2 次
const maxAttempts = 2;
let attempts = 0;
while (attempts < maxAttempts && !state.cancelRequested) {
try {
let template = file.ReadImageMatSync(imagePath);
let recognitionObject = RecognitionObject.TemplateMatch(template, xMin, yMin, width, height);
let result = captureGameRegion().find(recognitionObject);
if (result.isExist()) {
return true; // 如果找到图标,返回 true
}
} catch (error) {
log.error(`识别图像时发生异常: ${error.message}`);
if (state.cancelRequested) {
break; // 如果请求了取消,则退出循环
}
return false; // 发生异常时返回 false
}
attempts++; // 增加尝试次数
await sleep(2); // 每次检测间隔 2 毫秒
}
if (state.cancelRequested) {
log.info("图像识别任务已取消");
}
return false; // 如果尝试次数达到上限或取消,返回 false
}
// 尝试找到 F 图标
let fRes = await findFIcon(imagePath, 1102, 335, 34, 400, 200);
if (!fRes || ((new Date() - lastCheckMainUi) > 2011)) {
state.atMainUi = await isMainUI();
lastCheckMainUi = new Date();
}
if (!fRes && state.atMainUi) {
//log.info("在主界面,尝试下滑");
await keyMouseScript.runFile(`assets/滚轮下翻.json`);
}
if (!fRes) {
state.atMainUi = await isMainUI();
state.lastCheckMainUi = new Date();
if (state.atMainUi) {
//log.info("在主界面,尝试下滑");
await keyMouseScript.runFile(`assets/滚轮下翻.json`);
}
continue;
}
@@ -629,7 +627,7 @@ async function runPath(pathFilePath, map_name, whitelistKeywords, blacklistKeywo
//处理泥头车模式
async function dumper(pathFilePath, map_name) {
let lastDumperTimer = new Date();
let lastDumperTimer = 0;
const dumperCD = 10000;
try {
const pathingContent = await file.readText(pathFilePath);
@@ -660,13 +658,17 @@ async function runPath(pathFilePath, map_name, whitelistKeywords, blacklistKeywo
if (!hasT) {
while (!state.completed && !state.cancelRequested) {
await sleep(2011);
if ((new Date() - state.lastCheckMainUi) >= 2011) {
state.atMainUi = await isMainUI();
//log.info(`检查主界面,结果为${state.atMainUi}`);
state.lastCheckMainUi = new Date();
}
if (state.atMainUi) {
//在主界面才尝试获取坐标
let dumperDistance = 0;
try {
let shouldPressKeys = false;
const currentPosition = await genshin.getPositionFromMap(map_name);
for (let i = 0; i < fightPositions.length; i++) {
const fightPos = fightPositions[i];

View File

@@ -1,7 +1,7 @@
{
"manifest_version": 1,
"name": "锄地一条龙",
"version": "1.1.10",
"version": "1.1.11",
"description": "一站式解决自动化锄地支持只拾取狗粮请阅读README.md后使用",
"authors": [
{

View File

@@ -95,8 +95,16 @@
路径```assets/pathing你的路径文件夹名```内只能存放```.json```后缀的文件
- **assets/pathing文件夹下已经内置了部分路径**
内置的路径已经做过联机情况下的适配,可以放心使用
# 4.适用场景
- **同步运行同一组路径追踪文件**
自行探索,理论上所有地图追踪文件都可以同步执行
- **配置了本地远程,可以在一个设备上运行两套原神+BGI**
可以用两个账号实现双倍的锄地收益,例如在调度器内都配置两个锄地脚本,一个先作为房主后作为成员,另一个先作为成员后作为房主,可以自动实现两个号同时锄地,锄完两个世界的资源

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@@ -0,0 +1,148 @@
{
"info": {
"name": "01-地下矿区-起点-x2",
"type": "collect",
"author": "忆雪晴-828632080",
"version": "V1",
"description": "[无须战斗][周一、四定期挖矿]钟离无柱阻挡挖矿,解决全命座柱子卡人问题。刚需钟离,录制队友无任何加速效果,如双风,佳明,迪希雅,罗莎莉亚等。 地图追踪需要关闭钟离生存位的可能,需要在设置组选择中规避钟离不定时开盾。//鸣谢: 白可佬儿 V1-25年五月28",
"map_name": "TheChasm",
"bgi_version": "0.45.0",
"tags": [
"钟离",
"钟离无阻挡挖矿",
"无战斗挖矿",
"挖矿懒人包",
"高效线路",
"周一四刷矿"
],
"last_modified_time": 1748445147912
},
"positions": [
{
"id": 1,
"x": 895.74,
"y": 1020.9,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "teleport"
},
{
"id": 2,
"x": 895.74,
"y": 1020.9,
"action": "combat_script",
"move_mode": "dash",
"action_params": "钟离 s(0.2), e, w(0.6)",
"type": "path"
},
{
"id": 3,
"x": 902.09,
"y": 1021.85,
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "path"
},
{
"id": 4,
"x": 908.09,
"y": 1020.85,
"action": "",
"move_mode": "fly",
"action_params": "",
"type": "path"
},
{
"id": 5,
"x": 932.53,
"y": 1015.35,
"action": "stop_flying",
"move_mode": "fly",
"action_params": "",
"type": "path"
},
{
"id": 6,
"x": 938.23,
"y": 1009.41,
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "path"
},
{
"id": 7,
"x": 954.12,
"y": 1020.16,
"action": "combat_script",
"move_mode": "dash",
"action_params": "钟离 d(0.2),e",
"type": "path"
},
{
"id": 8,
"x": 955.47,
"y": 1047.44,
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "path"
},
{
"id": 9,
"x": 941.73,
"y": 1053.62,
"action": "combat_script",
"move_mode": "dash",
"action_params": "钟离 d(0.2),e",
"type": "path"
},
{
"id": 10,
"x": 924.73,
"y": 1060.62,
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "path"
},
{
"id": 11,
"x": 925.18,
"y": 1064.68,
"action": "mining",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 12,
"x": 920.58,
"y": 1064.99,
"action": "",
"move_mode": "dash",
"action_params": "",
"type": "target"
},
{
"id": 13,
"x": 933.71,
"y": 1062.73,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
},
{
"id": 14,
"x": 931.3,
"y": 1058.37,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
}
]
}

View File

@@ -0,0 +1,382 @@
{
"info": {
"name": "02-巨蛇岩洞西x9",
"type": "collect",
"author": "忆雪晴-828632080",
"version": "V1-领队版",
"description": "[无须战斗][周一、四定期挖矿]钟离无柱阻挡挖矿,解决全命座柱子卡人问题。刚需钟离,录制队友无任何加速效果,如双风,佳明,迪希雅,罗莎莉亚等。 地图追踪需要关闭钟离生存位的可能,需要在设置组选择中规避钟离不定时开盾。//鸣谢: 白可佬儿 V1-25年五月28",
"map_name": "TheChasm",
"bgi_version": "0.45.0",
"tags": [
"钟离",
"钟离无阻挡挖矿",
"无战斗挖矿",
"挖矿懒人包",
"高效线路",
"周一四刷矿"
],
"last_modified_time": 1748445136765
},
"positions": [
{
"id": 1,
"x": 887.55,
"y": 762.59,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "teleport"
},
{
"id": 2,
"x": 895.1,
"y": 765.79,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
},
{
"id": 3,
"x": 916.94,
"y": 770.96,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
},
{
"id": 4,
"x": 967.0,
"y": 774.5,
"action": "",
"move_mode": "fly",
"action_params": "",
"type": "path"
},
{
"id": 5,
"x": 970.25,
"y": 781.5,
"action": "stop_flying",
"move_mode": "fly",
"action_params": "",
"type": "path"
},
{
"id": 6,
"x": 972.16,
"y": 783.54,
"action": "combat_script",
"move_mode": "run",
"action_params": "钟离 d(0.2),keypress(e)",
"type": "path"
},
{
"id": 7,
"x": 974.19,
"y": 783.39,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
},
{
"id": 8,
"x": 987.9,
"y": 783.68,
"action": "combat_script",
"move_mode": "dash",
"action_params": "钟离 d(0.2),keypress(e)",
"type": "path"
},
{
"id": 9,
"x": 1001.73,
"y": 779.19,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
},
{
"id": 10,
"x": 1005.51,
"y": 779.27,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "path"
},
{
"id": 11,
"x": 1013.2,
"y": 784.03,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "path"
},
{
"id": 12,
"x": 1016.76,
"y": 784.61,
"action": "mining",
"move_mode": "walk",
"action_params": "",
"type": "path"
},
{
"id": 13,
"x": 1019.1,
"y": 787.94,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 14,
"x": 1023.03,
"y": 792.31,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 15,
"x": 1026.58,
"y": 787.58,
"action": "mining",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 16,
"x": 1023.03,
"y": 792.31,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 17,
"x": 1026.58,
"y": 787.58,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 18,
"x": 1025.72,
"y": 783.14,
"action": "mining",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 19,
"x": 1030.71,
"y": 784.11,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 20,
"x": 1026.58,
"y": 787.58,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 21,
"x": 1023.03,
"y": 792.31,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 22,
"x": 1028.2,
"y": 783.91,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "orientation"
},
{
"id": 23,
"x": 1026.98,
"y": 776.67,
"action": "",
"move_mode": "climb",
"action_params": "",
"type": "path"
},
{
"id": 24,
"x": 1026.98,
"y": 776.67,
"action": "",
"move_mode": "jump",
"action_params": "",
"type": "path"
},
{
"id": 25,
"x": 1026.8,
"y": 775.98,
"action": "",
"move_mode": "fly",
"action_params": "",
"type": "path"
},
{
"id": 26,
"x": 1022.8,
"y": 764.98,
"action": "",
"move_mode": "fly",
"action_params": "",
"type": "path"
},
{
"id": 27,
"x": 1035.52,
"y": 728.15,
"action": "stop_flying",
"move_mode": "fly",
"action_params": "",
"type": "path"
},
{
"id": 28,
"x": 1042.52,
"y": 715.15,
"action": "combat_script",
"move_mode": "run",
"action_params": "钟离 d(0.2),e",
"type": "path"
},
{
"id": 29,
"x": 1043.64,
"y": 704.96,
"action": "combat_script",
"move_mode": "run",
"action_params": "钟离 d(0.2),e",
"type": "path"
},
{
"id": 30,
"x": 1044.02,
"y": 702.23,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
},
{
"id": 31,
"x": 1049.17,
"y": 697.36,
"action": "mining",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 32,
"x": 1055.24,
"y": 693.5,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "path"
},
{
"id": 33,
"x": 1057.95,
"y": 702.15,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 34,
"x": 1055.3,
"y": 698.08,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 35,
"x": 1050.47,
"y": 702.81,
"action": "",
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"type": "path"
},
{
"id": 20,
"x": 1099.69,
"y": 374.52,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
},
{
"id": 21,
"x": 1109.23,
"y": 378.82,
"action": "mining",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 22,
"x": 1111.8,
"y": 373.75,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 23,
"x": 1111.35,
"y": 357.6,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
},
{
"id": 24,
"x": 1100.06,
"y": 345.87,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
},
{
"id": 25,
"x": 1089.62,
"y": 341.02,
"action": "mining",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 26,
"x": 1090.81,
"y": 344.21,
"action": "",
"move_mode": "walk",
"action_params": "",
"type": "target"
},
{
"id": 27,
"x": 1104.2,
"y": 346.6,
"action": "",
"move_mode": "run",
"action_params": "",
"type": "path"
}
]
}

View File

@@ -0,0 +1,15 @@
{
"manifest_version": 1,
"name": "BGI-地图追踪加载器(联机版)",
"version": "1.0",
"bgi_version": "0.45.0",
"description": "脚本名称BGI-地图追踪加载器(联机版)\n功能描述\n核心功能------------------------------>\n1.实现联机锄地\n2.通过发送聊天内容核验路线进度,实现每条路线同步开始\n注意事项------------------------------>\n1.本脚本是多用户脚本,单个原神账号无法使用\n2.手动加世界(不推荐)必须两人都在一个世界且必须是联机模式\n3.自动加世界需要再JS脚本配置正确的进行设置\n4.支持自定义路线需要严格按照说明进行配置详细说明位于READEME.md\n---------------------------------------->\n作者提瓦特钓鱼玳师\n脚本反馈邮箱hijiwos@hotmail.com",
"authors": [
{
"name": "提瓦特钓鱼玳师",
"url": "https://github.com/Hijiwos"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

View File

@@ -56,6 +56,8 @@
"name": "path_folder",
"type": "select",
"label": "<---------------------------路径设置--------------------------->\n选择要执行的路径文件夹: \n(请手动添加到assets文件夹内添加完成后运行一遍程序)",
"options": []
"options": [
"水晶块@忆雪晴"
]
}
]

View File

@@ -1,15 +0,0 @@
{
"manifest_version": 1,
"name": "锄地-联机版",
"version": "1.0",
"bgi_version": "0.45.0",
"description": "脚本名称:锄地-联机版\n功能描述\n核心功能------------------------------>\n1.实现联机锄地\n2.通过发送聊天内容核验路线进度,实现每条路线同步开始\n注意事项------------------------------>\n1.手动加世界(不推荐)必须两人都在一个世界且必须是联机模式\n2.自动加世界需要再JS脚本配置正确的进行设置\n3.支持自定义路线需要严格按照说明进行配置详细说明位于READEME.md\n---------------------------------------->\n作者提瓦特钓鱼玳师\n脚本反馈邮箱hijiwos@hotmail.com",
"authors": [
{
"name": "提瓦特钓鱼玳师",
"links": "https://github.com/Hijiwos"
}
],
"settings_ui": "settings.json",
"main": "main.js"
}

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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;
}
})();

View File

@@ -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": ""
}
]
}

View File

@@ -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);
})();

View File

@@ -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"
}

View File

@@ -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)"
}
]

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": 4935.07861328125,
"y": 4183.38818359375,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

View File

@@ -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);
})();

View File

@@ -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');
})();

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{
"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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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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{"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": 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');
})();

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@@ -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"
}

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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"}]}

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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');
})();

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@@ -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"
}

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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
爱可菲 e,q
芭芭拉 e,q,attack(3)

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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": 122.6259765625,
"y": 2657.634521484375,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

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@@ -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);
})();

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@@ -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)

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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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{"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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{
"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": ""
},
]
}

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@@ -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);
})();

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@@ -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');
})();

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@@ -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"
}

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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"}]}

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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": -4561.248046875,
"y": -3353.7587890625,
"type": "teleport",
"move_mode": "walk",
"action": "",
"action_params": ""
},
]
}

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@@ -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)

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