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bettergi-scripts-list/repo/js/周常-10个boss一条龙/main.js
wjdsg 60e4b53f8c 周常10个boss一条龙 (#789)
* 周常10个boss一条龙

* 作者修改
2025-05-12 11:46:27 +08:00

119 lines
4.1 KiB
JavaScript
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(async function () {
bossMap = [];
baoyanshu = settings.baoyanshu;
if (baoyanshu) {
bossMap.push("爆炎树");
}
foshishachong = settings.foshishachong;
if (foshishachong) {
bossMap.push("风蚀沙虫");
}
gpeiliadezangsong = settings.gpeiliadezangsong;
if (gpeiliadezangsong) {
bossMap.push("歌裴莉娅的葬送");
}
guyanlongxi = settings.guyanlongxi;
if (guyanlongxi) {
bossMap.push("古岩龙蜥");
}
hengchangjiguanzhulie = settings.hengchangjiguanzhulie;
if (hengchangjiguanzhulie) {
bossMap.push("恒常机关阵列");
}
jinyanrongyilongbujun = settings.jinyanrongyilongbujun;
if (jinyanrongyilongbujun) {
bossMap.push("金焰绒翼龙暴君");
}
kepeiliusidejiefu = settings.kepeiliusidejiefu;
if (kepeiliusidejiefu) {
bossMap.push("科培琉司的劫罚");
}
leyinquanxian = settings.leyinquanxian;
if (leyinquanxian) {
bossMap.push("雷音权现");
}
mooujiangui = settings.mooujiangui;
if (mooujiangui) {
bossMap.push("魔偶剑鬼");
}
qiannianzhenzhunlin = settings.qiannianzhenzhunlin;
if (qiannianzhenzhunlin) {
bossMap.push("千年珍珠骏麟");
}
rongyanhuidragonxiang = settings.rongyanhuidragonxiang;
if (rongyanhuidragonxiang) {
bossMap.push("熔岩辉龙像");
}
log.info('需要打的boss{zy}', bossMap);
//主流程
if(!settings.confirm) throw new Error('请阅读使用说明后在调度器中调用JS脚本并设置好相关参数');
for (let i = 0; i < bossMap.length; i++) {
challengeName = bossMap[i]
log.info('boss{zy}', challengeName);
log.info(`前往恢复状态`);
log.info(`前往讨伐${challengeName}`);
await pathingScript.runFile(`assets/${challengeName}前往.json`);
await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
log.info(`开始第${i+1}次战斗`);
try {
await dispatcher.runTask(new SoloTask("AutoFight"));
} catch (error) {
//失败后最多只挑战一次,因为两次都打不过,基本上没戏,干脆直接报错结束
log.info(`挑战失败,再来一次`);
await pathingScript.runFile("assets/recover.json");//回复状态
await pathingScript.runFile(`assets/${challengeName}前往.json`);
await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
await dispatcher.runTask(new SoloTask("AutoFight"));
}
}
// log.info(`前往第1次恢复状态`);
// await pathingScript.runFile("assets/recover.json");//回复状态
// log.info(`前往讨伐${challengeName}`);
// await pathingScript.runFile(`assets/${challengeName}前往.json`);
// await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
// for (let i = 0;i < challengeNum; i++) {
// await sleep(1000);
// if(samePlace != "YES" && i > 0){
// log.info(`前往第${i+1}次恢复状态`);
// await pathingScript.runFile("assets/recover.json");//回复状态
// log.info(`前往第${i+1}次讨伐${challengeName}`);
// await pathingScript.runFile(`assets/${challengeName}前往.json`);
// await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
// }
// log.info(`开始第${i+1}次战斗`);
// try {
// await dispatcher.runTask(new SoloTask("AutoFight"));
// } catch (error) {
// //失败后最多只挑战一次,因为两次都打不过,基本上没戏,干脆直接报错结束
// log.info(`挑战失败,再来一次`);
// await pathingScript.runFile("assets/recover.json");//回复状态
// await pathingScript.runFile(`assets/${challengeName}前往.json`);
// await keyMouseScript.runFile(`assets/${challengeName}前往键鼠.json`);
// await dispatcher.runTask(new SoloTask("AutoFight"));
// }
// }
// await pathingScript.runFile("assets/recover.json");//回复状态
// log.info(`首领讨伐结束`);
})();