Files
noname-shuying/menu.js
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628 lines
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import tianshuConfig from "./tianshu/config.js";
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export default function initShuYingMenu({ lib, game, ui, shuYing, updater }) {
const menu = lib.extensionMenu.extension_术樱包;
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// 创建可指定默认状态的折叠菜单,并在菜单节点延迟生成后应用初始状态。
const createCollapseMenu = (title, endId, defaultCollapsed = false) => {
const markerId = `${endId}_collapse`;
const renderTitle = collapsed => `<span><div id="${markerId}" class="hth_menu">${collapsed ? "▶" : "▼"} ${title}</div></span>`;
const getCollapseNodes = node => {
if (node.shuyingCollapseNodes) return node.shuyingCollapseNodes;
const nodes = [];
let current = node.nextSibling;
while (current && !current.querySelector?.(`#${endId}`)) {
nodes.push(current);
current = current.nextSibling;
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}
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node.shuyingCollapseNodes = nodes;
return nodes;
};
const setCollapsed = (node, collapsed) => {
if (!node) return false;
node.shuyingCollapsed = Boolean(collapsed);
getCollapseNodes(node).forEach(current => {
current.style.display = node.shuyingCollapsed ? "none" : "";
});
node.innerHTML = renderTitle(node.shuyingCollapsed);
return true;
};
const config = {
name: `<div id="${markerId}" class="hth_menu">${defaultCollapsed ? "▶" : "▼"} ${title}</div>`,
clear: true,
onclick() {
setCollapsed(this, !this.shuyingCollapsed);
},
setCollapsed(collapsed) {
const node = document.getElementById(markerId)?.closest?.(".config");
return setCollapsed(node, collapsed);
},
};
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if (defaultCollapsed) {
const observer = new MutationObserver(() => {
if (!config.setCollapsed(true)) return;
observer.disconnect();
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});
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observer.observe(document.body, { childList: true, subtree: true });
queueMicrotask(() => {
if (!config.setCollapsed(true)) return;
observer.disconnect();
});
}
return config;
};
const getBondLevelCondition = (bond, level) => {
const source = level?.condition || bond?.condition;
if (source) {
const condition = { ...source };
if (condition.count == null && level?.count != null) condition.count = level.count;
return condition;
}
return bond?.keyword ? { type: "keyword", keyword: bond.keyword, count: level?.count } : null;
};
// 汇总羁绊涉及的技能名称;候选技能只在卡片顶部展示一次。
const getBondSkillLabels = condition => {
if (!condition || typeof condition != "object") return [];
if (!condition.type) {
return Array.from(new Set([
...(condition.all || []).flatMap(getBondSkillLabels),
...(condition.any || []).flatMap(getBondSkillLabels),
...getBondSkillLabels(condition.not),
].filter(Boolean)));
}
if (condition.type == "keyword") return condition.keyword ? [`含【${condition.keyword}】的技能`] : [];
if (condition.type == "skill") return condition.skill ? [get.translation(condition.skill)] : [];
if (condition.type == "skillName") return condition.name ? [condition.name] : [];
if (condition.type == "skills") {
return Array.from(new Set([...(condition.all || []), ...(condition.any || [])].map(skill => get.translation(skill)).filter(Boolean)));
}
if (condition.type == "skillNames") {
return Array.from(new Set([...(condition.all || []), ...(condition.any || [])].filter(Boolean)));
}
if (condition.type == "characterSkillNames") {
return Array.from(new Set([...(condition.all || []), ...(condition.any || [])].filter(Boolean)));
}
return [];
};
const getBondRuleHint = condition => {
if (!condition || typeof condition != "object") return "";
if (condition.type == "skillNames") return "按不同译名统计;同译名的不同技能 ID 只计 1 种过关技能";
if (condition.type == "characterSkillNames") {
const characters = Array.isArray(condition.characters) ? condition.characters : [condition.character];
return `武将译名包含【${characters.filter(Boolean).join("】或【")}】且取得上述过关技能后触发`;
}
if (condition.type == "keyword") return `按描述中包含【${condition.keyword}】的不同技能译名统计`;
if (!condition.type && [...(condition.all || []), ...(condition.any || [])].some(item => item?.type == "skillNames")) {
return "按不同译名统计;同译名的不同技能 ID 只计 1 种过关技能";
}
return "";
};
const getBondLevelRequirement = (bond, level) => {
const condition = getBondLevelCondition(bond, level);
const count = Math.max(0, Math.floor(Number(condition?.count ?? level?.count) || 0));
if (count) return condition?.type == "skillNames" ? `需 ${count} 种` : `需 ${count} 个`;
if (condition?.type == "skills" && condition.all?.length) return `需 ${new Set(condition.all).size} 个`;
if (condition?.type == "skillNames" && condition.all?.length) return `需 ${new Set(condition.all).size} 种`;
return "";
};
const getBondRewardText = level => {
if (level?.text) return level.text;
const skills = Array.isArray(level?.skills) ? level.skills : (level?.skill ? [level.skill] : []);
return skills.length ? `获得技能${skills.map(skill => `【${get.translation(skill)}】`).join("、")}` : "未配置奖励效果";
};
let closeTianshuBondDialog = null;
// 创建独立羁绊谱册;每次打开都直接读取当前 tianshuConfig.bonds。
const openTianshuBondDialog = () => {
closeTianshuBondDialog?.();
const previousFocus = document.activeElement;
const createNode = (tag, className, text, parent) => {
const node = document.createElement(tag);
if (className) node.className = className;
if (text !== undefined && text !== null) node.textContent = text;
if (parent) parent.appendChild(node);
return node;
};
const bonds = Array.isArray(tianshuConfig.bonds) ? tianshuConfig.bonds : [];
const mask = createNode("div", "shuYing-bond-book-mask", null, document.body);
const dialog = createNode("section", "shuYing-bond-book", null, mask);
dialog.setAttribute("role", "dialog");
dialog.setAttribute("aria-modal", "true");
dialog.setAttribute("aria-label", "天书羁绊谱册");
const header = createNode("header", "shuYing-bond-book-header", null, dialog);
const heading = createNode("div", "shuYing-bond-book-heading", null, header);
createNode("div", "shuYing-bond-book-eyebrow", "天书乱斗 · 羁绊谱册", heading);
createNode("h2", "shuYing-bond-book-title", "羁绊系统", heading);
createNode("div", "shuYing-bond-book-count", `${bonds.length} 条羁绊`, header);
createNode("p", "shuYing-bond-book-intro", "羁绊只统计玩家过关时选择且当前仍持有的技能;达到更高等级时,高等级效果会覆盖低等级。", dialog);
const content = createNode("div", "shuYing-bond-book-content", null, dialog);
if (!bonds.length) {
createNode("div", "shuYing-bond-book-empty", "config.js 中暂未配置可展示的羁绊。", content);
}
bonds.forEach((bond, bondIndex) => {
const card = createNode("article", "shuYing-bond-book-card", null, content);
const cardHead = createNode("div", "shuYing-bond-book-card-head", null, card);
createNode("span", "shuYing-bond-book-seal", String(bondIndex + 1).padStart(2, "0"), cardHead);
const nameWrap = createNode("div", "shuYing-bond-book-name-wrap", null, cardHead);
createNode("h3", "shuYing-bond-book-name", bond.name || "未命名羁绊", nameWrap);
const levels = (bond.levels || []).map((level, index) => ({
...level,
rank: Number(level.level ?? level.count ?? index + 1) || index + 1,
})).sort((a, b) => a.rank - b.rank);
const summaryCondition = bond.condition || getBondLevelCondition(bond, levels[0]);
const skillLabels = getBondSkillLabels(summaryCondition);
if (skillLabels.length) {
const summary = createNode("div", "shuYing-bond-book-summary", null, card);
const tags = createNode("div", "shuYing-bond-book-tags", null, summary);
skillLabels.forEach(name => createNode("span", "shuYing-bond-book-tag", name, tags));
const hint = getBondRuleHint(summaryCondition);
if (hint) createNode("div", "shuYing-bond-book-rule", hint, summary);
}
const levelList = createNode("div", "shuYing-bond-book-levels", null, card);
if (!levels.length) createNode("div", "shuYing-bond-book-level-empty", "尚未配置等级", levelList);
levels.forEach(level => {
const row = createNode("div", "shuYing-bond-book-level", null, levelList);
createNode("span", "shuYing-bond-book-level-dot", "", row);
const detail = createNode("div", "shuYing-bond-book-level-detail", null, row);
const requirement = getBondLevelRequirement(bond, level);
createNode("div", "shuYing-bond-book-level-name", `第 ${level.rank} 级${requirement ? ` · ${requirement}` : ""}`, detail);
createNode("div", "shuYing-bond-book-reward", getBondRewardText(level), detail);
});
});
const controls = createNode("footer", "shuYing-bond-book-controls", null, dialog);
const closeButton = createNode("button", "shuYing-bond-book-close", "关闭谱册", controls);
closeButton.type = "button";
const close = () => {
document.removeEventListener("keydown", onKeydown);
mask.remove();
closeTianshuBondDialog = null;
previousFocus?.focus?.({ preventScroll: true });
};
const onKeydown = event => {
if (event.key == "Escape") close();
};
closeTianshuBondDialog = close;
closeButton.addEventListener("click", close);
mask.addEventListener("click", event => {
if (event.target == mask) close();
});
document.addEventListener("keydown", onKeydown);
closeButton.focus({ preventScroll: true });
};
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menu.local_version = {
name: `扩展版本:${lib.config.shuYing_local_version}`,
clear: true,
nopointer: true,
};
menu.online_version = {
name: shuYing.getOnlineVersionText(),
clear: true,
nopointer: true,
};
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const channelText = channel => `更新通道:<b>${channel == "preview" ? "测试版" : "正式版"}</b>(点击选择)`;
menu.update_channel = {
name: channelText(updater.getUpdateChannel()),
clear: true,
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intro: "打开选择窗口,确认后下载所选通道的更新,完成后需重启游戏。",
async onclick() {
if (!shuYing.m_bIsDownload) {
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alert("正在处理其他操作,请稍后再试。");
return;
}
const current = updater.getUpdateChannel();
shuYing.m_bIsDownload = false;
try {
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const next = await shuYing.chooseSingleOptionDialog({
title: "选择更新通道",
intro: "确认后会下载所选通道的更新,完成后需重启游戏。测试版的版本可能早于当前正式版。",
defaultKey: current, currentKey: current,
cancelable: true, variant: "settings", confirmText: "切换并更新",
options: [
{
key: "stable", name: "正式版", tag: current == "stable" ? "当前使用" : "日常游玩",
description: "接收正式发布的版本,适合日常游玩。"
},
{
key: "preview", name: "测试版", tag: current == "preview" ? "当前使用" : "提前体验",
description: "提前体验新内容,可能包含尚未完善的功能。"
},
],
});
if (!next || next == current) return;
this.innerHTML = `正在切换到${next == "preview" ? "测试版" : "正式版"}…`;
const version = await updater.checkVersion(shuYing, {
channel: next,
switchChannel: true,
});
if (version) {
game.saveConfig("shuYing_update_channel", next);
shuYing.updateOnlineVersionMenu(version);
}
}
finally {
const text = channelText(updater.getUpdateChannel());
menu.update_channel.name = text;
this.innerHTML = text;
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shuYing.m_bIsDownload = true;
}
},
};
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const sourceText = source => `下载源:<b>${source == "github" ? "GitHub" : "Gitea"}</b>(点击选择)`;
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menu.update_source = {
name: sourceText(updater.getUpdateSource()),
clear: true,
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intro: "打开下载源选择窗口;确认后刷新在线版本,不会立即下载文件。",
async onclick() {
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if (!shuYing.m_bIsDownload) {
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alert("正在处理其他操作,请稍后再试。");
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return;
}
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const current = updater.getUpdateSource();
shuYing.m_bIsDownload = false;
try {
const next = await shuYing.chooseSingleOptionDialog({
title: "选择下载源",
intro: "确认后保存下载源并刷新在线版本,不会立即下载文件。需要更新时,请点击“版本检测”。",
defaultKey: current, currentKey: current,
cancelable: true, variant: "settings", confirmText: "保存下载源",
options: [
{
key: "gitea", name: "Gitea", tag: current == "gitea" ? "当前使用" : "默认下载源",
description: "从 Gitea 获取版本信息和更新文件(国内源,下载速度上限1.4M)"
},
{
key: "github", name: "GitHub", tag: current == "github" ? "当前使用" : "可选下载源",
description: "从 GitHub 获取版本信息和更新文件。"
},
],
});
if (!next || next == current) return;
game.saveConfig("shuYing_update_source", next);
game.saveConfig("shuYing_online_version", null);
shuYing.updateOnlineVersionMenu(null, "检测中...");
void shuYing.getVersion();
}
finally {
const text = sourceText(updater.getUpdateSource());
menu.update_source.name = text;
this.innerHTML = text;
shuYing.m_bIsDownload = true;
}
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},
};
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menu.updateLog = {
name: '<div class="hth_menu">▶更新日志</div>',
clear: true,
onclick() {
if (this.hth_more) {
this.hth_more.remove();
delete this.hth_more;
this.innerHTML = '<div class="hth_menu">▶更新日志</div>';
return;
}
const logs = [
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"-----< 2.0.2.3 改动 >-----",
"新增正式版、测试版更新通道切换。",
"支持选择 Gitea 或 GitHub 下载源。",
"更新系统采用并发下载:安卓最多 4 个、PC 最多 8 个,大文件受内存限制。",
"新增梦三模式安装入口",
"-----< 2.0.2.3 修复 >-----",
"修复天书乱斗跨关后,按轮数冷却的技能未正确重置,以及旧关卡历史影响新关卡计数的问题。",
"修复【清剿】旧关卡的延迟弃牌结算可能弃掉新关卡奖励的问题。",
"修复天书乱斗应战时的座位重叠、动态 Boss 控制切换、代理头像显示及胜负判断问题。",
"修正“神武再世”三级羁绊的体力流失统计,按目标本回合累计流失的体力判定。",
"修复切换下载源后,旧版本查询结果覆盖新结果的问题。",
"核心文件修复增加大小和 SHA-256 校验。",
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];
const keywordColors = {
BOSS: "#ff6b6b",
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PVE: "#ff6b6b",
PVP: "#ff6b6b",
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正式版: "#ff6b6b",
测试版: "#ff99cc",
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天书乱斗: "#66ccff",
羁绊: "#d77cff",
动态难度: "#d77cff",
过关技能: "#7ed957",
十周年UI: "#ffb74d",
移动端: "#ffb74d",
removeDirectories: "#ff9800",
remove: "#ff9800",
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};
const highlightKeywords = text => {
for (const [keyword, color] of Object.entries(keywordColors)) {
text = text.replaceAll(
keyword,
`<span style="color:${color};font-weight:bold;text-shadow:0 0 2px rgba(0,0,0,0.6)">${keyword}</span>`
);
}
return text;
};
const formatLog = text => {
if (text.includes("改动 >")) {
return `<span style="color:#66ccff;font-weight:bold">${text}</span>`;
}
if (text.includes("修复 >")) {
return `<span style="color:#ffb74d;font-weight:bold">${text}</span>`;
}
return `<span>${highlightKeywords(text)}</span>`;
};
const more = ui.create.div(
".hth_more",
`<div style="display:block;text-align:left;font-size:15px;line-height:1.5;padding:5px 8px">${logs.map(formatLog).join("<br>")}</div>`
);
this.parentNode.insertBefore(more, this.nextSibling);
this.hth_more = more;
this.innerHTML = '<div class="hth_menu">▼更新日志</div>';
},
};
menu.updata = {
name: "版本检测",
clear: true,
onclick() {
if (confirm("点击确定会检测版本") && shuYing.m_bIsDownload) {
shuYing.m_bIsDownload = false;
updater.checkVersion(shuYing);
} else if (!shuYing.m_bIsDownload) {
alert("有其他文件正在下载,请稍后再试吧。");
}
},
};
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const mengsanLabelId = "shuying_mengsan_module_status";
const mengsanStates = {
checking: ["检测中", "请稍候"],
installed: ["已安装", "点击卸载"],
disabled: ["未安装", "点击安装"],
installing: ["安装未完成", "点击修复"],
repair: ["待修复", "点击修复"],
uninstalling: ["卸载未完成", "继续卸载"],
unknown: ["状态未确认", "点击检查"],
working: ["处理中", "请稍候"],
};
const mengsanLabelHTML = status => {
const [label, action] = mengsanStates[status] || mengsanStates.unknown;
return `梦三模式:<b>${label}</b>(${action})`;
};
let mengsanLabelNode = null;
let mengsanStatusRequest = 0;
let mengsanModuleOperating = false;
const renderMengsanStatus = status => {
const content = mengsanLabelHTML(status);
menu.mengsanModule.name = `<span id="${mengsanLabelId}" style="white-space:normal;">${content}</span>`;
// Keep the existing node so closing the menu during a download still refreshes it.
mengsanLabelNode = document.getElementById(mengsanLabelId) || mengsanLabelNode;
if (mengsanLabelNode) mengsanLabelNode.innerHTML = content;
};
shuYing.updateMengsanModuleMenu = async () => {
const request = ++mengsanStatusRequest;
mengsanLabelNode = document.getElementById(mengsanLabelId) || mengsanLabelNode;
if (mengsanModuleOperating) { renderMengsanStatus("working"); return; }
let status;
try { status = await updater.getMengsanModuleStatus(); }
catch (error) {
console.error("读取梦三安装状态失败:", error);
status = "unknown";
}
if (request == mengsanStatusRequest) renderMengsanStatus(status);
};
menu.mengsanModule = {
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name: `<span id="${mengsanLabelId}" style="white-space:normal;">${mengsanLabelHTML("checking")}</span>`,
clear: true,
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async onclick() {
if (!shuYing.m_bIsDownload) {
alert("有其他文件正在下载,请稍后再试吧。");
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return;
}
shuYing.m_bIsDownload = false;
mengsanModuleOperating = true;
++mengsanStatusRequest; // Discard any pre-operation status lookup still in flight.
renderMengsanStatus("working");
try { await updater.manageMengsanModule(shuYing); }
finally {
mengsanModuleOperating = false;
await shuYing.updateMengsanModuleMenu();
}
},
};
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void shuYing.updateMengsanModuleMenu();
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menu.repairBug = {
name: "本地资源修复",
clear: true,
onclick() {
if (confirm("点击确定会检测本地资源,并尝试修复。") && shuYing.m_bIsDownload) {
shuYing.m_bIsDownload = false;
shuYing.RepairBug();
} else if (!shuYing.m_bIsDownload) {
alert("有其他文件正在下载,请稍后再试吧。");
}
},
};
menu.filling = {
name: "查漏补缺&nbsp;<--补齐丢失资源 建议更新后必点",
clear: true,
onclick() {
if (
confirm("点击确定会检测本地丢失资源,并开始修补;若是武将立绘则是静态,若需动态请手动下载(请注意流量使用情况!务必在WIFI状态下修补)") &&
shuYing.m_bIsDownload
) {
shuYing.m_bIsDownload = false;
updater.repairMissingFiles(shuYing);
} else if (!shuYing.m_bIsDownload) {
alert("有其他文件正在下载,请稍后再试吧。");
}
},
};
menu.br4 = {
clear: true,
nopointer: true,
name: "--------------------",
};
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menu.tianShuGroup = createCollapseMenu(
"天书乱斗选项",
"shuying_tianshu_menu_end",
lib.config.extension_术樱包_tianShu_Off === false
);
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menu.tianShu_Off = {
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name: "天书乱斗开关",
init: true,
intro: "关闭后,关闭天书乱斗模式(在非挑战模式下自动关闭)",
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onclick(enabled) {
game.saveConfig("extension_术樱包_tianShu_Off", enabled);
if (!enabled) menu.tianShuGroup.setCollapsed(true);
},
};
menu.tianShu_bonds = {
name: "查看羁绊谱册",
clear: true,
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intro: "同步读取天书配置,展示当前可激活的羁绊、等级条件和奖励效果",
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onclick() {
openTianshuBondDialog();
},
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};
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menu.tianShu_bondPreference = {
name: "羁绊技能倾向",
init: false,
intro: "开启后,过关选择技能时会小幅提高当前已激活羁绊相关技能的出现概率,羁绊等级越高增幅越高",
};
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menu.giveAiSkill = {
name: "单人控制AI技能",
init: false,
intro: "开启后,天书乱斗模式每次过关且处于单人控制规则下则玩家给AI选择技能。",
};
menu.tianShu_Xvni = {
name: "虚拟偶像",
init: "random",
item: {
Xiaojiu: "小酒",
Xiaosha: "小杀",
Xiaoshan: "小闪",
Xiaole: "小乐",
Xiaotao: "小桃",
random: "随机",
off: "关闭",
},
onclick(layout) {
game.saveConfig("extension_术樱包_tianShu_Xvni", layout);
},
};
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menu.tianShu_XvniReward = {
name: "虚拟偶像参与奖励",
init: false,
intro: "开启后,虚拟偶像会参与每次过关技能选择,并可通过取得的过关技能激活和升级羁绊效果。",
};
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const virtualIdols = [
{ key: "Xiaojiu", id: "vtb_xiaojiu", name: "小酒" },
{ key: "Xiaosha", id: "vtb_xiaosha", name: "小杀" },
{ key: "Xiaoshan", id: "vtb_xiaoshan", name: "小闪" },
{ key: "Xiaole", id: "vtb_xiaole", name: "小乐" },
{ key: "Xiaotao", id: "vtb_xiaotao", name: "小桃" },
];
const virtualIdolNames = Object.fromEntries(virtualIdols.map(item => [item.key, item.name]));
const getVirtualIdolPoolName = () => {
const list = lib.config.extension_术樱包_tianShu_XvniRandomPool;
if (!Array.isArray(list) || !list.length) return "虚拟偶像随机池:全部";
return `虚拟偶像随机池:${list.map(key => virtualIdolNames[key]).filter(Boolean).join("、") || "全部"}`;
};
menu.tianShu_XvniRandomPool = {
name: getVirtualIdolPoolName(),
clear: true,
intro: "点击后选择允许被随机到的虚拟偶像。全选时视为全部随机。",
async onclick() {
const current =
Array.isArray(lib.config.extension_术樱包_tianShu_XvniRandomPool) &&
lib.config.extension_术樱包_tianShu_XvniRandomPool.length
? lib.config.extension_术樱包_tianShu_XvniRandomPool
: virtualIdols.map(item => item.key);
const node = this;
const result = await shuYing.chooseCharacterPoolDialog({
title: "选择虚拟偶像随机池",
intro: "只会影响“虚拟偶像:随机”。全选时保存为全部随机。",
list: virtualIdols,
selected: current,
});
if (result === false) return;
const list = result.length === virtualIdols.length ? [] : result;
game.saveConfig("extension_术樱包_tianShu_XvniRandomPool", list);
node.firstChild.innerHTML = getVirtualIdolPoolName();
},
};
menu.tianShu_dead = {
name: "虚拟偶像复活",
init: false,
intro: "开启后,进入下一关后若虚拟偶像阵亡则复活",
};
menu.tianShu_revivePlayers = {
name: "过关复活玩家",
init: false,
intro: "开启后,进入下一关前复活玩家方已阵亡的角色。虚拟偶像不会因此复活。",
};
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menu.tianShu_legacyRound = {
name: "旧轮次",
init: false,
intro: "开启后,玩家方角色(含虚拟偶像)的下家为Boss或虚拟偶像时,新关由玩家方1号位上家的Boss开始行动;关闭时始终由当前角色的实际下家行动。",
};
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menu.tianShu_addBoss = {
name: "增加Boss",
init: false,
intro: "开启后,可以新增一位Boss",
};
menu.br5 = {
clear: true,
nopointer: true,
name: '<span id="shuying_tianshu_menu_end">--------------------</span>',
};
menu.Log = {
name: "<span style='text-decoration: underline'>反馈BUG</span>",
clear: true,
onclick() {
game.open("https://tieba.baidu.com/p/7934495658");
},
};
menu.qq = {
name: "QQ交流群:957537184",
clear: true,
nopointer: true,
};
menu.thank = {
name: "感谢极光佬,诗笺佬和其他大佬网络上的文献。以及反馈BUG的玩家。谢谢!特别感谢少年A对本扩展进行的优化描述。",
clear: true,
nopointer: true,
};
}