mirror of
https://github.com/Hibiya615/TetoraKAScript.git
synced 2025-12-17 07:18:15 +08:00
UPDATE
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@@ -45,11 +45,12 @@ public class ThornmarchExtreme
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[UserSetting("【开发用】Debug模式")]
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public bool isDebug { get; set; } = false;
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public static bool isTank { get; set; }
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public static bool isDps { get; set; }
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public static bool isHealer { get; set; }
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public void 职能检查(ScriptAccessory accessory)
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public static bool isTank;
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public static bool isDps;
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public static bool isHealer;
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public void Init(ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isTank = player?.IsTank() ?? false;
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@@ -68,10 +69,9 @@ public class ThornmarchExtreme
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[ScriptMethod(name: "开场提示", eventType: EventTypeEnum.Director, eventCondition: ["Command:40000001"])]
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public async void 开场提示(Event @event, ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isTank = player?.IsTank() ?? false;
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isDps = player?.IsDps() ?? false;
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isHealer = player?.IsHealer() ?? false;
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var isTank = accessory.Data.MyObject?.IsTank() ?? false;
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var isDps = accessory.Data.MyObject?.IsDps() ?? false;
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var isHealer = accessory.Data.MyObject?.IsHealer() ?? false;
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if (isTank && isText)accessory.Method.TextInfo("难度:☆,重点:修小怪血,并一起击杀\nT:贤王吸蓝,不推荐DK拉,注意面向 ", duration: 5000, true);
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if (isDps && isText)accessory.Method.TextInfo("难度:☆,重点:修小怪血,并一起击杀\nD:注意修血,前两次需要同时击杀 ", duration: 5000, true);
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@@ -87,8 +87,7 @@ public class ThornmarchExtreme
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[ScriptMethod(name: "小怪出现提示", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2070"])]
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public void 小怪出现提示(Event @event, ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isTank = player?.IsTank() ?? false;
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var isTank = accessory.Data.MyObject?.IsTank() ?? false;
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if (!isTank) return;
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if (isText)accessory.Method.TextInfo("MT拉 < 斧 > & < 贤王 > 、ST拉 < 壁 >,都有顺劈\n全部小怪需要同时击杀两次", duration: 5000, true);
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if (isTTS)accessory.Method.TTS("注意面向,注意修血");
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@@ -250,8 +249,7 @@ public class ThornmarchExtreme
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[ScriptMethod(name: "莫古乱乱乱 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:473"])]
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public void 莫古乱乱乱(Event @event, ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isHealer = player?.IsHealer() ?? false;
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var isHealer = accessory.Data.MyObject?.IsHealer() ?? false;
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if (!isHealer) return;
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if (isText) accessory.Method.TextInfo("驱散 <莫古乱乱乱> ", duration: 5000, true);
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if (isTTS) accessory.Method.TTS("驱散《莫古乱乱乱》");
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@@ -344,8 +342,7 @@ public class ThornmarchExtreme
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[ScriptMethod(name: "怒发冲冠 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:402"])]
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public void 怒发冲冠(Event @event, ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isHealer = player?.IsHealer() ?? false;
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var isHealer = accessory.Data.MyObject?.IsHealer() ?? false;
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if (!isHealer) return;
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if (isText) accessory.Method.TextInfo("驱散 <怒发冲冠> ", duration: 5000, true);
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if (isTTS) accessory.Method.TTS("驱散《怒发冲灌》");
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@@ -21,13 +21,13 @@ using KodakkuAssist.Extensions;
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namespace Ifrit_Extreme;
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[ScriptType(guid: "dbb7983a-d2c4-4621-9734-76772e3f206a", name: "伊弗利特歼殛战", territorys: [295],
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version: "0.0.0.2", author: "Tetora", note: noteStr)]
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version: "0.0.0.3", author: "Tetora", note: noteStr)]
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public class Ifrit_Extreme
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{
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const string noteStr =
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"""
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v0.0.0.2:
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v0.0.0.3:
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LV50 伊弗利特歼殛战 初版绘制
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TTS请在“用户设置”中二选一启用,请勿同时开启
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""";
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@@ -43,28 +43,18 @@ public class Ifrit_Extreme
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[UserSetting("【开发用】Debug模式")]
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public bool isDebug { get; set; } = false;
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public static bool isTank { get; set; }
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public static bool isDps { get; set; }
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public static bool isHealer { get; set; }
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public void Init(ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isTank = player?.IsTank() ?? false;
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isDps = player?.IsDps() ?? false;
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isHealer = player?.IsHealer() ?? false;
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}
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[ScriptMethod(name: "开场提示", eventType: EventTypeEnum.Director, eventCondition: ["Command:40000001"])]
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public async void 开场提示(Event @event, ScriptAccessory accessory)
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{
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await Task.Delay(3000);
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if (isTank && isText)accessory.Method.TextInfo("难度:★\nT:3层debuff换T,炸柱子时注意减伤", duration: 5000, true);
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if (isDebug && isTank && isText)accessory.Method.SendChat("/e [DEBUG]: 检测到自身职能为:T");
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if (isDps && isText)accessory.Method.TextInfo("难度:★\nD:优先转火柱子,锁链靠近,远离热风奶", duration: 5000, true);
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if (isDebug && isDps && isText)accessory.Method.SendChat("/e [DEBUG]: 检测到自身职能为:D");
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if (isHealer && isText)accessory.Method.TextInfo("难度:★\nH:热风远离人群", duration: 5000, true);
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if (isDebug && isHealer && isText)accessory.Method.SendChat("/e [DEBUG]: 检测到自身职能为:H");
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var isTank = accessory.Data.MyObject?.IsTank() ?? false;
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var isDps = accessory.Data.MyObject?.IsDps() ?? false;
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var isHealer = accessory.Data.MyObject?.IsHealer() ?? false;
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if (isTank && isText)accessory.Method.TextInfo("难度:☆\nT:3层debuff换T,炸柱子时注意减伤", duration: 5000, true);
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if (isDps && isText)accessory.Method.TextInfo("难度:☆\nD:优先转火柱子,锁链靠近,远离热风奶", duration: 5000, true);
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if (isHealer && isText)accessory.Method.TextInfo("难度:☆\nH:热风远离人群", duration: 5000, true);
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// if (isText)accessory.Method.TextInfo("难度:★\nT:3层debuff换T,炸柱子时注意减伤\nD:优先转火柱子、锁链靠近 \nH:热风远离人群" , duration: 8000, true);
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accessory.Method.SendChat("/e ————小抄————\nT:3层debuff换T,炸柱子时注意减伤\nD:优先转火柱子、锁链靠近 \nH:热风远离人群 \n出柱子一定先打柱子,否则上天直接狂暴");
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@@ -73,8 +63,7 @@ public class Ifrit_Extreme
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[ScriptMethod(name: "灼伤 换T提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:375","StackCount:regex:^[345]$"])]
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public void 灼伤(Event @event, ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isTank = player?.IsTank() ?? false;
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var isTank = accessory.Data.MyObject?.IsTank() ?? false;
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if (isTank && @event.TargetId() != accessory.Data.Me && isText) accessory.Method.TextInfo("挑衅", duration: 3000, true);
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if (isTank && @event.TargetId() == accessory.Data.Me && isText) accessory.Method.TextInfo("退避", duration: 3000, true);
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if (isTank && isTTS) accessory.Method.TTS("换T!");
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@@ -43,16 +43,6 @@ public class the_Whorleater_Extreme
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[UserSetting("【开发用】Debug模式")]
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public bool isDebug { get; set; } = false;
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public static bool isTank { get; set; }
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public static bool isDps { get; set; }
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public static bool isHealer { get; set; }
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public void 职能检查(ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isTank = player?.IsTank() ?? false;
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isDps = player?.IsDps() ?? false;
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isHealer = player?.IsHealer() ?? false;
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}
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#region 记录 & 阶段转换
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uint Dive = 0;
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@@ -101,10 +91,9 @@ public class the_Whorleater_Extreme
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[ScriptMethod(name: "开场提示", eventType: EventTypeEnum.Director, eventCondition: ["Command:40000001"])]
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public async void 开场提示(Event @event, ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isTank = player?.IsTank() ?? false;
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isDps = player?.IsDps() ?? false;
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isHealer = player?.IsHealer() ?? false;
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var isTank = accessory.Data.MyObject?.IsTank() ?? false;
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var isDps = accessory.Data.MyObject?.IsDps() ?? false;
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var isHealer = accessory.Data.MyObject?.IsHealer() ?? false;
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if (isTank && isText)accessory.Method.TextInfo("难度:★☆,不会建议退\nT:MT拉头,ST拉尾、小怪ST拉,晕波齿鱼人(60%血以下免晕) ", duration: 10000, true);
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if (isDps && isText)accessory.Method.TextInfo("难度:☆\nD:出黄球打黄球,蓝球不管,小怪优先波齿鱼人,注意避开T的平A", duration: 10000, true);
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@@ -196,8 +185,7 @@ public class the_Whorleater_Extreme
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[ScriptMethod(name: "巨浪泡沫 提示", eventType: EventTypeEnum.AddCombatant, eventCondition: ["DataId:2810"])]
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public void 巨浪泡沫(Event @event, ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isTank = player?.IsTank() ?? false;
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var isTank = accessory.Data.MyObject?.IsTank() ?? false;
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if(isTank && isText)accessory.Method.TextInfo("ST接走蓝泡泡,避开人群溜溜球,转场完开减伤远离人群炸球", duration: 34500, false);
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if(isTTS)accessory.Method.TTS("ST拉蓝球,约半分钟后爆炸,人群远离");
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if(isEdgeTTS)accessory.Method.EdgeTTS("ST拉蓝球,约半分钟后爆炸,人群远离");
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