AEscoffier_chef【更新】 (#3214)

* 删除旧版MIDI制谱器

* 更新月之六数据

* 添加BGI本体的自动烹饪方法

* Update manifest.json

* 添加了智能拾取模式

* fix

* fix

* Update MIDI制谱器.html

* fix
This commit is contained in:
提瓦特钓鱼玳师
2026-05-16 10:41:47 +08:00
committed by GitHub
parent f970f62e27
commit 95380eee23
5 changed files with 26 additions and 9 deletions

View File

@@ -660,6 +660,11 @@
<details> <details>
<summary> 点击展开 </summary> <summary> 点击展开 </summary>
- ver 2.3.9
1. 修复了烹饪界面没有滑块时会异常卡死的问题(重置筛选状态,更改滑块检测逻辑)
2. 更新了部分料理数据
- ver 2.3.8 - ver 2.3.8
1. 更新了月之六版本的数据 1. 更新了月之六版本的数据

View File

@@ -8,7 +8,7 @@
"正常料理" "正常料理"
], ],
"description": "队伍中所有角色生命值上限提升22%持续300秒。多人游戏时仅对自己的角色生效。", "description": "队伍中所有角色生命值上限提升22%持续300秒。多人游戏时仅对自己的角色生效。",
"obtain": "烹饪获得\n\n【食谱】蒙德风息山 右下角小岛传送锚点完成限时挑战开宝箱获取。", "obtain": "烹饪获得\n\n【食谱】蒙德·荆夫港地区东部的一座岛屿,位于悬崖上的传送锚点旁边完成限时挑战,开启精致的宝箱后获得该食谱",
"region": "蒙德", "region": "蒙德",
"formula": { "formula": {
"鱼肉": "3", "鱼肉": "3",
@@ -28,7 +28,7 @@
"正常料理" "正常料理"
], ],
"description": "恢复85点体力。", "description": "恢复85点体力。",
"obtain": "烹饪获得\n\n【食谱】世界任务山有林猪粗嗅花", "obtain": "烹饪获得\n\n【食谱】在蒙德·风车镇地区完成世界任务山有林猪粗嗅花」后获得该食谱",
"region": "蒙德", "region": "蒙德",
"formula": { "formula": {
"兽肉": "3", "兽肉": "3",
@@ -967,7 +967,7 @@
"obtain": "挪德卡莱·那夏镇「斯佩兰扎」购买获得\n烹饪获得\n\n【食谱】挪德卡莱·那夏镇「斯佩兰扎」购买", "obtain": "挪德卡莱·那夏镇「斯佩兰扎」购买获得\n烹饪获得\n\n【食谱】挪德卡莱·那夏镇「斯佩兰扎」购买",
"region": "挪德卡莱", "region": "挪德卡莱",
"formula": { "formula": {
"禽肉": "1", "禽肉": "2",
"白灵果": "1", "白灵果": "1",
"酸奶油": "1" "酸奶油": "1"
}, },

View File

@@ -270,6 +270,14 @@
await keyMouseScript.runFile(`assets/npc/${area}-${type}-GCM.json`); await keyMouseScript.runFile(`assets/npc/${area}-${type}-GCM.json`);
await sleep(500); await sleep(500);
} }
if (type === "锅") {
click(143, 1018); // 筛选
await sleep(500);
click(143, 1018); // 重置
await sleep(500);
click(493, 1025); // 确认筛选
await sleep(500)
}
} }
return await enter_store(); return await enter_store();
@@ -494,6 +502,7 @@
let barDownRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync(`assets/${bg === "white" ? "slide_bar_main_down": "slide_bar_left_down"}.png`), x, y, w, h); let barDownRo = RecognitionObject.TemplateMatch(file.ReadImageMatSync(`assets/${bg === "white" ? "slide_bar_main_down": "slide_bar_left_down"}.png`), x, y, w, h);
barUpRo.threshold = 0.7; barUpRo.threshold = 0.7;
barDownRo.threshold = 0.7; barDownRo.threshold = 0.7;
let barUpper_temp = 0;
while (true) { while (true) {
await sleep(200); await sleep(200);
@@ -501,6 +510,11 @@
let gameRegion = captureGameRegion(); let gameRegion = captureGameRegion();
if (side.toLowerCase() === "up") { if (side.toLowerCase() === "up") {
let barUpper = gameRegion.Find(barUpRo); let barUpper = gameRegion.Find(barUpRo);
if (barUpper.y !== barUpper_temp) { // 防止卡死
barUpper_temp = barUpper.y;
} else {
break;
}
gameRegion.dispose(); gameRegion.dispose();
if (barUpper.isExist()) { if (barUpper.isExist()) {
if (barUpper.y < max) { // 到顶了 if (barUpper.y < max) { // 到顶了

View File

@@ -1,7 +1,7 @@
{ {
"manifest_version": 1, "manifest_version": 1,
"name": "一只爱可菲", "name": "一只爱可菲",
"version": "2.3.8", "version": "2.3.9",
"bgi_version": "0.55.0", "bgi_version": "0.55.0",
"description": "专精料理制作的爱可菲(自动烹饪及解锁、特殊料理、食材加工)[内置料理数据已更新至月之六]\n自动烹饪烹饪精度自定义、一键全解锁、分类选择料理、自动处理食材不足等异常\n特殊料理支持根据概率计算产出、支持全部的特殊料理\n食材加工食材持有量检测、可自选制作鱼肉的配方、可选等待加工完成或跳过、矿石加速", "description": "专精料理制作的爱可菲(自动烹饪及解锁、特殊料理、食材加工)[内置料理数据已更新至月之六]\n自动烹饪烹饪精度自定义、一键全解锁、分类选择料理、自动处理食材不足等异常\n特殊料理支持根据概率计算产出、支持全部的特殊料理\n食材加工食材持有量检测、可自选制作鱼肉的配方、可选等待加工完成或跳过、矿石加速",
"tags": [ "tags": [

View File

@@ -609,16 +609,14 @@
const autoShiftCheckbox = document.getElementById('auto-shift-checkbox'); const autoShiftCheckbox = document.getElementById('auto-shift-checkbox');
const shiftInfoIcon = document.getElementById('shift-info-icon'); const shiftInfoIcon = document.getElementById('shift-info-icon');
// 新增BPM输入框 // 输入控件
const bpmInput = document.getElementById('bpm-input'); const bpmInput = document.getElementById('bpm-input'); // BPM
// UI 输入字段(新增作者)
const scoreName = document.getElementById('score-name'); const scoreName = document.getElementById('score-name');
const scoreInstrument = document.getElementById('score-instrument'); const scoreInstrument = document.getElementById('score-instrument');
const scoreDescription = document.getElementById('score-description'); const scoreDescription = document.getElementById('score-description');
const scoreComposer = document.getElementById('score-composer'); const scoreComposer = document.getElementById('score-composer');
const scoreArranger = document.getElementById('score-arranger'); const scoreArranger = document.getElementById('score-arranger');
const scoreAuthor = document.getElementById('score-author'); // 新增作者输入框 const scoreAuthor = document.getElementById('score-author'); // 作者
// 辅助函数:统计单个音轨的音符数量 // 辅助函数:统计单个音轨的音符数量
function countTrackNotes(track) { function countTrackNotes(track) {