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https://github.com/babalae/bettergi-scripts-list.git
synced 2026-05-21 22:35:48 +08:00
fix typo. (#2243)
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@@ -1,26 +0,0 @@
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{
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"info": {
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"authors": [],
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"bgi_version": "0.45.0",
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"description": "",
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"enable_monster_loot_split": false,
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"last_modified_time": 1761330330598,
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"map_match_method": "",
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"map_name": "Enkanomiya",
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"name": "背包木材检测专用",
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"tags": [],
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"type": "collect",
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"version": "1.0"
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},
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"positions": [
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{
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"action": "",
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"action_params": "",
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"id": 1,
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"move_mode": "walk",
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"type": "teleport",
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"x": 1581.1136474609375,
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"y": -112.44970703125
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}
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]
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}
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@@ -245,9 +245,10 @@
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// 调用BGI任务读取背包中的木材数量并返回
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// 调用BGI任务读取背包中的木材数量并返回
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async function woodInventory(woodsArray, numbersArray) {
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async function woodInventory(woodsArray, numbersArray) {
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log.info("先别急,先别动键盘鼠标,要去一个神秘的地方")
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log.info("先别急,先别动键盘鼠标,要去一个神秘的地方")
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await pathingScript.runFile('assets/AutoPath/背包木材检测专用.json');
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await genshin.Tp(1581.11, -112.45, "Enkanomiya", true);
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moveMouseBy(0, -114514);
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await moveMouseBy(0, -114514);
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moveMouseBy(0, -1919810);
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await moveMouseBy(0, -1919810);
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await sleep(1000);
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if (woodsArray.length === 0) {
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if (woodsArray.length === 0) {
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var resultDict = await dispatcher.runTask(new SoloTask("CountInventoryItem", { "gridScreenName": "Materials", "itemNames": woodType }));
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var resultDict = await dispatcher.runTask(new SoloTask("CountInventoryItem", { "gridScreenName": "Materials", "itemNames": woodType }));
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} else {
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} else {
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@@ -446,13 +447,13 @@
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let numbersArray = settings.numbers ? settings.numbers.split(/\s+/).map(Number).map(num => isNaN(num) ? 0 : num) : [];
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let numbersArray = settings.numbers ? settings.numbers.split(/\s+/).map(Number).map(num => isNaN(num) ? 0 : num) : [];
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let hasItto = settings.hasItto ? settings.hasItto : false;
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let hasItto = settings.hasItto ? settings.hasItto : false;
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let theBoonOfTheElderTreeStatus = settings.theBoonOfTheElderTree ? await theElderTree() : true;
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let theBoonOfTheElderTreeStatus = settings.theBoonOfTheElderTree ? await theElderTree() : true;
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// 判断是否装备王树瑞佑,如果未装备则跳过伐木
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// 判断是否开启背包检测,如果未开启或识别失败,则使用设置填入的数据或默认数据
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const [woodsInventory, woodCountInventory] = settings.woodInventory ? await woodInventory(woodsArray, numbersArray) : [woodsArray, numbersArray];
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mapWoodsToNumbers(woodsInventory, woodCountInventory, hasItto);
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// mapWoodsToNumbers(woodsArray, numbersArray, hasItto);
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if (theBoonOfTheElderTreeStatus) {
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if (theBoonOfTheElderTreeStatus) {
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// 判断是否开启背包检测,如果未开启或识别失败,则使用设置填入的数据或默认数据
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let [woodsInventory, woodCountInventory] = settings.woodInventory ? await woodInventory(woodsArray, numbersArray) : [woodsArray, numbersArray];
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// 将识别到的木材种类和所需数量转换为映射表,并计算需要砍伐的次数
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mapWoodsToNumbers(woodsInventory, woodCountInventory, hasItto);
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log.info('自动伐木开始...');
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log.info('自动伐木开始...');
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await woodCutting();
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await woodCutting();
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} else {
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} else {
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@@ -1,7 +1,7 @@
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{
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{
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"manifest_version": 1,
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"manifest_version": 1,
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"name": "自动伐木-地图追踪版",
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"name": "自动伐木-地图追踪版",
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"version": "3.0.0",
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"version": "3.0.1",
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"description": "基于地图追踪的自动伐木,已支持6.0版本及之前的全部木材\n默认砍伐全部支持木材至2000上限\n自定义设置:\n-可更改砍伐木材种类和数量\n-可以单独设置每个木材数量\n-可设置队伍中是否包含一斗,按保底20%,计算砍伐数量时会除以1.2",
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"description": "基于地图追踪的自动伐木,已支持6.0版本及之前的全部木材\n默认砍伐全部支持木材至2000上限\n自定义设置:\n-可更改砍伐木材种类和数量\n-可以单独设置每个木材数量\n-可设置队伍中是否包含一斗,按保底20%,计算砍伐数量时会除以1.2",
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"bgi_version": "0.52.0",
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"bgi_version": "0.52.0",
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"tags": [
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"tags": [
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