diff --git a/repo/js/AutoArtifactLockingSettings/README.md b/repo/js/AutoArtifactLockingSettings/README.md
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+
🔒 自动配置圣遗物锁定方案
+
+## ✨ 脚本简介
+
+本脚本用于**自动配置圣遗物锁定方案**。
+
+锁定方案来源于 哔哩哔哩 @酸儒书生 的 [这期视频](https://www.bilibili.com/video/BV13YHQzMEAT),脚本会自动识别游戏界面并完成所有配置操作,省去手动逐个设置的繁琐过程。
+
+## 🚀 功能特性
+
+- 🎯 **自动识别套装** - 通过 OCR 自动识别当前界面的圣遗物套装
+- ⚙️ **批量配置方案** - 支持一次性配置多个套装的锁定方案
+- 🔄 **覆盖已有方案** - 可选择是否覆盖已存在的锁定方案
+- ⏱️ **延迟系数调节** - 支持自定义延迟系数,适配不同性能设备
+
+## 📖 使用步骤
+
+### 1️⃣ 前置要求
+
+- 游戏分辨率设置为 **16:9** (2560x1440 或 1920x1080)
+
+- 游戏语言设置为**简体中文**
+
+- 圣遗物「锁定辅助」页面的「通用锁定方案」勾选上1、3、4项,如图所示
+
+ 
+
+### 2️⃣ 配置选项
+
+在 「调度器」 中打开脚本设置,配置以下选项:
+
+| 选项 | 说明 |
+|:---|:---|
+| 覆盖已有方案 | 勾选后会删除已有方案并重新配置 |
+| 延迟系数 | 默认 1.2,运行不稳定时可调高至 1.4 或更高 |
+| 需要配置的圣遗物套装 | 勾选需要配置的套装,支持全选 |
+
+### 3️⃣ 运行脚本
+
+1. 在「调度器」中运行此脚本
+2. 等待脚本自动完成所有配置
+
+> 运行期间请勿操作鼠标键盘,脚本会自动控制游戏界面
+
+## 🛠️ 支持的套装
+
+脚本目前支持 1.0~月之四 的圣遗物套装
+
+## 💬 问题反馈流程
+
+1. 找到日志文件,路径为 BetterGI 安装目录的 `log` 目录下,日志文件名为 `better-genshin-impact年月日.log`
+2. 屏幕左下角的错误日志截个图
+3. https://github.com/babalae/bettergi-scripts-list/issues 创建一个 issue,**上传截图和日志**,并 @bling-yshs
+
+## 🙏 致谢
+
+- 锁定方案来源:[@酸儒书生](https://space.bilibili.com/10411008)
+
+## 👥 作者
+
+- [bling-yshs](https://github.com/bling-yshs)
+- [Bedrockx](https://github.com/Bedrockx)
diff --git a/repo/js/AutoArtifactLockingSettings/assets/global-lock.jpg b/repo/js/AutoArtifactLockingSettings/assets/global-lock.jpg
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Binary files /dev/null and b/repo/js/AutoArtifactLockingSettings/assets/global-lock.jpg differ
diff --git a/repo/js/AutoArtifactLockingSettings/lib.js b/repo/js/AutoArtifactLockingSettings/lib.js
new file mode 100644
index 000000000..6df76b66b
--- /dev/null
+++ b/repo/js/AutoArtifactLockingSettings/lib.js
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+/**
+ * 在指定区域内查找特定文本并返回其中心坐标(屏幕绝对坐标)
+ * @param {number} x1 - 区域左上角 X 坐标
+ * @param {number} y1 - 区域左上角 Y 坐标
+ * @param {number} x2 - 区域右下角 X 坐标
+ * @param {number} y2 - 区域右下角 Y 坐标
+ * @param {string} targetText - 您要查找的目标文本
+ * @returns {{x: number, y: number, text: string} | null} - 如果找到,返回中心坐标和文本;否则返回 null
+ */
+export const findTextInRegion = (x1, y1, x2, y2, targetText) => {
+ // 获取游戏画面截图并裁剪指定区域
+ let screen = captureGameRegion();
+ let searchRegion = screen.deriveCrop(x1, y1, x2 - x1, y2 - y1);
+
+ try {
+ // 对区域进行 OCR,获取所有文本行的列表
+ let ocrResultList = searchRegion.findMulti(RecognitionObject.ocrThis);
+ log.debug("OCR 识别到的文本行总数: {count}", ocrResultList.count);
+
+ // 遍历所有 OCR 结果
+ for (let i = 0; i < ocrResultList.count; i++) {
+ let currentResult = ocrResultList[i];
+ log.debug("识别到文本: '{text}',位置: ({x}, {y})", currentResult.text, currentResult.x, currentResult.y);
+
+ // 判断识别到的文本是否包含目标文本
+ if (currentResult.text && currentResult.text.includes(targetText)) {
+ log.debug("成功找到目标文本 '{target}'!", targetText);
+ // 计算中心坐标(局部坐标)
+ let localCenterX = currentResult.x + Math.floor(currentResult.width / 2);
+ let localCenterY = currentResult.y + Math.floor(currentResult.height / 2);
+ // 转换为屏幕绝对坐标
+ let screenX = x1 + localCenterX;
+ let screenY = y1 + localCenterY;
+ return {
+ x: screenX,
+ y: screenY,
+ text: currentResult.text
+ };
+ }
+ }
+
+ // 如果遍历完所有结果都未找到,返回 null
+ log.debug("在指定区域内未能找到目标文本: '{target}'", targetText);
+ return null;
+ } finally {
+ // 释放图像资源
+ searchRegion.dispose();
+ screen.dispose();
+ }
+};
+
+/**
+ * 平滑拖动列表(从起始坐标拖动到目标坐标)
+ * @param {number} startX - 起始 X 坐标
+ * @param {number} startY - 起始 Y 坐标
+ * @param {number} endX - 目标 X 坐标
+ * @param {number} endY - 目标 Y 坐标
+ * @param {number} stepDistance - 每步移动的距离(像素),默认 10
+ * @returns {Promise}
+ */
+export const smoothDragVertical = async (startX, startY, endX, endY, stepDistance = 10) => {
+ log.debug("开始平滑拖动,从 ({x1}, {y1}) 到 ({x2}, {y2})", startX, startY, endX, endY);
+
+ // 移动到起始位置
+ moveMouseTo(startX, startY);
+
+ // 按住鼠标左键
+ leftButtonDown();
+
+ // 计算总距离和步数
+ const totalDistanceX = endX - startX;
+ const totalDistanceY = endY - startY;
+ const absDistanceY = Math.abs(totalDistanceY);
+ const steps = Math.floor(absDistanceY / stepDistance); // 完整的步数
+
+ // 分步移动鼠标,模拟自然拖动(使用绝对坐标)
+ for (let i = 1; i <= steps; i++) {
+ // 计算当前步的绝对坐标(线性插值)
+ const progress = i / steps;
+ const currentX = Math.round(startX + totalDistanceX * progress);
+ const currentY = Math.round(startY + totalDistanceY * (i * stepDistance / absDistanceY));
+ moveMouseTo(currentX, currentY);
+ await sleep(10); // 每次移动后延迟 10 毫秒
+ }
+
+ // 最后确保精确到达目标位置
+ moveMouseTo(endX, endY);
+ await sleep(10);
+
+ // 释放鼠标左键前稍作延迟
+ await sleep(700);
+ leftButtonUp();
+ await sleep(500);
+
+ log.debug("拖动完成");
+};
diff --git a/repo/js/AutoArtifactLockingSettings/main.js b/repo/js/AutoArtifactLockingSettings/main.js
new file mode 100644
index 000000000..3ac0e3ff2
--- /dev/null
+++ b/repo/js/AutoArtifactLockingSettings/main.js
@@ -0,0 +1,621 @@
+import { findTextInRegion, smoothDragVertical } from './lib.js';
+
+// 延迟时间默认值(单位:毫秒)
+const DEFAULT_DELAY_SHORT = 75;
+const DEFAULT_DELAY_MEDIUM = 200;
+const DEFAULT_DELAY_LONG = 1000;
+const DEFAULT_DELAY_EXTRA_LONG = 3000;
+
+// 从 settings 读取延迟系数,不填则使用默认值 1.2
+const rawMultiplier = settings.delayMultiplier ? parseFloat(settings.delayMultiplier) : 1.2;
+if (isNaN(rawMultiplier) || rawMultiplier <= 0) {
+ log.error("延迟系数配置错误,必须是大于 0 的数字,当前值: {value}", settings.delayMultiplier);
+ throw new Error("延迟系数配置错误,脚本已终止");
+}
+const DELAY_MULTIPLIER = rawMultiplier;
+
+// 计算实际延迟值(默认值 × 延迟系数)
+const DELAY_SHORT = Math.round(DEFAULT_DELAY_SHORT * DELAY_MULTIPLIER);
+const DELAY_MEDIUM = Math.round(DEFAULT_DELAY_MEDIUM * DELAY_MULTIPLIER);
+const DELAY_LONG = Math.round(DEFAULT_DELAY_LONG * DELAY_MULTIPLIER);
+const DELAY_EXTRA_LONG = Math.round(DEFAULT_DELAY_EXTRA_LONG * DELAY_MULTIPLIER);
+
+// 标记是否已检查过必须条件提示框
+let hasCheckedNecessaryTip = false;
+
+/**
+ * 检查 OCR 识别到的套装名称是否匹配配置中的套装
+ * @param {string} recognizedName - OCR 识别到的套装名称
+ * @param {Object} setConfig - 套装配置对象(包含 set_name 和可选的 alias 数组)
+ * @returns {boolean} - 是否匹配
+ */
+function matchSetName(recognizedName, setConfig) {
+ // 先精确匹配套装名称
+ if (recognizedName === setConfig.set_name) {
+ return true;
+ }
+ // 如果有别名,尝试模糊匹配(识别到的名称包含别名)
+ if (setConfig.alias && Array.isArray(setConfig.alias)) {
+ for (let alias of setConfig.alias) {
+ if (recognizedName.includes(alias)) {
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+/**
+ * 根据 OCR 识别到的套装名称查找对应的配置
+ * @param {string} recognizedName - OCR 识别到的套装名称
+ * @param {Array} config - 所有套装配置数组
+ * @returns {Object|null} - 匹配的套装配置,未找到返回 null
+ */
+function findSetConfig(recognizedName, config) {
+ for (let setConfig of config) {
+ if (matchSetName(recognizedName, setConfig)) {
+ return setConfig;
+ }
+ }
+ return null;
+}
+
+/**
+ * 检查用户选择的套装名称是否匹配配置(支持别名)
+ * @param {string} selectedName - 用户选择的套装名称
+ * @param {string} recognizedName - OCR 识别到的套装名称
+ * @param {Array} config - 所有套装配置数组
+ * @returns {boolean} - 是否匹配
+ */
+function isSelectedSetMatch(selectedName, recognizedName, config) {
+ // 精确匹配
+ if (selectedName === recognizedName) {
+ return true;
+ }
+ // 查找用户选择的套装对应的配置
+ let setConfig = config.find(s => s.set_name === selectedName);
+ if (setConfig) {
+ return matchSetName(recognizedName, setConfig);
+ }
+ return false;
+}
+
+/**
+ * 配置单个套装的所有方案
+ * @param {Object} setConfig - 套装配置对象
+ * @param {Object} uiCoords - UI坐标映射对象
+ * @param {boolean} overwriteExisting - 是否覆盖已有方案
+ * @returns {boolean|null} - true: 成功配置, false: 跳过(已有方案且未勾选覆盖), null: 错误(找不到按钮/无启用方案等)
+ */
+async function configureArtifactSet(setConfig, uiCoords, overwriteExisting) {
+ // 根据配置处理推荐方案开关
+ let shouldEnable = setConfig.enable_recommended_scheme;
+ log.debug("套装「{name}」的推荐方案配置: {value}", setConfig.set_name, shouldEnable);
+
+ // 检查当前界面状态:如果不包含"未生效",说明推荐方案是打开的
+ let statusResult = findTextInRegion(838, 294, 1136, 351, "未生效");
+ let isCurrentlyEnabled = (statusResult === null); // 不包含"未生效"说明是打开的
+
+ log.debug("当前推荐方案状态: {status}", isCurrentlyEnabled ? "已开启" : "未开启");
+
+ // 判断是否需要点击开关
+ if (shouldEnable !== isCurrentlyEnabled) {
+ log.info("步骤:切换推荐方案开关");
+ click(1786, 323);
+ await sleep(DELAY_MEDIUM);
+ } else {
+ log.debug("步骤:推荐方案状态已符合配置,无需操作");
+ }
+
+ // 查找并点击"编辑"按钮
+ let editResult = findTextInRegion(1686, 208, 1850, 256, "编辑");
+ if (editResult) {
+ log.debug("找到「编辑」按钮,坐标: ({x}, {y})", editResult.x, editResult.y);
+ log.info("步骤:点击编辑按钮");
+ click(editResult.x, editResult.y);
+ await sleep(DELAY_MEDIUM);
+ } else {
+ log.error("未找到「编辑」按钮");
+ return null;
+ }
+
+ // 获取所有启用的方案
+ let enabledPlans = setConfig.plans.filter(p => p.enabled);
+ if (enabledPlans.length === 0) {
+ log.warn("套装「{name}」未找到启用的方案,跳过", setConfig.set_name);
+ // 点击返回按钮
+ click(1840, 44);
+ await sleep(DELAY_MEDIUM);
+ return null;
+ }
+
+ log.debug("找到 {count} 个启用的方案", enabledPlans.length);
+
+ // 遍历所有启用的方案
+ for (let planIndex = 0; planIndex < enabledPlans.length; planIndex++) {
+ let plan = enabledPlans[planIndex];
+
+ log.debug("开始配置第 {index} 个方案", planIndex + 1);
+
+ // 如果不是第一个方案,需要切换到方案2
+ if (planIndex > 0) {
+ log.info("步骤:切换到方案 {index}", planIndex + 1);
+ click(129, 265);
+ await sleep(DELAY_LONG);
+ }
+
+ // 检查是否存在旧方案
+ let noConfigResult = findTextInRegion(1004, 499, 1253, 549, "暂无方案配置");
+
+ if (noConfigResult === null) {
+ // 不包含"暂无方案配置",说明已经有旧方案
+ if (!overwriteExisting) {
+ // 未勾选覆盖选项,跳过该套装
+ log.info("套装「{name}」已有方案配置,且未勾选覆盖选项,跳过", setConfig.set_name);
+ // 点击返回按钮
+ click(1840, 44);
+ await sleep(DELAY_LONG);
+ return false;
+ }
+
+ // 点击删除按钮
+ log.info("步骤:点击删除按钮,坐标: (1147, 1022)");
+ click(1147, 1022);
+
+ // 等待一下让删除确认对话框出现
+ await sleep(DELAY_MEDIUM);
+
+ // 点击确认按钮
+ log.info("步骤:点击确认按钮,坐标: (1171, 758)");
+ click(1171, 758);
+ await sleep(DELAY_MEDIUM);
+ } else {
+ log.debug("未检测到旧方案(显示「暂无方案配置」),无需删除");
+ }
+
+ // 点击"新建锁定方案"按钮
+ let newPlanResult = findTextInRegion(1563, 986, 1876, 1051, "新建锁定方案");
+
+ if (newPlanResult) {
+ log.debug("找到「新建锁定方案」按钮,坐标: ({x}, {y})", newPlanResult.x, newPlanResult.y);
+ log.info("步骤:点击「新建锁定方案」按钮");
+ click(newPlanResult.x, newPlanResult.y);
+ await sleep(DELAY_MEDIUM);
+ } else {
+ log.error("未找到「新建锁定方案」按钮");
+ continue;
+ }
+
+ // 配置当前方案
+ await configurePlan(plan, uiCoords);
+
+ log.debug("第 {index} 个方案配置完成", planIndex + 1);
+ }
+
+ // 点击返回按钮
+ log.info("步骤:点击返回按钮,坐标: (1840, 44)");
+ click(1840, 44);
+ await sleep(DELAY_LONG);
+
+ log.debug("套装「{name}」配置完成", setConfig.set_name);
+ return true; // 返回 true 表示成功配置
+}
+
+/**
+ * 配置单个锁定方案
+ * @param {Object} plan - 方案配置对象
+ * @param {Object} uiCoords - UI坐标映射对象
+ */
+async function configurePlan(plan, uiCoords) {
+ log.debug("开始配置方案: {name}", plan.plan_name);
+
+ // 遍历配置中的所有部位(不一定是5个)
+ for (let positionConfig of plan.positions) {
+ // 根据部位名称找到对应的UI坐标
+ let positionUI = uiCoords.positions.find(p => p.name === positionConfig.position_name);
+
+ if (!positionUI) {
+ log.error("未找到部位「{name}」的UI坐标", positionConfig.position_name);
+ continue;
+ }
+
+ log.info("配置部位: {name}", positionConfig.position_name);
+
+ // 点击部位按钮
+ click(positionUI.x, positionUI.y);
+ await sleep(DELAY_SHORT);
+
+ // 如果部位未启用,跳过配置
+ if (!positionConfig.enabled) {
+ log.info("部位 {name} 未启用,跳过", positionConfig.position_name);
+ continue;
+ }
+
+ // 配置主属性
+ log.debug("点击主要属性按钮");
+ click(uiCoords.buttons.main_attr.x, uiCoords.buttons.main_attr.y);
+ await sleep(DELAY_SHORT);
+
+ // 点击所有需要的主属性
+ let positionMainAttrs = uiCoords.main_attrs_by_position[positionConfig.position_name];
+ if (!positionMainAttrs) {
+ log.error("未找到部位 {name} 的主属性坐标映射", positionConfig.position_name);
+ continue;
+ }
+
+ // 检查是否包含"元素伤害加成"
+ let hasElementalDamage = positionConfig.main_attrs.includes("元素伤害加成");
+
+ for (let mainAttr of positionConfig.main_attrs) {
+ // 特殊处理:元素伤害加成 = 使用"全选伤害加成"按钮(包含物理+所有7种元素伤害)
+ if (mainAttr === "元素伤害加成") {
+ let coord = positionMainAttrs["全选伤害加成"];
+ log.debug("检测到「元素伤害加成」,使用全选按钮一次性选择所有伤害加成");
+ log.debug("点击全选伤害加成按钮,坐标: ({x}, {y})", coord.x, coord.y);
+ click(coord.x, coord.y);
+ await sleep(DELAY_SHORT);
+ } else if (mainAttr === "物理伤害加成" && hasElementalDamage) {
+ // 如果已经点击了"元素伤害加成"(全选),则跳过单独的"物理伤害加成"
+ log.debug("「物理伤害加成」已被全选包含,跳过");
+ } else {
+ // 普通主属性
+ if (positionMainAttrs[mainAttr]) {
+ let coord = positionMainAttrs[mainAttr];
+ log.debug("选择主属性: {attr}, 坐标: ({x}, {y})", mainAttr, coord.x, coord.y);
+ click(coord.x, coord.y);
+ await sleep(DELAY_SHORT);
+ } else {
+ log.warn("未找到主属性坐标: {attr} (部位: {pos})", mainAttr, positionConfig.position_name);
+ }
+ }
+ }
+
+ // 配置副属性
+ log.debug("点击追加属性按钮");
+ click(uiCoords.buttons.sub_attr.x, uiCoords.buttons.sub_attr.y);
+ await sleep(DELAY_SHORT);
+
+ // 点击所有需要的副属性
+ for (let subAttr of positionConfig.sub_attrs) {
+ if (uiCoords.sub_attrs[subAttr]) {
+ let coord = uiCoords.sub_attrs[subAttr];
+ log.debug("选择副属性: {attr}, 坐标: ({x}, {y})", subAttr, coord.x, coord.y);
+ click(coord.x, coord.y);
+ await sleep(DELAY_SHORT);
+
+ // 如果该副属性是必须条件,点击右侧的必须条件按钮
+ if (positionConfig.necessary_sub_attrs && positionConfig.necessary_sub_attrs.includes(subAttr)) {
+ // 必须条件按钮在副属性右侧,X 坐标固定:第一列 1090,第二列 1810
+ let necessaryX = coord.x < 800 ? 1090 : 1810;
+ log.debug("设置必须条件: {attr}, 坐标: ({x}, {y})", subAttr, necessaryX, coord.y);
+ click(necessaryX, coord.y);
+ await sleep(DELAY_SHORT);
+
+ // 第一次点击必须条件按钮后,检查是否弹出提示框
+ if (!hasCheckedNecessaryTip) {
+ hasCheckedNecessaryTip = true;
+ await sleep(DELAY_MEDIUM);
+ let tipResult = findTextInRegion(870, 261, 1069, 338, "提示");
+ if (tipResult) {
+ log.debug("检测到提示框,点击确认关闭");
+ click(964, 745);
+ await sleep(DELAY_MEDIUM);
+ }
+ }
+ }
+ } else {
+ log.warn("未找到副属性坐标: {attr}", subAttr);
+ }
+ }
+
+ // 配置副属性最小命中数
+ let minCount = positionConfig.min_count;
+ let countKey = `任意${minCount}条`;
+
+ if (uiCoords.sub_attr_count[countKey]) {
+ let coord = uiCoords.sub_attr_count[countKey];
+ log.debug("选择副属性命中数: {count}, 坐标: ({x}, {y})", countKey, coord.x, coord.y);
+ click(coord.x, coord.y);
+ await sleep(DELAY_SHORT);
+ } else {
+ log.warn("未找到副属性命中数坐标: {count}", countKey);
+ }
+
+ log.debug("部位 {name} 配置完成", positionConfig.position_name);
+ }
+
+ // 点击保存按钮
+ log.info("步骤:点击保存按钮,坐标: (1733, 1017)");
+ click(1733, 1017);
+ await sleep(DELAY_LONG);
+ // 再点一次关闭弹窗
+ log.info("步骤:关闭保存按钮的弹窗");
+ click(1733, 1017);
+ await sleep(DELAY_LONG);
+
+}
+
+async function main() {
+ // 运行前检查游戏窗口信息,并验证分辨率是否为 16:9
+ const width = genshin.width;
+ const height = genshin.height;
+ if (!width || !height) {
+ log.error("无法获取游戏窗口信息,请确保原神正在运行,脚本已终止");
+ return;
+ }
+
+ const aspectRatio = width / height;
+ const targetRatio = 16 / 9;
+ const ratioTolerance = 0.01; // 允许极小的浮点误差
+
+ log.debug("环境检测:当前游戏分辨率 {w}x{h}", width, height);
+
+ if (Math.abs(aspectRatio - targetRatio) > ratioTolerance) {
+ log.error("当前分辨率不是 16:9(检测到: {w}x{h}),脚本已终止", width, height);
+ return;
+ }
+
+ // 读取配置文件
+ const configText = await file.readText("圣遗物锁定方案信息.json");
+ const config = JSON.parse(configText);
+
+ // 读取UI坐标映射文件
+ const uiCoordsText = await file.readText("ui_coordinates.json");
+ const uiCoords = JSON.parse(uiCoordsText);
+
+ // 读取用户设置
+ let selectedSets = settings.artifactSets ? Array.from(settings.artifactSets) : []; // C# List 对象,需要转换为 JS 数组
+ let overwriteExisting = settings.overwriteExisting; // 是否覆盖已有方案
+
+ log.debug("用户选择的套装数量: {count}", selectedSets.length);
+ log.debug("选择的套装: {sets}", JSON.stringify(selectedSets));
+ log.debug("是否覆盖已有方案: {value}", overwriteExisting);
+
+ // 如果选择了"全选",需要读取 settings.json 获取所有套装列表
+ if (selectedSets.includes("全选")) {
+ const settingsText = await file.readText("settings.json");
+ const settingsConfig = JSON.parse(settingsText);
+ const artifactSetsConfig = settingsConfig.find(s => s.name === "artifactSets");
+
+ if (artifactSetsConfig && artifactSetsConfig.options) {
+ // 包含所有套装(除了"全选"本身)
+ selectedSets = artifactSetsConfig.options.filter(name => name !== "全选");
+ log.debug("检测到「全选」,已展开为所有套装,共 {count} 个", selectedSets.length);
+ }
+ }
+
+ // 检查用户是否选择了至少一个套装
+ if (selectedSets.length === 0) {
+ log.error("未选择任何套装,请在设置中勾选需要配置的圣遗物套装");
+ return;
+ }
+
+ // 返回主界面
+ await genshin.returnMainUi();
+
+ // 打开背包
+ keyPress("B")
+ await sleep(DELAY_LONG);
+
+ log.info("即将配置 {count} 个套装", selectedSets.length);
+
+ // 第一步:点击圣遗物背包页面
+ log.info("步骤:点击圣遗物背包页面");
+ click(671, 46);
+ await sleep(DELAY_MEDIUM);
+
+ // 第二步:验证是否进入圣遗物页面
+ let verifyResult = findTextInRegion(131, 21, 231, 70, "圣遗物");
+ if (!verifyResult) {
+ log.error("未检测到「圣遗物」页面");
+ return;
+ }
+
+ // 第三步:点击进入圣遗物锁定方案入口
+ log.info("步骤:点击「锁定辅助」");
+ click(394, 1017);
+ await sleep(DELAY_LONG);
+
+ // 第四步:查找并点击 "套装锁定方案",来到套装选择界面
+ log.info("步骤:点击「套装锁定方案」");
+ let result = findTextInRegion(148, 696, 322, 760, "套装锁定方案");
+ if (!result) {
+ // 第一个位置没找到,尝试第二个位置
+ result = findTextInRegion(146, 290, 332, 366, "套装锁定方案");
+ }
+ if (result) {
+ log.debug("点击「套装锁定方案」,坐标: ({x}, {y})", result.x, result.y);
+ click(result.x, result.y);
+ await sleep(DELAY_LONG);
+ } else {
+ log.error("未找到「套装锁定方案」按钮");
+ return;
+ }
+
+ // 第五步:把滚动条拉到顶部
+ log.info("步骤:点击滚动条顶部");
+ click(795, 212);
+ await sleep(DELAY_MEDIUM);
+
+ // 第六步:遍历所有套装
+ let processedSets = new Set(); // 记录已处理的套装名称,避免重复
+ let configuredSets = []; // 记录成功配置的套装名称
+ let skippedSets = []; // 记录跳过的套装名称(已有方案且未勾选覆盖)
+ let notFoundSets = []; // 记录未找到的套装名称(OCR 未识别到)
+ let failedSets = []; // 记录处理失败的套装名称(执行过程中出错)
+ let finishedSetNames = new Set(); // 记录已完成处理的套装名称(成功/跳过/失败)
+
+ while (true) {
+ log.info("步骤:开始识别当前屏幕的套装");
+
+ // 获取游戏画面截图
+ let screen = captureGameRegion();
+ let listRegion = null;
+
+ try {
+ // 裁剪套装列表区域 (142,209) 到 (384,954)
+ const cropStartX = 142;
+ const cropStartY = 209;
+ const cropEndX = 384;
+ const cropEndY = 954;
+ listRegion = screen.deriveCrop(cropStartX, cropStartY, cropEndX - cropStartX, cropEndY - cropStartY);
+
+ // 使用 findMulti 进行 OCR 识别
+ let ocrResultList = listRegion.findMulti(RecognitionObject.ocrThis);
+
+ log.debug("识别到 {count} 个文本", ocrResultList.count);
+
+ if (ocrResultList.count === 0) {
+ log.warn("未识别到任何文本,列表遍历完成");
+ break;
+ }
+
+ // 记录本轮识别到的套装名称
+ let currentScreenSets = [];
+ for (let i = 0; i < ocrResultList.count; i++) {
+ currentScreenSets.push(ocrResultList[i].text.trim());
+ }
+
+ // 检查是否所有套装都已处理过(说明列表已经到底了)
+ let allProcessed = currentScreenSets.every(name => processedSets.has(name));
+ if (allProcessed) {
+ log.info("当前屏幕所有套装都已处理过,列表遍历完成");
+ break;
+ }
+
+ // 遍历识别到的所有文本,处理套装
+ for (let i = 0; i < ocrResultList.count; i++) {
+ let ocrResult = ocrResultList[i];
+ let setName = ocrResult.text.trim();
+
+ // 跳过已处理的套装
+ if (processedSets.has(setName)) {
+ log.debug("套装「{name}」已处理过,跳过", setName);
+ continue;
+ }
+
+ log.debug("识别到套装名称: {name}", setName);
+
+ // 检查该套装是否在用户选择的列表中(支持别名匹配)
+ let matchedSelectedName = selectedSets.find(selected => isSelectedSetMatch(selected, setName, config));
+ if (!matchedSelectedName) {
+ log.debug("套装「{name}」不在用户选择列表中,跳过", setName);
+ processedSets.add(setName);
+ continue;
+ }
+
+ // 在配置中查找对应的套装(支持别名匹配)
+ let setConfig = findSetConfig(setName, config);
+
+ // 标记为已处理(无论是否有配置)
+ processedSets.add(setName);
+
+ if (setConfig) {
+ log.info(`开始处理套装: 「${setConfig.set_name}」`);
+
+ // 计算文本左上角的屏幕绝对坐标
+ let absoluteX = cropStartX + ocrResult.x;
+ let absoluteY = cropStartY + ocrResult.y;
+
+ // 点击套装名称进入详情页
+ log.debug("点击套装,坐标: ({x}, {y})", absoluteX, absoluteY);
+ click(absoluteX, absoluteY);
+ await sleep(DELAY_MEDIUM);
+
+ // 配置该套装
+ let configured = await configureArtifactSet(setConfig, uiCoords, overwriteExisting);
+
+ if (configured === true) {
+ configuredSets.push(setConfig.set_name);
+ finishedSetNames.add(setConfig.set_name);
+ log.info("套装「{name}」处理完成,进度: {current}/{total}", setConfig.set_name, configuredSets.length, selectedSets.length);
+
+ // 快速结算:如果已完成数量达到用户选择的数量,提前结束
+ if (finishedSetNames.size >= selectedSets.length) {
+ log.info("已处理完所有选择的套装(含跳过/失败)");
+ break;
+ }
+ } else if (configured === false) {
+ skippedSets.push(setConfig.set_name);
+ finishedSetNames.add(setConfig.set_name);
+ log.info("套装「{name}」已跳过(已有方案且未勾选覆盖)", setConfig.set_name);
+ } else {
+ failedSets.push(setConfig.set_name);
+ finishedSetNames.add(setConfig.set_name);
+ log.error("套装「{name}」处理失败(执行过程中出现错误)", setConfig.set_name);
+ }
+ } else {
+ log.info("配置文件中未找到套装「{name}」,跳过", setName);
+ }
+ }
+
+ // 快速结算:如果已完成数量达到用户选择的数量,跳出外层循环
+ if (finishedSetNames.size >= selectedSets.length) {
+ break;
+ }
+ } finally {
+ // 释放图像资源
+ if (listRegion) {
+ listRegion.dispose();
+ }
+ screen.dispose();
+ }
+
+ await sleep(DELAY_LONG);
+ // 处理完当前屏幕的所有套装后,平滑拖动列表显示下一批
+ log.info("当前屏幕处理完成,拖动列表显示下一批套装");
+ // 从 (771,856) 移动到 (770,244)
+ await smoothDragVertical(771, 856, 770, 244);
+ }
+
+ // 检查哪些用户选择的套装未被识别到
+ for (let selectedName of selectedSets) {
+ // 检查是否已成功配置或已跳过
+ if (configuredSets.includes(selectedName) || skippedSets.includes(selectedName) || failedSets.includes(selectedName)) {
+ continue;
+ }
+ // 检查是否通过别名匹配到了
+ let foundByAlias = configuredSets.some(name => {
+ let cfg = config.find(c => c.set_name === name);
+ return cfg && cfg.set_name !== selectedName && matchSetName(selectedName, cfg);
+ }) || skippedSets.some(name => {
+ let cfg = config.find(c => c.set_name === name);
+ return cfg && cfg.set_name !== selectedName && matchSetName(selectedName, cfg);
+ }) || failedSets.some(name => {
+ let cfg = config.find(c => c.set_name === name);
+ return cfg && cfg.set_name !== selectedName && matchSetName(selectedName, cfg);
+ });
+ if (!foundByAlias) {
+ notFoundSets.push(selectedName);
+ }
+ }
+
+ // 输出结果汇总
+ log.info("========== 配置结果汇总 ==========");
+ log.info("成功配置: {count} 个套装", configuredSets.length);
+
+ if (skippedSets.length > 0) {
+ log.info("跳过(已有方案): {count} 个套装", skippedSets.length);
+ for (let name of skippedSets) {
+ log.info(" - {name}", name);
+ }
+ }
+
+ if (failedSets.length > 0) {
+ log.error("处理失败: {count} 个套装", failedSets.length);
+ for (let name of failedSets) {
+ log.error(" ✗ {name}", name);
+ }
+ }
+
+ if (notFoundSets.length > 0) {
+ log.warn("未能设置: {count} 个套装(未在列表中识别到)", notFoundSets.length);
+ for (let name of notFoundSets) {
+ log.warn(" ✗ {name}", name);
+ }
+ }
+
+ log.info("所有套装配置完成!");
+}
+
+main();
diff --git a/repo/js/AutoArtifactLockingSettings/manifest.json b/repo/js/AutoArtifactLockingSettings/manifest.json
new file mode 100644
index 000000000..cd8954907
--- /dev/null
+++ b/repo/js/AutoArtifactLockingSettings/manifest.json
@@ -0,0 +1,22 @@
+{
+ "manifest_version": 1,
+ "name": "自动配置圣遗物锁定方案",
+ "version": "1.0.0",
+ "bgi_version": "0.56.2",
+ "description": "自动配置圣遗物锁定方案,方案来源于 哔哩哔哩 @酸儒书生 https://www.bilibili.com/video/BV13YHQzMEAT",
+ "authors": [
+ {
+ "name": "bling-yshs",
+ "link": "https://github.com/bling-yshs"
+ },
+ {
+ "name": "Bedrockx",
+ "link": "https://github.com/Bedrockx"
+ }
+ ],
+ "settings_ui": "settings.json",
+ "main": "main.js",
+ "library": [
+ "."
+ ]
+}
diff --git a/repo/js/AutoArtifactLockingSettings/settings.json b/repo/js/AutoArtifactLockingSettings/settings.json
new file mode 100644
index 000000000..911b207f2
--- /dev/null
+++ b/repo/js/AutoArtifactLockingSettings/settings.json
@@ -0,0 +1,63 @@
+[
+ {
+ "name": "overwriteExisting",
+ "type": "checkbox",
+ "label": "覆盖已有方案",
+ "default": false
+ },
+ {
+ "name": "delayMultiplier",
+ "type": "input-text",
+ "label": "延迟系数,留空为1.2,如果发现运行不稳定,可以尝试填1.4或者更高"
+ },
+ {
+ "name": "artifactSets",
+ "type": "multi-checkbox",
+ "label": "需要配置的圣遗物套装",
+ "options": [
+ "全选",
+ "风起之日",
+ "晨星与月的晓歌",
+ "纺月的夜歌",
+ "穹境示现之夜",
+ "深廊终曲",
+ "长夜之誓",
+ "黑曜秘典",
+ "烬城勇者绘卷",
+ "未竟的遐思",
+ "谐律异想断章",
+ "回声之林夜话",
+ "昔时之歌",
+ "黄金剧团",
+ "逐影猎人",
+ "花海甘露之光",
+ "水仙之梦",
+ "乐园遗落之花",
+ "沙上楼阁史话",
+ "饰金之梦",
+ "深林的记忆",
+ "来歆余响",
+ "辰砂往生录",
+ "海染砗磲",
+ "华馆梦醒形骸记",
+ "绝缘之旗印",
+ "追忆之注连",
+ "苍白之火",
+ "千岩牢固",
+ "沉沦之心",
+ "冰风迷途的勇士",
+ "炽烈的炎之魔女",
+ "渡过烈火的贤人",
+ "如雷的盛怒",
+ "平息鸣雷的尊者",
+ "逆飞的流星",
+ "悠古的磐岩",
+ "翠绿之影",
+ "被怜爱的少女",
+ "染血的骑士道",
+ "昔日宗室之仪",
+ "流浪大地的乐团",
+ "角斗士的终幕礼"
+ ]
+ }
+]
diff --git a/repo/js/AutoArtifactLockingSettings/ui_coordinates.json b/repo/js/AutoArtifactLockingSettings/ui_coordinates.json
new file mode 100644
index 000000000..146f69830
--- /dev/null
+++ b/repo/js/AutoArtifactLockingSettings/ui_coordinates.json
@@ -0,0 +1,225 @@
+{
+ "positions": [
+ {
+ "name": "生之花",
+ "index": 0,
+ "x": 550,
+ "y": 141
+ },
+ {
+ "name": "死之羽",
+ "index": 1,
+ "x": 842,
+ "y": 142
+ },
+ {
+ "name": "时之沙",
+ "index": 2,
+ "x": 1126,
+ "y": 143
+ },
+ {
+ "name": "空之杯",
+ "index": 3,
+ "x": 1417,
+ "y": 141
+ },
+ {
+ "name": "理之冠",
+ "index": 4,
+ "x": 1703,
+ "y": 144
+ }
+ ],
+ "buttons": {
+ "main_attr": {
+ "x": 770,
+ "y": 221
+ },
+ "sub_attr": {
+ "x": 1492,
+ "y": 218
+ }
+ },
+ "main_attrs_by_position": {
+ "生之花": {
+ "生命值": {
+ "x": 440,
+ "y": 310
+ }
+ },
+ "死之羽": {
+ "攻击力": {
+ "x": 440,
+ "y": 310
+ }
+ },
+ "时之沙": {
+ "生命值百分比": {
+ "x": 440,
+ "y": 310
+ },
+ "攻击力百分比": {
+ "x": 1160,
+ "y": 310
+ },
+ "防御力百分比": {
+ "x": 440,
+ "y": 390
+ },
+ "元素精通": {
+ "x": 1160,
+ "y": 390
+ },
+ "元素充能效率": {
+ "x": 440,
+ "y": 470
+ }
+ },
+ "空之杯": {
+ "生命值百分比": {
+ "x": 440,
+ "y": 310
+ },
+ "攻击力百分比": {
+ "x": 1160,
+ "y": 310
+ },
+ "防御力百分比": {
+ "x": 440,
+ "y": 390
+ },
+ "元素精通": {
+ "x": 1160,
+ "y": 390
+ },
+ "全选伤害加成": {
+ "x": 440,
+ "y": 500,
+ "note": "一次性选择物理伤害加成和所有7种元素伤害加成"
+ },
+ "物理伤害加成": {
+ "x": 440,
+ "y": 580
+ },
+ "火元素伤害加成": {
+ "x": 1160,
+ "y": 580
+ },
+ "雷元素伤害加成": {
+ "x": 440,
+ "y": 660
+ },
+ "水元素伤害加成": {
+ "x": 1160,
+ "y": 660
+ },
+ "草元素伤害加成": {
+ "x": 440,
+ "y": 740
+ },
+ "风元素伤害加成": {
+ "x": 1160,
+ "y": 740
+ },
+ "岩元素伤害加成": {
+ "x": 440,
+ "y": 820
+ },
+ "冰元素伤害加成": {
+ "x": 1160,
+ "y": 820
+ }
+ },
+ "理之冠": {
+ "生命值百分比": {
+ "x": 440,
+ "y": 310
+ },
+ "攻击力百分比": {
+ "x": 1160,
+ "y": 310
+ },
+ "防御力百分比": {
+ "x": 440,
+ "y": 390
+ },
+ "元素精通": {
+ "x": 1160,
+ "y": 390
+ },
+ "暴击率": {
+ "x": 440,
+ "y": 470
+ },
+ "暴击伤害": {
+ "x": 1160,
+ "y": 470
+ },
+ "治疗加成": {
+ "x": 440,
+ "y": 550
+ }
+ }
+ },
+ "sub_attrs": {
+ "生命值": {
+ "x": 440,
+ "y": 360
+ },
+ "生命值百分比": {
+ "x": 1160,
+ "y": 360
+ },
+ "攻击力": {
+ "x": 440,
+ "y": 440
+ },
+ "攻击力百分比": {
+ "x": 1160,
+ "y": 440
+ },
+ "防御力": {
+ "x": 440,
+ "y": 520
+ },
+ "防御力百分比": {
+ "x": 1160,
+ "y": 520
+ },
+ "暴击率": {
+ "x": 440,
+ "y": 600
+ },
+ "暴击伤害": {
+ "x": 1160,
+ "y": 600
+ },
+ "元素精通": {
+ "x": 440,
+ "y": 680
+ },
+ "元素充能效率": {
+ "x": 1160,
+ "y": 680
+ }
+ },
+ "sub_attr_count": {
+ "任意1条": {
+ "x": 440,
+ "y": 810
+ },
+ "任意2条": {
+ "x": 1160,
+ "y": 810
+ },
+ "任意3条": {
+ "x": 440,
+ "y": 890
+ },
+ "任意4条": {
+ "x": 1160,
+ "y": 890
+ }
+ }
+}
\ No newline at end of file
diff --git a/repo/js/AutoArtifactLockingSettings/圣遗物锁定方案信息.json b/repo/js/AutoArtifactLockingSettings/圣遗物锁定方案信息.json
new file mode 100644
index 000000000..e11d4d5bb
--- /dev/null
+++ b/repo/js/AutoArtifactLockingSettings/圣遗物锁定方案信息.json
@@ -0,0 +1,5872 @@
+[
+ {
+ "set_name": "风起之日",
+ "enable_recommended_scheme": true,
+ "plans": [
+ {
+ "plan_name": "方案一",
+ "index": 0,
+ "enabled": true,
+ "positions": [
+ {
+ "position_name": "生之花",
+ "enabled": true,
+ "main_attrs": [
+ "生命值"
+ ],
+ "sub_attrs": [
+ "攻击力百分比",
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