您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
武神传说 MUD
当前为
// ==UserScript== // @name wsmud_Raid // @namespace cqv // @version 0.1.7 // @date 23/12/2018 // @modified 24/12/2018 // @homepage https://gf.qytechs.cn/zh-CN/scripts/375851 // @description 武神传说 MUD // @author Bob.cn // @match http://game.wsmud.com/* // @match http://www.wsmud.com/* // @run-at document-end // @grant unsafeWindow // @grant GM_getValue // @grant GM_setValue // ==/UserScript== (function () { 'use strict'; var WG = unsafeWindow.WG; var messageAppend = undefined; var messageClear = undefined; var Role = { id: undefined, hp: 0, maxHp: 0, mp: 0, maxMp: 0, status: [], equipments: [], init: function() { WG.add_hook("login", function(data) { Role.id = data.id; Role.status = []; }); Role._monitorHpMp(); Role._monitorStatus(); Role._monitorEquipments(); Role._monitorSkillCD(); }, hasStatus: function(s) { return Role.status.indexOf(s) != -1; }, isFree: function() { return !Role.hasStatus("busy") && !Role.hasStatus("faint"); }, renew: function(callback) { if (!Role.isFree) { window.setTimeout(function() { Role.renew(callback) }, 2000); return; } switch (Role._renewStatus) { case "resting": messageAppend("正在为角色回复状态..."); WG.go("扬州城-武庙"); if (Role._renewHookIndex) WG.remove_hook(Role._renewHookIndex); Role._renewHookIndex = WG.add_hook("text", function(data) { let patt1 = new RegExp("你运功完毕,深深吸了口气,站了起来。"); let count1 = patt1.exec(data.msg); if (count1) { Role._renewStatus = "dazuo finish"; return; } let patt2 = new RegExp("你目前气血充沛,没有受到任何伤害。|你疗伤完毕,深深吸了口气,脸色看起来好了很多。"); let count2 = patt2.exec(data.msg); if (count2) { Role._renewStatus = "liaoshang finish"; return; } }); Role._renewStatus = "liaoshang doing"; WG.Send("stopstate;liaoshang"); break; case "liaoshang finish": if (Role.mp/Role.maxMp < 0.7) { Role._lastWeapon = Role.equipments[0]; Role._renewStatus = "dazuo doing"; WG.Send("stopstate;dazuo"); } break; case "liaoshang doing": case "dazuo doing": case "dazuo finish": break; } if (Role._renewStatus == "liaoshang finish" || Role._renewStatus == "dazuo finish") { if (Role._renewStatus == "liaoshang finish") { if (callback) callback(); } else if (Role._renewStatus == "dazuo finish") { window.setTimeout(function() { WG.Send("stopstate"); Role.getDressed([Role._lastWeapon]); if (callback) callback(); }, 4500); } WG.remove_hook(Role._renewHookIndex); Role._renewHookIndex = undefined; Role._renewStatus = "resting"; return; } window.setTimeout(function() { Role.renew(callback); }, 2000); }, clearBag: function(callback) { Role._clearBag(0, callback); }, getDressed: function(equipments) { for (var i = equipments.length - 1; i >= 0; i--) { let e = equipments[i]; if (e == null) { WG.Send("uneq " + Role.equipments[i]); } else { WG.Send("eq " + e); } } }, hasCoolingSkill: function() { return Role._coolingSkills.length > 0; }, _renewHookIndex: undefined, _renewStatus: "resting", _coolingSkills: [], _monitorHpMp: function() { WG.add_hook(["items", "sc", "itemadd"], function(data) { switch (data.type) { case "items": if (data.items == undefined) break; for (var i = data.items.length - 1; i >= 0; i--) { let item = data.items[i] if (item.id == Role.id) { Role.hp = item.hp; Role.maxHp = item.max_hp; Role.mp = item.mp; Role.maxMp = item.max_mp; break; } } break; case "itemadd": case "sc": if (data.id != Role.id) break; if (data.hp != undefined) Role.hp = data.hp; if (data.max_hp != undefined) Role.maxHp = data.max_hp; if (data.mp != undefined) Role.mp = data.mp; if (data.max_mp != undefined) Role.maxMp = data.max_mp; break; } }); }, _monitorStatus: function() { WG.add_hook(["items", "status", "itemadd"], function(data) { switch (data.type) { case "items": if (data.items == undefined) break; for (var i = data.items.length - 1; i >= 0; i--) { let item = data.items[i]; if (item.id != Role.id) continue; Role.status = []; for (var j = item.status.length - 1; j >= 0; j--) { let s = item.status[j]; Role.status.push(s.sid); } break; } break; case "status": if (data.id != Role.id) break; if (data.action == "add") { Role.status.push(data.sid); } else if (data.action == "remove") { let index = Role.status.indexOf(data.sid); if (index == -1) return; Role.status.splice(index,1); } break; case "itemadd": if (data.id != Role.id) break; if (data.status == undefined) break; Role.status = []; for (var k = data.status.length - 1; k >= 0; k--) { let s = data.status[k]; Role.status.push(s.sid); } break; } }); }, _monitorEquipments: function() { WG.add_hook("dialog", function(data) { if (data.dialog != "pack") return; if (data.eqs != undefined) { for (var i = 0; i < data.eqs.length; i++) { let eq = data.eqs[i]; if (eq.id) Role.equipments.push(eq.id); } } else if (data.uneq != undefined) { Role.equipments[data.uneq] = null; } else if (data.eq != undefined) { Role.equipments[data.eq] = data.id; } else { return; } }); }, _monitorSkillCD: function() { WG.add_hook("dispfm", function(data) { let timestamp = Date.parse(new Date()); let mark = data.id + "_" + timestamp; Role._coolingSkills.push(mark); window.setTimeout(function() { let index = Role._coolingSkills.indexOf(mark); if (index != -1) Role._coolingSkills.splice(index,1); }, data.distime); }); }, _clearBag: function(counter, callback) { if (counter == 0) WG.sell_all(); if (!WG.packup_listener) { window.setTimeout(callback, 2000); return; } if (counter > 5) { if (WG.packup_listener) WG.sell_all(); callback(); return; } window.setTimeout(function() { Role._clearBag(counter + 1, callback); }, 1000); }, }; var Config = { hpThresholdInRaid: function() { return GM_getValue(Role.id + "@hpThresholdInRaid", "50"); }, setHpThresholdInRaid: function(t) { GM_setValue(Role.id + "@hpThresholdInRaid", t); }, waitSkillCD: function() { return GM_getValue(Role.id + "@waitSkillCD", "no"); }, setWaitSkillCD: function(w) { GM_setValue(Role.id + "@waitSkillCD", w); }, }; var Raid = { /* public */ name: "副本名称", cmds: [], enemyNames: [], willStartRun: undefined, // optional: function() didEndRun: undefined, // optional: function() willStartOnceRun: undefined, // optional: function(number) didEndOnceRun: undefined, // optional: function(number) willExecuteCmd: undefined, // optional: function(lastCmd, cmd) didExecuteCmd: undefined, // optional: function(cmd) repeatRun: function() { let num = prompt("输入自动【" + Raid.name + "】副本次数,例如:\"1\"", '1'); if (num > 0) { Raid._repeatTotal = num; Raid._repeatCounter = 0; } else { return; } messageClear(); messageAppend("正在运行自动 " + Raid.name + "..."); messageAppend("* 自动副本期间会暂时关闭 自动Boss 和 自动婚宴。"); messageAppend("* 如需要立即中断,请刷新网页。"); WG.stopAllAuto(); Raid._cleanRepeatRun(); if (Raid.willStartRun) { Raid.willStartRun(); } Raid._indexes.push(Raid._monitorEnemy()); Raid._indexes.push(Raid._monitorAddEnemy()); Raid._indexes.push(Raid._monitorEnemyDie()); Raid._onceRun(); }, /* private */ _indexes: [], _repeatTotal: 1, _repeatCounter: 0, _cmdIndex: 0, // 下一条执行的命令的索引 _lastCmd: undefined, // 上一个执行的命令 _enemyIds: undefined, // 当前房间的敌人id _enemyCounter: 0, // 当前房间剩余的敌人 _liaoshangDoing: false, _onceRun: function() { Raid._cleanForOnceRun(); messageAppend("正在第 " + (Raid._repeatCounter + 1) + "/"+ Raid._repeatTotal +" 次运行自动 " + Raid.name + "..."); Role.renew(function() { window.setTimeout(function() { Role.clearBag(function() { messageAppend("元气满满,进入副本..."); if (Raid.willStartOnceRun) { Raid.willStartOnceRun(Raid._repeatCounter); } Raid._executeCmd(); }); }, 1000); }); }, _cleanRepeatRun: function() { for (var i = Raid._indexes.length - 1; i >= 0; i--) { let index = Raid._indexes[i]; WG.remove_hook(index); } Raid._indexes = []; WG.reSetAllAuto(); }, _cleanForOnceRun: function() { Raid._cmdIndex = 0; Raid._lastCmd = undefined; Raid._enemyIds = undefined; Raid._enemyCounter = 0; }, _overOnceRun: function() { if (Raid.didEndOnceRun) { Raid.didEndOnceRun(Raid._repeatCounter); } messageClear(); messageAppend("已完成第 " + (Raid._repeatCounter + 1) + "/"+ Raid._repeatTotal + " 次自动 " + Raid.name); Raid._repeatCounter += 1; if (Raid._repeatCounter < Raid._repeatTotal) { window.setTimeout(Raid._onceRun, 2000); } else { Raid._cleanRepeatRun(); if (Raid.didEndRun) { Raid.didEndRun(); } window.setTimeout(function() { WG.go("练功房"); WG.Send("stopstate;dazuo"); messageAppend("已经全部完成自动 " + Raid.name + "。"); }, 1000); } }, _executeCmd: function() { if (Raid._cmdIndex >= Raid.cmds.length) { WG.Send("cr;cr over"); Raid._overOnceRun(); return; } if (!Role.isFree()) { Raid._delayExecuteCmd(); return; } var cmd = Raid.cmds[Raid._cmdIndex]; if (Raid.willExecuteCmd) { let valid = Raid.willExecuteCmd(Raid._lastCmd, cmd); if (!valid) { Raid._delayExecuteCmd(); return; } cmd = valid; } if (Raid._enemyCounter > 0) { Raid._killEnemy(); Raid._delayExecuteCmd(); return; } if (Raid._liaoshangDoing) { if (Role.hp/Role.maxHp < 0.99) { Raid._delayExecuteCmd(); return; } else { Raid._liaoshangDoing = false; WG.Send("stopstate"); } } if (Role.hp/Role.maxHp < Config.hpThresholdInRaid()/100) { WG.Send("liaoshang"); Raid._liaoshangDoing = true; Raid._delayExecuteCmd(); return; } // #开头,表明执行完此命令将会遇到 Boss if (cmd.indexOf("#") != -1) { if (Config.waitSkillCD() == "yes") { if (Role.hasCoolingSkill()) { if (!Raid._waitingSkillCD) { messageAppend("前方高能,等待技能冷却再战..."); Raid._waitingSkillCD = true; } Raid._delayExecuteCmd(); return; } } cmd = cmd.substring(1); } Raid._waitingSkillCD = false; Raid._lastCmd = cmd; // @开头,虚命令,不真正执行 if (cmd.indexOf("@") == -1) { console.log("执行命令:" + cmd); WG.Send(cmd); } Raid._cmdIndex += 1; Raid._delayExecuteCmd(); if (Raid.didExecuteCmd) { Raid.didExecuteCmd(cmd); } }, _delayExecuteCmd: function() { window.setTimeout(Raid._executeCmd, 2000); }, _killEnemy: function() { if (Raid._enemyIds == undefined) { return } for (var i = 0; i < Raid._enemyIds.length; i++) { let enemyId = Raid._enemyIds[i]; WG.Send("kill " + enemyId); } }, _monitorEnemy: function() { let index = WG.add_hook("items", function(data) { if (data.items == undefined) return; var enemyIds = []; for (var i = 0; i < data.items.length; i++) { let item = data.items[i]; if (item.id == undefined || item.name == undefined) continue; if (Raid.enemyNames.indexOf(item.name) >= 0) { enemyIds.push(item.id); } } Raid._enemyIds = enemyIds; Raid._enemyCounter = enemyIds.length; }); return index; }, _monitorAddEnemy: function() { let index = WG.add_hook("itemadd", function(data) { if (data.name == undefined) return; if (Raid.enemyNames.indexOf(data.name) == -1) return; if (Raid._enemyIds) { Raid._enemyIds.push(data.id); Raid._enemyCounter += 1; } else { Raid._enemyIds = [data.id]; Raid._enemyCounter = 1; } }); return index; }, _monitorEnemyDie: function() { let index = WG.add_hook("sc", function(data) { if (data.id == undefined || !Raid._enemyIds) return; if (WG.inArray(data.id, Raid._enemyIds) && data.hp == 0) { Raid._enemyCounter -= 1; } }); return index; }, }; var ToRaid = { menu :function(){ messageClear(); var html = ` <div style='text-align:center;width:100%'> <div class = "item-commands" > <span style='border:solid 0px gray'> <label for="liaoshangInRaid">副本内回复气血,当低于: </label><select style='width:80px' id="liaoshangInRaid"> <option value="100">100%</option> <option value="90">90%</option> <option value="80">80%</option> <option value="70">70%</option> <option value="60">60%</option> <option value="50">50%</option> <option value="40">40%</option> <option value="30">30%</option> <option value="20">20%</option> <option value="10">10%</option> </select> </span> <span style='border:solid 0px gray'> <label for="waitSkillCD">Boss前等待技能冷却: </label><select style='width:80px' id = "waitSkillCD"> <option value="no">关闭</option> <option value="yes">开启</option> </select> </span> </div> </div> <div style='text-align:center;width:100%'> <div class = "item-commands" > <span class = "zdy-item yihua" > 移花宫(简单) </span> <span class = "zdy-item yihuaH" > 移花宫(困难) </span> <span class = "zdy-item whiteteam" > 白驼山(组队) </span> <span class = "zdy-item yanziwu" > 燕子坞(简单) </span> <span class = "zdy-item yanziwuH" > 燕子坞(困难) </span> <!--<span class = "zdy-item test" > 测试专用 </span>--> </div> </div> `; messageAppend(html); $('#liaoshangInRaid').val(Config.hpThresholdInRaid()); $("#liaoshangInRaid").change(function () { Config.setHpThresholdInRaid($("#liaoshangInRaid").val()); }); $('#waitSkillCD').val(Config.waitSkillCD()); $("#waitSkillCD").change(function () { Config.setWaitSkillCD($("#waitSkillCD").val()); }); $(".yihua").on('click',function(){ WG.Send('stopstate'); ToRaid.yihua(false); }); $(".yihuaH").on('click', function () { WG.Send('stopstate'); ToRaid.yihua(true); }); $(".whiteteam").on('click', function () { WG.Send('stopstate'); ToRaid.baituo(); }); $(".yanziwu").on('click',function(){ WG.Send('stopstate'); ToRaid.yanziwu(false); }); $(".yanziwuH").on('click', function () { WG.Send('stopstate'); ToRaid.yanziwu(true); }); $(".test").on('click', function () { // Role.renew(function() { // alert("Hello, Bob!"); // }); console.log(Role._coolingSkills); console.log(Role.hasCoolingSkill()); }); }, yihua: function(hard) { if (hard) { Raid.name = "移花宫(困难)"; Raid.cmds = [ "jh fb 22 start2;cr huashan/yihua/shandao 1 0", "go south;go south;go south;go south;go south;go south;go south", "go south;go south;go south;go south;go south;go south;go south", "go south;go south", "go south", "#go southeast", "go northwest;go southwest", "look hua", "go southeast", "look bed", "go down", "fire;go west", "look xia;open xia" ]; } else { Raid.name = "移花宫(简单)"; Raid.cmds = [ "jh fb 22 start1;cr huashan/yihua/shandao", "go south;go south;go south;go south;go south;go south;go south", "go south;go south;go south;go south;go south;go south;go south", "go south;go south", "go south", "#go southeast", "#go northwest;go southwest", "look hua", "go southeast", "look bed", "go down", "fire;go west", "look xia;open xia" ]; } Raid.enemyNames = [ "花月奴", "移花宫女弟子", "移花宫二宫主 涟星", "移花宫大宫主 邀月", "移花宫少宫主 花无缺" ]; Raid.willStartOnceRun = function(number) { ToRaid.leftPush = 0; ToRaid.didFindSecretPath = false; }; Raid.willStartRun = function() { let index1 = WG.add_hook("item", function(data) { if (data.desc == undefined) return; let patt = new RegExp("你数了下大概有\\d(?=朵花。)"); let result = patt.exec(data.desc); if (result) { let text = result.toString(); let count = text[text.length - 1]; ToRaid.leftPush = count; } }); let index2 = WG.add_hook("exits", function(data) { if (data.items == undefined || data.items.down == undefined) return; if (data.items.down == "密道") { ToRaid.didFindSecretPath = true; } }); ToRaid.indexes = [index1, index2]; }; Raid.didEndRun = function() { for (var i = ToRaid.indexes.length - 1; i >= 0; i--) { let index = ToRaid.indexes[i]; WG.remove_hook(index); } }; Raid.willExecuteCmd = function(lastCmd, cmd) { if (lastCmd == "look hua" && (ToRaid.leftPush == undefined || ToRaid.leftPush == 0)) { return null } if (lastCmd == "look bed" && !ToRaid.didFindSecretPath) { WG.Send("pushstart bed"); for (var i = ToRaid.leftPush - 1; i >= 0; i--) { WG.Send("pushleft bed"); } for (var j = 7; j >= 0; j--) { WG.Send("pushright bed"); } return null } return cmd }; Raid.repeatRun(); }, hardTaohua: function() { Raid.name = "桃花岛-困难"; Raid.cmds = [ "jh fb 18 start2;cr taohua/haitan 1 0", "go south", "@look 1", "@look 5", "go south;go south", "go east;go east", "#go east;go north", "@wait" ]; Raid.enemyNames = [ "桃花岛四弟子 陆乘风", "桃花岛大弟子 曲灵风", "<hiy>东邪</hiy> 黄药师" ]; Raid.willStartOnceRun = function(number) { ToRaid.mazeCoords = [ [2, 2], [2, 2], [2, 2], [2, 2], [2, 2], [0, 0], [2, 2], [2, 2], [2, 2], [2, 2] ]; ToRaid.foundFirst = false; ToRaid.goCenterCmd = undefined; ToRaid.paths = undefined; }; Raid.willStartRun = function() { let index1 = WG.add_hook(["room", "exits"], function(data) { if (ToRaid.foundFirst) return; if (data.type == "room") { if (data.desc == undefined) return; let patt = new RegExp("四周栽了大概有一棵桃树"); let result = patt.exec(data.desc); if (result) ToRaid.atFirst = true; } else if (data.type == "exits") { if (data.items == undefined) return; if (ToRaid.atFirst) { if (data.items.north && data.items.south) { if (data.items.west) { ToRaid.mazeCoords[1] = [1, 0]; ToRaid.goCenterCmd = "go west" } else { ToRaid.mazeCoords[1] = [-1, 0]; ToRaid.goCenterCmd = "go east" } ToRaid.foundFirst = true; } else if (data.items.west && data.items.east) { if (data.items.north) { ToRaid.mazeCoords[1] = [0, -1]; ToRaid.goCenterCmd = "go north" } else { ToRaid.mazeCoords[1] = [0, 1]; ToRaid.goCenterCmd = "go south" } ToRaid.foundFirst = true; } } } }); let index2 = WG.add_hook("room", function(data) { if (ToRaid.paths) return; if (data.desc == undefined) return; let patt = new RegExp("(?<=能看到东南方向大概有).(?=棵桃树)"); let count = patt.exec(data.desc); if (!count) return; switch (count.toString()) { case "二": ToRaid.mazeCoords[2] = [1, -1]; break; case "四": ToRaid.mazeCoords[4] = [1, -1]; break; case "六": ToRaid.mazeCoords[6] = [1, -1]; break; case "八": ToRaid.mazeCoords[8] = [1, -1]; break; } ToRaid.mazeCoords[9] = [-ToRaid.mazeCoords[1][0], -ToRaid.mazeCoords[1][1]]; while (true) { if (ToRaid.mazeCoords[2][0] != 2) { ToRaid.mazeCoords[8] = [-ToRaid.mazeCoords[2][0], -ToRaid.mazeCoords[2][1]]; } if (ToRaid.mazeCoords[8][0] != 2) { if (ToRaid.mazeCoords[8][0] == ToRaid.mazeCoords[1][0]) { ToRaid.mazeCoords[6] = [ToRaid.mazeCoords[8][0], -ToRaid.mazeCoords[8][1]]; } else { ToRaid.mazeCoords[6] = [-ToRaid.mazeCoords[8][0], ToRaid.mazeCoords[8][1]]; } } if (ToRaid.mazeCoords[6][0] != 2) { ToRaid.mazeCoords[4] = [-ToRaid.mazeCoords[6][0], -ToRaid.mazeCoords[6][1]]; } if (ToRaid.mazeCoords[4][0] != 2) { if (ToRaid.mazeCoords[4][0] == ToRaid.mazeCoords[9][0]) { ToRaid.mazeCoords[2] = [ToRaid.mazeCoords[4][0], -ToRaid.mazeCoords[4][1]]; } else { ToRaid.mazeCoords[2] = [-ToRaid.mazeCoords[4][0], ToRaid.mazeCoords[4][1]]; } } if (ToRaid.mazeCoords[2][0] != 2 && ToRaid.mazeCoords[4][0] != 2 && ToRaid.mazeCoords[6][0] != 2 && ToRaid.mazeCoords[8][0] != 2) { break; } } if (ToRaid.mazeCoords[8][0] == ToRaid.mazeCoords[4][0]) { ToRaid.mazeCoords[3] = [ToRaid.mazeCoords[8][0], 0]; } else { ToRaid.mazeCoords[3] = [0, ToRaid.mazeCoords[8][1]]; } ToRaid.mazeCoords[7] = [-ToRaid.mazeCoords[3][0], -ToRaid.mazeCoords[3][1]]; let pathMap = [ ["go southwest", "go west", "go northwest"], ["go south", "", "go north"], ["go southeast", "go east", "go northeast"] ]; let backMap = { "": "", "go southwest": "go northeast", "go west": "go east", "go northwest": "go southeast", "go south": "go north", "go north": "go south", "go southeast": "go northwest", "go east": "go west", "go northeast": "go southwest" }; var paths = ""; for (var i = 2; i <= 9; i++) { let j = ToRaid.mazeCoords[i][0] + 1; let k = ToRaid.mazeCoords[i][1] + 1; let path = pathMap[j][k]; if (i == 9) { paths += path + ";" + path; } else { paths += path + ";" + backMap[path] + ";"; } } ToRaid.paths = paths; }); ToRaid.indexes = [index1, index2]; }; Raid.didEndRun = function() { for (var i = ToRaid.indexes.length - 1; i >= 0; i--) { let index = ToRaid.indexes[i]; WG.remove_hook(index); } }; Raid.willExecuteCmd = function(lastCmd, cmd) { if (cmd == "@look 1") { if (ToRaid.foundFirst) { return ToRaid.goCenterCmd; } else { return null; } } if (cmd == "@look 5") { if (ToRaid.paths) { return ToRaid.paths; } else { return null; } } return cmd; }; Raid.repeatRun(); }, baituo: function() { Raid.name = "白驼山(组队)"; Raid.cmds = [ "jh fb 19 start3;cr baituo/damen 2 0", "go north;go north;go north", "#go north", "go south;go south;go south;go west;go west;go west", "go north", "go north;go north", "@wait", ]; Raid.enemyNames = [ "白驼山少庄主 欧阳克", "白衣少女", "<hiy>西毒</hiy> 欧阳锋", "毒蛇", "蟒蛇" ]; Raid.repeatRun(); }, yanziwu: function(hard) { if (hard) { Raid.name = "燕子坞(困难)"; Raid.cmds = ["jh fb 23 start2;cr murong/anbian 1 0"]; } else { Raid.name = "燕子坞(简单)"; Raid.cmds = ["jh fb 23 start1;cr murong/anbian"]; } Raid.cmds.push( "go east;go east", "go east;go south;go east;go south;go south", "go north;go north;go west;go north", "#go east;go east;go east", "go west;go north", "look pai;bai pai;bai pai;bai pai", "go north", "search", "#go south", "@wait", ); Raid.enemyNames = [ "金凤庄庄主 包不同", "曼佗罗山庄庄主 王夫人", "姑苏慕容公子 慕容复", "慕容博" ]; Raid.repeatRun(); } }; $(document).ready(function () { WG = unsafeWindow.WG; messageAppend = unsafeWindow.messageAppend; messageClear = unsafeWindow.messageClear; unsafeWindow.ToRaid = ToRaid; unsafeWindow.Role = Role; Role.init(); }); })();
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