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 0.4.0 // @date 23/12/2018 // @modified 28/12/2018 // @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(); Role._monitorLocation(); Role._monitorItemsInRoom(); }, hasStatus: function(s) { return Role.status.indexOf(s) != -1; }, isFree: function() { return !Role.hasStatus("busy") && !Role.hasStatus("faint") && !Role.hasStatus("rash"); }, atPath: function(p) { switch (arguments.length) { case 0: return Role._roomPath; case 1: return p == Role._roomPath; } }, inRoom: function(n) { switch (arguments.length) { case 0: return Role._roomName; case 1: return n == Role._roomName; } }, renew: function(callback) { if (!Role.isFree) { window.setTimeout(function() { Role.renew(callback) }, 2000); return; } switch (Role._renewStatus) { case "resting": 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); }, cleanBag: function(callback) { WG.clean_all(); if (callback) 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; }, findItem: function(name) { console.log(Role._itemsInRoom); return Role._itemsInRoom[name]; }, _renewHookIndex: undefined, _renewStatus: "resting", _coolingSkills: [], _itemsInRoom: {}, _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; if (item.status == undefined) break; 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 != null && eq.id != null) { Role.equipments.push(eq.id); } else { Role.equipments.push(null); } } } 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); }); }, _monitorLocation: function() { WG.add_hook("room", function(data) { Role._roomName = data.name; Role._roomPath = data.path; }); }, _monitorItemsInRoom: function() { WG.add_hook(["items", "itemadd"], function(data) { switch (data.type) { case "items": if (data.items == undefined) break; Role._itemsInRoom = {}; for (var i = 0; i < data.items.length; i++) { let item = data.items[i]; if (item.name == undefined || item.id == undefined) continue; Role._itemsInRoom[item.name] = item.id; } break; case "itemadd": if (data.name == undefined || data.id == undefined) break; Role._itemsInRoom[data.name] = data.id; break; } }); }, }; var Config = { hpThresholdInDungeon: function() { return GM_getValue(Role.id + "@hpThresholdInRaid", "50"); }, setHpThresholdInDungeon: function(value) { GM_setValue(Role.id + "@hpThresholdInRaid", value); }, waitSkillCD: function() { return GM_getValue(Role.id + "@waitSkillCD", "no"); }, setWaitSkillCD: function(value) { GM_setValue(Role.id + "@waitSkillCD", value); }, /* hpThresholdInRaid: function(raid) { return GM_getValue(Role.id + "@hpThresholdInRaid@" + raid, "50"); }, setHpThresholdInRaid: function(raid, value) { GM_setValue(Role.id + "@hpThresholdInRaid@" + raid, value); }, waitSkillCD: function(raid) { return GM_getValue(Role.id + "@waitSkillCD@" + raid, "no"); }, setWaitSkillCD: function(raid, value) { GM_setValue(Role.id + "@waitSkillCD@" + raid, value); }, */ wudaota: { autoToFloor: function() { return GM_getValue(Role.id + "@wudao.autoToFloor", 0); }, setAutoToFloor: function(value) { GM_setValue(Role.id + "@wudao.autoToFloor", value); }, fastCombatOpening: function() { return GM_getValue(Role.id + "@wudao.fastCombatOpening", "no"); }, setFastCombatOpening: function(value) { GM_setValue(Role.id + "@wudao.fastCombatOpening", value); }, hpThresholdInRaid: function() { return GM_getValue(Role.id + "@wudao.hpThresholdInRaid", "50"); }, setHpThresholdInRaid: function(value) { GM_setValue(Role.id + "@wudao.hpThresholdInRaid", value); }, waitSkillCDFrom: function() { return GM_getValue(Role.id + "@wudao.waitSkillCDFrom", 100); }, setWaitSkillCDFrom: function(value) { GM_setValue(Role.id + "@wudao.waitSkillCDFrom", value); }, }, }; /* ------------------------ CmdExecuter ------------------------ *\ \* ------------------------------------------------------------- */ function CmdExecuter(cmds, willStartExecute, didFinishExecute, willPerformCmd, didPerformCmd, interval) { this.cmds = cmds; this.willStartExecute = willStartExecute; this.didFinishExecute = didFinishExecute; this.willPerformCmd = willPerformCmd; this.didPerformCmd = didPerformCmd; this.interval = interval ? interval : 2000; } CmdExecuter.prototype.execute = function() { if (this.isWorking) return; this.isWorking = true; if (this.willStartExecute) this.willStartExecute(); this._performCmd(0); }; CmdExecuter.prototype._performCmd = function(index) { if (index >= this.cmds.length) { this._finishExecute(); return; } if (!Role.isFree()) { this._delayPerformCmd(index); return; } var cmd = this.cmds[index]; if (this.willPerformCmd) { var lastCmd = null; if (index > 0) lastCmd = this.cmds[index - 1]; let valid = this.willPerformCmd(lastCmd, cmd); if (!valid) { this._delayPerformCmd(index); return; } cmd = valid; } // @开头,虚命令,不真正执行 if (cmd.indexOf("@") == -1) { console.log("执行命令:" + cmd); WG.Send(cmd); } if (this.didPerformCmd) { this.didPerformCmd(cmd); } // [exit] 保留命令,立即退出执行器 if (cmd.indexOf("[exit]") != -1) { this._finishExecute(); return; } else { this._delayPerformCmd(index + 1); } }; CmdExecuter.prototype._delayPerformCmd = function(index) { let executer = this; window.setTimeout(function() { executer._performCmd(index); }, executer.interval); }; CmdExecuter.prototype._finishExecute = function() { this.isWorking = false; if (this.didFinishExecute) this.didFinishExecute(); }; /* ------------------------ Workflow ------------------------ *\ \* ---------------------------------------------------------- */ function WorkItem(identifier, run) { this.identifier = identifier; this.run = run; } WorkItem.prototype.setDidFinish = function(didFinish) { this.didFinish = didFinish; }; var WorkItemCenter = { register: function(value, key) { if (typeof value == "function") { WorkItemCenter._items[key] = value; } else { WorkItemCenter._items[value.identifier] = value; } }, take: function(key) { return WorkItemCenter._items[key]; }, allKey: function() { return []; // ... }, _items: {}, }; WorkItemCenter.register(new WorkItem("回满状态", function() { let item = this; Role.renew(function() { item.didFinish(); }); })); WorkItemCenter.register(new WorkItem("清理背包", function() { let item = this; Role.cleanBag(function() { item.didFinish(); }); })); WorkItemCenter.register(new WorkItem("通用结束动作", function() { WG.go("练功房"); let item = this; window.setTimeout(function() { WG.Send("stopstate;dazuo"); item.didFinish(); }, 2000); })); WorkItemCenter.register(new WorkItem("等待技能冷却", function() { var timer; let item = this; timer = window.setInterval(function() { if (!Role.hasCoolingSkill()) { window.clearInterval(timer); item.didFinish(); } }, 1000); })); var Workflow = { name: undefined, items: [], willStartWorkflow: undefined, didFinishWorkflow: undefined, willStartWorkItem: undefined, // optional: function(item.identifier) didFinishWorkItem: undefined, // optional: function(item.identifier) start: function() { WG.Send('stopstate'); WG.stopAllAuto(); messageClear() messageAppend("正在运行工作流 " + Workflow.name + "..."); messageAppend("* 运行工作流期间会暂时关闭 自动Boss 和 自动婚宴。"); messageAppend("* 如需要立即中断,请刷新网页。"); if (Workflow.willStartWorkflow) Workflow.willStartWorkflow(); Workflow._start(0); }, _start: function(number) { if (number >= Workflow.items.length) { Workflow._finish(); return; } let item = Workflow.items[number]; item.setDidFinish(function() { if (Workflow.didFinishWorkItem) Workflow.didFinishWorkItem(item.identifier); messageAppend("▶ " + item.identifier + "执行完毕。"); window.setTimeout(function() { Workflow._start(number + 1); }, 2000); }); if (Workflow.willStartWorkItem) Workflow.willStartWorkItem(item.identifier); messageAppend("▷ 正在运行 " + item.identifier + "..."); item.run(); }, _finish: function() { let name = Workflow.name; Workflow.name = undefined; Workflow.items = []; Workflow.willStart = undefined; let didFinishWorkflow = Workflow.didFinishWorkflow; Workflow.didFinish = undefined; Workflow.willStartWorkItem = undefined; Workflow.didFinishWorkItem = undefined; messageAppend("顺利完成工作流 " + name + "。"); WG.reSetAllAuto(); if (didFinishWorkflow) didFinishWorkflow(); } }; /* ------------------------ Dungeon ------------------------ *\ \* --------------------------------------------------------- */ function Dungeon(name, description, cmds, enemyNames, willStartDungeon, didFinishDungeon, willPerformCmd, didPerformCmd) { this.name = name; this.description = description; this.cmds = cmds; this.enemyNames = enemyNames; this.willStartDungeon = willStartDungeon; this.didFinishDungeon = didFinishDungeon; this.willPerformCmd = willPerformCmd; var totalCmds = this.cmds.slice(); totalCmds.push("cr;cr over"); let dungeon = this; let didFinishExecute = function() { if (dungeon.didFinishDungeon) dungeon.didFinishDungeon(); }; let executerWillPerformCmd = function(lastCmd, cmd) { return dungeon._willPerformCmd(lastCmd, cmd); }; this.executer = new CmdExecuter( totalCmds, undefined, didFinishExecute, executerWillPerformCmd, didPerformCmd, 2000 ); } Dungeon.prototype.enter = function() { this._reset(); this._hookIndexes.push(this._monitorEnemy()); this._hookIndexes.push(this._monitorAddEnemy()); this._hookIndexes.push(this._monitorEnemyDie()); if (this.willStartDungeon) { this.willStartDungeon(); } this.executer.execute(); }; Dungeon.prototype._reset = function() { this._hookIndexes = []; this._liaoshangDoing = false; this._waitingSkillCD = false; this._noneEnemy = false; this._enemyIds = undefined; // 当前房间的敌人id this._enemyCounter = 0; // 当前房间剩余的敌人 }; Dungeon.prototype._willPerformCmd = function(lastCmd, cmd) { if (this._enemyCounter > 0) { this._killEnemy(); return null; } if (this._liaoshangDoing) { if (Role.hp/Role.maxHp < 0.99) { return null; } else { this._liaoshangDoing = false; WG.Send("stopstate"); } } if (Role.hp/Role.maxHp < Config.hpThresholdInDungeon()/100 && !this._noneEnemy) { WG.Send("liaoshang"); this._liaoshangDoing = true; return null; } // #开头,表明执行完此命令将会遇到 Boss if (cmd.indexOf("#") != -1) { if (Config.waitSkillCD() == "yes" && Role.hasCoolingSkill()) { if (!this._waitingSkillCD) { messageAppend("! 前方高能,等待技能冷却再战..."); this._waitingSkillCD = true; } return null; } cmd = cmd.substring(1); } this._waitingSkillCD = false; // $结尾,表明之后的命令不再会遇敌 if (cmd.indexOf("$") != -1) { this._noneEnemy = true; cmd = cmd.substring(0, cmd.length - 1); } if (this.willPerformCmd) cmd = this.willPerformCmd(lastCmd, cmd); return cmd; }; Dungeon.prototype._killEnemy = function() { if (this._enemyIds == undefined) { return } for (var i = 0; i < this._enemyIds.length; i++) { let enemyId = this._enemyIds[i]; WG.Send("kill " + enemyId); } }; Dungeon.prototype._monitorEnemy = function() { let dungeon = this; 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 (dungeon.enemyNames.indexOf(item.name) >= 0) { enemyIds.push(item.id); } } dungeon._enemyIds = enemyIds; dungeon._enemyCounter = enemyIds.length; }); return index; }; Dungeon.prototype._monitorAddEnemy = function() { let dungeon = this; let index = WG.add_hook("itemadd", function(data) { if (data.name == undefined) return; if (dungeon.enemyNames.indexOf(data.name) == -1) return; if (dungeon._enemyIds) { dungeon._enemyIds.push(data.id); dungeon._enemyCounter += 1; } else { dungeon._enemyIds = [data.id]; dungeon._enemyCounter = 1; } }); return index; }; Dungeon.prototype._monitorEnemyDie = function() { let dungeon = this; let index = WG.add_hook("sc", function(data) { if (data.id == undefined || !dungeon._enemyIds) return; if (WG.inArray(data.id, dungeon._enemyIds) && data.hp == 0) { dungeon._enemyCounter -= 1; } }); return index; }; // Register Dungeon Work Item WorkItemCenter.register(function(name, subname) { let config = DungeonConfig[name]["universal"]; var totalName = name; var description = config.description; var cmds = config.cmds; var enemyNames = config.enemyNames; var willStartDungeon = config.willStartDungeon; var didFinishDungeon = config.didFinishDungeon; var willPerformCmd = config.willPerformCmd; var didPerformCmd = config.didPerformCmd; let subconfig = DungeonConfig[name][subname]; if (subconfig) { totalName = name + "(" + subname + ")"; if (subconfig.description) description = subconfig.description; if (subconfig.cmds) cmds = subconfig.cmds; if (subconfig.enemyNames) enemyNames = subconfig.enemyNames; if (subconfig.willStartDungeon) willStartDungeon = subconfig.willStartDungeon; if (subconfig.didFinishDungeon) didFinishDungeon = subconfig.didFinishDungeon; if (subconfig.willPerformCmd) willPerformCmd = subconfig.willPerformCmd; if (subconfig.didPerformCmd) didPerformCmd = subconfig.didPerformCmd; } let dungeon = new Dungeon( totalName, description, cmds, enemyNames, willStartDungeon, undefined, willPerformCmd, didPerformCmd ); let result = new WorkItem(dungeon.name, function() { if (this.description) messageAppend(this.description); let item = this; dungeon.didFinishDungeon = function() { if (didFinishDungeon) didFinishDungeon(); item.didFinish(); }; dungeon.enter(); }); return result; }, "扫荡副本"); // Dungeon Config let DungeonConfig = { "移花宫": { "universal": { 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" ], willStartDungeon: 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]; ToRaid.leftPush = 0; ToRaid.didFindSecretPath = false; }, didFinishDungeon: function() { for (var i = ToRaid.indexes.length - 1; i >= 0; i--) { let index = ToRaid.indexes[i]; WG.remove_hook(index); } }, willPerformCmd: 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; }, }, "困难": { 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$", "look xia;open xia" ], }, "简单": { cmds: [ "jh fb 22 start1;cr huashan/yihua/shandao", "go south;go south;go south;go south;go south;go south;go south", "go south;go south;go south;go south;go south;go south;go south", "go south;go south", "go south", "#go southeast", "#go northwest;go southwest", "look hua", "go southeast", "look bed", "go down;fire;go west$", "look xia;open xia" ], }, }, "白驼山": { "universal": { 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$", "@wait", ], enemyNames: [ "白驼山少庄主 欧阳克", "白衣少女", "<hiy>西毒</hiy> 欧阳锋", "毒蛇", "蟒蛇" ], }, "组队": { } }, "燕子坞": { "universal": { enemyNames: [ "金凤庄庄主 包不同", "曼佗罗山庄庄主 王夫人", "姑苏慕容公子 慕容复", "慕容博" ], }, "简单": { cmds: [ "jh fb 23 start1;cr murong/anbian", "go east;go east", "go east;go south;go east;go south;go south", "go north;go north;go west;go north", "#go east;go east;go east", "go west;go north", "look pai;bai pai;bai pai;bai pai", "go north", "search", "#go south$", "@wait", ], }, "困难": { cmds: [ "jh fb 23 start2;cr murong/anbian 1 0", "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$", "@wait", ], }, "偷书": { description: "👏 <hiy>感谢 Airson 提供本副本代码。</hiy>", cmds: [ "jh fb 23 start1;cr murong/anbian", "go east;go east$", "go east;go east;go east;go north", "look pai;bai pai;bai pai;bai pai", "go north;search", ], enemyNames: [ "金凤庄庄主 包不同", ], }, }, "华山论剑": { "universal": { description: "👏 <hiy>感谢 koyodakla、freesunny 对本副本代码提供的帮助。</hiy>", cmds: [ "jh fb 30 start1;cr huashan/lunjian/leitaixia", "go up", "jump bi", "@get box", ], enemyNames: [ "<hiy>东邪</hiy> 黄药师", "<hiy>南帝</hiy> 一灯大师", "<hiy>西毒</hiy> 欧阳锋", "<hiy>北丐</hiy> 洪七公", "<hiy>中神通</hiy> 王重阳" ], willStartDungeon: function() { let index = WG.add_hook("itemadd", function(data) { let corpses = [ "<wht>黄药师的尸体</wht>", "<wht>一灯大师的尸体</wht>", "<wht>欧阳锋的尸体</wht>", "<wht>洪七公的尸体</wht>", "<wht>王重阳的尸体</wht>" ]; if (data.name != undefined && corpses.indexOf(data.name) != -1) { ToRaid.remainingBossCount -= 1; } }); ToRaid.indexes = [index]; ToRaid.remainingBossCount = 5; }, didFinishDungeon: function() { for (var i = ToRaid.indexes.length - 1; i >= 0; i--) { let index = ToRaid.indexes[i]; WG.remove_hook(index); } }, willPerformCmd: function(lastCmd, cmd) { if (cmd == "jump bi" && ToRaid.remainingBossCount != 0) return null; if (cmd == "@get box") WG.get_all(); return cmd; }, }, }, "温府": { "universal": { }, ">2k闪避": { description: "👏 <hiy>感谢 JiaQi Wan 提供本副本代码。</hiy>", cmds: [ "jh fb 23 start2;cr cd/wen/damen", "look tree;climb tree;go north;go northeast;go north;go north;go northwest;go north", "look zhuang;tiao zhuang", "#look zhuang;tiao zhuang", "go north$", "@wait", ], enemyNames: [ "温家老二 温方义", "温家老三 温方山", "温家老四 温方施", "温家老五 温方南", "温家老大 温方达", "<hiy>金蛇郎君</hiy> 夏雪宜", "温家小姐 温仪" ], } }, "桃花岛": { "universal": { }, "困难": { cmds: [ "jh fb 18 start2;cr taohua/haitan 1 0", "go south", "@look 1", "@look 5", "go south;go south", "go east;go east", "#go east;go north$", "@wait" ], 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" ], willStartDungeon: function() { TaohuaIsland._monitorMaze(); }, didFinishDungeon: function() { TaohuaIsland._cancelMonitorMaze(); }, willPerformCmd: function(lastCmd, cmd) { if (cmd == "@look 1") { if (TaohuaIsland._goCenterCmd) { return TaohuaIsland._goCenterCmd; } else { return null; } } if (cmd == "@look 5") { if (TaohuaIsland._decodedMaze) { return TaohuaIsland._outMazeCmd(); } else { return null; } } return cmd; } } }, "财主家": { "universal": { enemyNames: [ "大狼狗", "管家", "家丁", "财主 崔员外", "财主女儿 崔莺莺" ], willPerformCmd: function(lastCmd, cmd) { if (cmd == "@ok") { return "ok " + Role.findItem("丫鬟"); } return cmd; } }, "简单": { cmds: [ "jh fb 1 start1;cr yz/cuifu/caizhu", "go north", "#go north", "look men;open men;go east;look gui;search gui", "@ok", "go west;go west$", "go east;go south;go south" ], }, "困难": { cmds: [ "jh fb 1 start2;cr yz/cuifu/caizhu 1 0", "go north", "#go north", "look men;open men;go east;look gui;search gui", "@ok", "go west;go west$", "go east;go south;go south" ], } }, "星宿海": { "universal": { cmds: [ "jh fb 20 start1;cr xingxiu/xxh6", "go northeast;go north;go northwest", "#go north$" ], enemyNames: [ "星宿派二师兄 狮吼子", "星宿老怪 丁春秋", ], } } }; /* ------------------------ Raid ------------------------ *\ \* ------------------------------------------------------ */ var Raid = { repeatRun: function(name, subname) { var theName = name; if (subname) theName += "(" + subname + ")"; let num = prompt("输入自动【" + theName + "】副本次数,例如:\"1\"", '1'); if (num > 0) { Raid._repeatTotal = num; Raid._repeatCounter = 0; } else { return; } Workflow.name = "自动扫荡副本 <" + theName + ">"; var items = []; let getDungeon = WorkItemCenter.take("扫荡副本"); let dungeon = getDungeon(name, subname); for (var i = 0; i < num; i++) { items.push(WorkItemCenter.take("回满状态")); items.push(WorkItemCenter.take("清理背包")); items.push(dungeon); } items.push(WorkItemCenter.take("清理背包")); items.push(WorkItemCenter.take("通用结束动作")); Workflow.items = items; Workflow.start(); }, _repeatTotal: 1, _repeatCounter: 0, }; var Wudaota2 = { run: function() { Workflow.name = "自动扫荡武道塔"; var items = []; items.push(WorkItemCenter.take("清理背包")); items.push(Wudaota2._reset); items.push(Wudaota2._fastFight); items.push(WorkItemCenter.take("通用结束动作")); Workflow.items = items; Workflow.start(); }, _reset: new WorkItem("重置武道塔", function() { let cmds = [ "jh fam 0 start;jh fam 8 start", "@reset", ]; let item = this; let didFinishExecute = function() { item.didFinish(); }; let willPerformCmd = function(lastCmd, cmd) { if (cmd == "@reset") { let butler = Role.findItem("守护人"); return "select " + butler + ";ask1 " + butler; } return cmd; }; let executer = new CmdExecuter(cmds, willStartExecute, didFinishExecute, willPerformCmd); executer.execute(); }), _fight: new WorkItem("挑战守护者", function() { }), _fastFight: new WorkItem("快速挑战守护者(扫荡符)", function() { }), }; /* ------------------------ UI ------------------------ *\ \* ---------------------------------------------------- */ var UI = { home: function() { messageClear(); var html = ` <div style='text-align:center;width:100%'> 🎉🎉🎉 恭祝大家 2019 新年快乐、万事如意!<a href="https://gf.qytechs.cn/zh-CN/scripts/375851-wsmud-raid/feedback">(v: ${GM_info.script.version})</a></br> <div class = "item-commands" > <span class = "zdy-item yihua" style="width:120px"> 移花宫(简单) </span> <span class = "zdy-item yihuaH" style="width:120px"> 移花宫(困难) </span> <span class = "zdy-item lunjian" style="width:120px"> 华山论剑(简单) </span> <span class = "zdy-item raidSetting" style="width:120px"> ⚙ 副本设置 </span> <span class = "zdy-item wudaota" style="width:120px"> 🏯 <hio>武道塔</hio> </span> <span class = "zdy-item xiangyang" style="width:120px"> ⚔ <hiy>守卫襄阳</hiy> </span> <span class = "zdy-item shortcut" style="width:120px"> 🚀 <hig>捷径</hig> </span> <span class = "zdy-item moreRaid" style="width:120px"> ⛩ <hic>更多副本</hic> </span> </div> </div> `; messageAppend(html); $(".yihua").on('click',function(){ Raid.repeatRun("移花宫", "简单"); }); $(".yihuaH").on('click', function () { Raid.repeatRun("移花宫", "困难"); }); $(".lunjian").on('click', function () { Raid.repeatRun("华山论剑"); }); $(".raidSetting").on('click', function () { UI.setting(); }); $(".wudaota").on('click', function () { UI.wudaota(); }); $(".xiangyang").on('click', function () { UI.xiangyang(); }); $(".shortcut").on('click', function () { UI.shortcut(); }); $(".moreRaid").on('click', function () { UI.moreRaid(); }); }, setting: function() { messageClear(); var html = ` <div style='text-align:center;width:100%'> ⚙ 副本设置</br> <div class = "item-commands" > <span style='border:solid 0px gray'> <label for="liaoshangInRaid">◆ 副本内疗伤,当气血低于: </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战前等待技能冷却: </label><select style='width:80px' id = "waitSkillCD"> <option value="no">关闭</option> <option value="yes">开启</option> </select> </span> <!-- <span style='border:solid 0px gray'> <label for="autoArm">自动换装备&技能: </label><select style='width:80px' id = "autoArm"> <option value="no">关闭</option> <option value="yes">开启</option> </select><button>更新为当前</button> </span> --> </div> <div class = "item-commands" > <span class = "zdy-item settingBack" style="width:120px"> < 返回 </span> </div> </div> `; messageAppend(html); $('#liaoshangInRaid').val(Config.hpThresholdInDungeon()); $("#liaoshangInRaid").change(function () { Config.setHpThresholdInDungeon($("#liaoshangInRaid").val()); }); $('#waitSkillCD').val(Config.waitSkillCD()); $("#waitSkillCD").change(function () { Config.setWaitSkillCD($("#waitSkillCD").val()); }); $(".settingBack").on('click', function () { UI.home(); }); }, wudaota: function() { messageClear(); var html = ` <div style='text-align:center;width:100%'> 🏯 <hio>武道塔</hio> <!-- <div class = "item-commands" > <span style='border:solid 0px gray;width:100%'> <label>◆ 自动战斗到第 </label><input type="number" id="wudaotaAutoToFloor" style="text-align:center;width:60px"><label> 层,</label><label for="wudaotaFastCombatOpening">剩余层扫荡符处理 </label><select style='width:60px' id = "wudaotaFastCombatOpening"> <option value="no">关闭</option> <option value="yes">开启</option> </select><label>。</label> </span> <span style='border:solid 0px gray;width:100%'> <label for="wudaotaHpThreshold">◆ 疗伤,当气血小于 </label><select style='width:60px' id="wudaotaHpThreshold"> <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><label>;从第 </label><input type="number" id="wudaotaWaitSkillCDFrom" style="text-align:center;width:60px"><label for="waitSkillCD"> 层开始,战前等待技能冷却。</label> </span> </div> --> 即将到来... <div class = "item-commands" > <span class = "zdy-item wudaoBack" style="width:120px"> < 返回 </span> <!--<span class = "zdy-item wudaoStart" style="width:120px"> 开始爬塔 </span>--> </div> </div> `; messageAppend(html); $('#wudaotaAutoToFloor').val(Config.wudaota.autoToFloor()); $('#wudaotaAutoToFloor').focusout(function () { let autoToFloor = $('#wudaotaAutoToFloor').val(); if (autoToFloor >= 0 && autoToFloor <= 100) { Config.wudaota.setAutoToFloor(autoToFloor); } else { $('#wudaotaAutoToFloor').val(Config.wudaota.autoToFloor()); } }); $('#wudaotaFastCombatOpening').val(Config.wudaota.fastCombatOpening()); $("#wudaotaFastCombatOpening").change(function () { Config.wudaota.setFastCombatOpening($("#wudaotaFastCombatOpening").val()); }); $('#wudaotaHpThreshold').val(Config.wudaota.hpThresholdInRaid()); $("#wudaotaHpThreshold").change(function () { Config.wudaota.setHpThresholdInRaid($("#wudaotaHpThreshold").val()); }); $('#wudaotaWaitSkillCDFrom').val(Config.wudaota.waitSkillCDFrom()); $('#wudaotaWaitSkillCDFrom').focusout(function () { let from = $('#wudaotaWaitSkillCDFrom').val(); if (from >= 0 && from <= 100) { Config.wudaota.setWaitSkillCDFrom(from); } else { $('#wudaotaWaitSkillCDFrom').val(Config.wudaota.waitSkillCDFrom()); } }); $(".wudaoBack").on('click', function () { UI.home(); }); $(".wudaoStart").on('click', function () { Wudaota.run(); }); }, xiangyang: function() { messageClear(); var html = ` <div style='text-align:center;width:100%'> ⚔ <hiy>守卫襄阳</hiy></br> <div class = "item-commands" > <span class = "zdy-item xiangyangBack" style="width:120px"> < 返回 </span> <span class = "zdy-item xiangyangStart" style="width:120px"> <hiy>提开发建议=></hiy> </span> </div> </div> `; messageAppend(html); $(".xiangyangBack").on('click', function () { UI.home(); }); $(".xiangyangStart").on('click', function () { window.open("https://gf.qytechs.cn/zh-CN/forum/discussion/48858/%E5%AE%88%E5%8D%AB%E8%A5%84%E9%98%B3%E5%BC%80%E5%8F%91%E5%BB%BA%E8%AE%AE/p1?new=1", '_blank').location; }); }, moreRaid: function() { messageClear(); var html = ` <div style='text-align:center;width:100%'> ⛩ <hic>更多副本</hic></br> <div class = "item-commands" > <span class = "zdy-item moreRaidBack" style="width:120px"> < 返回 </span> <span class = "zdy-item whiteteam" style="width:120px"> 白驼山(组队) </span> <span class = "zdy-item yanziwu" style="width:120px"> 燕子坞(简单) </span> <span class = "zdy-item yanziwuH" style="width:120px"> 燕子坞(困难) </span> <span class = "zdy-item yanziwuT" style="width:120px"> 燕子坞偷书 </span> <span class = "zdy-item taohuaH" style="width:120px"> 桃花岛(困难) </span> <span class = "zdy-item wenfuH" style="width:120px"> 温府(>2k闪避) </span> <span class = "zdy-item caizhujia" style="width:120px"> 财主家(简单) </span> <span class = "zdy-item caizhujiaH" style="width:120px"> 财主家(困难) </span> <span class = "zdy-item xingxiuhai" style="width:120px"> 星宿海 </span> </div> </div> `; messageAppend(html); $(".moreRaidBack").on('click', function () { UI.home(); }); $(".whiteteam").on('click', function () { Raid.repeatRun("白驼山", "组队"); }); $(".yanziwu").on('click',function(){ Raid.repeatRun("燕子坞", "简单"); }); $(".yanziwuH").on('click', function () { Raid.repeatRun("燕子坞", "困难"); }); $(".yanziwuT").on('click', function () { Raid.repeatRun("燕子坞", "偷书"); }); $(".taohuaH").on('click', function () { Raid.repeatRun("桃花岛", "困难"); }); $(".wenfuH").on('click', function () { Raid.repeatRun("温府", ">2k闪避"); }); $(".caizhujia").on('click', function () { Raid.repeatRun("财主家", "简单"); }); $(".caizhujiaH").on('click', function () { Raid.repeatRun("财主家", "困难"); }); $(".xingxiuhai").on('click', function () { Raid.repeatRun("星宿海"); }); }, shortcut: function() { messageClear(); var html = ` <div style='text-align:center;width:100%'> 🚀 <hig>捷径</hig></br> <div class = "item-commands" > <span class = "zdy-item shortcutBack" style="width:120px"> < 返回 </span> <span class = "zdy-item outMaze" style="width:120px"> 走出桃花林 </span> <span class = "zdy-item zhoubotong" style="width:120px"> 找到周伯通 </span> </div> </div> `; messageAppend(html); $(".shortcutBack").on('click', function () { UI.home(); }); $(".outMaze").on('click', function () { WG.Send('stopstate'); TaohuaIsland.outMaze(); }); $(".zhoubotong").on('click', function () { WG.Send('stopstate'); TaohuaIsland.zhoubotong(); }); } }; var ToRaid = { menu :UI.home }; var TaohuaIsland = { outMaze: function() { if (!Role.atPath("taohua/haitan")) { messageAppend("只有在 桃花岛的海滩 才能使用此虫洞。"); return; } Executer.interval = 1000; Executer.cmds = [ "go south", "@look 1", "@look 5" ]; Executer.willPerformCmd = function(lastCmd, cmd) { if (cmd == "@look 1") { if (TaohuaIsland._goCenterCmd) { return TaohuaIsland._goCenterCmd; } else { return null; } } if (cmd == "@look 5") { if (TaohuaIsland._decodedMaze) { return TaohuaIsland._outMazeCmd(); } else { return null; } } return cmd; }; Executer.didFinishExecute = TaohuaIsland._cancelMonitorMaze; TaohuaIsland._monitorMaze(); Executer.execute(); }, zhoubotong: function() { if (!Role.atPath("taohua/wofang")) { messageAppend("只有在 蓉儿的卧室 才能使用此虫洞。"); return; } Executer.interval = 1000; Executer.cmds = [ "go south;go west;go west;go west;go north;go north;go north", "go west;go east;go west;go east;go west", "go south", "@look 1", "@look 5", "@go 2", "@go 3", "@go 4", "@go 6", "@go 7", "@go 8", ]; let index = WG.add_hook("exits", function(data) { if (TaohuaIsland._lastCoord == undefined || TaohuaIsland._lastCoord == [0, 0]) return; if (Object.keys(data.items).length != 4) return; for(var key in data.items) { if (data.items[key] != "桃花林") return; } let normalExistMap = [ [["north", "northeast", "east"], ["east", "north", "south"], ["east", "south", "southeast"],], [["east", "north", "west"], [], ["west", "east", "south"],], [["west", "northwest", "north"], ["west", "south", "north"], ["west", "southwest", "south"],] ]; let x = TaohuaIsland._lastCoord[0] + 1; let y = TaohuaIsland._lastCoord[1] + 1; let normalExists = normalExistMap[x][y]; for(var key2 in data.items) { if (normalExists.indexOf(key2) != -1) continue; TaohuaIsland._goCave = "go " + key2; return; } }); Executer.willPerformCmd = function(lastCmd, cmd) { if (TaohuaIsland._goCave) return TaohuaIsland._goCave + ";go west;[exit]"; var number = 0; switch (cmd) { case "@look 1": if (TaohuaIsland._goCenterCmd) { return TaohuaIsland._goCenterCmd; } else { return null; } break; case "@look 5": if (!TaohuaIsland._decodedMaze) return null; break; case "@go 2": TaohuaIsland._lastCoord = TaohuaIsland._mazeCoords[2]; TaohuaIsland._lastGo = TaohuaIsland._mazePath(TaohuaIsland._lastCoord); return TaohuaIsland._lastGo; case "@go 3": number = 3; break; case "@go 4": number = 4; break; case "@go 6": number = 6; break; case "@go 7": number = 7; break; case "@go 8": number = 8; break; } if (number != 0) { let back = TaohuaIsland._mazeBackPath(TaohuaIsland._lastGo); TaohuaIsland._lastCoord = TaohuaIsland._mazeCoords[number]; TaohuaIsland._lastGo = TaohuaIsland._mazePath(TaohuaIsland._lastCoord); return back + ";" + TaohuaIsland._lastGo; } return cmd; }; Executer.didFinishExecute = function() { TaohuaIsland._lastCoord = undefined; TaohuaIsland._lastGo = undefined; TaohuaIsland._goCave = undefined; TaohuaIsland._cancelMonitorMaze(); }; TaohuaIsland._monitorMaze(); Executer.execute(); }, _outMazeCmd: function() { var cmd = ""; for (var i = 2; i <= 9; i++) { let coord = TaohuaIsland._mazeCoords[i]; let go = TaohuaIsland._mazePath(coord); if (i == 9) { cmd += go + ";" + go; } else { cmd += go + ";" + TaohuaIsland._mazeBackPath(go) + ";"; } } cmd += ";go south"; return cmd; }, _mazePath: function(coord) { let pathMap = [ ["go southwest", "go west", "go northwest"], ["go south", "", "go north"], ["go southeast", "go east", "go northeast"] ]; let x = coord[0] + 1; let y = coord[1] + 1; return pathMap[x][y]; }, _mazeBackPath: function(path) { 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" }; return backMap[path]; }, _monitorMaze: function() { TaohuaIsland._mazeCoords = [ [2, 2], // unused [2, 2], [2, 2], [2, 2], [2, 2], [0, 0], [2, 2], [2, 2], [2, 2], [2, 2] ]; TaohuaIsland._atFirst = false; TaohuaIsland._goCenterCmd = undefined; TaohuaIsland._decodedMaze = false; let index1 = WG.add_hook(["room", "exits"], function(data) { if (TaohuaIsland._goCenterCmd != undefined) 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) TaohuaIsland._atFirst = true; } else if (data.type == "exits") { if (data.items == undefined) return; if (TaohuaIsland._atFirst) { if (data.items.north && data.items.south) { if (data.items.west) { TaohuaIsland._mazeCoords[1] = [1, 0]; TaohuaIsland._goCenterCmd = "go west" } else { TaohuaIsland._mazeCoords[1] = [-1, 0]; TaohuaIsland._goCenterCmd = "go east" } } else if (data.items.west && data.items.east) { if (data.items.north) { TaohuaIsland._mazeCoords[1] = [0, -1]; TaohuaIsland._goCenterCmd = "go north" } else { TaohuaIsland._mazeCoords[1] = [0, 1]; TaohuaIsland._goCenterCmd = "go south" } } } } }); let index2 = WG.add_hook("room", function(data) { if (TaohuaIsland._decodedMaze) 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": TaohuaIsland._mazeCoords[2] = [1, -1]; break; case "四": TaohuaIsland._mazeCoords[4] = [1, -1]; break; case "六": TaohuaIsland._mazeCoords[6] = [1, -1]; break; case "八": TaohuaIsland._mazeCoords[8] = [1, -1]; break; } TaohuaIsland._mazeCoords[9] = [-TaohuaIsland._mazeCoords[1][0], -TaohuaIsland._mazeCoords[1][1]]; while (true) { if (TaohuaIsland._mazeCoords[2][0] != 2) { TaohuaIsland._mazeCoords[8] = [-TaohuaIsland._mazeCoords[2][0], -TaohuaIsland._mazeCoords[2][1]]; } if (TaohuaIsland._mazeCoords[8][0] != 2) { if (TaohuaIsland._mazeCoords[8][0] == TaohuaIsland._mazeCoords[1][0]) { TaohuaIsland._mazeCoords[6] = [TaohuaIsland._mazeCoords[8][0], -TaohuaIsland._mazeCoords[8][1]]; } else { TaohuaIsland._mazeCoords[6] = [-TaohuaIsland._mazeCoords[8][0], TaohuaIsland._mazeCoords[8][1]]; } } if (TaohuaIsland._mazeCoords[6][0] != 2) { TaohuaIsland._mazeCoords[4] = [-TaohuaIsland._mazeCoords[6][0], -TaohuaIsland._mazeCoords[6][1]]; } if (TaohuaIsland._mazeCoords[4][0] != 2) { if (TaohuaIsland._mazeCoords[4][0] == TaohuaIsland._mazeCoords[9][0]) { TaohuaIsland._mazeCoords[2] = [TaohuaIsland._mazeCoords[4][0], -TaohuaIsland._mazeCoords[4][1]]; } else { TaohuaIsland._mazeCoords[2] = [-TaohuaIsland._mazeCoords[4][0], TaohuaIsland._mazeCoords[4][1]]; } } if (TaohuaIsland._mazeCoords[2][0] != 2 && TaohuaIsland._mazeCoords[4][0] != 2 && TaohuaIsland._mazeCoords[6][0] != 2 && TaohuaIsland._mazeCoords[8][0] != 2) { break; } } if (TaohuaIsland._mazeCoords[8][0] == TaohuaIsland._mazeCoords[4][0]) { TaohuaIsland._mazeCoords[3] = [TaohuaIsland._mazeCoords[8][0], 0]; } else { TaohuaIsland._mazeCoords[3] = [0, TaohuaIsland._mazeCoords[8][1]]; } TaohuaIsland._mazeCoords[7] = [-TaohuaIsland._mazeCoords[3][0], -TaohuaIsland._mazeCoords[3][1]]; TaohuaIsland._decodedMaze = true; }); TaohuaIsland._mazeHookIndexes = [index1, index2]; }, _cancelMonitorMaze: function() { for (var i = TaohuaIsland._mazeHookIndexes.length - 1; i >= 0; i--) { let index = TaohuaIsland._mazeHookIndexes[i]; WG.remove_hook(index); } }, }; let ChineseToNumber = { run: function(text) { var rtn = 0; var section = 0; var number = 0; var secUnit = false; var str = text.split(''); for (var i = 0; i < str.length; i++) { var num = ChineseToNumber.chnNumChar[str[i]]; if (typeof num !== 'undefined') { number = num; if (i === str.length - 1){ section += number; } }else{ var unit = ChineseToNumber.chnNameValue[str[i]].value; secUnit = ChineseToNumber.chnNameValue[str[i]].secUnit; if (secUnit){ section = (section + number) * unit; rtn += section; section = 0; } else { section += (number * unit); } number = 0; } } return rtn + section; }, chnNumChar: { 零:0, 一:1, 二:2, 三:3, 四:4, 五:5, 六:6, 七:7, 八:8, 九:9 }, chnNameValue: { 十:{value:10, secUnit:false}, 百:{value:100, secUnit:false}, 千:{value:1000, secUnit:false}, 万:{value:10000, secUnit:true}, 亿:{value:100000000, secUnit:true} } }; $(document).ready(function () { WG = unsafeWindow.WG; messageAppend = unsafeWindow.messageAppend; messageClear = unsafeWindow.messageClear; unsafeWindow.ToRaid = ToRaid; unsafeWindow.Role = Role; Role.init(); }); })();
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