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修改游戏中的各项参数,基于 lichqwer 的原版脚本进行修改,提供更多便利
// ==UserScript==// @name 超苦逼冒险者修改last(基于 lichqwer)// @namespace http://tampermonkey.net/// @version 0.3// @description 修改游戏中的各项参数,基于 lichqwer 的原版脚本进行修改,提供更多便利// @author lbihhe// @match https://kubitionadvanture.sinaapp.com/// @grant GM_registerMenuCommand// @grant GM_setValue// @grant GM_getValue// @run-at document-end// @originalAuthor lichqwer// @license MIT// ==/UserScript==(function () {'use strict';// 检查所需对象是否存在if (typeof PLAYER_STATE_INIT === 'undefined' ||typeof PLACE_DATA === 'undefined' ||typeof BUILDING_DATA === 'undefined') {console.error("必要的数据对象未定义,脚本无法运行");return;}// 模块启用标志,从 GM_getValue 获取初始状态let isModuleOneEnabled = GM_getValue('moduleOneEnabled', true);let isModuleTwoEnabled = GM_getValue('moduleTwoEnabled', true);let isModuleThreeEnabled = GM_getValue('moduleThreeEnabled', true);let isModuleFourEnabled = GM_getValue('moduleFourEnabled', true);let isModuleFiveEnabled = GM_getValue('moduleFiveEnabled', true);let isModuleSixEnabled = GM_getValue('moduleSixEnabled', true);let isModuleSevenEnabled = GM_getValue('moduleSevenEnabled', true);// 菜单命令GM_registerMenuCommand("启用/禁用 玩家初始状态修改", toggleModuleOne);GM_registerMenuCommand("启用/禁用 采集点数据修改", toggleModuleTwo);GM_registerMenuCommand("启用/禁用 特殊采集点修改", toggleModuleThree);GM_registerMenuCommand("启用/禁用 建筑数据修改", toggleModuleFour);GM_registerMenuCommand("启用/禁用 建筑升级数据修改", toggleModuleFive);GM_registerMenuCommand("启用/禁用 技能数据修改", toggleModuleSix);GM_registerMenuCommand("启用/禁用 制作、科技和魔法数据修改", toggleModuleSeven);// 启用/禁用模块的切换函数function toggleModuleOne() {isModuleOneEnabled = !isModuleOneEnabled;GM_setValue('moduleOneEnabled', isModuleOneEnabled);console.log("玩家初始状态修改 " + (isModuleOneEnabled ? "启用" : "禁用"));}function toggleModuleTwo() {isModuleTwoEnabled = !isModuleTwoEnabled;GM_setValue('moduleTwoEnabled', isModuleTwoEnabled);console.log("采集点数据修改 " + (isModuleTwoEnabled ? "启用" : "禁用"));}function toggleModuleThree() {isModuleThreeEnabled = !isModuleThreeEnabled;GM_setValue('moduleThreeEnabled', isModuleThreeEnabled);console.log("特殊采集点修改 " + (isModuleThreeEnabled ? "启用" : "禁用"));}function toggleModuleFour() {isModuleFourEnabled = !isModuleFourEnabled;GM_setValue('moduleFourEnabled', isModuleFourEnabled);console.log("建筑数据修改 " + (isModuleFourEnabled ? "启用" : "禁用"));}function toggleModuleFive() {isModuleFiveEnabled = !isModuleFiveEnabled;GM_setValue('moduleFiveEnabled', isModuleFiveEnabled);console.log("建筑升级数据修改 " + (isModuleFiveEnabled ? "启用" : "禁用"));}function toggleModuleSix() {isModuleSixEnabled = !isModuleSixEnabled;GM_setValue('moduleSixEnabled', isModuleSixEnabled);console.log("技能数据修改 " + (isModuleSixEnabled ? "启用" : "禁用"));}function toggleModuleSeven() {isModuleSevenEnabled = !isModuleSevenEnabled;GM_setValue('moduleSevenEnabled', isModuleSevenEnabled);console.log("制作、科技和魔法数据修改 " + (isModuleSevenEnabled ? "启用" : "禁用"));}try {// 根据模块启用标志判断是否执行相应的模块// 模块一:玩家初始状态修改if (isModuleOneEnabled) {(function modifyPlayerState() {if (typeof PLAYER_STATE_INIT !== 'undefined') {PLAYER_STATE_INIT['hp']['amount'] = 999;PLAYER_STATE_INIT['full']['amount'] = 999;PLAYER_STATE_INIT['moist']['amount'] = 999;PLAYER_STATE_INIT['ps']['amount'] = 999;PLAYER_STATE_INIT['san']['amount'] = 999;//BAG_BASE_SIZE = 20;} else {console.error("PLAYER_STATE_INIT 未定义,无法修改玩家初始状态");}})();}// 模块二:采集点数据修改if (isModuleTwoEnabled) {(function modifyPlaceData() {if (typeof PLACE_DATA !== 'undefined') {for (let i in PLACE_DATA) {if (PLACE_DATA[i].timeNeed) PLACE_DATA[i].timeNeed *= 0.01;if (PLACE_DATA[i].resource) {for (let j in PLACE_DATA[i].resource) {let resource = PLACE_DATA[i].resource[j];resource.initAmount = 999999;resource.timeNeed = 0.1;resource.circle = 999999;if (resource.require) resource.require = { ps: 0.1 };if (resource.things) {for (let k in resource.things) {resource.things[k] = 1000;}}}}}} else {console.error("PLACE_DATA 未定义,无法修改采集点数据");}})();}// 模块三:特殊采集点修改if (isModuleThreeEnabled) {(function modifySpecialPlace() {if (typeof PLACE_DATA !== 'undefined' && PLACE_DATA['river']) {if (PLACE_DATA['river']['resource'] && PLACE_DATA['river']['resource']['tree']) {PLACE_DATA['river']['resource']['tree']['things']['crystal'] = 10000;PLACE_DATA['river']['resource']['tree']['things']['blood'] = 1;PLACE_DATA['river']['resource']['tree']['things']['dungeonKey'] = 1000;}} else {console.error("特殊采集点 river 未定义,无法修改特殊采集点数据");}})();}// 模块四:建筑数据修改if (isModuleFourEnabled) {(function modifyBuildingData() {if (typeof BUILDING_DATA !== 'undefined') {for (let i in BUILDING_DATA) {if (i !== 'build') {BUILDING_DATA[i].require = {}; // 移除建造所需材料BUILDING_DATA[i].timeNeed = 0.1; // 建造时间缩短}}} else {console.error("BUILDING_DATA 未定义,无法修改建筑数据");}})();}// 模块五:建筑升级数据修改if (isModuleFiveEnabled) {(function modifyBuildingUpgradeData() {if (typeof BUILDING_UPDATE_DATA !== 'undefined') {for (let i in BUILDING_UPDATE_DATA) {if (BUILDING_UPDATE_DATA[i]) {for (let j in BUILDING_UPDATE_DATA[i]) {BUILDING_UPDATE_DATA[i][j].timeNeed = 0.1; // 升级时间缩短BUILDING_UPDATE_DATA[i][j].require = {}; // 移除升级所需材料}}}} else {console.error("BUILDING_UPDATE_DATA 未定义,无法修改建筑升级数据");}})();}// 模块六:技能数据修改if (isModuleSixEnabled) {(function modifySkillData() {if (typeof SKILL_DATA !== 'undefined') {for (let i in SKILL_DATA) {if (SKILL_DATA[i]) {if (i !== 'def') {SKILL_DATA[i].buff *= 100; // 非防御技能的加成倍数} else {SKILL_DATA[i].buff = 0.1; // 防御技能的加成设置为0.1}}}} else {console.error("SKILL_DATA 未定义,无法修改技能数据");}})();}// 模块七:制作、科技和魔法数据修改if (isModuleSevenEnabled) {(function modifyMakeScienceMagicData() {const dataGroups = [MAKE_DATA, SCIENCE_DATA, MAGIC_DATA];for (let data of dataGroups) {if (typeof data !== 'undefined') {for (let i in data) {if (data[i] && data[i].timeNeed) {data[i].timeNeed = 0.1; // 制作、科技和魔法的时间缩短data[i].require = { wood: 1 }; // 修改制作所需材料为木材1}}} else {console.error("数据组未定义,无法修改数据");}}})();}console.log("脚本运行成功,数据已修改。");} catch (error) {console.error("脚本运行时发生错误:", error);}})();