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Openai/694f5245-1110-800b-b182-7c2accd50046
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=== Assistant: 啊啊這個爆炸很典型:Boss 戰後進入獎勵流程時,程式去抓 RAREWEAPONS,但這個常數/陣列沒有被宣告(或作用域不對),所以直接 ReferenceError 😭💥 === 啊啊這個爆炸很典型:Boss 戰後進入獎勵流程時,程式去抓 <code>RARE_WEAPONS</code>,但這個常數/陣列沒有被宣告(或作用域不對),所以直接 ReferenceError 😭💥 你畫面上也寫得很清楚:RARE_WEAPONS is not defined(Line 391:46) 先別慌,這種是「一針見血」的錯,好修😈🔧 ==== 你們之前把 Boss reward 做成: ==== * NEW RARE WEAPON(會從 RARE_WEAPONS 抽) * UPGRADE EXISTING * MECH OVERCLOCK 然後「戰後對話」結束 → 呼叫 showBossRewards() 或 generateBossRewardChoices() → 裡面用到 RARE_WEAPONS → 但你這一版的程式碼裡可能: # 忘了貼上 RARE_WEAPONS 定義 或 # 變數改名了(例如 RARE_WEAPON_POOL),但引用沒改 或 # 定義在別的 scope(例如在 init function 裡),外面抓不到 ==== 把這段直接貼給 GEMINI: ==== <syntaxhighlight lang="text">Patch Fix / Define RARE_WEAPONS + prevent ReferenceError Bug: After boss dialogue ends, the game throws: ReferenceError: RARE_WEAPONS is not defined (line ~391) Fix requirements: 1) Ensure a global rare weapon pool exists BEFORE any reward generation code runs. 2) If the project already uses a different name (e.g. RARE_WEAPON_POOL), unify references. 3) Add a fallback so the game never crashes if the pool is missing. Implementation: * At the top-level (near other constants/config), add: const RARE_WEAPONS = (typeof window !== "undefined" && window.RARE_WEAPONS) ? window.RARE_WEAPONS : [ { id:"railgun", name:"RAILGUN", rarity:"RARE", type:"ranged", desc:"Charge shot pierces in a line." }, { id:"plasma", name:"PLASMA", rarity:"RARE", type:"ranged", desc:"Slow orb leaves burn zone DOT." }, { id:"saber", name:"BEAM SABER",rarity:"RARE", type:"melee", desc:"Dash slash burst, in-and-out." }, { id:"grenade", name:"GRENADE", rarity:"RARE", type:"ranged", desc:"Arc blast controls corners." }, { id:"sniper", name:"SNIPER", rarity:"RARE", type:"ranged", desc:"Long-range high damage, precision." }, { id:"gatling", name:"GATLING", rarity:"RARE", type:"ranged", desc:"Sustained suppressing fire, heats up." } ]; if (typeof window !== "undefined") window.RARE_WEAPONS = RARE_WEAPONS; * Then, in boss reward generation code, guard usage: function getRandomRareWeapon() { const pool = (typeof RARE_WEAPONS !== "undefined" && Array.isArray(RARE_WEAPONS) && RARE_WEAPONS.length) ? RARE_WEAPONS : []; if (!pool.length) return null; // fallback (do not crash) return pool[Math.floor(Math.random() * pool.length)]; } * If null is returned, replace the "NEW RARE WEAPON" option with "UPGRADE EXISTING WEAPON" or "PARTS" option. Acceptance: * After boss dialogue ends, boss reward screen always appears. * No ReferenceError occurs even if rare pool is empty/missing. </syntaxhighlight> ==== 請 GEMINI 順便做兩件事(很重要): ==== # 全域搜尋 RARE_WEAPONS 看它出現在哪些地方(引用點)。 # 全域搜尋 RARE_WEAPON / WEAPON_POOL 看是不是有「同功能不同名字」造成漏改。 : ==== 因為流程大概是: ==== Boss 死亡 → POST_BOSS_DIALOG → (dialogue.onFinish) → showBossRewards() → 抽稀有武器 → 爆炸 所以戰鬥中都沒事,一到「獎勵生成」才炸。完全吻合你描述。 如果你把 Patch Fix 丟給 GEMINI 跑完,這顆錯會立刻消失。 你再丟一張「修好後 boss 獎勵畫面」給我,我就可以幫你檢查: * 三張卡是否都有出現 * duplicate weapon 合成是否正確觸發 * confirm box 是否仍正常 😈🧡
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