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==== 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>
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