koishi-plugin-ggcevo-game 1.3.72 → 1.3.74
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/boss/attackhandling.d.ts +38 -0
- package/lib/boss/boss.d.ts +156 -0
- package/lib/boss/damagecalculation.d.ts +11 -0
- package/lib/boss/passive.d.ts +150 -0
- package/lib/boss/passivehandler.d.ts +181 -0
- package/lib/careersystem/careers.d.ts +20 -0
- package/lib/careersystem/technology.d.ts +12 -0
- package/lib/database.d.ts +180 -0
- package/lib/index.d.ts +3 -184
- package/lib/index.js +3908 -4022
- package/lib/items.d.ts +272 -0
- package/lib/tasks.d.ts +29 -0
- package/lib/utils.d.ts +21 -0
- package/lib/weapons.d.ts +222 -0
- package/lib/wish.d.ts +34 -0
- package/package.json +1 -1
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import { Context } from 'koishi';
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import { Config } from '../index';
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export declare function handlePrimaryAttack(ctx: Context, session: any, config: Config, equippedWeapon: any, targetBoss: any, activeBosses: any[], bossGroup: any, weaponName: string, weaponData: any, maxHP: number): Promise<{
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initialDamage: any;
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currentHP: any;
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isDefeated: boolean;
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damage: any;
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hasCrit: boolean;
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effectMessage: string[];
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passiveMessages: any;
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radiationApplied: boolean;
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freezing: boolean;
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bileStacks: any;
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}>;
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export declare function handleScatterAttack(ctx: Context, session: any, config: Config, equippedWeapon: any, targetBoss: any, weaponName: string, weaponData: any, activeBosses: any[], bossGroup: any): Promise<{
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scatterEffectMessages: string[];
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extraDamages: {
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name: string;
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damage: number;
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}[];
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actuallyDead: string[];
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scatterBroadcast: any;
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}>;
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export declare function applyAttackResults(ctx: Context, targetBoss: any, result: any): Promise<void>;
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export declare function handleDeathTargets(ctx: Context, deadTargets: any[], killerName: string, killerHandle: string): Promise<{
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bossBroadcast: string[];
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cleanerBroadcast: string[];
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}>;
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export declare function calculateRewards(ctx: Context, handle: string, username: string, totalDamage: number): Promise<{
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finalReward: number;
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careerMessage: string;
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redcrystalMessage: string;
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}>;
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export declare function updateSignRecord(ctx: Context, handle: string, reward: number): Promise<void>;
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export declare function buildResultMessage(session: any, weaponName: string, targetBoss: any, primaryResult: any, scatterResult: any, totalDamage: number, finalReward: number, maxHP: number, careerMessage: string, redcrystalMessage: string): string;
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export declare function handleBroadcasts(ctx: Context, groupIds: string[], scatterBroadcast: string | string[] | null, bossEventBroadcast: string[] | string | null, cleanerRewardBroadcast: string[] | null, isPrimaryAttack: boolean): Promise<void>;
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export declare function applyScatterResults(ctx: Context, session: any, equippedWeapon: any, targetBoss: any, scatterResult: any): Promise<string[]>;
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export declare function updateBossDamageRecord(ctx: Context, handle: string, playerName: string, bossGroupId: number, damageAmount: number): Promise<void>;
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import { passiveConfig } from './passive';
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export type BossTag = '重甲' | '轻甲' | '护盾' | '生物' | '机械' | '灵能' | '惧热' | '惧寒' | '异形' | '建筑' | '重型';
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export type PassiveEffect = keyof typeof passiveConfig;
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export type BossPoolItem = {
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main: BossEntity;
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minions: BossEntity[];
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};
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export type BossEntity = {
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id?: number;
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name: string;
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type: '主宰' | '子代';
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maxHP: number;
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tags: BossTag[];
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passive: PassiveEffect[];
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};
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export declare const bossPool: readonly [{
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main: {
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id: number;
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name: string;
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type: "主宰";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "生物" | "异形")[];
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passive: "异形甲壳"[];
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};
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minions: {
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name: string;
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type: "子代";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "生物" | "异形" | "重型")[];
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passive: ("弱化形态" | "异形甲壳")[];
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}[];
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}, {
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main: {
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id: number;
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name: string;
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type: "主宰";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "生物" | "惧热" | "异形" | "重型")[];
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passive: ("冰霜进化" | "冰霜环绕")[];
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};
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minions: {
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name: string;
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type: "子代";
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maxHP: number;
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energy: number;
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tags: ("生物" | "惧热" | "异形")[];
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passive: ("弱化形态" | "冰霜回复" | "冰霜进化")[];
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}[];
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}, {
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main: {
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id: number;
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name: string;
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type: "主宰";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "生物" | "异形" | "重型")[];
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passive: ("应激甲壳II" | "求生本能II" | "冷适应")[];
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};
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minions: {
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name: string;
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type: "子代";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "生物" | "异形" | "重型")[];
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passive: ("弱化形态" | "应激甲壳I" | "求生本能I" | "冷适应")[];
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}[];
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}, {
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main: {
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id: number;
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name: string;
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type: "主宰";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "生物" | "机械" | "异形")[];
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passive: ("感染空间站" | "病毒云" | "霉菌滋生")[];
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};
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minions: ({
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name: string;
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type: "子代";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "生物" | "机械" | "异形")[];
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passive: ("弱化形态" | "病毒云" | "霉菌滋生")[];
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} | {
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name: string;
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type: "子代";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "机械" | "建筑")[];
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passive: ("岗哨机枪" | "结构装甲")[];
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})[];
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}, {
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main: {
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id: number;
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name: string;
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type: "主宰";
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maxHP: number;
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energy: number;
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tags: ("生物" | "异形")[];
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passive: ("吸血唾液" | "进食" | "嗜血狂暴" | "吐血")[];
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};
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minions: {
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name: string;
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type: "子代";
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maxHP: number;
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energy: number;
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tags: ("生物" | "异形")[];
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passive: ("弱化形态" | "吸血唾液" | "进食" | "吐血")[];
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}[];
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}, {
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main: {
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id: number;
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name: string;
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type: "主宰";
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maxHP: number;
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energy: number;
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tags: ("护盾" | "灵能" | "异形" | "重型")[];
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passive: ("超导体" | "能源虹吸" | "电能立场" | "电能冲击波" | "脉冲" | "能量黑洞")[];
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};
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minions: ({
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name: string;
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type: "子代";
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maxHP: number;
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energy: number;
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tags: ("护盾" | "灵能" | "异形")[];
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passive: ("弱化形态" | "超导体" | "能量虹吸" | "能量黑洞")[];
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} | {
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name: string;
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type: "子代";
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maxHP: number;
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energy: number;
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tags: ("护盾" | "灵能" | "异形")[];
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passive: ("弱化形态" | "电能导体" | "能量虹吸" | "能量黑洞")[];
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})[];
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}, {
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main: {
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id: number;
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name: string;
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type: "主宰";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "生物" | "惧寒" | "异形" | "重型")[];
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passive: ("火焰异形" | "庞兽狂暴" | "灼烧粘液" | "火焰吐息" | "太阳耀斑" | "炼狱爆弹")[];
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};
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minions: {
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name: string;
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type: "子代";
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maxHP: number;
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energy: number;
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tags: ("重甲" | "生物" | "惧寒" | "异形")[];
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passive: ("弱化形态" | "火焰异形" | "灼烧粘液" | "腐蚀胆汁" | "燃烧潜地")[];
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}[];
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}];
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import { Context } from 'koishi';
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import { Config } from '../index';
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export declare function calculateTotalDamage(ctx: Context, session: any, config: Config, // 添加配置参数
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equippedWeapon: any, targetBoss: any, options?: {
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isTest?: boolean;
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customTags?: string[];
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}): Promise<{
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damage: number;
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hasCrit: boolean;
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effectMessage: string[];
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}>;
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export declare const passiveConfig: {
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readonly 弱化形态: {
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readonly effect: 0.1;
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readonly description: "子代的防御薄弱,受到的伤害+10%";
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};
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readonly 异形甲壳: {
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readonly effect: -0.2;
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readonly description: "拥有坚硬的生物甲壳,受到的伤害-20%";
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};
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readonly 孤立无援: {
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readonly effect: 0.2;
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readonly description: "没有存活的子代,受到的伤害+20%";
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};
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readonly 冰霜回复: {
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readonly effect: 0;
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readonly description: "血量降低到30%以下时触发,回复自身40%的最大生命值,并且回复主宰10%的最大生命值(触发后移除)";
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};
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readonly 冰霜进化: {
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readonly effect: 0;
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readonly description: "免疫冰霜伤害,受到冰霜伤害会回复生命值";
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};
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readonly 冰霜环绕: {
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readonly effect: 0;
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readonly description: "血量降低到30%以下时触发,回复自身45%的最大生命值(触发后移除)";
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};
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readonly 寒霜地狱: {
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readonly effect: -0.3;
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readonly description: "灾难的暴风雪降临,受到的伤害-30%";
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};
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readonly 应激甲壳I: {
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readonly effect: -0.2;
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readonly description: "拥有自适应甲壳,受到的伤害-20%";
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};
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readonly 应激甲壳II: {
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readonly effect: -0.25;
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readonly description: "拥有自适应甲壳,受到的伤害-25%";
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};
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readonly 求生本能I: {
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readonly effect: 0;
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readonly description: "濒死时,畸变体会迅速回复30%的最大生命值(触发后移除)";
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};
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readonly 求生本能II: {
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readonly effect: 0;
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readonly description: "濒死时,畸变体会迅速回复50%的最大生命值(触发后移除)";
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};
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readonly 冷适应: {
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readonly effect: 0;
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readonly description: "受到10次寒冷伤害后,自身获得“惧热”标签,并且免疫寒冷伤害";
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};
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readonly 感染空间站: {
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readonly effect: 0;
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readonly description: "若“空间站哨枪塔”存活,则自身受到的伤害-50%(空间站哨枪塔不属于子代)";
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};
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readonly 病毒云: {
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readonly effect: -0.1;
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readonly description: "释放病毒云雾保护自身,受到的伤害-10%";
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};
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readonly 霉菌滋生: {
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readonly effect: 0;
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readonly description: "受到攻击后,若“空间站哨枪塔”存活,则为其回复1%的最大生命值";
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};
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readonly 岗哨机枪: {
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readonly effect: 0;
|
|
64
|
+
readonly description: "受到10次攻击后,为存活的异形回复其10%的最大生命值(可重复触发)";
|
|
65
|
+
};
|
|
66
|
+
readonly 结构装甲: {
|
|
67
|
+
readonly effect: 0;
|
|
68
|
+
readonly description: "拥有结构装甲,受到的伤害-20%; 若伤害来源于热能武器,则受到的伤害-40%";
|
|
69
|
+
};
|
|
70
|
+
readonly 吸血唾液: {
|
|
71
|
+
readonly effect: 0;
|
|
72
|
+
readonly description: "受到攻击将会获得一层“吸血”,每层“吸血”提供5%的减伤(至多20层)";
|
|
73
|
+
};
|
|
74
|
+
readonly 进食: {
|
|
75
|
+
readonly effect: 0;
|
|
76
|
+
readonly description: "当“吸血”达到20层后,下一次受到攻击将会消耗所有层数回复自身20%的最大生命值";
|
|
77
|
+
};
|
|
78
|
+
readonly 嗜血狂暴: {
|
|
79
|
+
readonly effect: 0;
|
|
80
|
+
readonly description: "血量低于50%时,进入狂暴状态,每次受到攻击将会额外获得一层“吸血”,并且受到的伤害-20%";
|
|
81
|
+
};
|
|
82
|
+
readonly 吐血: {
|
|
83
|
+
readonly effect: 0;
|
|
84
|
+
readonly description: "当无“吸血”层数时,受到的伤害+20%";
|
|
85
|
+
};
|
|
86
|
+
readonly 电能导体: {
|
|
87
|
+
readonly effect: 0;
|
|
88
|
+
readonly description: "当血量降低到10%以下时,“护盾”标签变为“重甲”标签;";
|
|
89
|
+
};
|
|
90
|
+
readonly 超导体: {
|
|
91
|
+
readonly effect: 0;
|
|
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|
+
readonly description: "当血量降低到5%以下时,“护盾”标签变为“重甲”标签;";
|
|
93
|
+
};
|
|
94
|
+
readonly 能量虹吸: {
|
|
95
|
+
readonly effect: 0;
|
|
96
|
+
readonly description: "当血量≥70%的时候,受到的伤害-40%; 当血量≥30%的时候,受到的伤害-20%";
|
|
97
|
+
};
|
|
98
|
+
readonly 能源虹吸: {
|
|
99
|
+
readonly effect: 0;
|
|
100
|
+
readonly description: "拥有独特的“能量”机制。当“能量”≥80%的时候,受到的伤害-50%; 当“能量”≥50%的时候,受到的伤害-30%";
|
|
101
|
+
};
|
|
102
|
+
readonly 电能立场: {
|
|
103
|
+
readonly effect: 0;
|
|
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|
+
readonly description: "当“能量”≥10%的时候,每次受到攻击有55%的概率免疫此次伤害(无法免疫寒冷伤害); 每拥有一层“寒冷”则降低5%的概率";
|
|
105
|
+
};
|
|
106
|
+
readonly 电能冲击波: {
|
|
107
|
+
readonly effect: 0;
|
|
108
|
+
readonly description: "每次受到攻击时,自身回复100点“能量”";
|
|
109
|
+
};
|
|
110
|
+
readonly 脉冲: {
|
|
111
|
+
readonly effect: 0;
|
|
112
|
+
readonly description: "当“能量”≥10%的时候,每次受到攻击有60%的概率回复所有存活的异形100点血量; 每拥有一层“寒冷”则降低5%的概率";
|
|
113
|
+
};
|
|
114
|
+
readonly 能量黑洞: {
|
|
115
|
+
readonly effect: -0.2;
|
|
116
|
+
readonly description: "存在“能量黑洞”,受到的伤害-20%";
|
|
117
|
+
};
|
|
118
|
+
readonly 火焰异形: {
|
|
119
|
+
readonly effect: 0;
|
|
120
|
+
readonly description: "免疫火焰伤害,受到火焰伤害时会回复生命值";
|
|
121
|
+
};
|
|
122
|
+
readonly 庞兽狂暴: {
|
|
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|
+
readonly effect: 0;
|
|
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|
+
readonly description: "血量低于50%时,进入狂暴状态,受到的伤害-50%";
|
|
125
|
+
};
|
|
126
|
+
readonly 灼烧粘液: {
|
|
127
|
+
readonly effect: 0;
|
|
128
|
+
readonly description: "受到伤害后,会获得一层“胆汁”; 若存在“胆汁”层数时受到火焰攻击,将立刻清空层数并回复X点生命值(X为“胆汁”层数 x 10)";
|
|
129
|
+
};
|
|
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|
+
readonly 腐蚀胆汁: {
|
|
131
|
+
readonly effect: 0;
|
|
132
|
+
readonly description: "当“胆汁”达到10层后,下一次受到攻击将治愈所有存活异形1000点血量并清空层数";
|
|
133
|
+
};
|
|
134
|
+
readonly 火焰吐息: {
|
|
135
|
+
readonly effect: 0;
|
|
136
|
+
readonly description: "当“胆汁”达到20层后,下一次攻击将治愈所有存活异形50%的最大生命值并清空层数";
|
|
137
|
+
};
|
|
138
|
+
readonly 太阳耀斑: {
|
|
139
|
+
readonly effect: 0;
|
|
140
|
+
readonly description: "当所有子代阵亡后,自身将移除“惧寒”标签和“孤立无援”并且免疫寒冷伤害";
|
|
141
|
+
};
|
|
142
|
+
readonly 燃烧潜地: {
|
|
143
|
+
readonly effect: 0;
|
|
144
|
+
readonly description: "血量降低到10%以下时触发,回复自身50%的最大生命值(触发后移除)";
|
|
145
|
+
};
|
|
146
|
+
readonly 炼狱爆弹: {
|
|
147
|
+
readonly effect: 0;
|
|
148
|
+
readonly description: "每拥有一层“胆汁”,受到的伤害-5%; 若有存活的子代,则每层“胆汁”使受到的伤害额外-5%";
|
|
149
|
+
};
|
|
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|
+
};
|
|
@@ -0,0 +1,181 @@
|
|
|
1
|
+
import { Context } from 'koishi';
|
|
2
|
+
import { BossPoolItem, BossEntity } from './boss';
|
|
3
|
+
export declare const PassiveHandler: {
|
|
4
|
+
handleFrostEvolution: (targetBoss: any, weaponName: string, damage: number, maxHP: number) => {
|
|
5
|
+
updatedHP: number;
|
|
6
|
+
initialDamage: number;
|
|
7
|
+
messages: string[];
|
|
8
|
+
};
|
|
9
|
+
handleFrostSurround: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{
|
|
10
|
+
updatedHP: number;
|
|
11
|
+
skillUpdates: ({
|
|
12
|
+
name: any;
|
|
13
|
+
add: string[];
|
|
14
|
+
} | {
|
|
15
|
+
name: any;
|
|
16
|
+
remove: string[];
|
|
17
|
+
add: string[];
|
|
18
|
+
})[];
|
|
19
|
+
messages: string[];
|
|
20
|
+
}>;
|
|
21
|
+
handleFrostRecovery: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number, activeBosses: any[], bossGroup: any) => Promise<{
|
|
22
|
+
updatedHP: number;
|
|
23
|
+
skillUpdates: {
|
|
24
|
+
name: any;
|
|
25
|
+
remove: string[];
|
|
26
|
+
}[];
|
|
27
|
+
messages: string[];
|
|
28
|
+
}>;
|
|
29
|
+
handleColdAdaptation: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
|
|
30
|
+
messages: string[];
|
|
31
|
+
}>;
|
|
32
|
+
handleColdAdaptationImmunity: (targetBoss: any, weaponName: string) => {
|
|
33
|
+
initialDamage: number;
|
|
34
|
+
messages: string[];
|
|
35
|
+
};
|
|
36
|
+
handleSurvivalInstinct: (targetBoss: any, currentHP: number, maxHP: number) => {
|
|
37
|
+
updatedHP: number;
|
|
38
|
+
messages: string[];
|
|
39
|
+
skillUpdates: {
|
|
40
|
+
name: any;
|
|
41
|
+
remove: ("弱化形态" | "异形甲壳" | "孤立无援" | "冰霜回复" | "冰霜进化" | "冰霜环绕" | "寒霜地狱" | "应激甲壳I" | "应激甲壳II" | "求生本能I" | "求生本能II" | "冷适应" | "感染空间站" | "病毒云" | "霉菌滋生" | "岗哨机枪" | "结构装甲" | "吸血唾液" | "进食" | "嗜血狂暴" | "吐血" | "电能导体" | "超导体" | "能量虹吸" | "能源虹吸" | "电能立场" | "电能冲击波" | "脉冲" | "能量黑洞" | "火焰异形" | "庞兽狂暴" | "灼烧粘液" | "腐蚀胆汁" | "火焰吐息" | "太阳耀斑" | "燃烧潜地" | "炼狱爆弹")[];
|
|
42
|
+
}[];
|
|
43
|
+
};
|
|
44
|
+
handleInfectedStation: (ctx: Context, targetBoss: any) => Promise<{
|
|
45
|
+
damageMultiplier: number;
|
|
46
|
+
messages: string[];
|
|
47
|
+
}>;
|
|
48
|
+
handleMoldGrowth: (ctx: Context, targetBoss: any, bossGroup: any) => Promise<{
|
|
49
|
+
messages: string[];
|
|
50
|
+
}>;
|
|
51
|
+
handleSentryGun: (ctx: Context, targetBoss: any, bossGroup: any) => Promise<{
|
|
52
|
+
messages: string[];
|
|
53
|
+
}>;
|
|
54
|
+
handleStructuralArmor: (targetBoss: any, weaponData: any) => {
|
|
55
|
+
damageMultiplier: number;
|
|
56
|
+
messages: string[];
|
|
57
|
+
};
|
|
58
|
+
handleBloodEffects: (targetBoss: any, currentHP: number, maxHP: number) => {
|
|
59
|
+
damageMultiplier: number;
|
|
60
|
+
messages: string[];
|
|
61
|
+
};
|
|
62
|
+
handleBloodCount: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{
|
|
63
|
+
updatedHP: number;
|
|
64
|
+
messages: string[];
|
|
65
|
+
}>;
|
|
66
|
+
handleGammaRadiation: (ctx: Context, targetBoss: any, weaponName: any) => Promise<{
|
|
67
|
+
messages: string[];
|
|
68
|
+
radiationApplied: boolean;
|
|
69
|
+
}>;
|
|
70
|
+
calculateRadiationDamage: (targetBoss: any) => {
|
|
71
|
+
damageMultiplier: number;
|
|
72
|
+
messages: string[];
|
|
73
|
+
};
|
|
74
|
+
handleColdEffect: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
|
|
75
|
+
messages: string[];
|
|
76
|
+
freezing: boolean;
|
|
77
|
+
}>;
|
|
78
|
+
calculateColdDamage: (targetBoss: any) => {
|
|
79
|
+
damageMultiplier: number;
|
|
80
|
+
messages: string[];
|
|
81
|
+
};
|
|
82
|
+
handleConductorTagChange: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{
|
|
83
|
+
messages: string[];
|
|
84
|
+
}>;
|
|
85
|
+
handleEnergySiphon: (targetBoss: any, currentHP: number, maxHP: number) => {
|
|
86
|
+
damageMultiplier: number;
|
|
87
|
+
messages: string[];
|
|
88
|
+
};
|
|
89
|
+
handleEnergyShockwave: (ctx: Context, targetBoss: any) => Promise<{
|
|
90
|
+
messages: string[];
|
|
91
|
+
}>;
|
|
92
|
+
handlePowerSiphon: (targetBoss: any) => {
|
|
93
|
+
damageMultiplier: number;
|
|
94
|
+
messages: string[];
|
|
95
|
+
};
|
|
96
|
+
handleEnergyField: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number) => Promise<{
|
|
97
|
+
immune: boolean;
|
|
98
|
+
messages: string[];
|
|
99
|
+
}>;
|
|
100
|
+
getMemberConfig: (name: string, bossGroup: BossPoolItem) => BossEntity | null;
|
|
101
|
+
handlePulse: (ctx: Context, targetBoss: any, activeBosses: any[], bossGroup: BossPoolItem, currentHP: number) => Promise<{
|
|
102
|
+
newHP: number;
|
|
103
|
+
messages: string[];
|
|
104
|
+
}>;
|
|
105
|
+
handleArcWelderEffect: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
|
|
106
|
+
messages: string[];
|
|
107
|
+
}>;
|
|
108
|
+
handleParticlePhaseEffect: (targetBoss: any, weaponName: string, totalMultiplier: number) => {
|
|
109
|
+
damageMultiplier: number;
|
|
110
|
+
messages: string[];
|
|
111
|
+
};
|
|
112
|
+
handleGiantRage: (targetBoss: any, currentHP: number, maxHP: number) => {
|
|
113
|
+
damageMultiplier: number;
|
|
114
|
+
messages: string[];
|
|
115
|
+
};
|
|
116
|
+
handleBileStacking: (ctx: Context, targetBoss: any, skipStack: boolean) => Promise<{
|
|
117
|
+
messages: string[];
|
|
118
|
+
}>;
|
|
119
|
+
handleSolarFlare: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
|
|
120
|
+
immune: boolean;
|
|
121
|
+
messages: string[];
|
|
122
|
+
}>;
|
|
123
|
+
getMemberMaxHP: (name: string, bossGroup: BossPoolItem) => number;
|
|
124
|
+
handleCorrosiveBile: (ctx: Context, targetBoss: any, bossGroup: BossPoolItem, currentHP: number) => Promise<{
|
|
125
|
+
messages: string[];
|
|
126
|
+
currentHP: number;
|
|
127
|
+
}>;
|
|
128
|
+
handleFireBreath: (ctx: Context, targetBoss: any, bossGroup: BossPoolItem, currentHP: number) => Promise<{
|
|
129
|
+
messages: string[];
|
|
130
|
+
currentHP: number;
|
|
131
|
+
}>;
|
|
132
|
+
handleFireEvolution: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number, bossGroup: BossPoolItem) => Promise<{
|
|
133
|
+
updatedHP: number;
|
|
134
|
+
initialDamage: number;
|
|
135
|
+
messages: string[];
|
|
136
|
+
bileStacks: any;
|
|
137
|
+
}>;
|
|
138
|
+
handleBileIgnition: (ctx: Context, targetBoss: any, bossGroup: BossPoolItem, updatedHP: number) => Promise<{
|
|
139
|
+
messages: string[];
|
|
140
|
+
newHP: number;
|
|
141
|
+
bileStacks: any;
|
|
142
|
+
}>;
|
|
143
|
+
handleBurningBurrow: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{
|
|
144
|
+
updatedHP: number;
|
|
145
|
+
messages: string[];
|
|
146
|
+
skillUpdates: {
|
|
147
|
+
name: any;
|
|
148
|
+
remove: string[];
|
|
149
|
+
}[];
|
|
150
|
+
}>;
|
|
151
|
+
handleHellfireBomb: (targetBoss: any, activeBosses: any[]) => {
|
|
152
|
+
damageMultiplier: number;
|
|
153
|
+
messages: string[];
|
|
154
|
+
};
|
|
155
|
+
handlePassives: (ctx: Context, targetBoss: any, initialDamage: number, currentHP: number, maxHP: number, weaponName: string, weaponData: any, activeBosses: any[], bossGroup: any) => Promise<{
|
|
156
|
+
currentHP: any;
|
|
157
|
+
messages: any;
|
|
158
|
+
skillUpdates: any[];
|
|
159
|
+
initialDamage: number;
|
|
160
|
+
bileStacks?: undefined;
|
|
161
|
+
radiationApplied?: undefined;
|
|
162
|
+
freezing?: undefined;
|
|
163
|
+
} | {
|
|
164
|
+
currentHP: any;
|
|
165
|
+
messages: any;
|
|
166
|
+
skillUpdates: any[];
|
|
167
|
+
initialDamage: any;
|
|
168
|
+
bileStacks: any;
|
|
169
|
+
radiationApplied?: undefined;
|
|
170
|
+
freezing?: undefined;
|
|
171
|
+
} | {
|
|
172
|
+
currentHP: number;
|
|
173
|
+
messages: string[];
|
|
174
|
+
skillUpdates: any[];
|
|
175
|
+
initialDamage: number;
|
|
176
|
+
radiationApplied: boolean;
|
|
177
|
+
freezing: boolean;
|
|
178
|
+
bileStacks?: undefined;
|
|
179
|
+
}>;
|
|
180
|
+
applySkillUpdates: (ctx: Context, skillUpdates: any[]) => Promise<void>;
|
|
181
|
+
};
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
import { Context } from 'koishi';
|
|
2
|
+
export declare const spaceStationCrewConfig: {
|
|
3
|
+
professionName: string;
|
|
4
|
+
effect: string;
|
|
5
|
+
requirements: string;
|
|
6
|
+
Jobtransfer: boolean;
|
|
7
|
+
costcoins: number;
|
|
8
|
+
}[];
|
|
9
|
+
export declare const syndicatePirateConfig: {
|
|
10
|
+
professionName: string;
|
|
11
|
+
effect: string;
|
|
12
|
+
requirements: string;
|
|
13
|
+
Jobtransfer: boolean;
|
|
14
|
+
costcoins: number;
|
|
15
|
+
costredcrystal: number;
|
|
16
|
+
}[];
|
|
17
|
+
export declare function checkTransferRequirements(ctx: Context, handle: string, profession: string): Promise<{
|
|
18
|
+
success: boolean;
|
|
19
|
+
message?: string;
|
|
20
|
+
}>;
|