koishi-plugin-ggcevo-game 1.4.30 → 1.4.32

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@@ -11,6 +11,8 @@ export declare function handlePrimaryAttack(ctx: Context, session: any, config:
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  radiationApplied: boolean;
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  freezing: boolean;
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  bileStacks: any;
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+ pulseApplied: boolean;
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+ arcApplied: boolean;
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  }>;
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  export declare function handleScatterAttack(ctx: Context, session: any, config: Config, handle: string, equippedWeapon: any, targetBoss: any, weaponName: string, weaponData: any, activeBosses: any[], bossGroup: any): Promise<{
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  scatterEffectMessages: string[];
@@ -2,24 +2,25 @@ 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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+ id: number;
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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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+ maxEnergy: 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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+ id: number;
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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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+ maxEnergy: 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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  };
@@ -27,35 +28,35 @@ export declare const bossPool: readonly [{
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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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+ maxEnergy: 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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+ id: number;
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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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+ maxEnergy: number;
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  tags: ("重甲" | "生物" | "惧热" | "异形" | "重型")[];
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- passive: ("冰霜环绕" | "冰霜进化")[];
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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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+ maxEnergy: number;
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  tags: ("生物" | "惧热" | "异形")[];
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- passive: ("冰霜回复" | "弱化形态" | "冰霜进化")[];
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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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+ id: number;
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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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+ maxEnergy: 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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  };
@@ -63,17 +64,17 @@ export declare const bossPool: readonly [{
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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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+ maxEnergy: 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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+ id: number;
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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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+ maxEnergy: 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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  };
@@ -81,24 +82,24 @@ export declare const bossPool: readonly [{
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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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+ maxEnergy: 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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+ maxEnergy: 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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+ id: number;
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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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+ maxEnergy: 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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  };
@@ -106,17 +107,17 @@ export declare const bossPool: readonly [{
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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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+ maxEnergy: 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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+ id: number;
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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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+ maxEnergy: 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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  };
@@ -124,17 +125,17 @@ export declare const bossPool: readonly [{
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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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+ maxEnergy: 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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  }, {
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+ id: number;
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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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+ maxEnergy: 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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  };
@@ -142,17 +143,17 @@ export declare const bossPool: readonly [{
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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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+ maxEnergy: 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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+ id: number;
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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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+ maxEnergy: number;
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  tags: ("生物" | "异形")[];
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  passive: ("猎手异形" | "狂暴" | "伪装" | "致命一击")[];
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  };
@@ -160,17 +161,17 @@ export declare const bossPool: readonly [{
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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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+ maxEnergy: number;
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  tags: ("生物" | "异形")[];
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  passive: ("弱化形态" | "猎手异形" | "狂暴" | "伪装")[];
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  }[];
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  }, {
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+ id: number;
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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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+ maxEnergy: number;
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  tags: ("重甲" | "护盾" | "生物" | "灵能" | "异形")[];
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  passive: ("星界之风" | "宇宙能量" | "复苏" | "光影之刃" | "远古预兆" | "闪电冲锋" | "超视距穿梭")[];
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  };
@@ -178,7 +179,7 @@ export declare const bossPool: readonly [{
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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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+ maxEnergy: number;
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  tags: ("重甲" | "护盾" | "生物" | "灵能" | "异形")[];
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  passive: ("弱化形态" | "星界之风" | "心灵狂热")[];
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  }[];
@@ -1,218 +1,272 @@
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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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+ readonly maxStacks: 0;
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+ readonly description: "子代防御脆弱,所受伤害提升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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+ readonly maxStacks: 0;
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+ readonly description: "强化生物甲壳提供防护,所受伤害降低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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+ readonly maxStacks: 0;
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+ readonly description: "无存活子代时,所受伤害提升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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+ readonly maxStacks: 0;
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+ readonly description: "生命值降至30%以下时触发,立即回复自身40%最大生命值,并为其他存活异形回复10%最大生命值(触发后效果移除)";
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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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+ readonly maxStacks: 0;
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+ readonly description: "免疫冰霜类伤害,受到冰霜伤害时额外回复生命值";
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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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+ readonly maxStacks: 0;
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+ readonly description: "生命值降至30%以下时触发,立即回复自身45%最大生命值(触发后效果移除)";
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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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+ readonly maxStacks: 0;
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+ readonly description: "暴风雪笼罩战场,所受伤害降低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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+ readonly maxStacks: 0;
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+ readonly description: "基础应激甲壳生效,所受伤害降低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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+ readonly maxStacks: 0;
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+ readonly description: "进阶应激甲壳生效,所受伤害降低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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+ readonly maxStacks: 0;
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+ readonly description: "濒死状态下,快速回复30%最大生命值(触发后效果移除)";
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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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+ readonly maxStacks: 0;
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+ readonly description: "濒死状态下,快速回复50%最大生命值(触发后效果移除)";
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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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+ readonly maxStacks: 10;
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+ readonly description: "累计承受10次寒冷伤害后,获得「惧热」标签并获得寒冷伤害免疫";
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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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+ readonly maxStacks: 0;
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+ readonly description: "若「空间站哨枪塔」存活(该单位不计入子代),自身所受伤害降低50%";
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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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+ readonly maxStacks: 0;
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+ readonly description: "释放病毒云雾形成保护,所受伤害降低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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+ readonly maxStacks: 0;
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+ readonly description: "受到攻击后,若「空间站哨枪塔」存活,为其恢复1%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;
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- 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)";
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+ readonly maxStacks: 10;
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+ readonly description: "累计承受10次攻击后,为所有存活异形恢复其10%最大生命值(可重复触发)";
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  };
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  readonly 结构装甲: {
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  readonly effect: 0;
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- 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%";
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+ readonly maxStacks: 0;
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+ readonly description: "装备结构装甲,常规伤害降低20%;若伤害来源为热能武器,伤害降低提升至40%";
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  };
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  readonly 吸血唾液: {
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  readonly effect: 0;
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- 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)";
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+ readonly maxStacks: 20;
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+ readonly description: "受到攻击时叠加「吸血」层数,每层提供5%减伤(最多叠加20层)";
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  };
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  readonly 进食: {
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  readonly effect: 0;
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- 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";
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+ readonly maxStacks: 0;
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+ readonly description: "当「吸血」层数达到20层时,下一次受击消耗所有层数并回复20%最大生命值";
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  };
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  readonly 嗜血狂暴: {
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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,每次受到攻击将会额外获得一层“吸血”,并且受到的伤害-20%";
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+ readonly maxStacks: 0;
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+ readonly description: "生命值低于50%时触发狂暴状态,每次受击额外叠加1层「吸血」,同时所受伤害降低20%";
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  };
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  readonly 吐血: {
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  readonly effect: 0;
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- readonly description: "当无“吸血”层数时,受到的伤害+20%";
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+ readonly maxStacks: 0;
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+ readonly description: "无「吸血」层数时,所受伤害提升20%";
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  };
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  readonly 电能导体: {
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  readonly effect: 0;
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- readonly description: "当血量降低到10%以下时,“护盾”标签变为“重甲”标签;";
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+ readonly maxStacks: 0;
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+ readonly description: "生命值降至10%以下时,「护盾」标签转换为「重甲」标签";
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  };
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  readonly 超导体: {
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  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;";
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+ readonly maxStacks: 0;
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+ readonly description: "生命值降至5%以下时,「护盾」标签转换为「重甲」标签";
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  };
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  readonly 能量虹吸: {
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  readonly effect: 0;
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- 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%";
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+ readonly maxStacks: 0;
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+ readonly description: "生命值≥70%时,所受伤害降低40%;生命值≥30%时,伤害降低20%";
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  };
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  readonly 能源虹吸: {
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  readonly effect: 0;
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- readonly description: "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%";
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+ readonly maxStacks: 0;
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+ readonly description: "能量值≥80%时,所受伤害降低50%;能量值≥50%时,伤害降低30%";
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  };
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  readonly 电能立场: {
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  readonly effect: 0;
104
- readonly description: "当“能量”≥30%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";
129
+ readonly maxStacks: 0;
130
+ readonly description: "能量值≥30%时,每次受击有55%概率免疫该次伤害(无法免疫寒冷伤害);每存在1层「寒冷」状态,免疫概率降低5%";
105
131
  };
106
132
  readonly 电能冲击波: {
107
133
  readonly effect: 0;
108
- readonly description: "每次受到攻击时,自身回复100点“能量”";
134
+ readonly maxStacks: 0;
135
+ readonly description: "每次受击时,回复100点「能量」";
109
136
  };
110
137
  readonly 脉冲: {
111
138
  readonly effect: 0;
112
- readonly description: "当“能量”≥30%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";
139
+ readonly maxStacks: 0;
140
+ readonly description: "能量值≥30%时,每次受击有60%概率为所有存活异形回复100点生命值;每存在1层「寒冷」状态,概率降低5%";
113
141
  };
114
142
  readonly 能量黑洞: {
115
143
  readonly effect: -0.2;
116
- readonly description: "存在“能量黑洞”,受到的伤害-20%";
144
+ readonly maxStacks: 0;
145
+ readonly description: "存在「能量黑洞」时,所受伤害降低20%";
117
146
  };
118
147
  readonly 火焰异形: {
119
148
  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";
149
+ readonly maxStacks: 0;
150
+ readonly description: "免疫火焰类伤害,受到火焰伤害时额外回复生命值";
121
151
  };
122
152
  readonly 庞兽狂暴: {
123
153
  readonly effect: 0;
124
- readonly description: "血量低于50%时,进入狂暴状态,受到的伤害-50%";
154
+ readonly maxStacks: 0;
155
+ readonly description: "生命值低于50%时触发狂暴状态,所受伤害降低50%";
125
156
  };
126
157
  readonly 灼烧粘液: {
127
158
  readonly effect: 0;
128
- readonly description: "受到伤害时,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)";
159
+ readonly maxStacks: 20;
160
+ readonly description: "受到伤害时叠加「胆汁」层数;若存在「胆汁」层数时受到火焰攻击,立即清空层数并回复(层数×10)点生命值";
129
161
  };
130
162
  readonly 腐蚀胆汁: {
131
163
  readonly effect: 0;
132
- readonly description: "当“胆汁”达到10层后,下一次受到攻击将回复所有存活异形1000点血量并清空层数";
164
+ readonly maxStacks: 0;
165
+ readonly description: "「胆汁」层数达到10层时,下一次受击为所有存活异形回复1000点生命值并清空层数";
133
166
  };
134
167
  readonly 火焰吐息: {
135
168
  readonly effect: 0;
136
- readonly description: "当“胆汁”达到20层后,下一次攻击将回复所有存活异形50%的最大生命值并清空层数";
169
+ readonly maxStacks: 0;
170
+ readonly description: "「胆汁」层数达到20层时,下一次攻击为所有存活异形回复50%最大生命值并清空层数";
137
171
  };
138
172
  readonly 太阳耀斑: {
139
173
  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";
174
+ readonly maxStacks: 0;
175
+ readonly description: "所有子代阵亡后,移除「惧寒」标签及「孤立无援」并获得寒冷伤害免疫";
141
176
  };
142
177
  readonly 燃烧潜地: {
143
178
  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)";
179
+ readonly maxStacks: 0;
180
+ readonly description: "生命值降至10%以下时触发,立即回复50%最大生命值(触发后效果移除)";
145
181
  };
146
182
  readonly 炼狱爆弹: {
147
183
  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%";
184
+ readonly maxStacks: 0;
185
+ readonly description: "每存在1层「胆汁」,所受伤害降低5%;若存在存活子代,伤害降低效果额外提升5%(即每层「胆汁」总降低10%)";
149
186
  };
150
187
  readonly 猎手异形: {
151
188
  readonly effect: 0;
152
- readonly description: "若有存活的其他异形,则受到的伤害-20%; 若没有存活的其他异形,则受到的伤害+20%; 免疫火焰伤害; 免疫寒冷伤害";
189
+ readonly maxStacks: 0;
190
+ readonly description: "存在其他存活异形时,所受伤害降低20%;无其他存活异形时,所受伤害提升20%;免疫火焰及寒冷伤害";
153
191
  };
154
192
  readonly 狂暴: {
155
193
  readonly effect: 0;
156
- readonly description: "血量低于50%时,进入狂暴状态,受到的伤害-50%";
194
+ readonly maxStacks: 0;
195
+ readonly description: "生命值低于50%时触发狂暴状态,所受伤害降低50%";
157
196
  };
158
197
  readonly 伪装: {
159
198
  readonly effect: 0;
160
- readonly description: "受到伤害时,记录伤害来源的武器名称(最多一种,新记录会替换旧记录),下次受到相同武器伤害时伤害减少80%";
199
+ readonly maxStacks: 0;
200
+ readonly description: "受击时记录伤害来源的武器名称(仅保留最新),下次受到同名称武器伤害时伤害降低80%";
161
201
  };
162
202
  readonly 致命一击: {
163
203
  readonly effect: 0;
164
- readonly description: "受到伤害时,有5%的概率免疫此次伤害";
204
+ readonly maxStacks: 0;
205
+ readonly description: "受击时有5%概率免疫该次伤害";
165
206
  };
166
207
  readonly 星界之风: {
167
208
  readonly effect: 0;
168
- readonly description: "受到伤害时,有5%的概率回复所有存活异形200点血量";
209
+ readonly maxStacks: 0;
210
+ readonly description: "受击时有5%概率为所有存活异形回复200点生命值";
169
211
  };
170
212
  readonly 心灵狂热: {
171
213
  readonly effect: 0;
172
- readonly description: "当血量低于50%时,进入心灵狂热状态,受到的伤害-20%,并且触发“星界之风”技能的概率翻倍";
214
+ readonly maxStacks: 0;
215
+ readonly description: "生命值低于50%时进入心灵狂热状态,所受伤害降低20%,同时「星界之风」触发概率翻倍";
173
216
  };
174
217
  readonly 宇宙能量: {
175
218
  readonly effect: 0;
176
- readonly description: "受到攻击时回复与该攻击伤害等额的“能量”; 若“能量”已满,则回复溢出伤害值的血量";
219
+ readonly maxStacks: 0;
220
+ readonly description: "受击时回复等同于本次伤害值的「能量」;若「能量」已满,则将溢出部分转换为自身生命值";
177
221
  };
178
222
  readonly 复苏: {
179
223
  readonly effect: 0;
180
- readonly description: "受到致命伤害时,免于死亡,快速回复自身50%的最大生命值和100%的“能量”,并且获得“灵能构造炉”技能(触发后移除)";
224
+ readonly maxStacks: 0;
225
+ readonly description: "承受致命伤害时免疫死亡,立即回复50%最大生命值及100%「能量」,并获得「灵能构造炉」技能(触发后效果移除)";
181
226
  };
182
227
  readonly 光影之刃: {
183
228
  readonly effect: 0;
184
- readonly description: "受到伤害后,获得一层“光影之刃”";
229
+ readonly maxStacks: 0;
230
+ readonly description: "受击后叠加「光影之刃」层数";
185
231
  };
186
232
  readonly 远古预兆: {
187
233
  readonly effect: 0;
188
- readonly description: "受到伤害时,有1%的概率免疫此次伤害并且回复100点“能量”";
234
+ readonly maxStacks: 0;
235
+ readonly description: "受击时有1%概率免疫该次伤害并回复100点「能量」";
189
236
  };
190
237
  readonly 闪电冲锋: {
191
238
  readonly effect: 0;
192
- readonly description: "每层“光影之刃”使触发“星界之风”,“远古预兆”和“灵能构造炉”技能的概率+1%";
239
+ readonly maxStacks: 0;
240
+ readonly description: "每存在1层「光影之刃」,「远古预兆」「灵能构造炉」触发概率各提升0.5%";
193
241
  };
194
242
  readonly 超视距穿梭: {
195
243
  readonly effect: 0;
196
- readonly description: "当“能量”≥30%时,每层“光影之刃”使受到的伤害-5%; 当“能量”≥60%时,每层“光影之刃”使受到的伤害-10%; 当“能量”≤10%时,每层“光影之刃”使受到的伤害+5%";
244
+ readonly maxStacks: 0;
245
+ readonly description: "能量值≥30%时,每层「光影之刃」降低5%所受伤害;能量值≥60%时,每层降低10%;能量值≤10%时,每层提升5%所受伤害";
197
246
  };
198
247
  readonly 灵能构造炉: {
199
248
  readonly effect: 0;
200
- readonly description: "受到攻击后,有1%的概率会随机获得以下4个技能之一(天启超载护盾,塌缩脉冲,地毯式轰炸,轰炸引导)";
249
+ readonly maxStacks: 0;
250
+ readonly description: "受击后有5%概率随机获得以下技能之一:天启超载护盾、塌缩脉冲、地毯式轰炸、轰炸引导";
201
251
  };
202
252
  readonly 天启超载护盾: {
203
253
  readonly effect: 0;
204
- readonly description: "受到伤害后,有5%的概率回复所有存活异形X点血量(X为“光影之刃”层数 x 10)";
254
+ readonly maxStacks: 0;
255
+ readonly description: "受击后有5%概率为所有存活异形回复(「光影之刃」层数×10)点生命值";
205
256
  };
206
257
  readonly 塌缩脉冲: {
207
258
  readonly effect: 0;
208
- readonly description: "受到伤害后,额外获得一层“光影之刃”";
259
+ readonly maxStacks: 0;
260
+ readonly description: "受击后额外叠加1层「光影之刃」";
209
261
  };
210
262
  readonly 地毯式轰炸: {
211
263
  readonly effect: 0;
212
- readonly description: "我心中的怒火胜过千万个太阳!移除自身的“孤立无援”,并使受到的伤害-100%";
264
+ readonly maxStacks: 0;
265
+ readonly description: "触发时移除「孤立无援」,并使自身所受伤害降低100%(免疫所有伤害)";
213
266
  };
214
267
  readonly 轰炸引导: {
215
268
  readonly effect: 0;
216
- readonly description: "受到伤害后,有10%的概率概率回复自身X点“能量”(X为“光影之刃”层数 x 50)";
269
+ readonly maxStacks: 0;
270
+ readonly description: "受击后有10%概率回复(「光影之刃」层数×50)点「能量」";
217
271
  };
218
272
  };
@@ -1,8 +1,24 @@
1
1
  import { Context } from 'koishi';
2
- import { BossPoolItem, BossEntity } from './boss';
2
+ import { PassiveEffect, BossPoolItem, BossEntity } from './boss';
3
3
  export declare const PassiveHandler: {
4
+ processingResults: Array<{
5
+ name: string;
6
+ hpChange?: number;
7
+ energyChange?: number;
8
+ tagsAdd?: string[];
9
+ tagsRemove?: string[];
10
+ skillsAdd?: PassiveEffect[];
11
+ skillsRemove?: PassiveEffect[];
12
+ skillStacksChange: {
13
+ [skill: string]: number;
14
+ };
15
+ radiationChange?: number;
16
+ freezingChange?: number;
17
+ weaponName?: string;
18
+ messages?: string[];
19
+ }>;
4
20
  handleFrostEvolution: (targetBoss: any, weaponName: string, damage: number, maxHP: number) => {
5
- updatedHP: number;
21
+ updatedHP: any;
6
22
  initialDamage: number;
7
23
  messages: string[];
8
24
  };
@@ -38,7 +54,7 @@ export declare const PassiveHandler: {
38
54
  messages: string[];
39
55
  skillUpdates: {
40
56
  name: any;
41
- remove: ("冰霜环绕" | "寒霜地狱" | "冰霜回复" | "弱化形态" | "异形甲壳" | "孤立无援" | "冰霜进化" | "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" | "猎手异形" | "狂暴" | "伪装" | "致命一击" | "星界之风" | "心灵狂热" | "宇宙能量" | "复苏" | "光影之刃" | "远古预兆" | "闪电冲锋" | "超视距穿梭" | "灵能构造炉" | "天启超载护盾" | "塌缩脉冲" | "地毯式轰炸" | "轰炸引导")[];
57
+ 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" | "猎手异形" | "狂暴" | "伪装" | "致命一击" | "星界之风" | "心灵狂热" | "宇宙能量" | "复苏" | "光影之刃" | "远古预兆" | "闪电冲锋" | "超视距穿梭" | "灵能构造炉" | "天启超载护盾" | "塌缩脉冲" | "地毯式轰炸" | "轰炸引导")[];
42
58
  }[];
43
59
  };
44
60
  handleInfectedStation: (ctx: Context, targetBoss: any) => Promise<{
@@ -105,6 +121,7 @@ export declare const PassiveHandler: {
105
121
  }>;
106
122
  handleArcWelderEffect: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
107
123
  messages: string[];
124
+ arcApplied: boolean;
108
125
  }>;
109
126
  handleArcRifleEffect: (ctx: Context, targetBoss: any, weaponName: string, messages: string[]) => Promise<{
110
127
  drainAmount: number;
@@ -181,6 +198,7 @@ export declare const PassiveHandler: {
181
198
  }>;
182
199
  handlePulseDisruptor: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
183
200
  messages: string[];
201
+ pulseApplied: boolean;
184
202
  }>;
185
203
  handleStellarWind: (ctx: Context, targetBoss: any, initialDamage: number, currentHP: number, maxHP: number, activeBosses: any[], bossGroup: BossPoolItem) => Promise<{
186
204
  messages: string[];
@@ -235,6 +253,8 @@ export declare const PassiveHandler: {
235
253
  bileStacks?: undefined;
236
254
  radiationApplied?: undefined;
237
255
  freezing?: undefined;
256
+ pulseApplied?: undefined;
257
+ arcApplied?: undefined;
238
258
  } | {
239
259
  currentHP: any;
240
260
  messages: any;
@@ -243,6 +263,8 @@ export declare const PassiveHandler: {
243
263
  bileStacks: any;
244
264
  radiationApplied?: undefined;
245
265
  freezing?: undefined;
266
+ pulseApplied?: undefined;
267
+ arcApplied?: undefined;
246
268
  } | {
247
269
  currentHP: number;
248
270
  messages: string[];
@@ -250,6 +272,8 @@ export declare const PassiveHandler: {
250
272
  initialDamage: number;
251
273
  radiationApplied: boolean;
252
274
  freezing: boolean;
275
+ pulseApplied: boolean;
276
+ arcApplied: boolean;
253
277
  bileStacks?: undefined;
254
278
  }>;
255
279
  applySkillUpdates: (ctx: Context, skillUpdates: any[]) => Promise<void>;