koishi-plugin-ggcevo-game 1.4.31 → 1.4.33

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.
@@ -0,0 +1,418 @@
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+ export interface BattleStatistics {
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+ name: string;
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+ hpChange: number;
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+ energyChange: number;
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+ tagsAdded: string[];
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+ tagsRemoved: string[];
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+ skillsAdded: string[];
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+ skillsRemoved: string[];
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+ skillStacksChanged: number;
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+ statusLayersChanged: number;
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+ radiationLayersChange: number;
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+ coldLayersChange: number;
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+ lastWeaponName: string;
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+ }
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+ export declare const battleStatsMap: Record<string, BattleStatistics>;
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+ export declare const BattleEffectProcessor: {
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+ handleWeakForm: (targetBoss: any) => {
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+ buffMultiplier: number;
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+ messages: string[];
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+ };
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+ handleAlienShell: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleIsolated: (targetBoss: any, activeBosses: any[]) => {
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+ buffMultiplier: number;
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+ messages: string[];
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+ };
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+ handleFrostRegeneration: (targetBoss: any, activeBosses: any[]) => {
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+ messages: string[];
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+ targetUpdates?: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ };
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+ otherUpdates: Array<{
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ }>;
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+ } | null;
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+ handleFrostAura: (targetBoss: any, activeBosses: any[]) => {
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+ messages: string[];
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+ targetUpdates?: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ };
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+ otherUpdates: Array<{
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ }>;
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+ } | null;
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+ handleFrostEvolution: (targetBoss: any, weaponName: string, damage: number) => {
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+ isImmune: boolean;
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleFrostHell: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleStressShellI: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleStressShellII: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleSurvivalInstinctI: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleSurvivalInstinctII: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleColdAdaptation: (targetBoss: any, weaponName: string) => {
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+ isImmune: boolean;
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleInfectedSpaceStation: (targetBoss: any, activeBosses: any[]) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleVirusCloud: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleMoldGrowth: (targetBoss: any, activeBosses: any[]) => {
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+ messages: string[];
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+ spaceStationUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleSentryGun: (targetBoss: any, activeBosses: any[]) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ otherUpdates: Array<{
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ }>;
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+ } | null;
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+ handleStructuralArmor: (targetBoss: any, weaponData: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleVampireSaliva: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleFeeding: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleBloodlust: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleVomit: (targetBoss: any) => {
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+ buffMultiplier: number;
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+ messages: string[];
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+ };
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+ handleSuperconductor: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleEnergySiphon: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleEnergyAbsorption: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleElectricField: (targetBoss: any) => {
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+ isImmune: boolean;
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+ messages: string[];
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+ };
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+ handleElectricShockwave: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handlePulse: (targetBoss: any, activeBosses: any[]) => {
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+ messages: string[];
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+ otherUpdates: Array<{
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ }>;
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+ } | null;
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+ handleEnergyBlackhole: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleFlameAlien: (targetBoss: any, weaponName: string, damage: number) => {
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+ isImmune: boolean;
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleColossalRampage: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleBurningSlime: (targetBoss: any, weaponName: string) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ isHighStackHeal: boolean;
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+ } | null;
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+ handleCorrosiveBile: (targetBoss: any, activeBosses: any[]) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ otherUpdates: Array<{
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ }>;
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+ } | null;
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+ handleFlameBreath: (targetBoss: any, activeBosses: any[]) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ otherUpdates: Array<{
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ }>;
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+ } | null;
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+ handleSolarFlare: (targetBoss: any, weaponName: string, damage: number, activeBosses: any[]) => {
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+ isImmune: boolean;
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleBurningBurrow: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleInfernalBomb: (targetBoss: any, activeBosses: any[]) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleHunterAlien: (targetBoss: any, activeBosses: any[], weaponName: string) => {
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+ buffMultiplier: number;
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+ nerfMultiplier: number;
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+ isImmune: boolean;
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+ messages: string[];
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+ };
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+ handleRampage: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ handleDisguise: (targetBoss: any, weaponName: string) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleDeadlyHit: (targetBoss: any) => {
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+ isImmune: boolean;
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+ messages: string[];
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+ };
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+ /** 星界之风处理(概率群体回复)- 修正版 */
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+ handleAstralWind: (targetBoss: any, activeBosses: any[], doubleChance: boolean) => {
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+ messages: string[];
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+ otherUpdates: Array<{
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ }>;
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+ } | null;
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+ /** 心灵狂热处理(低生命减伤和概率强化)- 修正版 */
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+ handleMindFrenzy: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ doubleAstralWind: boolean;
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+ messages: string[];
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+ };
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+ /** 宇宙能量处理(伤害值转能量/生命) */
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+ handleCosmicEnergy: (targetBoss: any, activeBosses: any[], damage: number) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ /** 复苏处理(免疫死亡并回复) */
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+ handleRevival: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ /** 光影之刃处理(层数叠加) */
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+ handleBladeOfLight: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ /** 远古预兆处理(概率免疫能量伤害)- 增加boost参数 */
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+ handleAncientOmen: (targetBoss: any, weaponData: any, boost?: number) => {
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+ isImmune: boolean;
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ /** 闪电冲锋处理(提升其他技能概率) - 修正版 */
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+ handleLightningCharge: (targetBoss: any) => {
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+ ancientOmenBoost: number;
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+ psychicForgeBoost: number;
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+ messages: string[];
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+ };
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+ /** 超视距穿梭处理(层数相关伤害调整) */
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+ handleHyperRangeShift: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ buffMultiplier: number;
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+ messages: string[];
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+ };
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+ /** 灵能构造炉处理(随机获得技能)- 增加boost参数 */
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+ handlePsychicForge: (targetBoss: any, boost?: number) => {
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+ messages: string[];
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+ newSkill: string | null;
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ /** 天启超载护盾处理(层数相关群体回复) */
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+ handleOverdriveShield: (targetBoss: any, activeBosses: any[]) => {
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+ messages: string[];
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+ otherUpdates: Array<{
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ }>;
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+ } | null;
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+ /** 塌缩脉冲处理(额外叠加层数) */
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+ handleCollapsingPulse: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ /** 地毯式轰炸处理 */
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+ handleCarpetBombing: (targetBoss: any) => {
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+ nerfMultiplier: number;
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+ messages: string[];
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+ };
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+ /** 轰炸引导处理(层数相关能量回复) */
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+ handleBombardmentGuide: (targetBoss: any) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ } | null;
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+ handleRadiationEffect: (targetBoss: any, weaponName: string) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ buffMultiplier: number;
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+ layerAdded: boolean;
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+ } | null;
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+ handleColdEffect: (targetBoss: any, weaponName: string) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ buffMultiplier: number;
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+ layerAdded: boolean;
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+ } | null;
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+ handleWeaponEnergyDrain: (targetBoss: any, weaponName: string) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ success: boolean;
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+ } | null;
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+ handleWeaponLayerReduction: (targetBoss: any, weaponName: string) => {
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+ messages: string[];
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+ targetUpdates: {
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+ name: string;
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+ updates: Partial<BattleStatistics>;
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+ } | null;
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+ reductionSuccess: boolean;
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+ } | null;
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+ };
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+ /**
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+ * 统一处理所有被动效果(包含伤害修正、免疫检查、状态更新等)
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+ * @param targetBoss 当前被攻击的Boss对象
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+ * @param weaponName 使用的武器名称
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+ * @param damage 武器造成的原始伤害值
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+ * @param activeBosses 当前所有活跃Boss列表
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+ * @returns 包含最终伤害值和所有效果消息的对象
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+ */
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+ export declare function applyPassiveEffects(targetBoss: any, weaponName: string, damage: number, activeBosses: any[]): {
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+ finalDamage: number;
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+ messages: string[];
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+ radiationLayerAdded: boolean;
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+ coldLayerAdded: boolean;
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+ energyDrained: boolean;
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+ layerReduced: boolean;
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+ bileDetonationTrigger: boolean;
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+ };
@@ -1,33 +1,30 @@
1
1
  import { Context } from 'koishi';
2
2
  import { Config } from '../index';
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- export declare function handlePrimaryAttack(ctx: Context, session: any, config: Config, handle: string, 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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+ export declare function handlePrimaryAttack(ctx: Context, session: any, config: Config, equippedWeapon: any, targetBoss: any, activeBosses: any[], weaponName: string): Promise<{
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+ initialDamage: number;
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+ currentHP: number;
6
6
  isDefeated: boolean;
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- damage: any;
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7
  hasCrit: boolean;
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  effectMessage: string[];
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- passiveMessages: any;
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+ passiveMessages: string[];
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  radiationApplied: boolean;
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  freezing: boolean;
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- bileStacks: any;
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+ bileStacks: boolean;
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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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+ export declare function handleScatterAttack(ctx: Context, session: any, config: Config, equippedWeapon: any, targetBoss: any, weaponName: string, activeBosses: 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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21
  }[];
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  actuallyDead: string[];
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- scatterBroadcast: any;
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  taskUpdates: {
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  taskId: number;
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  count: number;
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  }[];
29
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  }>;
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- export declare function applyAttackResults(ctx: Context, targetBoss: any, result: any): Promise<void>;
31
28
  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[];
@@ -40,8 +37,7 @@ export declare function calculateRewards(ctx: Context, handle: string, totalDama
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37
  }>;
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38
  export declare function updateSignRecord(ctx: Context, handle: string, reward: number): Promise<void>;
42
39
  export declare function buildResultMessage(session: any, weaponName: string, targetBoss: any, primaryResult: any, scatterResult: any, finalReward: number, maxHP: number, careerMessage: string, techMessage: string, redcrystalMessage: string): string;
43
- 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 handleBroadcasts(ctx: Context, groupIds: string[], bossEventBroadcast: string[] | string | null, cleanerRewardBroadcast: string[] | null, isPrimaryAttack: boolean): Promise<void>;
45
41
  export declare function updateBossDamageRecord(ctx: Context, handle: string, playerName: string, bossGroupId: number, damageAmount: number): Promise<void>;
46
42
  export declare function updateTaskProgress(ctx: Context, handle: string, taskUpdates: {
47
43
  taskId: number;
@@ -1,185 +1,19 @@
1
- import { passiveConfig } from './passive';
2
- 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';
3
- export type PassiveEffect = keyof typeof passiveConfig;
4
- export type BossPoolItem = {
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- main: BossEntity;
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- minions: BossEntity[];
7
- };
8
- 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[];
15
- };
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- export declare const bossPool: readonly [{
1
+ export declare const bossPool: {
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+ id: number;
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3
  main: {
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- id: number;
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4
  name: string;
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- type: "主宰";
5
+ type: string;
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6
  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"[];
7
+ maxEnergy: number;
8
+ tags: string[];
9
+ passive: string[];
25
10
  };
26
11
  minions: {
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12
  name: string;
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- type: "子代";
13
+ type: string;
29
14
  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")[];
15
+ maxEnergy: number;
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+ tags: string[];
17
+ passive: string[];
33
18
  }[];
34
- }, {
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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: ("冰霜环绕" | "冰霜进化")[];
43
- };
44
- 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")[];
50
- passive: ("冰霜回复" | "弱化形态" | "冰霜进化")[];
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- }[];
52
- }, {
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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")[];
61
- };
62
- minions: {
63
- name: string;
64
- type: "子代";
65
- maxHP: number;
66
- energy: number;
67
- tags: ("重甲" | "生物" | "异形" | "重型")[];
68
- passive: ("弱化形态" | "应激甲壳I" | "求生本能I" | "冷适应")[];
69
- }[];
70
- }, {
71
- main: {
72
- id: number;
73
- name: string;
74
- type: "主宰";
75
- maxHP: number;
76
- energy: number;
77
- tags: ("重甲" | "生物" | "机械" | "异形")[];
78
- passive: ("感染空间站" | "病毒云" | "霉菌滋生")[];
79
- };
80
- minions: ({
81
- name: string;
82
- type: "子代";
83
- maxHP: number;
84
- energy: number;
85
- tags: ("重甲" | "生物" | "机械" | "异形")[];
86
- passive: ("弱化形态" | "病毒云" | "霉菌滋生")[];
87
- } | {
88
- name: string;
89
- type: "子代";
90
- maxHP: number;
91
- energy: number;
92
- tags: ("重甲" | "机械" | "建筑")[];
93
- passive: ("岗哨机枪" | "结构装甲")[];
94
- })[];
95
- }, {
96
- main: {
97
- id: number;
98
- name: string;
99
- type: "主宰";
100
- maxHP: number;
101
- energy: number;
102
- tags: ("生物" | "异形")[];
103
- passive: ("吸血唾液" | "进食" | "嗜血狂暴" | "吐血")[];
104
- };
105
- minions: {
106
- name: string;
107
- type: "子代";
108
- maxHP: number;
109
- energy: number;
110
- tags: ("生物" | "异形")[];
111
- passive: ("弱化形态" | "吸血唾液" | "进食" | "吐血")[];
112
- }[];
113
- }, {
114
- main: {
115
- id: number;
116
- name: string;
117
- type: "主宰";
118
- maxHP: number;
119
- energy: number;
120
- tags: ("护盾" | "灵能" | "异形" | "重型")[];
121
- passive: ("超导体" | "能源虹吸" | "电能立场" | "电能冲击波" | "脉冲" | "能量黑洞")[];
122
- };
123
- minions: {
124
- name: string;
125
- type: "子代";
126
- maxHP: number;
127
- energy: number;
128
- tags: ("护盾" | "灵能" | "异形")[];
129
- passive: ("弱化形态" | "超导体" | "能量虹吸" | "能量黑洞")[];
130
- }[];
131
- }, {
132
- main: {
133
- id: number;
134
- name: string;
135
- type: "主宰";
136
- maxHP: number;
137
- energy: number;
138
- tags: ("重甲" | "生物" | "惧寒" | "异形" | "重型")[];
139
- 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")[];
140
- };
141
- minions: {
142
- name: string;
143
- type: "子代";
144
- maxHP: number;
145
- energy: number;
146
- tags: ("重甲" | "生物" | "惧寒" | "异形")[];
147
- passive: ("弱化形态" | "火焰异形" | "灼烧粘液" | "腐蚀胆汁" | "燃烧潜地")[];
148
- }[];
149
- }, {
150
- main: {
151
- id: number;
152
- name: string;
153
- type: "主宰";
154
- maxHP: number;
155
- energy: number;
156
- tags: ("生物" | "异形")[];
157
- passive: ("猎手异形" | "狂暴" | "伪装" | "致命一击")[];
158
- };
159
- minions: {
160
- name: string;
161
- type: "子代";
162
- maxHP: number;
163
- energy: number;
164
- tags: ("生物" | "异形")[];
165
- passive: ("弱化形态" | "猎手异形" | "狂暴" | "伪装")[];
166
- }[];
167
- }, {
168
- main: {
169
- id: number;
170
- name: string;
171
- type: "主宰";
172
- maxHP: number;
173
- energy: number;
174
- tags: ("重甲" | "护盾" | "生物" | "灵能" | "异形")[];
175
- 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")[];
176
- };
177
- minions: {
178
- name: string;
179
- type: "子代";
180
- maxHP: number;
181
- energy: number;
182
- tags: ("重甲" | "护盾" | "生物" | "灵能" | "异形")[];
183
- passive: ("弱化形态" | "星界之风" | "心灵狂热")[];
184
- }[];
185
- }];
19
+ }[];