koishi-plugin-ggcevo-game 1.4.31 → 1.4.33

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@@ -1,218 +1,210 @@
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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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+ 弱化形态: {
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+ type: string;
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+ description: string;
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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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+ 异形甲壳: {
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+ type: string;
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+ description: string;
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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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+ 冰霜回复: {
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+ type: string;
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+ description: string;
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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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+ 冰霜进化: {
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+ type: string;
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+ description: string;
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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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+ 冰霜环绕: {
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+ type: string;
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+ description: string;
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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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+ 寒霜地狱: {
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+ type: string;
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+ description: string;
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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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+ 应激甲壳I: {
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+ type: string;
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+ description: string;
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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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+ 应激甲壳II: {
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+ type: string;
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+ description: string;
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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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+ 求生本能I: {
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+ type: string;
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+ description: string;
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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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+ 求生本能II: {
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+ type: string;
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+ description: string;
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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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+ 冷适应: {
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+ type: string;
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+ description: string;
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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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+ 感染空间站: {
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+ type: string;
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+ description: string;
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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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+ 病毒云: {
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+ type: string;
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+ description: string;
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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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+ 霉菌滋生: {
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+ type: string;
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+ description: string;
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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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+ 岗哨机枪: {
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+ type: string;
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+ description: string;
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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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+ 结构装甲: {
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+ type: string;
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+ description: string;
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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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+ 吸血唾液: {
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+ type: string;
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+ description: string;
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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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+ 进食: {
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+ type: string;
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+ description: string;
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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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+ 嗜血狂暴: {
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+ type: string;
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+ description: string;
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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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+ 吐血: {
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+ type: string;
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+ description: string;
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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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+ 超导体: {
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+ type: string;
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+ description: string;
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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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+ 能量虹吸: {
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+ type: string;
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+ description: string;
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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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+ 能源虹吸: {
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+ type: string;
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+ description: string;
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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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+ 电能立场: {
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+ type: string;
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+ description: string;
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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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+ 电能冲击波: {
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+ type: string;
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+ description: string;
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  };
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- readonly 电能立场: {
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- readonly effect: 0;
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- 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";
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+ 脉冲: {
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+ type: string;
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+ description: string;
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  };
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- readonly 电能冲击波: {
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- readonly effect: 0;
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- readonly description: "每次受到攻击时,自身回复100点“能量”";
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+ 能量黑洞: {
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+ type: string;
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+ description: string;
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  };
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- readonly 脉冲: {
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- readonly effect: 0;
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- 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";
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+ 火焰异形: {
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+ type: string;
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+ description: string;
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  };
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- readonly 能量黑洞: {
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- readonly effect: -0.2;
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- readonly description: "存在“能量黑洞”,受到的伤害-20%";
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+ 庞兽狂暴: {
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+ type: string;
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+ description: string;
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  };
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- readonly 火焰异形: {
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- readonly effect: 0;
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- readonly description: "免疫火焰伤害,受到火焰伤害时会回复生命值";
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+ 灼烧粘液: {
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+ type: string;
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+ description: string;
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  };
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- 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%";
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+ 腐蚀胆汁: {
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+ type: string;
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+ description: string;
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  };
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- readonly 灼烧粘液: {
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- readonly effect: 0;
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- 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)";
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+ 火焰吐息: {
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+ type: string;
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+ description: string;
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  };
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- readonly 腐蚀胆汁: {
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- readonly effect: 0;
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- 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";
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+ 太阳耀斑: {
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+ type: string;
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+ description: string;
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  };
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- readonly 火焰吐息: {
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- readonly effect: 0;
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- 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";
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+ 燃烧潜地: {
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+ type: string;
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+ description: string;
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  };
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- readonly 太阳耀斑: {
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- readonly effect: 0;
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- 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";
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+ 炼狱爆弹: {
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+ type: string;
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+ description: string;
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  };
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- readonly 燃烧潜地: {
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- readonly effect: 0;
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- 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)";
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+ 猎手异形: {
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+ type: string;
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+ description: string;
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  };
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- readonly 炼狱爆弹: {
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- readonly effect: 0;
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- 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%";
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+ 狂暴: {
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+ type: string;
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+ description: string;
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  };
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- readonly 猎手异形: {
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- readonly effect: 0;
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- 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";
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+ 伪装: {
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+ type: string;
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+ description: string;
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  };
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- readonly 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%";
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+ 致命一击: {
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+ type: string;
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+ description: string;
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  };
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- readonly 伪装: {
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- readonly effect: 0;
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- 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%";
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+ 星界之风: {
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+ type: string;
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+ description: string;
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  };
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- readonly 致命一击: {
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- readonly effect: 0;
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- readonly description: "受到伤害时,有5%的概率免疫此次伤害";
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+ 心灵狂热: {
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+ type: string;
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+ description: string;
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  };
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- readonly 星界之风: {
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- readonly effect: 0;
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- readonly description: "受到伤害时,有5%的概率回复所有存活异形200点血量";
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+ 宇宙能量: {
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+ type: string;
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+ description: string;
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  };
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- readonly 心灵狂热: {
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- readonly effect: 0;
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- 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";
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+ 复苏: {
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+ type: string;
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+ description: string;
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  };
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- readonly 宇宙能量: {
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- readonly effect: 0;
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- 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";
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+ 光影之刃: {
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+ type: string;
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+ description: string;
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  };
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- readonly 复苏: {
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- readonly effect: 0;
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- 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)";
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+ 远古预兆: {
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+ type: string;
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+ description: string;
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  };
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- readonly 光影之刃: {
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- readonly effect: 0;
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- readonly description: "受到伤害后,获得一层“光影之刃”";
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+ 闪电冲锋: {
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+ type: string;
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+ description: string;
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  };
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- readonly 远古预兆: {
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- readonly effect: 0;
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- 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”";
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+ 超视距穿梭: {
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+ type: string;
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+ description: string;
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  };
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- readonly 闪电冲锋: {
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- readonly effect: 0;
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- 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%";
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+ 灵能构造炉: {
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+ type: string;
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+ description: string;
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  };
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- readonly 超视距穿梭: {
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- readonly effect: 0;
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- 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%";
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+ 天启超载护盾: {
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+ type: string;
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+ description: string;
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  };
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- readonly 灵能构造炉: {
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- readonly effect: 0;
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- 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)";
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+ 塌缩脉冲: {
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+ type: string;
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+ description: string;
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  };
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- readonly 天启超载护盾: {
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- readonly effect: 0;
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- 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)";
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+ 地毯式轰炸: {
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+ type: string;
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+ description: string;
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  };
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- readonly 塌缩脉冲: {
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- readonly effect: 0;
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- readonly description: "受到伤害后,额外获得一层“光影之刃”";
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- };
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- readonly 地毯式轰炸: {
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- readonly effect: 0;
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- 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%";
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- };
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- readonly 轰炸引导: {
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- readonly effect: 0;
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- 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)";
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+ 轰炸引导: {
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+ type: string;
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+ description: string;
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  };
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  };
@@ -1,10 +1,43 @@
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  import { Context } from 'koishi';
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- import { BossPoolItem, BossEntity } from './boss';
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+ 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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+ 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 PassiveHandler: {
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- handleFrostEvolution: (targetBoss: any, weaponName: string, damage: number, maxHP: number) => {
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- updatedHP: number;
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- initialDamage: number;
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+ handleWeakForm: (targetBoss: any, buffMultiplier: number) => {
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+ buffMultiplier: number;
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+ messages: string[];
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+ };
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+ handleAlienShell: (targetBoss: any, nerfMultiplier: number) => {
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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[], buffMultiplier: number) => {
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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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+ updatedTargetStats?: BattleStatistics;
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+ updatedOtherStats: BattleStatistics[];
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+ messages: string[];
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+ };
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+ handleFrostAura: (targetBoss: any, activeBosses: any[]) => {
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+ updatedTargetStats?: BattleStatistics;
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+ messages: string[];
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+ };
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+ handleFrostEvolution: (targetBoss: any, weaponName: string, activeBosses: any[]) => {
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+ isImmune: boolean;
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  messages: string[];
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+ updatedStats?: BattleStatistics;
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  };
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  handleFrostSurround: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{
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  updatedHP: number;
@@ -38,7 +71,7 @@ export declare const PassiveHandler: {
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  messages: string[];
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  skillUpdates: {
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  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")[];
74
+ remove: string[];
42
75
  }[];
43
76
  };
44
77
  handleInfectedStation: (ctx: Context, targetBoss: any) => Promise<{
@@ -74,7 +107,7 @@ export declare const PassiveHandler: {
74
107
  };
75
108
  handleColdEffect: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
76
109
  messages: string[];
77
- freezing: boolean;
110
+ coldLayers: boolean;
78
111
  }>;
79
112
  calculateColdDamage: (targetBoss: any) => {
80
113
  damageMultiplier: number;
@@ -98,8 +131,8 @@ export declare const PassiveHandler: {
98
131
  immune: boolean;
99
132
  messages: string[];
100
133
  }>;
101
- getMemberConfig: (name: string, bossGroup: BossPoolItem) => BossEntity | null;
102
- handlePulse: (ctx: Context, targetBoss: any, activeBosses: any[], bossGroup: BossPoolItem, currentHP: number) => Promise<{
134
+ getMemberConfig: (name: string, bossGroup: any) => any;
135
+ handlePulse: (ctx: Context, targetBoss: any, activeBosses: any[], bossGroup: any, currentHP: number) => Promise<{
103
136
  newHP: number;
104
137
  messages: string[];
105
138
  }>;
@@ -121,22 +154,22 @@ export declare const PassiveHandler: {
121
154
  immune: boolean;
122
155
  messages: string[];
123
156
  }>;
124
- getMemberMaxHP: (name: string, bossGroup: BossPoolItem) => number;
125
- handleCorrosiveBile: (ctx: Context, targetBoss: any, bossGroup: BossPoolItem, currentHP: number) => Promise<{
157
+ getMemberMaxHP: (name: string, bossGroup: any) => any;
158
+ handleCorrosiveBile: (ctx: Context, targetBoss: any, bossGroup: any, currentHP: number) => Promise<{
126
159
  messages: string[];
127
160
  currentHP: number;
128
161
  }>;
129
- handleFireBreath: (ctx: Context, targetBoss: any, bossGroup: BossPoolItem, currentHP: number) => Promise<{
162
+ handleFireBreath: (ctx: Context, targetBoss: any, bossGroup: any, currentHP: number) => Promise<{
130
163
  messages: string[];
131
164
  currentHP: number;
132
165
  }>;
133
- handleFireEvolution: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number, bossGroup: BossPoolItem) => Promise<{
166
+ handleFireEvolution: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number, bossGroup: any) => Promise<{
134
167
  updatedHP: number;
135
168
  initialDamage: number;
136
169
  messages: string[];
137
170
  bileStacks: any;
138
171
  }>;
139
- handleBileIgnition: (ctx: Context, targetBoss: any, bossGroup: BossPoolItem, updatedHP: number) => Promise<{
172
+ handleBileIgnition: (ctx: Context, targetBoss: any, bossGroup: any, updatedHP: number) => Promise<{
140
173
  messages: string[];
141
174
  newHP: number;
142
175
  bileStacks: any;
@@ -184,7 +217,7 @@ export declare const PassiveHandler: {
184
217
  messages: string[];
185
218
  pulseApplied: boolean;
186
219
  }>;
187
- handleStellarWind: (ctx: Context, targetBoss: any, initialDamage: number, currentHP: number, maxHP: number, activeBosses: any[], bossGroup: BossPoolItem) => Promise<{
220
+ handleStellarWind: (ctx: Context, targetBoss: any, initialDamage: number, currentHP: number, maxHP: number, activeBosses: any[], bossGroup: any) => Promise<{
188
221
  messages: string[];
189
222
  updatedHP: number;
190
223
  }>;
@@ -215,7 +248,7 @@ export declare const PassiveHandler: {
215
248
  handleConstructor: (ctx: Context, targetBoss: any) => Promise<{
216
249
  messages: string[];
217
250
  }>;
218
- handleTyrsShield: (ctx: Context, targetBoss: any, currentHP: number, activeBosses: any[], bossGroup: BossPoolItem) => Promise<{
251
+ handleTyrsShield: (ctx: Context, targetBoss: any, currentHP: number, activeBosses: any[], bossGroup: any) => Promise<{
219
252
  messages: string[];
220
253
  updatedHP: number;
221
254
  }>;
@@ -236,7 +269,7 @@ export declare const PassiveHandler: {
236
269
  initialDamage: number;
237
270
  bileStacks?: undefined;
238
271
  radiationApplied?: undefined;
239
- freezing?: undefined;
272
+ coldLayers?: undefined;
240
273
  pulseApplied?: undefined;
241
274
  arcApplied?: undefined;
242
275
  } | {
@@ -246,17 +279,7 @@ export declare const PassiveHandler: {
246
279
  initialDamage: any;
247
280
  bileStacks: any;
248
281
  radiationApplied?: undefined;
249
- freezing?: undefined;
250
- pulseApplied?: undefined;
251
- arcApplied?: undefined;
252
- } | {
253
- currentHP: number;
254
- messages: string[];
255
- skillUpdates: any[];
256
- initialDamage: number;
257
- radiationApplied: boolean;
258
- freezing: boolean;
259
- bileStacks?: undefined;
282
+ coldLayers?: undefined;
260
283
  pulseApplied?: undefined;
261
284
  arcApplied?: undefined;
262
285
  } | {
@@ -265,10 +288,11 @@ export declare const PassiveHandler: {
265
288
  skillUpdates: any[];
266
289
  initialDamage: number;
267
290
  radiationApplied: boolean;
268
- freezing: boolean;
291
+ coldLayers: boolean;
269
292
  pulseApplied: boolean;
270
293
  arcApplied: boolean;
271
294
  bileStacks?: undefined;
272
295
  }>;
273
296
  applySkillUpdates: (ctx: Context, skillUpdates: any[]) => Promise<void>;
274
297
  };
298
+ export {};
package/lib/database.d.ts CHANGED
@@ -123,16 +123,17 @@ export interface equipment {
123
123
  }
124
124
  export interface Boss {
125
125
  name: string;
126
+ groupId: number;
126
127
  type: string;
127
128
  HP: number;
128
129
  tags: string[];
129
130
  skills: string[];
130
- Skillcountpoints: number;
131
- Vulnerability: number;
132
- freezing: number;
131
+ skillStacks: number;
132
+ statusLayers: number;
133
+ radiationLayers: number;
134
+ coldLayers: number;
133
135
  energy: number;
134
136
  lastWeaponName: string;
135
- groupId: number;
136
137
  isActive: boolean;
137
138
  respawnTime: Date;
138
139
  }