koishi-plugin-ggcevo-game 1.4.62 → 1.4.63

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@@ -27,6 +27,24 @@ export declare function getMaxHPByName(bossName: string): number | undefined;
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  */
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  export declare function getMaxEnergyByName(bossName: string): number | undefined;
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  export declare function getMaxStacksByName(bossName: string): number | undefined;
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+ /**
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+ * 根据Boss名称获取其最大护盾值(maxShield)
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+ * @param bossName 要查询的Boss名称(支持主宰或子代)
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+ * @returns 对应Boss的maxShield(未找到时返回undefined)
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+ */
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+ export declare function getMaxShieldByName(bossName: string): number | undefined;
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+ /**
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+ * 根据Boss名称获取其护甲值(armor)
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+ * @param bossName 要查询的Boss名称(支持主宰或子代)
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+ * @returns 对应Boss的armor值(未找到时返回undefined)
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+ */
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+ export declare function getArmorByName(bossName: string): number | undefined;
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+ /**
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+ * 根据Boss名称获取其护盾护甲值(shieldArmor)
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+ * @param bossName 要查询的Boss名称(支持主宰或子代)
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+ * @returns 对应Boss的shieldArmor值(未找到时返回undefined)
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+ */
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+ export declare function getShieldArmorByName(bossName: string): number | undefined;
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  export declare const BattleEffectProcessor: {
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  handleWeakForm: (targetBoss: any) => {
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  buffMultiplier: number;
@@ -40,10 +58,7 @@ export declare const BattleEffectProcessor: {
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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[], maxStatsMap: Record<string, {
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- maxHP: number;
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- maxEnergy: number;
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- }>) => {
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+ handleFrostRegeneration: (targetBoss: any, activeBosses: any[], maxStatsForTarget: any) => {
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  messages: string[];
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  targetUpdates?: {
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  name: string;
@@ -395,10 +410,7 @@ export declare const BattleEffectProcessor: {
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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, maxStatsMap: Record<string, {
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- maxHP: number;
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- maxEnergy: number;
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- }>) => {
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+ handleWeaponEnergyDrain: (targetBoss: any, weaponName: string, maxStatsForTarget: any) => {
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  messages: string[];
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  targetUpdates: {
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  name: string;
@@ -406,7 +418,7 @@ export declare const BattleEffectProcessor: {
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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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+ handleWeaponLayerReduction: (targetBoss: any, weaponName: string, maxStatsForTarget: any) => {
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  messages: string[];
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  targetUpdates: {
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  name: string;
@@ -489,7 +501,7 @@ export declare const BattleEffectProcessor: {
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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, activeBosses: any[], weaponName: string, damage: number, ignoreRate: number): {
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+ export declare function applyPassiveEffects(targetBoss: any, activeBosses: any[], weaponName: string, damage: number, hasCrit: boolean, ignoreRate: number): {
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  finalDamage: number;
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  messages: string[];
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  radiationLayerAdded: boolean;
@@ -4,7 +4,10 @@ export declare const bossPool: {
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  name: string;
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  type: string;
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  maxHP: number;
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+ maxShield: number;
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  maxEnergy: number;
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+ armor: number;
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+ shieldArmor: number;
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  maxStacks: number;
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  tags: string[];
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  passive: string[];
@@ -13,7 +16,10 @@ export declare const bossPool: {
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  name: string;
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  type: string;
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  maxHP: number;
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+ maxShield: number;
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  maxEnergy: number;
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+ armor: number;
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+ shieldArmor: number;
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  maxStacks: number;
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  tags: string[];
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  passive: string[];
@@ -1,7 +1,6 @@
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  import { Context } from 'koishi';
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  import { Config } from '../index';
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- export declare function calculateTotalDamage(ctx: Context, session: any, config: Config, // 添加配置参数
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- equippedWeapon: any, targetBoss: any): Promise<{
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+ export declare function calculateTotalDamage(ctx: Context, session: any, config: Config, equippedWeapon: any, targetBoss: any): Promise<{
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  damage: number;
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  hasCrit: boolean;
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  effectMessage: string[];