koishi-plugin-ggcevo-game 1.6.81 → 2.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/lib/database.d.ts +1 -5
- package/lib/index.d.ts +1 -0
- package/lib/index.js +3799 -3795
- package/lib/utils.d.ts +0 -1
- package/package.json +3 -3
- package/readme.md +0 -92
- package/lib/boss/passivehandler.d.ts +0 -298
package/lib/utils.d.ts
CHANGED
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@@ -2,7 +2,6 @@ import { Context } from 'koishi';
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import { Config } from './index';
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import { PKProtection } from './database';
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export declare function gachaWithPity(ctx: Context, handle: string): Promise<boolean>;
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export declare function gachaWithHiddenAward(ctx: Context, handle: string): Promise<boolean>;
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export declare function checkSensitiveWord(ctx: Context, content: string): Promise<boolean>;
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export declare function getRandomInt(min: number, max: number): number;
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export declare function PetCapsuleToy(): "t3级宠物扭蛋" | "t2级宠物扭蛋" | "t1级宠物扭蛋" | "t0级宠物扭蛋";
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package/package.json
CHANGED
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@@ -1,7 +1,7 @@
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{
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"name": "koishi-plugin-ggcevo-game",
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"description": "
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"version": "
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"description": "星际争霸2咕咕虫-evolved地图的专属游戏助手插件,集成天梯排行、抽奖系统、签到福利、兑换商城等丰富功能。",
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"version": "2.0.1",
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"main": "lib/index.js",
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"typings": "lib/index.d.ts",
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"files": [
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@@ -19,7 +19,7 @@
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"peerDependencies": {
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"@koishijs/plugin-proxy-agent": "^0.3.3",
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"koishi": "^4.18.7",
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"koishi-plugin-sc2arcade-search": "^1.
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"koishi-plugin-sc2arcade-search": "^1.2.2"
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},
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"koishi": {
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"service": {
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package/readme.md
CHANGED
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@@ -2,96 +2,4 @@
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[](https://www.npmjs.com/package/koishi-plugin-ggcevo-game)
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《星际争霸2》咕咕虫-evolved地图的专属游戏助手插件,集成天梯排行、抽奖系统、签到福利、兑换商城等丰富功能。
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## 功能清单
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### 核心系统
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- 🎰 **保底抽奖系统**:支持单抽/十连抽,隐藏奖励机制
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- 📅 **智能签到系统**:结合游戏对局验证的签到机制
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- 🏆 **天梯排名系统**:自动同步胜点数据,动态排行榜
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- 🛍️ **兑换商城系统**:多层级奖品池,赛季限定物品
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### 特色功能
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- ⚔️ **玩家对战系统**:金币PK玩法,动态胜率计算
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- 🚨 **违规监控系统**:大厅玩家行为监控,黑名单管理
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- 🎁 **活动管理系统**:福利活动创建与发放
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- 📊 **数据统计系统**:玩家成就、背包、抽奖记录等全维度统计
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## 安装配置
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1. 安装插件
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```bash
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npm install koishi-plugin-ggcevo-game
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```
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2. 基础配置
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```yaml
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plugins:
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ggcevo-game:
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proxyAgent: '' # 代理地址(如需)
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ggcqun: '你的群号' # 绑定游戏群组
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rankseason: 'S1' # 当前赛季名称
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signrequire: true # 对局签到要求
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autorank: true # 自动同步天梯数据
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dailyPKLimit: 3 # 每日最大PK次数
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admins: [管理员QQ列表] # 管理员权限
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```
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## 使用说明
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### 玩家命令
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```bash
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每日签到
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/签到
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抽奖系统
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/单抽
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/十连抽
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/抽奖记录
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天梯系统
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/胜点榜
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/排名 @玩家
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对战系统
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/pk @玩家
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/切换pk状态
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兑换系统
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/兑换
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/兑换扭蛋币
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```
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### 管理命令
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```bash
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活动管理
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/创建活动 <名称> <描述> <奖励数量>
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玩家管理
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/活动拉黑
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/胜点榜拉黑
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数据维护
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/胜点榜数据同步
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```
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## 数据模型
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```
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📦 数据库结构
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├── 用户背包 (ggcevo_backpack)
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├── 签到记录 (ggcevo_sign)
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├── 天梯数据 (ggcevo_rank)
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├── 对战记录 (ggcevo_pk_logs)
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├── 兑换记录 (ggcevo_exchange)
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└── 活动管理 (ggcevo_activity)
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```
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## 注意事项
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1. **敏感词检测**:需要配置第三方API(示例使用 api.iminbk.com)
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2. **定时任务**:自动天梯同步默认每小时执行,请根据需求调整频率
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3. **赛季设置**:兑换系统依赖 `rankseason` 配置项,赛季变更时需更新
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4. **代理配置**:国内服务器建议配置代理访问SC2Arcade API
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> 提示:使用前请确保已安装 [koishi-plugin-sc2arcade-search](https://www.npmjs.com/package/koishi-plugin-sc2arcade-search) 作为前置插件
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@@ -1,298 +0,0 @@
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import { Context } from 'koishi';
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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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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;
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skillUpdates: ({
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name: any;
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add: string[];
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} | {
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name: any;
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remove: string[];
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add: string[];
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})[];
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messages: string[];
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}>;
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handleFrostRecovery: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number, activeBosses: any[], bossGroup: any) => Promise<{
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updatedHP: number;
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skillUpdates: {
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name: any;
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remove: string[];
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}[];
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messages: string[];
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}>;
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handleColdAdaptation: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
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messages: string[];
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}>;
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handleColdAdaptationImmunity: (targetBoss: any, weaponName: string) => {
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initialDamage: number;
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messages: string[];
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};
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handleSurvivalInstinct: (targetBoss: any, currentHP: number, maxHP: number) => {
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updatedHP: number;
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messages: string[];
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skillUpdates: {
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name: any;
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remove: string[];
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}[];
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};
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handleInfectedStation: (ctx: Context, targetBoss: any) => Promise<{
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damageMultiplier: number;
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messages: string[];
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}>;
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handleMoldGrowth: (ctx: Context, targetBoss: any, bossGroup: any) => Promise<{
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messages: string[];
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}>;
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handleSentryGun: (ctx: Context, targetBoss: any, bossGroup: any) => Promise<{
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messages: string[];
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}>;
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handleStructuralArmor: (targetBoss: any, weaponData: any) => {
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damageMultiplier: number;
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messages: string[];
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};
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handleBloodEffects: (targetBoss: any, currentHP: number, maxHP: number) => {
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buffAmount: number;
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nerfAmount: number;
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messages: string[];
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};
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handleBloodCount: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{
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updatedHP: number;
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messages: string[];
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}>;
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handleGammaRadiation: (ctx: Context, targetBoss: any, weaponName: any) => Promise<{
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messages: string[];
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radiationApplied: boolean;
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}>;
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calculateRadiationDamage: (targetBoss: any) => {
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damageMultiplier: number;
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messages: any[];
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};
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handleColdEffect: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
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messages: string[];
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coldLayers: boolean;
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}>;
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calculateColdDamage: (targetBoss: any) => {
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damageMultiplier: number;
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messages: any[];
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};
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handleConductorTagChange: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{
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messages: string[];
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}>;
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handleEnergySiphon: (targetBoss: any, currentHP: number, maxHP: number) => {
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damageMultiplier: number;
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messages: string[];
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};
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handleEnergyShockwave: (ctx: Context, targetBoss: any) => Promise<{
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messages: string[];
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}>;
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handlePowerSiphon: (targetBoss: any) => {
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damageMultiplier: number;
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messages: string[];
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};
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handleEnergyField: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number) => Promise<{
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immune: boolean;
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messages: string[];
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}>;
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getMemberConfig: (name: string, bossGroup: any) => any;
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handlePulse: (ctx: Context, targetBoss: any, activeBosses: any[], bossGroup: any, currentHP: number) => Promise<{
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newHP: number;
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messages: string[];
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}>;
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handleArcWelderEffect: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
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messages: string[];
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arcApplied: boolean;
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}>;
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handleArcRifleEffect: (ctx: Context, targetBoss: any, weaponName: string, messages: string[]) => Promise<{
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drainAmount: number;
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}>;
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handleGiantRage: (targetBoss: any, currentHP: number, maxHP: number) => {
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damageMultiplier: number;
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messages: string[];
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};
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handleBileStacking: (ctx: Context, targetBoss: any, skipStack: boolean) => Promise<{
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messages: string[];
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}>;
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handleSolarFlare: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
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immune: boolean;
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messages: string[];
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}>;
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getMemberMaxHP: (name: string, bossGroup: any) => any;
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handleCorrosiveBile: (ctx: Context, targetBoss: any, bossGroup: any, currentHP: number) => Promise<{
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messages: string[];
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currentHP: number;
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}>;
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handleFireBreath: (ctx: Context, targetBoss: any, bossGroup: any, currentHP: number) => Promise<{
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messages: string[];
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currentHP: number;
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}>;
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handleFireEvolution: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number, bossGroup: any) => Promise<{
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updatedHP: number;
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initialDamage: number;
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messages: string[];
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bileStacks: any;
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}>;
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handleBileIgnition: (ctx: Context, targetBoss: any, bossGroup: any, updatedHP: number) => Promise<{
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messages: string[];
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newHP: number;
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bileStacks: any;
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}>;
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handleBurningBurrow: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{
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updatedHP: number;
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messages: string[];
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skillUpdates: {
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name: any;
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remove: string[];
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}[];
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}>;
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handleHellfireBomb: (targetBoss: any, activeBosses: any[]) => {
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damageMultiplier: number;
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messages: string[];
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};
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handleHunterAlien: (targetBoss: any, weaponName: string, activeBosses: any[]) => Promise<{
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immune: boolean;
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messages: string[];
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damageMultiplier?: undefined;
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} | {
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damageMultiplier: number;
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messages: string[];
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immune?: undefined;
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}>;
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198
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handleRage: (targetBoss: any, currentHP: number, maxHP: number) => {
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damageMultiplier: number;
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messages: string[];
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};
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handleDisguise: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number) => Promise<{
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damageMultiplier: number;
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messages: string[];
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}>;
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handleCriticalHit: (targetBoss: any, initialDamage: number) => {
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immune: boolean;
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messages: string[];
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};
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210
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handleCorrosionModule: (installedMods: string[]) => number;
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211
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handleParticlePhaseEffect: (targetBoss: any, weaponName: string) => number;
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212
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handleIgnoreReductionEffects: (ctx: Context, handle: string, weaponName: string, targetBoss: any, nerfMultiplier: number) => Promise<{
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213
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ignoreRate: number;
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214
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messages: any[];
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215
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}>;
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216
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handlePulseDisruptor: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{
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217
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messages: string[];
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218
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pulseApplied: boolean;
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219
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}>;
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220
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handleStellarWind: (ctx: Context, targetBoss: any, initialDamage: number, currentHP: number, maxHP: number, activeBosses: any[], bossGroup: any) => Promise<{
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221
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messages: string[];
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222
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updatedHP: number;
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223
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}>;
|
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224
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handlePsychicFrenzy: (targetBoss: any, currentHP: number, maxHP: number) => {
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|
225
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-
damageMultiplier: number;
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226
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messages: string[];
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227
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};
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228
|
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handleCosmicEnergy: (ctx: Context, targetBoss: any, initialDamage: number, bossGroup: any) => Promise<{
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229
|
-
messages: string[];
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230
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-
healAmount: number;
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|
231
|
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}>;
|
|
232
|
-
handleLightblade: (ctx: Context, targetBoss: any) => Promise<{
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|
233
|
-
messages: string[];
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|
234
|
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}>;
|
|
235
|
-
handleAncientOmen: (ctx: Context, targetBoss: any) => Promise<{
|
|
236
|
-
immune: boolean;
|
|
237
|
-
messages: string[];
|
|
238
|
-
}>;
|
|
239
|
-
handleHyperspaceSkip: (targetBoss: any) => {
|
|
240
|
-
reduction: number;
|
|
241
|
-
increase: number;
|
|
242
|
-
messages: string[];
|
|
243
|
-
};
|
|
244
|
-
handleRevival: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{
|
|
245
|
-
updatedHP: number;
|
|
246
|
-
messages: string[];
|
|
247
|
-
}>;
|
|
248
|
-
handleConstructor: (ctx: Context, targetBoss: any) => Promise<{
|
|
249
|
-
messages: string[];
|
|
250
|
-
}>;
|
|
251
|
-
handleTyrsShield: (ctx: Context, targetBoss: any, currentHP: number, activeBosses: any[], bossGroup: any) => Promise<{
|
|
252
|
-
messages: string[];
|
|
253
|
-
updatedHP: number;
|
|
254
|
-
}>;
|
|
255
|
-
handleCollapsePulse: (ctx: Context, targetBoss: any) => Promise<{
|
|
256
|
-
messages: string[];
|
|
257
|
-
}>;
|
|
258
|
-
handleCarpetBombing: (ctx: Context, targetBoss: any) => Promise<{
|
|
259
|
-
messages: string[];
|
|
260
|
-
damageMultiplier: number;
|
|
261
|
-
}>;
|
|
262
|
-
handleBombardmentGuidance: (ctx: Context, targetBoss: any) => Promise<{
|
|
263
|
-
messages: string[];
|
|
264
|
-
}>;
|
|
265
|
-
handlePassives: (ctx: Context, handle: string, targetBoss: any, initialDamage: number, currentHP: number, maxHP: number, weaponName: string, weaponData: any, bossGroup: any) => Promise<{
|
|
266
|
-
currentHP: any;
|
|
267
|
-
messages: any;
|
|
268
|
-
skillUpdates: any[];
|
|
269
|
-
initialDamage: number;
|
|
270
|
-
bileStacks?: undefined;
|
|
271
|
-
radiationApplied?: undefined;
|
|
272
|
-
coldLayers?: undefined;
|
|
273
|
-
pulseApplied?: undefined;
|
|
274
|
-
arcApplied?: undefined;
|
|
275
|
-
} | {
|
|
276
|
-
currentHP: any;
|
|
277
|
-
messages: any;
|
|
278
|
-
skillUpdates: any[];
|
|
279
|
-
initialDamage: any;
|
|
280
|
-
bileStacks: any;
|
|
281
|
-
radiationApplied?: undefined;
|
|
282
|
-
coldLayers?: undefined;
|
|
283
|
-
pulseApplied?: undefined;
|
|
284
|
-
arcApplied?: undefined;
|
|
285
|
-
} | {
|
|
286
|
-
currentHP: number;
|
|
287
|
-
messages: string[];
|
|
288
|
-
skillUpdates: any[];
|
|
289
|
-
initialDamage: number;
|
|
290
|
-
radiationApplied: boolean;
|
|
291
|
-
coldLayers: boolean;
|
|
292
|
-
pulseApplied: boolean;
|
|
293
|
-
arcApplied: boolean;
|
|
294
|
-
bileStacks?: undefined;
|
|
295
|
-
}>;
|
|
296
|
-
applySkillUpdates: (ctx: Context, skillUpdates: any[]) => Promise<void>;
|
|
297
|
-
};
|
|
298
|
-
export {};
|