koishi-plugin-ggcevo-game
Version:
《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。
54 lines (53 loc) • 2.56 kB
TypeScript
import { Context } from 'koishi';
import { Config } from '../index';
export declare function handlePrimaryAttack(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, activeBosses: any[], weaponName: string): Promise<{
initialDamage: number;
currentHP: number;
isDefeated: boolean;
hasCrit: boolean;
effectMessage: string[];
passiveMessages: string[];
ignoreMessage: any[];
radiationApplied: boolean;
freezing: boolean;
bileStacks: boolean;
pulseApplied: boolean;
arcApplied: boolean;
}>;
export declare function handleScatterAttack(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, weaponName: string, activeBosses: any[]): Promise<{
scatterEffectMessages: string[];
extraDamages: {
name: string;
damage: number;
}[];
actuallyDead: string[];
taskUpdates: {
taskId: number;
count: number;
}[];
}>;
export declare function handleDeathTargets(ctx: Context, deadTargets: any[], killerName: string, killerHandle: string): Promise<{
bossBroadcast: string[];
cleanerBroadcast: string[];
}>;
export declare function calculateRewards(ctx: Context, handle: string, totalDamage: number): Promise<{
finalReward: number;
careerMessage: string;
redcrystalMessage: string;
techMessage: string;
}>;
export declare function updateSignRecord(ctx: Context, handle: string, reward: number): Promise<void>;
export declare function buildResultMessage(session: any, weaponName: string, targetBoss: any, primaryResult: any, scatterResult: any, finalReward: number, careerMessage: string, techMessage: string, redcrystalMessage: string): string;
export declare function handleBroadcasts(ctx: Context, groupIds: string[], bossEventBroadcast: string[] | string | null, cleanerRewardBroadcast: string[] | null): Promise<void>;
export declare function updateBossDamageRecord(ctx: Context, handle: string, playerName: string, bossGroupId: number, damageAmount: number): Promise<void>;
export declare function updateTaskProgress(ctx: Context, handle: string, taskUpdates: {
taskId: number;
count: number;
}[]): Promise<void>;
export declare function testAttackFunction(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, activeBosses: any[], weaponName: string): Promise<{
initialDamage: number;
hasCrit: boolean;
effectMessage: string[];
passiveMessages: string[];
ignoreMessage: any[];
}>;