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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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import { Context } from 'koishi'; interface BattleStatistics { name: string; hpChange: number; energyChange: number; tagsAdded: string[]; tagsRemoved: string[]; skillsAdded: string[]; skillsRemoved: string[]; skillStacksChanged: number; radiationLayersChange: number; coldLayersChange: number; lastWeaponName: string; } export declare const PassiveHandler: { handleWeakForm: (targetBoss: any, buffMultiplier: number) => { buffMultiplier: number; messages: string[]; }; handleAlienShell: (targetBoss: any, nerfMultiplier: number) => { nerfMultiplier: number; messages: string[]; }; handleIsolated: (targetBoss: any, activeBosses: any[], buffMultiplier: number) => { buffMultiplier: number; messages: string[]; }; handleFrostRegeneration: (targetBoss: any, activeBosses: any[]) => { updatedTargetStats?: BattleStatistics; updatedOtherStats: BattleStatistics[]; messages: string[]; }; handleFrostAura: (targetBoss: any, activeBosses: any[]) => { updatedTargetStats?: BattleStatistics; messages: string[]; }; handleFrostEvolution: (targetBoss: any, weaponName: string, activeBosses: any[]) => { isImmune: boolean; messages: string[]; updatedStats?: BattleStatistics; }; handleFrostSurround: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{ updatedHP: number; skillUpdates: ({ name: any; add: string[]; } | { name: any; remove: string[]; add: string[]; })[]; messages: string[]; }>; handleFrostRecovery: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number, activeBosses: any[], bossGroup: any) => Promise<{ updatedHP: number; skillUpdates: { name: any; remove: string[]; }[]; messages: string[]; }>; handleColdAdaptation: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{ messages: string[]; }>; handleColdAdaptationImmunity: (targetBoss: any, weaponName: string) => { initialDamage: number; messages: string[]; }; handleSurvivalInstinct: (targetBoss: any, currentHP: number, maxHP: number) => { updatedHP: number; messages: string[]; skillUpdates: { name: any; remove: string[]; }[]; }; handleInfectedStation: (ctx: Context, targetBoss: any) => Promise<{ damageMultiplier: number; messages: string[]; }>; handleMoldGrowth: (ctx: Context, targetBoss: any, bossGroup: any) => Promise<{ messages: string[]; }>; handleSentryGun: (ctx: Context, targetBoss: any, bossGroup: any) => Promise<{ messages: string[]; }>; handleStructuralArmor: (targetBoss: any, weaponData: any) => { damageMultiplier: number; messages: string[]; }; handleBloodEffects: (targetBoss: any, currentHP: number, maxHP: number) => { buffAmount: number; nerfAmount: number; messages: string[]; }; handleBloodCount: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{ updatedHP: number; messages: string[]; }>; handleGammaRadiation: (ctx: Context, targetBoss: any, weaponName: any) => Promise<{ messages: string[]; radiationApplied: boolean; }>; calculateRadiationDamage: (targetBoss: any) => { damageMultiplier: number; messages: any[]; }; handleColdEffect: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{ messages: string[]; coldLayers: boolean; }>; calculateColdDamage: (targetBoss: any) => { damageMultiplier: number; messages: any[]; }; handleConductorTagChange: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{ messages: string[]; }>; handleEnergySiphon: (targetBoss: any, currentHP: number, maxHP: number) => { damageMultiplier: number; messages: string[]; }; handleEnergyShockwave: (ctx: Context, targetBoss: any) => Promise<{ messages: string[]; }>; handlePowerSiphon: (targetBoss: any) => { damageMultiplier: number; messages: string[]; }; handleEnergyField: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number) => Promise<{ immune: boolean; messages: string[]; }>; getMemberConfig: (name: string, bossGroup: any) => any; handlePulse: (ctx: Context, targetBoss: any, activeBosses: any[], bossGroup: any, currentHP: number) => Promise<{ newHP: number; messages: string[]; }>; handleArcWelderEffect: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{ messages: string[]; arcApplied: boolean; }>; handleArcRifleEffect: (ctx: Context, targetBoss: any, weaponName: string, messages: string[]) => Promise<{ drainAmount: number; }>; handleGiantRage: (targetBoss: any, currentHP: number, maxHP: number) => { damageMultiplier: number; messages: string[]; }; handleBileStacking: (ctx: Context, targetBoss: any, skipStack: boolean) => Promise<{ messages: string[]; }>; handleSolarFlare: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{ immune: boolean; messages: string[]; }>; getMemberMaxHP: (name: string, bossGroup: any) => any; handleCorrosiveBile: (ctx: Context, targetBoss: any, bossGroup: any, currentHP: number) => Promise<{ messages: string[]; currentHP: number; }>; handleFireBreath: (ctx: Context, targetBoss: any, bossGroup: any, currentHP: number) => Promise<{ messages: string[]; currentHP: number; }>; handleFireEvolution: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number, bossGroup: any) => Promise<{ updatedHP: number; initialDamage: number; messages: string[]; bileStacks: any; }>; handleBileIgnition: (ctx: Context, targetBoss: any, bossGroup: any, updatedHP: number) => Promise<{ messages: string[]; newHP: number; bileStacks: any; }>; handleBurningBurrow: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{ updatedHP: number; messages: string[]; skillUpdates: { name: any; remove: string[]; }[]; }>; handleHellfireBomb: (targetBoss: any, activeBosses: any[]) => { damageMultiplier: number; messages: string[]; }; handleHunterAlien: (targetBoss: any, weaponName: string, activeBosses: any[]) => Promise<{ immune: boolean; messages: string[]; damageMultiplier?: undefined; } | { damageMultiplier: number; messages: string[]; immune?: undefined; }>; handleRage: (targetBoss: any, currentHP: number, maxHP: number) => { damageMultiplier: number; messages: string[]; }; handleDisguise: (ctx: Context, targetBoss: any, weaponName: string, initialDamage: number) => Promise<{ damageMultiplier: number; messages: string[]; }>; handleCriticalHit: (targetBoss: any, initialDamage: number) => { immune: boolean; messages: string[]; }; handleCorrosionModule: (installedMods: string[]) => number; handleParticlePhaseEffect: (targetBoss: any, weaponName: string) => number; handleIgnoreReductionEffects: (ctx: Context, handle: string, weaponName: string, targetBoss: any, nerfMultiplier: number) => Promise<{ ignoreRate: number; messages: any[]; }>; handlePulseDisruptor: (ctx: Context, targetBoss: any, weaponName: string) => Promise<{ messages: string[]; pulseApplied: boolean; }>; handleStellarWind: (ctx: Context, targetBoss: any, initialDamage: number, currentHP: number, maxHP: number, activeBosses: any[], bossGroup: any) => Promise<{ messages: string[]; updatedHP: number; }>; handlePsychicFrenzy: (targetBoss: any, currentHP: number, maxHP: number) => { damageMultiplier: number; messages: string[]; }; handleCosmicEnergy: (ctx: Context, targetBoss: any, initialDamage: number, bossGroup: any) => Promise<{ messages: string[]; healAmount: number; }>; handleLightblade: (ctx: Context, targetBoss: any) => Promise<{ messages: string[]; }>; handleAncientOmen: (ctx: Context, targetBoss: any) => Promise<{ immune: boolean; messages: string[]; }>; handleHyperspaceSkip: (targetBoss: any) => { reduction: number; increase: number; messages: string[]; }; handleRevival: (ctx: Context, targetBoss: any, currentHP: number, maxHP: number) => Promise<{ updatedHP: number; messages: string[]; }>; handleConstructor: (ctx: Context, targetBoss: any) => Promise<{ messages: string[]; }>; handleTyrsShield: (ctx: Context, targetBoss: any, currentHP: number, activeBosses: any[], bossGroup: any) => Promise<{ messages: string[]; updatedHP: number; }>; handleCollapsePulse: (ctx: Context, targetBoss: any) => Promise<{ messages: string[]; }>; handleCarpetBombing: (ctx: Context, targetBoss: any) => Promise<{ messages: string[]; damageMultiplier: number; }>; handleBombardmentGuidance: (ctx: Context, targetBoss: any) => Promise<{ messages: string[]; }>; handlePassives: (ctx: Context, handle: string, targetBoss: any, initialDamage: number, currentHP: number, maxHP: number, weaponName: string, weaponData: any, bossGroup: any) => Promise<{ currentHP: any; messages: any; skillUpdates: any[]; initialDamage: number; bileStacks?: undefined; radiationApplied?: undefined; coldLayers?: undefined; pulseApplied?: undefined; arcApplied?: undefined; } | { currentHP: any; messages: any; skillUpdates: any[]; initialDamage: any; bileStacks: any; radiationApplied?: undefined; coldLayers?: undefined; pulseApplied?: undefined; arcApplied?: undefined; } | { currentHP: number; messages: string[]; skillUpdates: any[]; initialDamage: number; radiationApplied: boolean; coldLayers: boolean; pulseApplied: boolean; arcApplied: boolean; bileStacks?: undefined; }>; applySkillUpdates: (ctx: Context, skillUpdates: any[]) => Promise<void>; }; export {};