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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'; import { Config } from '../index'; export declare function handleAttack(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, activeBosses: any[], weaponName: string, careerData: any, isScatterAttack?: boolean, scatterRatio?: number): Promise<{ damage: number; currentHP: any; isDefeated: boolean; hasCrit: boolean; effectMessage: string[]; passiveMessages: string[]; ignoreMessage: any[]; radiationApplied: boolean; freezing: boolean; bileStacks: boolean; pulseApplied: boolean; arcApplied: boolean; pulseGrenadeTriggered: boolean; burnLayerAdded: boolean; drainFactor: number; reductionAmount: number; taskUpdates: { taskId: number; count: number; }[]; }>; export declare function handleScatterAttack(ctx: Context, session: any, handle: string, config: Config, equippedWeapon: any, targetBoss: any, weaponName: string, activeBosses: any[], careerData: 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[]; }>; 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): Promise<void>; export declare function updateBossDamageRecord(ctx: Context, handle: string, playerName: string, 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, careerData: any): Promise<{ initialDamage: number; hasCrit: boolean; effectMessage: string[]; passiveMessages: string[]; ignoreMessage: any[]; }>; export declare function createNestlingBosses(ctx: any, nestlingNames: string | string[]): Promise<any[]>; export declare function verifyFinalBlow(ctx: any, session: any, bossName: string, targetBoss: any, activeBosses: any): Promise<{ success: boolean; updatedBoss?: any; verificationPassed?: boolean; }>;