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programming-game

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The client for programming game, an mmorpg that you interact with entirely through code.

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"use strict"; var _a, _b, _c, _d, _e; Object.defineProperty(exports, "__esModule", { value: true }); exports.spellMap = exports.CastType = void 0; var types_1 = require("./types"); var CastType; (function (CastType) { CastType[CastType["channel"] = 0] = "channel"; CastType[CastType["instant"] = 1] = "instant"; CastType[CastType["castTime"] = 2] = "castTime"; })(CastType || (exports.CastType = CastType = {})); exports.spellMap = { aid_digestion: { id: "aid_digestion", castType: CastType.channel, target: "any", cost: 5, range: 10, damage: 0, heal: 5, calories: 1, }, heal: { id: "heal", castType: CastType.castTime, target: "any", cost: 5, minCastTime: 1500, range: 10, heal: 10, }, regen: { id: "regen", castType: CastType.instant, target: "any", cost: 3, range: 10, statusEffect: { name: "regen", duration: 12000, stackable: false, effects: (_a = {}, _a[types_1.StatusEffectMechanics.hot] = 3, _a), }, damage: 0, }, chill: { id: "chill", castType: CastType.instant, target: "any", cost: 3, range: 10, statusEffect: { name: "chill", duration: 5000, stackable: false, effects: (_b = {}, _b[types_1.StatusEffectMechanics.slow] = 0.5, _b), stats: { movementSpeed: -1, }, }, damage: 0, }, ballOfIce: { id: "ballOfIce", castType: CastType.castTime, target: "any", cost: 5, minCastTime: 3000, range: 10, damage: 3, }, flashFreeze: { id: "flashFreeze", castType: CastType.instant, target: "any", cost: 5, range: 10, damage: 0, statusEffect: { name: "freeze", duration: 5000, stackable: false, effects: (_c = {}, _c[types_1.StatusEffectMechanics.stun] = 1, _c), }, }, icicle: { id: "icicle", castType: CastType.castTime, target: "any", cost: 5, minCastTime: 3000, range: 10, damage: 5, }, iceArmor: { id: "iceArmor", castType: CastType.castTime, target: "self", cost: 5, minCastTime: 2000, range: types_1.sightRange, damage: 0, statusEffect: { name: "iceArmor", duration: 60000, stackable: false, effects: (_d = {}, _d[types_1.StatusEffectMechanics.shield] = 50, _d), }, }, fireball: { id: "fireball", castType: CastType.castTime, target: "any", cost: 7, damage: 15, statusEffect: { name: "burn", duration: 5000, stackable: false, effects: (_e = {}, _e[types_1.StatusEffectMechanics.dot] = 1, _e), }, minCastTime: 3000, range: types_1.sightRange, }, };