programming-game
Version:
The client for programming game, an mmorpg that you interact with entirely through code.
136 lines (135 loc) • 3.34 kB
JavaScript
"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,
},
};