diff --git a/bettergi.d.ts b/bettergi.d.ts index c022fc8c8..709beecf8 100644 --- a/bettergi.d.ts +++ b/bettergi.d.ts @@ -646,6 +646,12 @@ declare const dispatcher: { * @param customCt 自定义取消令牌(可选) */ runAutoLeyLineOutcropTask(param: AutoLeyLineOutcropParam, customCt?: CancellationToken | null): Promise; + /** + * 运行自动幽境危战任务 + * @param param 战斗任务参数 + * @param customCt 自定义取消令牌(可选) + */ + runAutoStygianOnslaughtTask(param: AutoStygianOnslaughtParam, customCt?: CancellationToken | null): Promise; // ==== BEGIN AUTO-GENERATED ALIASES ==== AddTimer: typeof dispatcher.addTimer; AddTrigger: typeof dispatcher.addTrigger; @@ -656,6 +662,7 @@ declare const dispatcher: { RunAutoDomainTask: typeof dispatcher.runAutoDomainTask; RunAutoFightTask: typeof dispatcher.runAutoFightTask; RunAutoLeyLineOutcropTask: typeof dispatcher.runAutoLeyLineOutcropTask; + RunAutoStygianOnslaughtTask: typeof dispatcher.runAutoStygianOnslaughtTask; // ==== END AUTO-GENERATED ALIASES ====; }; @@ -1046,7 +1053,58 @@ declare class AutoLeyLineOutcropParam { declare IsNotification: typeof AutoLeyLineOutcropParam.prototype.isNotification; // ==== END AUTO-GENERATED ALIASES ==== } +/** + * 自动幽境危战任务参数 + */ +declare class AutoStygianOnslaughtParam { + constructor(path: string); + /**boss 名字 1~3 */ + bossNum: number; + /**结束后是否自动分解圣遗物*/ + autoArtifactSalvage: boolean; + /**指定树脂的使用次数*/ + specifyResinUse: boolean; + /**自定义使用树脂优先级*/ + resinPriorityList: string[]; + /** 使用原粹树脂刷取副本次数*/ + originalResinUseCount: number; + /** 使用浓缩树脂刷取副本次数*/ + condensedResinUseCount: number; + /** 使用须臾树脂刷取副本次数*/ + transientResinUseCount: number; + /** 使用脆弱树脂刷取副本次数*/ + fragileResinUseCount: number; + /**指定战斗队伍*/ + fightTeamName: string; + /**战斗脚本包路径*/ + combatScriptBagPath: string; + /** + * 设置战斗策略路径 + * @param strategyName 策略名称 + * @returns 策略路径 + */ + setCombatStrategyPath(strategyName?: string): string; + /** + * 设置树脂优先级列表 + * @param list 优先级列表 + */ + setResinPriorityList(...priorities: string[]): void; + // ==== BEGIN AUTO-GENERATED ALIASES ==== + declare BossNum: typeof AutoStygianOnslaughtParam.prototype.bossNum; + declare AutoArtifactSalvage: typeof AutoStygianOnslaughtParam.prototype.autoArtifactSalvage; + declare SpecifyResinUse: typeof AutoStygianOnslaughtParam.prototype.specifyResinUse; + declare ResinPriorityList: typeof AutoStygianOnslaughtParam.prototype.resinPriorityList; + declare OriginalResinUseCount: typeof AutoStygianOnslaughtParam.prototype.originalResinUseCount; + declare CondensedResinUseCount: typeof AutoStygianOnslaughtParam.prototype.condensedResinUseCount; + declare TransientResinUseCount: typeof AutoStygianOnslaughtParam.prototype.transientResinUseCount; + declare FragileResinUseCount: typeof AutoStygianOnslaughtParam.prototype.fragileResinUseCount; + declare FightTeamName: typeof AutoStygianOnslaughtParam.prototype.fightTeamName; + declare CombatScriptBagPath: typeof AutoStygianOnslaughtParam.prototype.combatScriptBagPath; + declare SetCombatStrategyPath: typeof AutoDomainParam.prototype.setCombatStrategyPath; + declare SetResinPriorityList: typeof AutoDomainParam.prototype.setResinPriorityList; + // ==== END AUTO-GENERATED ALIASES ==== +} /** * 自动战斗任务参数 */