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本体JS开放幽境危战 (#2963)
* feat(dispatcher): 添加自动幽境危战任务支持 - 新增 runAutoStygianOnslaughtTask 方法用于运行自动幽境危战任务 - 添加 RunAutoStygianOnslaughtTask 别名支持 - 定义 AutoStygianOnslaughtParam 类包含战斗参数配置 - 支持配置 boss 数量、自动分解圣遗物、树脂使用策略等参数 - 提供战斗队伍和脚本包路径的自定义选项 - 生成相应的属性别名以保持一致性 * feat(dispatcher): 添加自动幽境危战任务支持 - 新增 runAutoStygianOnslaughtTask 方法用于运行自动幽境危战任务 - 添加 RunAutoStygianOnslaughtTask 别名支持 - 定义 AutoStygianOnslaughtParam 类包含战斗参数配置 - 支持配置 boss 数量、自动分解圣遗物、树脂使用策略等参数 - 提供战斗队伍和脚本包路径的自定义选项 - 生成相应的属性别名以保持一致性 * feat(bettergi): 添加战斗策略路径设置和树脂优先级列表功能 - 新增 setCombatStrategyPath 方法用于设置战斗策略路径 - 新增 setResinPriorityList 方法用于设置树脂优先级列表 - 为新方法添加了完整的 JSDoc 注释和参数说明 - 生成对应的全局别名声明 SetCombatStrategyPath 和 SetResinPriorityList
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58
bettergi.d.ts
vendored
58
bettergi.d.ts
vendored
@@ -646,6 +646,12 @@ declare const dispatcher: {
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* @param customCt 自定义取消令牌(可选)
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*/
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runAutoLeyLineOutcropTask(param: AutoLeyLineOutcropParam, customCt?: CancellationToken | null): Promise<void>;
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/**
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* 运行自动幽境危战任务
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* @param param 战斗任务参数
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* @param customCt 自定义取消令牌(可选)
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*/
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runAutoStygianOnslaughtTask(param: AutoStygianOnslaughtParam, customCt?: CancellationToken | null): Promise<void>;
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// ==== BEGIN AUTO-GENERATED ALIASES ====
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AddTimer: typeof dispatcher.addTimer;
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AddTrigger: typeof dispatcher.addTrigger;
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@@ -656,6 +662,7 @@ declare const dispatcher: {
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RunAutoDomainTask: typeof dispatcher.runAutoDomainTask;
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RunAutoFightTask: typeof dispatcher.runAutoFightTask;
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RunAutoLeyLineOutcropTask: typeof dispatcher.runAutoLeyLineOutcropTask;
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RunAutoStygianOnslaughtTask: typeof dispatcher.runAutoStygianOnslaughtTask;
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// ==== END AUTO-GENERATED ALIASES ====;
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};
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@@ -1046,7 +1053,58 @@ declare class AutoLeyLineOutcropParam {
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declare IsNotification: typeof AutoLeyLineOutcropParam.prototype.isNotification;
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// ==== END AUTO-GENERATED ALIASES ====
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}
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/**
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* 自动幽境危战任务参数
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*/
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declare class AutoStygianOnslaughtParam {
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constructor(path: string);
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/**boss 名字 1~3 */
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bossNum: number;
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/**结束后是否自动分解圣遗物*/
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autoArtifactSalvage: boolean;
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/**指定树脂的使用次数*/
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specifyResinUse: boolean;
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/**自定义使用树脂优先级*/
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resinPriorityList: string[];
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/** 使用原粹树脂刷取副本次数*/
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originalResinUseCount: number;
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/** 使用浓缩树脂刷取副本次数*/
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condensedResinUseCount: number;
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/** 使用须臾树脂刷取副本次数*/
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transientResinUseCount: number;
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/** 使用脆弱树脂刷取副本次数*/
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fragileResinUseCount: number;
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/**指定战斗队伍*/
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fightTeamName: string;
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/**战斗脚本包路径*/
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combatScriptBagPath: string;
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/**
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* 设置战斗策略路径
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* @param strategyName 策略名称
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* @returns 策略路径
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*/
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setCombatStrategyPath(strategyName?: string): string;
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/**
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* 设置树脂优先级列表
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* @param list 优先级列表
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*/
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setResinPriorityList(...priorities: string[]): void;
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// ==== BEGIN AUTO-GENERATED ALIASES ====
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declare BossNum: typeof AutoStygianOnslaughtParam.prototype.bossNum;
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declare AutoArtifactSalvage: typeof AutoStygianOnslaughtParam.prototype.autoArtifactSalvage;
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declare SpecifyResinUse: typeof AutoStygianOnslaughtParam.prototype.specifyResinUse;
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declare ResinPriorityList: typeof AutoStygianOnslaughtParam.prototype.resinPriorityList;
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declare OriginalResinUseCount: typeof AutoStygianOnslaughtParam.prototype.originalResinUseCount;
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declare CondensedResinUseCount: typeof AutoStygianOnslaughtParam.prototype.condensedResinUseCount;
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declare TransientResinUseCount: typeof AutoStygianOnslaughtParam.prototype.transientResinUseCount;
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declare FragileResinUseCount: typeof AutoStygianOnslaughtParam.prototype.fragileResinUseCount;
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declare FightTeamName: typeof AutoStygianOnslaughtParam.prototype.fightTeamName;
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declare CombatScriptBagPath: typeof AutoStygianOnslaughtParam.prototype.combatScriptBagPath;
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declare SetCombatStrategyPath: typeof AutoDomainParam.prototype.setCombatStrategyPath;
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declare SetResinPriorityList: typeof AutoDomainParam.prototype.setResinPriorityList;
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// ==== END AUTO-GENERATED ALIASES ====
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}
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/**
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* 自动战斗任务参数
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*/
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