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types.ts
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export type RelicSubStats = {
name: RelicType;
number: string;
score: [number] | number;
}
export type RelicMainStats = {
name: RelicType;
number: string;
level: number;
}
export type RelicRatingInfo = {
valuableSub: string[];
shouldLock: {
contain: string;
include: {
[key: string]: string[];
}
}
}
enum FloatingWindowMessageType {
RelicInfo
}
export type FloatingWindowMessageRelicInfo = {
type: FloatingWindowMessageType.RelicInfo;
data: {
'relicTitle': string,
'mainRelicStats': RelicMainStats,
'subRelicStats': RelicSubStats[],
'absoluteScore': string,
'isMostValuableRelic': boolean,
'isValuableRelic': boolean,
'isValuableMainStats': boolean,
'isValuableSubStats': {
[key: number]: boolean
}
}
}
export type FloatingWindowMessage = FloatingWindowMessageRelicInfo
export enum RelicType {
DEF = '防御',
HP = '生命',
HPPercentage = '生命百分比',
ATK = '攻击',
ATKPercentage = '攻击百分比',
DEFPercentage = '防御百分比',
SPD = '速度',
CRITRate = '暴击率',
CRITDMG = '暴击伤害',
BreakEffect = '击破特攻',
EffectHitRate = '效果命中',
EffectRes = '效果抵抗',
OutgoingHealingBoost = '治疗量加成',
EnergyRegenerationRate = '能量回复效率',
PhysicalDMGBoost = '物理属性伤害提高',
FireDMGBoost = '火属性伤害提高',
IceDMGBoost = '冰属性伤害提高',
LightningDMGBoost = '雷属性伤害提高',
WindDMGBoost = '风属性伤害提高',
QuantumDMGBoost = '量子属性伤害提高',
ImaginaryDMGBoost = '虚数属性伤害提高',
}
export const AllSubStats: string[] = [
RelicType.HP,
RelicType.HPPercentage,
RelicType.ATK,
RelicType.ATKPercentage,
RelicType.DEF,
RelicType.DEFPercentage,
RelicType.SPD,
RelicType.CRITRate,
RelicType.CRITDMG,
RelicType.BreakEffect,
RelicType.EffectHitRate,
RelicType.EffectRes,
]