import { Attribute } from "./Attribute.js"; import { EntityBasic } from "./Entity.js"; import { GiftType } from "./Gift.js"; import { NoblePhantasm } from "./NoblePhantasm.js"; import { Skill } from "./Skill.js"; import { Trait } from "./Trait.js"; export declare enum EnemyDeathType { ESCAPE = "escape", STAND = "stand", EFFECT = "effect", WAIT = "wait" } export interface EnemyScript { deathType?: EnemyDeathType; appear?: boolean; noVoice?: boolean; raid?: number; superBoss?: number; hpBarType?: number; leader?: boolean; scale?: number; svtVoiceId?: number; treasureDeviceVoiceId?: string; changeAttri?: Attribute; billBoardGroup?: number; multiTargetCore?: boolean; multiTargetUp?: boolean; multiTargetUnder?: boolean; startPos?: boolean; deadChangePos?: number; call?: number[]; shift?: number[]; shiftPosition?: number; shiftClear?: Trait[]; skillShift?: number[]; missionTargetSkillShift?: number[]; change?: number[]; forceDropItem?: boolean; entryIndex?: number; treasureDeviceName?: string; treasureDeviceRuby?: string; npInfoEnable?: boolean; npCharge?: number; NoSkipDead?: boolean; probability_type?: number; } export interface EnemyInfoScript { isAddition?: boolean; } export interface EnemySkill { skillId1: number; skillId2: number; skillId3: number; skill1?: Skill; skill2?: Skill; skill3?: Skill; skillLv1: number; skillLv2: number; skillLv3: number; } export interface EnemyPassive { classPassive: Skill[]; addPassive: Skill[]; addPassiveLvs?: number[]; appendPassiveSkillIds?: number[]; appendPassiveSkillLvs?: number[]; } export interface EnemyNoblePhantasm { noblePhantasmId: number; noblePhantasm?: NoblePhantasm; noblePhantasmLv: number; noblePhantasmLv1: number; noblePhantasmLv2?: number; noblePhantasmLv3?: number; } export interface EnemyLimit { limitCount: number; imageLimitCount: number; dispLimitCount: number; commandCardLimitCount: number; iconLimitCount: number; portraitLimitCount: number; battleVoice: number; exceedCount: number; } export interface EnemyServerMod { tdRate: number; tdAttackRate: number; starRate: number; } export interface EnemyAi { aiId: number; actPriority: number; maxActNum: number; minActNum?: number; } export interface EnemyMisc { displayType: number; npcSvtType: number; passiveSkill?: number[]; equipTargetId1: number; equipTargetIds?: number[]; npcSvtClassId: number; overwriteSvtId: number; userCommandCodeIds: number[]; commandCardParam?: number[]; status: number; hpGaugeType?: number; imageSvtId?: number; condVal?: number; } export interface EnemyDrop { type: GiftType; objectId: number; num: number; dropCount: number; runs: number; dropExpected: number; dropVariance: number; } export declare enum DeckType { ENEMY = "enemy", CALL = "call", SHIFT = "shift", CHANGE = "change", TRANSFORM = "transform", SKILL_SHIFT = "skillShift", MISSION_TARGET_SKILL_SHIFT = "missionTargetSkillShift", AI_NPC = "aiNpc", SVT_FOLLOWER = "svtFollower" } export declare enum RoleType { NORMAL = "normal", DANGER = "danger", SERVANT = "servant" } export interface QuestEnemy { deck: DeckType; deckId: number; userSvtId: number; uniqueId: number; npcId: number; roleType: RoleType; name: string; svt: EntityBasic; drops: EnemyDrop[]; lv: number; exp: number; atk: number; hp: number; adjustAtk: number; adjustHp: number; deathRate: number; criticalRate: number; recover: number; chargeTurn: number; traits: Trait[]; skills: EnemySkill; classPassive: EnemyPassive; noblePhantasm: EnemyNoblePhantasm; serverMod: EnemyServerMod; ai: EnemyAi; enemyScript: EnemyScript; originalEnemyScript: Record; infoScript: EnemyInfoScript; originalInfoScript: Record; limit: EnemyLimit; misc: EnemyMisc; } //# sourceMappingURL=QuestEnemy.d.ts.map