添加12个接口
- getPlayerEffectVisible - getPlayerEffectDuration - getPlayerEffectDurationEasy - getPlayerEffectDurationHard - getPlayerEffectDurationNormal - getPlayerEffectAmplifier - getPlayerEffectAmbient - playerHasEffect - getGameDifficulty - setGameDifficulty - getDefaultGameMode - setDefaultGameMode
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@@ -1,3 +1,5 @@
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/// <reference path='d:/dts/dts/helperlib/src/index.d.ts'/>
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/** LRCA导出接口 */
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const GMLIB_API = {
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/** 创建悬浮字 @type {function(FloatPos,string,boolean):number} */
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@@ -343,7 +345,31 @@ const GMLIB_API = {
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/** 实体包含在某族里 @type {function(Entity,string):boolean} */
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entityHasFamily: ll.import("GMLIB_API", "entityHasFamily"),
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/** 获取玩家破坏方块所需时间 @type {function(Player,Block):number} */
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getPlayerDestroyBlockProgress: ll.import("GMLIB_API", "getPlayerDestroyBlockProgress")
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getPlayerDestroyBlockProgress: ll.import("GMLIB_API", "getPlayerDestroyBlockProgress"),
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/** 获取玩家的buff是否显示 @type {function(Player,number):boolean} */
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getPlayerEffectVisible: ll.import("GMLIB_API", "getPlayerEffectVisible"),
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/** 获取玩家的buff持续时间 @type {function(Player,number):number} */
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getPlayerEffectDuration: ll.import("GMLIB_API", "getPlayerEffectDuration"),
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/** 获取玩家的buff简单模式下的持续时间 @type {function(Player,number):number} */
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getPlayerEffectDurationEasy: ll.import("GMLIB_API", "getPlayerEffectDuration"),
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/** 获取玩家的buff困难模式下的持续时间 @type {function(Player,number):number} */
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getPlayerEffectDurationHard: ll.import("GMLIB_API", "getPlayerEffectDurationHard"),
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/** 获取玩家的buff普通模式下的持续时间 @type {function(Player,number):number} */
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getPlayerEffectDurationNormal: ll.import("GMLIB_API", "getPlayerEffectDurationNormal"),
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/** 获取玩家的buff效果等级 @type {function(Player,number):number} */
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getPlayerEffectAmplifier: ll.import("GMLIB_API", "getPlayerEffectAmplifier"),
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/** 获取玩家的buff是否为信标给予 @type {function(Player,number):boolean} */
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getPlayerEffectAmbient: ll.import("GMLIB_API", "getPlayerEffectAmbient"),
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/** 玩家是否拥有buff效果 @type {function(Player,number):boolean} */
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playerHasEffect: ll.import("GMLIB_API", "playerHasEffect"),
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/** 获取游戏难度 @type {function():number} */
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getGameDifficulty: ll.import("GMLIB_API", "getGameDifficulty"),
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/** 设置游戏难度 @type {function(difficulty):void} */
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setGameDifficulty: ll.import("GMLIB_API", "setGameDifficulty"),
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/** 获取默认游戏模式 @type {function():number} */
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getDefaultGameMode: ll.import("GMLIB_API", "getDefaultGameMode"),
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/** 设置默认游戏模式 @type {function(mode):void} */
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setDefaultGameMode: ll.import("GMLIB_API", "setDefaultGameMode"),
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}
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/** 静态悬浮字类列表 @type {Map<number,StaticFloatingText>} */
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@@ -1033,6 +1059,37 @@ class Minecraft {
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static hasPlayerNbt(uuid) {
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return GMLIB_API.hasPlayerNbt(uuid);
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}
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/**
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* 获取游戏难度
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* @returns {-1|0|1|2|3} 游戏难度
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*/
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static getGameDifficulty() {
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return GMLIB_API.getGameDifficulty();
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}
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/**
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* 设置游戏难度
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* @param {0|1|2|3} difficulty 游戏难度
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*/
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static setGameDifficulty(difficulty) {
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GMLIB_API.setGameDifficulty(difficulty);
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}
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/**
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* 获取默认游戏模式
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* @returns {-1|0|1|2|5|6} 游戏模式
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*/
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static getDefaultGameMode() {
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return GMLIB_API.getDefaultGameMode();
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}
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/**
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* 设置默认游戏模式
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* @param {0|1|2|3} gameMode 游戏模式
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*/
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static setDefaultGameMode(gameMode) {
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GMLIB_API.setDefaultGameMode(gameMode);
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}
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}
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/** 合成表类 */
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@@ -2528,6 +2585,45 @@ LLSE_Player.prototype.getDestroyProgress =
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return GMLIB_API.getPlayerDestroyBlockProgress(this, block);
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}
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LLSE_Player.prototype.hasEffect =
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/**
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* 玩家是否拥有buff效果
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* @param {number} effectId buff效果ID
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* @returns {boolean}
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*/
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function (effectId) {
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return GMLIB_API.playerHasEffect(this, effectId);
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}
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LLSE_Player.prototype.getEffectInfo =
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/**
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* 获取buff信息
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* @param {number} effectId buff效果ID
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* @returns {{Id: number, Amplifier: number, Duration: number, DurationEasy: number, DurationNormal: number, DurationHard: number, Ambient: boolean, ShowParticles: boolean} | null}
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*/
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function (effectId) {
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if (!this.hasEffect(effectId)) return null;
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return {
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Id: id,
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Amplifier: GMLIB_API.getPlayerEffectAmbient(this, effectId),
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Duration: GMLIB_API.getPlayerEffectDuration(this, effectId),
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DurationEasy: GMLIB_API.getPlayerEffectDurationEasy(this, effectId),
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DurationNormal: GMLIB_API.getPlayerEffectDurationNormal(this, effectId),
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DurationHard: GMLIB_API.getPlayerEffectDurationHard(this, effectId),
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Ambient: GMLIB_API.getPlayerEffectAmbient(this, effectId),
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ShowParticles: GMLIB_API.getPlayerEffectAmbient(this, effectId),
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}
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}
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LLSE_Player.prototype.getAllEffectsInfo =
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/**
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* 获取所有buff信息
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* @returns {{Id: number, Amplifier: number, Duration: number, DurationEasy: number, DurationNormal: number, DurationHard: number, Ambient: boolean, ShowParticles: boolean}[]}
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*/
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function () {
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this.getAllEffects().map(this.getEffectInfo);
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}
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module.exports = {
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StaticFloatingText,
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DynamicFloatingText,
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