Readonly
autoOptional
challengeReadonly
commandReadonly
eventReadonly
intervalReadonly
islandsReadonly
languageOptional
lastOptional
lastReadonly
milestoneOptional
milestonesReadonly
modReadonly
playerReadonly
referencesReadonly
saveReadonly
saveOptional
saveReadonly
steamworksProtected
stringReadonly
tickReadonly
uninitThe version the save was originally created on
Readonly
webCreates the renderer. Should only be called once when starting / loading a save
Gets the largest damage type weaknesses of a human or creature based on a type and damage value
returns DamageType array or undefined if there are no weaknesses
Defense of the human or creature
Measures the weaknesses compared to damage types passed
The damage value given to the human or creature
Get humans in the game; ie, players, NPCs, and other non-player humans. Parameters include additional players that may not be relevant, such as ghosts, connecting players, absent players, the dedicated server fake player. Only want players?
PlayerManager.getAll
Array of Human objects
Optional
includeGhosts: booleanTrue to include players that are ghosts
Optional
includeConnecting: booleanTrue to include players that are connecting
Optional
includeDedicatedServer: booleanTrue to include the dedicated server fake player
Optional
includeAbsent: booleanTrue to include the absent players
Optional
options: IGameOptionsOptional
milestoneModifiers: Set<Milestone>Serialization tracking
Resets the game state. This should be called when returning to the main menu from a game and/or right before starting/joining a game. This method should be able to be called multiple times in a row and nothing unexpected should occur.
Saves the game with the specified save type. Set to false to not save. Defaults to BackToMainMenu.
Marks if the game should disconnect from multiplayer. Defaults to true.
Marks if the game just disconnected from multiplayer. Defaults to false.
Generated using TypeDoc
Helps instruct when to increment the time in simulated and real-time mode