Methods
all
- all(): {
bonus: number;
core: number;
type: SkillType;
}[]
-
Returns {
bonus: number;
core: number;
type: SkillType;
}[]
gain
- gain(skill: SkillType, multiplier?: number, actionTier?: number, bypass?: boolean, times?: number): void
-
Parameters
-
-
Optional
multiplier: number
-
Optional
actionTier: number
-
Optional
bypass: boolean
-
times: number = 1
Returns void
get
- get(skill?: SkillType): number
-
Returns number
getBonus
- getBonus(skill: SkillType): number
-
Returns number
getCore
- getCore(skill: SkillType): number
-
Returns number
getFraction
- getFraction(skill: SkillType): number
-
Returns number
getModificationTurn
- getModificationTurn(skill: SkillType): number
-
Returns number
getSkillAndActionTierValue
- getSkillAndActionTierValue(skill: SkillType, actionTier?: number): number
-
Parameters
-
-
Optional
actionTier: number
Returns number
getTotal
- getTotal(): number
-
Returns number
has
- has(skill: SkillType): boolean
-
Returns boolean
isMaxed
- isMaxed(skill: SkillType): boolean
-
Returns boolean
set
- set(skill: SkillType, core?: number, bonus?: number): default
-
Parameters
-
-
Optional
core: number
-
Optional
bonus: number
setAll
- setAll(skills: SkillSet): void
-
Returns void
setBonus
- setBonus(skill: SkillType, bonus: number): default
-
setBonuses
- setBonuses(bonuses: Map<SkillType, number>): default
-
setCore
- setCore(skill: SkillType, value: number): default
-
skillAndActionTierCheck
- skillAndActionTierCheck(skill: SkillType, check: number, actionTier?: number): boolean
-
Parameters
-
-
check: number
-
Optional
actionTier: number
Returns boolean
Returns
The value of the given skill, the sum of the base value and any bonuses from magical equipment