Optional anyOptional newData: string | numberOptional fullOptional gameOptional progressOptional message: defaultOptional args: TranslationArg[]Optional type: MessageTypeOptional sfxType: SfxTypeOptional unlockedOptional message: defaultOptional args: TranslationArg[]Optional type: MessageTypeOptional sfxType: SfxTypeOptional newData: string | numberOptional message: defaultOptional args: TranslationArg[]Optional type: MessageTypeOptional sfxType: SfxTypeOptional message: defaultOptional args: TranslationArg[]Optional type: MessageTypeOptional sfxType: SfxTypeRest ...gameModes: GameMode[]What game modes this milestone can be unlocked in. Defaults to [Hardcore]
Sets this milestone to be unlockable in all game modes.
Whether the milestone is completely visible, has its name hidden, or has its required amount hidden. Defaults to Visible
Sets the time when the milestone will become Visible. This can be either:
Static checkStatic counterStatic discoveryAll things that can be discovered via this milestone
The amount that the player must discover for this milestone to complete. 1 = 100%, 0.5 = 50%
Static eventStatic functionStatic incrementThis milestone will be granted after being incremented amount times.
It does not require each increment to have a different ID, like counter does.
For example, this type could be used for "number of turns played".
Static orderedThis milestone type requires a number of entries, each of which must be distinct, and which must be discovered in order, from 1 to amount.0 is never required for discovery.
For example, this could be used to handle staged discovery.
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Inherits the metadata (visibility, applicable game modes, whether it's disabled by mods, any unlock handler) of another MilestoneDefinition.