Hierarchy

  • IGameOptionsPlayer

Properties

actions: {
    additionalGuardiansSpawnedOnLockpick: number;
}

Type declaration

  • additionalGuardiansSpawnedOnLockpick: number

    Guardians to attempt to spawn after successful lockpicks.

crafting: {
    difficultyMultiplier: number;
    durabilityMultiplier: number;
    unlockRecipesWithComponents: boolean;
}

Type declaration

  • difficultyMultiplier: number

    A multiplier for the difficulty of each level of craft. TODO: Set to Map<RecipeLevel, number> when we can support maps in milestone modifier overrides?

  • durabilityMultiplier: number

    A multiplier for the durability of each item (not specifically for crafting).

  • unlockRecipesWithComponents: boolean

    Allow default crafting recipe discovery.

damage: {
    attackMultiplier: default<AttackType, number>;
    baseDefenseMultiplier: number;
    trapMultiplier: number;
}

Type declaration

  • attackMultiplier: default<AttackType, number>

    Add player damage multiplier based on attack type (used within Attack action).

  • baseDefenseMultiplier: number

    Add player base defense multiplier.

  • trapMultiplier: number

    Add player trap damage multiplier.

initialCurse: number

Starting curse value, added to the calculated value.

inventory: {
    additionalItems: default[];
    additionalItemsNonRespawn: default[];
    equipment: {
        priority?: number;
        type: default;
    }[];
    equipmentNonRespawn: {
        priority?: number;
        type: default;
    }[];
    randomItems: boolean;
}

Type declaration

  • additionalItems: default[]

    An additional set of items the player should spawn with.

    Note that respawning on a Hardcore multiplayer server with Hardcore Respawns enabled will give the player these items.

  • additionalItemsNonRespawn: default[]

    An additional set of items the player should spawn with.

    These items will not be given to the player if they are respawning on a Hardcore multiplayer server with Hardcore Respawns enabled.

  • equipment: {
        priority?: number;
        type: default;
    }[]

    An additional set of items the player should spawn with that should be equipped.

    Note that respawning on a Hardcore multiplayer server with Hardcore Respawns enabled will give the player these items.

  • equipmentNonRespawn: {
        priority?: number;
        type: default;
    }[]

    An additional set of items the player should spawn with that should be equipped.

    These items will not be given to the player if they are respawning on a Hardcore multiplayer server with Hardcore Respawns enabled.

  • randomItems: boolean
    • Set to false to disable initial items
    • Set to true to randomly generate initial items
luckMultiplier: number

A multiplier for some chance checks. 1 = default chances. 0.5 = chances are halved. 2 = chances are doubled. Etc.

runes: {
    deityChanceMultiplier: Record<DeityReal, number>;
    globalChanceMultiplier: number;
    sacrifice: {
        points: Record<QualityNatural, IRange>;
        thresholds: Record<QualityNatural, number>;
    };
    typeLockout: boolean;
}

Type declaration

  • deityChanceMultiplier: Record<DeityReal, number>

    A multiplier for the chance of the player being given a rune, for each deity.

  • globalChanceMultiplier: number

    A multiplier for the chance of the player being given a rune.

  • sacrifice: {
        points: Record<QualityNatural, IRange>;
        thresholds: Record<QualityNatural, number>;
    }

    Options for the sacrifice action.

  • typeLockout: boolean

    Upon the player receiving a rune, they will not be able to receive runes of the same type, until receiving a rune of another type.

skills: {
    customs: default<SkillType, IGameOptionsSkill>;
    global: IGameOptionsSkill;
    initial: default[];
    initialValue: IRange;
}

Type declaration

  • customs: default<SkillType, IGameOptionsSkill>

    Custom options for each skill.

  • global: IGameOptionsSkill

    Configuration that affects every skill which doesn't have its own configuration.

  • initial: default[]

    Amount of starting skills the player has (by default, 1 or 0, depending on mode)

    Note: Randomly generated skills can be overwritten by custom options in skills.

  • initialValue: IRange

    Initial value range for starting skills.

statGainChanceGlobalMultiplier: number

A global multiplier for stat gain chance.

statGainTypeLockout: boolean

Whether to enable stat gain type lockout. (IE, preventing gaining the same stat twice in a row.)

A map of options for each stat.

A map of options for each status.

unlockedRecipes: UnlockedRecipesStrategy

Whether the player should use their globally unlocked recipes in this game.

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