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>;
    trapMultiplier: number;
}

Type declaration

  • attackMultiplier: default<AttackType, number>

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

  • trapMultiplier: number

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

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

Type declaration

  • additionalItems: default[]

    An additional set of items the player should spawn with.

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

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

  • randomItems: boolean
    • Set to false to disable initial items
    • Set to true to randomly generate initial items
reputation: {
    benignityMultiplier: number;
    initialBenignity: number;
    initialMalignity: number;
    malignityMultiplier: number;
}

Type declaration

  • benignityMultiplier: number

    The rate at which benignity is gained

  • initialBenignity: number

    The initial benignity

  • initialMalignity: number

    The initial malignity

  • malignityMultiplier: number

    The rate at which malignity is gained

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

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.

A map of options for each stat.

A map of options for each status effect.

unlockedRecipes: UnlockedRecipesStrategy

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

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