Options
All
  • Public
  • Public/Protected
  • All
Menu

Interface IGameOptionsPlayer

Hierarchy

  • IGameOptionsPlayer

Index

Properties

actions

actions: { additionalGuardiansSpawnedOnLockpick: number }

Type declaration

  • additionalGuardiansSpawnedOnLockpick: number

    Guardians to attempt to spawn after successful lockpicks.

crafting

crafting: { difficultyMultiplier: number; durabilityMultiplier: number }

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.

damage

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

Type declaration

  • attackMultiplier: DefaultMap<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

inventory: { additionalItems: RandomItem[]; equipment: Array<{ priority?: undefined | number; type: RandomItem }>; randomItems: boolean }

Type declaration

  • additionalItems: RandomItem[]

    An additional set of items the player should spawn with.

  • equipment: Array<{ priority?: undefined | number; type: RandomItem }>

    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

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

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

Type declaration

  • customs: DefaultMap<SkillType, IGameOptionsSkill>

    Custom options for each skill.

  • global: IGameOptionsSkill

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

  • initial: RandomRange[]

    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.

stats

A map of options for each stat.

statusEffects

A map of options for each status effect.

unlockedRecipes

unlockedRecipes: UnlockedRecipesStrategy

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

Generated using TypeDoc