@scm-js/plugin-api 1.57.0 → 1.59.0
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- package/index.d.ts +9 -4
- package/package.json +1 -1
package/index.d.ts
CHANGED
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@@ -167,7 +167,7 @@ export interface UnitSettings {
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hitPoints: Uint32Array;
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shields: Uint16Array;
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armor: Uint8Array;
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170
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-
/** Game frames (
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170
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+
/** Game frames (about 24 per second at Fastest, 15 at Normal). */
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buildTime: Uint16Array;
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mineralCost: Uint16Array;
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gasCost: Uint16Array;
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@@ -516,7 +516,11 @@ declare const ActionFlag: {
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declare const TriggerFlag: {
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/** Game bookkeeping: every condition was met this cycle. */
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readonly ConditionsMet: 1;
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-
/**
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/**
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* Not what the name says: each time the trigger's actions run, the player counts as won
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521
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* without winning, so every other player in the game with no result is defeated, and a
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522
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* Defeat or Draw of this trigger stalls (docs/triggers.md). The name stays for plugins.
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*/
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readonly IgnoreGameEnd: 2;
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/** Same as a Preserve Trigger action. */
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readonly Preserve: 4;
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@@ -3716,8 +3720,9 @@ export interface TriggersApi {
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}): TriggerRefs[];
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/**
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* The 0-based player slots a player group names on the open map: a slot itself, the
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* members of a force, players 1–
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3720
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*
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3723
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* members of a force, players 1–12 for *All Players* (as conditions and the unit actions
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3724
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* take it; as a trigger's owner it is players 1–8), and for *Current Player* the slots of
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3725
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* `owners` (the groups a trigger is ticked for). `approximate` when the group is only
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* settled while the game runs (*Foes*, *Allies*, *Neutral Players*, *Non Allied Victory
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* Players*); `players` is then every slot it could name.
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*/
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