@wayward/types 2.11.4-beta.dev.20220201.1 → 2.11.4-beta.dev.20220204.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/definitions/game/game/entity/Human.d.ts +6 -2
- package/definitions/game/game/entity/IHuman.d.ts +20 -1
- package/definitions/game/game/entity/npc/NPC.d.ts +0 -4
- package/definitions/game/game/entity/player/IPlayer.d.ts +0 -20
- package/definitions/game/game/entity/player/Player.d.ts +0 -4
- package/definitions/game/game/inspection/inspections/IslandInspection.d.ts +3 -3
- package/definitions/game/game/inspection/inspections/NPCInspection.d.ts +2 -1
- package/definitions/game/game/item/Item.d.ts +9 -10
- package/definitions/game/game/item/ItemManager.d.ts +2 -2
- package/package.json +1 -1
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@@ -50,15 +50,15 @@ export default abstract class Human extends Entity implements IHasInsulation {
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equippedReferences: Map<EquipType, ItemReference>;
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handToUse: EquipType | undefined;
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inventory: IContainer;
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islandId: IslandId;
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options: Readonly<IOptions>;
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islandId: IslandId;
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readonly equipEffects: Map<EquipEffect, EquipEffects>;
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readonly movementIntent: IMovementIntent;
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restData: IRestData | undefined;
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score: number;
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state: PlayerState;
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swimming: boolean;
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vehicleItemReference: ItemReference | undefined;
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readonly movementIntent: IMovementIntent;
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walkPath: IWalkPath | undefined;
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identifier: string;
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skill: SkillManager;
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@@ -143,6 +143,10 @@ export default abstract class Human extends Entity implements IHasInsulation {
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isSwimming(): boolean;
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updateSwimming(): void;
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updatePaddling(): void;
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/**
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* Returns the bartering bonus for a given credit value
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*/
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getBarteringBonus(baseCredits: number): number;
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getInsulation(type: TempType): number;
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protected resetStatTimers(type?: StatChangeCurrentTimerStrategy): void;
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protected getBaseStatBonuses(): OptionalDescriptions<Stat, number>;
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@@ -17,7 +17,7 @@ import type { AttackType } from "game/entity/IEntity";
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import type { WeightStatus } from "game/entity/player/IPlayer";
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import type { ISkillEvents } from "game/entity/skill/SkillManager";
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import type { IHasImagePath, Quality } from "game/IObject";
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import type { ItemType } from "game/item/IItem";
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import type { IContainer, ItemType } from "game/item/IItem";
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import { RecipeLevel } from "game/item/IItem";
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import type Item from "game/item/Item";
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import { TempType } from "game/temperature/ITemperature";
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@@ -28,6 +28,25 @@ import type { Direction } from "utilities/math/Direction";
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import type { IVector2 } from "utilities/math/IVector";
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import type { IRange } from "utilities/math/Range";
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export interface IHumanEvents extends Events<Entity>, ISkillEvents {
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/**
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* Called when an item is added to the player's inventory
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* @param item The item object
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* @param container The container object the item was added to. This container might be inventory or a container within the inventory.
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*/
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inventoryItemAdd(item: Item, container: IContainer): any;
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/**
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* Called when an item is removed from the players inventory
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* @param item The item object
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* @param container The container object the item was moved to.
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*/
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inventoryItemRemove(item: Item, container: IContainer): any;
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/**
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* Called when an item is moved from one container to another, while still in the players inventory.
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* @param item The item object
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* @param container The container object the item was moved to. This container might be inventory or a container within the inventory.
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* @param previousContainer The container object the item was moved from. This container might be inventory or a container within the inventory.
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*/
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inventoryItemUpdate(item: Item, container: IContainer, previousContainer?: IContainer): any;
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/**
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* Called when the human faces a different direction
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* @param direction The direction the player is now facing
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@@ -89,10 +89,6 @@ export default abstract class NPC extends Human {
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* Sets the default weightCapacity of an NPC (based on their equipment and starting items).
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*/
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generateWeightCapacity(): void;
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/**
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* Returns the bartering bonus for a given credit value
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*/
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getBarteringBonus(baseCredits: number): number;
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getName(): import("../../../language/impl/TranslationImpl").default;
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protected getApplicableStatusEffects(): Set<StatusType>;
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/**
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@@ -21,7 +21,6 @@ import type { INote } from "game/entity/player/note/NoteManager";
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import type Player from "game/entity/player/Player";
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import type { IslandId } from "game/island/IIsland";
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import type Island from "game/island/Island";
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import type { IContainer } from "game/item/IItem";
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import { ItemType } from "game/item/IItem";
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import type Item from "game/item/Item";
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import type { Prompt } from "game/meta/prompt/IPrompt";
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@@ -115,25 +114,6 @@ export interface IPlayerEvents extends Events<Human> {
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* Called when the player attempts to sail off the edge of the map
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*/
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sailOffMapEdge(direction: Direction): any;
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/**
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* Called when an item is added to the player's inventory
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* @param item The item object
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* @param container The container object the item was added to. This container might be inventory or a container within the inventory.
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*/
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inventoryItemAdd(item: Item, container: IContainer): any;
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/**
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* Called when an item is removed from the players inventory
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* @param item The item object
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* @param container The container object the item was moved to.
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*/
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inventoryItemRemove(item: Item, container: IContainer): any;
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/**
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* Called when an item is moved from one container to another, while still in the players inventory.
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* @param item The item object
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* @param container The container object the item was moved to. This container might be inventory or a container within the inventory.
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* @param previousContainer The container object the item was moved from. This container might be inventory or a container within the inventory.
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*/
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inventoryItemUpdate(item: Item, container: IContainer, previousContainer?: IContainer): any;
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/**
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* Called when the player equips an item to a slot
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* @param player The player object
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@@ -206,10 +206,6 @@ export default class Player extends Human implements IUnserializedCallback {
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* 2. If a mod is using the `GetPlayerStrength` hook and the calculation needs to be refreshed.
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*/
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updateStrength(): void;
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/**
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* Returns the bartering bonus for a given credit value
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*/
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getBarteringBonus(baseCredits: number): number;
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/**
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* Check if a position is marked as explored
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* Only use this clientside
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@@ -13,13 +13,13 @@ import type { InfoProviderContext } from "game/inspection/InfoProviderContext";
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import LabelledValue from "game/inspection/infoProviders/LabelledValue";
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import Inspection from "game/inspection/Inspection";
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import Island from "game/island/Island";
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import
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export default class IslandInspection extends Inspection<
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import type { IVector2 } from "utilities/math/IVector";
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export default class IslandInspection extends Inspection<IVector2> {
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private readonly title;
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static getIslandName(island?: Island, useGenerated?: boolean): import("../../../language/impl/TranslationImpl").default;
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static handles(type: InspectType, island: unknown): boolean;
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get island(): Island | undefined;
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constructor(island: Island |
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constructor(island: Island | IVector2, title?: boolean);
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getId(): string;
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get(context: InfoProviderContext): (import("game/inspection/InfoProvider").SimpleInfoProvider | LabelledValue)[];
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private getTreasureMaps;
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* https://github.com/WaywardGame/types/wiki
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*/
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import NPC from "game/entity/npc/NPC";
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import { InspectType } from "game/inspection/IInspection";
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import HumanInspection from "game/inspection/inspections/HumanInspection";
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import type { IVector3 } from "utilities/math/IVector";
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export default class NPCInspection extends HumanInspection<NPC> {
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static getFromTile(position: IVector3): never[] | NPCInspection;
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static handles(npc: unknown): boolean;
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static handles(type: InspectType, npc: unknown): boolean;
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constructor(npc: NPC);
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getBorder(): string;
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}
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@@ -17,7 +17,6 @@ import type Entity from "game/entity/Entity";
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import type Human from "game/entity/Human";
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import { DamageType, EntityType } from "game/entity/IEntity";
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import { EquipType, SkillType } from "game/entity/IHuman";
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import type NPC from "game/entity/npc/NPC";
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import type Player from "game/entity/player/Player";
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import { CreationId } from "game/IGame";
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import type { IObject, IObjectOptions } from "game/IObject";
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rerollMagicalPropertyValues(): void;
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addMagicalProperty(type: MagicalPropertyType, subType?: MagicalSubPropertySubTypes): boolean;
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getMagicalPropertyInfo(type: MagicalPropertyType): IMagicalPropertyInfo | undefined;
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acquireNotify(
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acquireNotify(human: Human): void;
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getStokeFireValue(): number | undefined;
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getStokeFireBonusValue(): number;
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getOnUseBonus(): number;
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/**
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* Gets the worth of an item used for merchant trading. Does not consider batering or modifiers bonuses; use Item.getTraderSellPrice for that.
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* @param
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* @param human The human that is trading the item for its worth (used for durability calculations).
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* @param magicalWorth Include the value of `MagicalPropertyType.Worth`, defaults to true
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*/
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getWorth(
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getWorth(human: Human | undefined, magicalWorth?: boolean): number;
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/**
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* The full price the item will go for when traded to a merchant NPC. Considers modifiers and a
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* @param
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* The full price the item will go for when traded to a merchant NPC. Considers modifiers and a human's bartering skill.
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* @param human The human that is trading the item.
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* @param magicalWorth Include the value of `MagicalPropertyType.Worth`, defaults to true
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*/
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getTraderSellPrice(
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getTraderSellPrice(human: Human | undefined, magicalWorth?: boolean): number;
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canBurnPlayer(): boolean;
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getBaseDefense(): number;
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getDurabilityCharge(): number;
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* @returns A number (possibly 0 if no quality or action level).
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*/
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getItemUseBonus(action: ActionType): number;
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getRangedWeapon(
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getRangedWeapon(human: Human): Item | boolean;
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/**
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* Extinguishes to item if it is lit.
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* @param
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* @param human Human entity that is carrying the item to extinguish.
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*/
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extinguish(
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extinguish(human: Human | undefined): void;
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/**
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* Get the maximum durability for an item based on many factors.
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* @param human Player that we checking to get the maximum item durability (as game options can affect this).
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@@ -253,11 +253,11 @@ export default class ItemManager extends ObjectManager<Item, IItemManagerEvents>
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/**
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* Summons a void dweller based on item worth and chance or provides a hint message.
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* @param item Item to get the worth of.
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* @param
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* @param human The human that is dropping the item.
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* @param point The point in which we are dropping the item.
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* @returns True or false based on if we get a message or not.
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*/
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summonVoidDweller(item: Item,
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summonVoidDweller(item: Item, human: Human, point: IVector3): boolean;
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/**
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* Note: don't print items to the console because the console will hold the item indefinitely
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*/
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package/package.json
CHANGED