@wayward/types 2.14.5-beta.dev.20250524.1 → 2.14.5-beta.dev.20250530.1
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@@ -25,6 +25,7 @@ export declare const MERCHANT_SELL_PRICE_MULTIPLIER = 1.5;
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export declare const MERCHANT_ALREADY_TRADED_MULTIPLIER = 1.1;
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export declare const NPC_MERCHANT_SPAWN_COUNT_CIV_SCORE_BONUS_MULTIPLIER = 0.005;
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export declare const NPC_MERCHANT_SPAWN_COUNT_DISTANCE_PENALTY_MULTIPLIER = 0.1;
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export declare const NPC_MERCHANT_SPAWN_COUNT_MAX = 100;
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export declare const NPC_SHIPPER_SPAWN_COUNT_CIV_SCORE_BONUS_MULTIPLIER = 0.001;
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export declare const NPC_SHIPPER_SPAWN_COUNT_DISTANCE_BONUS_MULTIPLIER = 0.05;
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export declare const NPC_SHIPPER_SPAWN_COUNT_SHIPPER_PORTS_BONUS_MULTIPLIER = 0.1;
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@@ -335,6 +335,7 @@ export interface IItemDescription extends IObjectDescription, IModdable, ITemper
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civilizationContainerScore?: number;
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/**
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* Whether magical properties have no effect on this item.
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* When magical properties are added to this item, the property value will be a decimal number between 0 and 1, inclusive to signify the value between the minimum and maximum of the target item's magical property value.
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*/
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magicInert?: true;
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/**
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@@ -401,6 +402,7 @@ export interface IItemDescription extends IObjectDescription, IModdable, ITemper
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canAlter?: false;
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canTransmogrify?: false;
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canUpgrade?: false;
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canPreserve?: false;
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}
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export declare namespace IItemDescription {
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function actionDisabled(description: IItemDescription | undefined, action: ActionType): boolean;
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@@ -183,6 +183,7 @@ export default class Item extends EntityMovable<IItemDescription, ItemType, Refe
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* Sets the item as magical with a chance based on quality (and clears any existing magical properties)
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* @param contextualChanceMultiplier The number that chances get multiplied by, for example, 2 or 3. Currently used based on skill, island distance, etc
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* @param quantityOverride The number of properties to use instead of generating the quantity randomly
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* @param magicalLootType The type of magical loot to use, if any. Defaults to undefined, which won't use any weighted value. When used, the property value will always use the "min" value.
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* @returns True if the item has become magical
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*/
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setMagicalChanceFromQuality(contextualChanceMultiplier?: number, quantityOverride?: number, magicalLootType?: MagicalLootType): boolean;
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@@ -313,7 +314,7 @@ export default class Item extends EntityMovable<IItemDescription, ItemType, Refe
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rerollMagicalProperty(type: MagicalPropertyType, subType?: MagicalSubPropertySubTypes): boolean;
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rerollMagicalPropertyValues(): void;
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initializeMagicalPropertyManager(): MagicalPropertyManager;
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-
addMagicalProperty(type: MagicalPropertyType, subType?: MagicalSubPropertySubTypes): boolean;
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addMagicalProperty(type: MagicalPropertyType, subType?: MagicalSubPropertySubTypes, valueType?: "min" | "max"): boolean;
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getMagicalPropertyInfo(type: MagicalPropertyType): IMagicalPropertyInfo | undefined;
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acquireNotify(human: Human, context?: ActionContext): void;
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getStokeFireValue(): number | undefined;
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package/package.json
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