@wayward/types 2.15.4-beta.dev.20260411.1 → 2.15.4-beta.dev.20260412.1

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@@ -0,0 +1,24 @@
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+ /*!
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+ * Copyright 2011-2025 Unlok
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+ * https://www.unlok.ca
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+ *
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+ * Credits & Thanks:
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+ * https://www.unlok.ca/credits-thanks/
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+ *
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+ * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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+ * https://github.com/WaywardGame/types/wiki
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+ */
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+ interface IChanceRandom {
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+ chance(decimal: number): boolean;
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+ }
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+ /**
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+ * Normalizes endurance durability-loss chances into the effective per-event proc chance.
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+ * Cursed endurance uses the same magnitude as uncursed endurance, but applies an extra loss proc instead of preventing one.
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+ */
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+ export declare function getEffectiveDurabilityLossChance(durabilityLossChance?: number): number;
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+ /**
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+ * Returns the number of durability-loss procs for a single endurance check.
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+ * Uncursed endurance can prevent the event entirely, while cursed endurance can add at most one extra proc.
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+ */
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+ export declare function getDurabilityLossProcCount(random: IChanceRandom, durabilityLossChance?: number): number;
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+ export {};
@@ -0,0 +1,13 @@
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+ /*!
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+ * Copyright 2011-2025 Unlok
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+ * https://www.unlok.ca
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+ *
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+ * Credits & Thanks:
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+ * https://www.unlok.ca/credits-thanks/
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+ *
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+ * Wayward is a copyrighted and licensed work. Modification and/or distribution of any source files is prohibited. If you wish to modify the game in any way, please refer to the modding guide:
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+ * https://github.com/WaywardGame/types/wiki
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+ */
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+ import type { Random } from "@wayward/utilities/random/Random";
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+ export declare function getEffectiveDecayLossChance(decayLossChance?: number): number;
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+ export declare function adjustDecayLossByPerpetuity(random: Random, baseDecayLoss: number, decayLossChance?: number): number;
@@ -213,7 +213,10 @@ declare namespace Translation {
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  private translateComponent;
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  private translateComponentValue;
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  private resolveComponentValue;
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- private getHighestValueComponent;
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+ private getHighestMagnitudeComponent;
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+ private getCombinedColorCandidateComponents;
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+ private getQualitySourceValue;
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+ private getHighestPriorityColorComponent;
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  private getCombinedComponent;
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  combined(value?: FVal, reformatter?: SupplierOr<Translation | undefined>): this;
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  base(value: FVal, reformatter?: SupplierOr<Translation | undefined>): this;