clamp(v: ?, lo: ?, hi: ?) → void
| arg | type | description |
|---|
| v | ? | |
| lo | ? | |
| hi | ? | |
log(state: ?, msg: ?) → void
| arg | type | description |
|---|
| state | ? | |
| msg | ? | |
cue(state: ?, id: ?, subtitle: ?) → void
| arg | type | description |
|---|
| state | ? | |
| id | ? | |
| subtitle | ? | |
floater(state: ?, text: ?, color: ?, pos: ?, big: ?) → void
| arg | type | description |
|---|
| state | ? | |
| text | ? | |
| color | ? | |
| pos | ? | |
| big | ? | |
fx(state: ?, ev: ?) → void
| arg | type | description |
|---|
| state | ? | |
| ev | ? | |
recomputeStats(state: ?) → void
relearnAbilities(state: ?) → void
createCharacter(state: ?, className: ?, name: ?) → void
| arg | type | description |
|---|
| state | ? | |
| className | ? | |
| name | ? | |
abilityByKey(state: ?, key: ?) → void
| arg | type | description |
|---|
| state | ? | |
| key | ? | |
enterCombat(state: ?) → void
tickCombatFlag(state: ?) → void
tickResource(state: ?, dt: ?) → void
| arg | type | description |
|---|
| state | ? | |
| dt | ? | |
gainRage(state: ?, amount: ?) → void
| arg | type | description |
|---|
| state | ? | |
| amount | ? | |
tickAutoAttack(state: ?, dt: ?) → void
| arg | type | description |
|---|
| state | ? | |
| dt | ? | |
isHostileAlive(m: ?) → void
cycleTarget(state: ?) → void
setTarget(state: ?, id: ?) → void
| arg | type | description |
|---|
| state | ? | |
| id | ? | |
clearTargetIfDead(state: ?) → void
targetMob(state: ?) → void
canCast(state: ?, ab: ?) → void
| arg | type | description |
|---|
| state | ? | |
| ab | ? | |
tryCast(state: ?, key: ?) → void
| arg | type | description |
|---|
| state | ? | |
| key | ? | |
tickCasting(state: ?, dt: ?) → void
| arg | type | description |
|---|
| state | ? | |
| dt | ? | |
interruptPlayer(state: ?) → void
resolveAbility(state: ?, ab: ?, targetId: ?) → void
| arg | type | description |
|---|
| state | ? | |
| ab | ? | |
| targetId | ? | |
damageMob(state: ?, m: ?, amount: ?, threatMult: ?, opts: ?) → void
| arg | type | description |
|---|
| state | ? | |
| m | ? | |
| amount | ? | |
| threatMult | ? | |
| opts | ? | |
applySlowMob(m: ?, factor: ?, duration: ?, now: ?) → void
| arg | type | description |
|---|
| m | ? | |
| factor | ? | |
| duration | ? | |
| now | ? | |
killMob(state: ?, m: ?) → void
| arg | type | description |
|---|
| state | ? | |
| m | ? | |
topThreat(state: ?, m: ?) → void
| arg | type | description |
|---|
| state | ? | |
| m | ? | |
actorPos(state: ?, actor: ?) → void
| arg | type | description |
|---|
| state | ? | |
| actor | ? | |
tickMob(state: ?, m: ?, dt: ?) → void
| arg | type | description |
|---|
| state | ? | |
| m | ? | |
| dt | ? | |
mobAttack(state: ?, m: ?, def: ?, victim: ?, vPos: ?, dv: ?) → void
| arg | type | description |
|---|
| state | ? | |
| m | ? | |
| def | ? | |
| victim | ? | |
| vPos | ? | |
| dv | ? | |
tickBoss(state: ?, m: ?, def: ?, dt: ?) → void
| arg | type | description |
|---|
| state | ? | |
| m | ? | |
| def | ? | |
| dt | ? | |
damagePlayer(state: ?, amount: ?, fromMob: ?, unavoidable: ?) → void
| arg | type | description |
|---|
| state | ? | |
| amount | ? | |
| fromMob | ? | |
| unavoidable | ? | |
killPlayer(state: ?) → void
respawnPlayer(state: ?) → void
grantXp(state: ?, amount: ?) → void
| arg | type | description |
|---|
| state | ? | |
| amount | ? | |
xpToNext(state: ?) → void
onLevelUp(state: ?) → void
acceptQuest(state: ?, id: ?) → void
| arg | type | description |
|---|
| state | ? | |
| id | ? | |
questEvent(state: ?, kind: ?, mobId: ?, family: ?) → void
| arg | type | description |
|---|
| state | ? | |
| kind | ? | |
| mobId | ? | |
| family | ? | |
questProgressText(state: ?, def: ?) → void
| arg | type | description |
|---|
| state | ? | |
| def | ? | |
canTurnIn(state: ?, id: ?) → void
| arg | type | description |
|---|
| state | ? | |
| id | ? | |
turnInQuest(state: ?, id: ?) → void
| arg | type | description |
|---|
| state | ? | |
| id | ? | |
npcQuestState(state: ?, npcId: ?) → void
| arg | type | description |
|---|
| state | ? | |
| npcId | ? | |
npcMatches(npcId: ?, npcName: ?) → void
| arg | type | description |
|---|
| npcId | ? | |
| npcName | ? | |
addItem(state: ?, itemId: ?, qty: ?) → void
| arg | type | description |
|---|
| state | ? | |
| itemId | ? | |
| qty | ? | |
itemCount(state: ?, itemId: ?) → void
| arg | type | description |
|---|
| state | ? | |
| itemId | ? | |
removeItem(state: ?, itemId: ?, qty: ?) → void
| arg | type | description |
|---|
| state | ? | |
| itemId | ? | |
| qty | ? | |
equip(state: ?, itemId: ?) → void
| arg | type | description |
|---|
| state | ? | |
| itemId | ? | |
sellItem(state: ?, itemId: ?) → void
| arg | type | description |
|---|
| state | ? | |
| itemId | ? | |
useConsumable(state: ?, itemId: ?) → void
| arg | type | description |
|---|
| state | ? | |
| itemId | ? | |
buyItem(state: ?, itemId: ?) → void
| arg | type | description |
|---|
| state | ? | |
| itemId | ? | |
bankDeposit(state: ?, itemId: ?) → void
| arg | type | description |
|---|
| state | ? | |
| itemId | ? | |
bankWithdraw(state: ?, itemId: ?) → void
| arg | type | description |
|---|
| state | ? | |
| itemId | ? | |
serialize(state: ?) → void
deserialize(snap: ?) → void
saveSnapshot(snap: ?) → void