Update readme + example 1 types
This commit is contained in:
parent
ef814a53e3
commit
badd8fa265
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -13,15 +13,15 @@ A system reboot may be needed after install.
|
||||
|
||||
## **IDE:**
|
||||
|
||||
The second step is having an IDE ready. For the currect purpose we've setup a VSCodium workspace file.
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Worspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -10,6 +10,7 @@ export declare class BotCallbacks {
|
||||
constructor(botController: BotController, httpResponse: HttpResponseUtil);
|
||||
/**
|
||||
* Handle singleplayer/settings/bot/limit
|
||||
* Is called by client to define each bot roles wave limit
|
||||
* @returns string
|
||||
*/
|
||||
getBotLimit(url: string, info: IEmptyRequestData, sessionID: string): string;
|
||||
|
@ -1,4 +1,5 @@
|
||||
import { DialogueHelper } from "../helpers/DialogueHelper";
|
||||
import { ProfileHelper } from "../helpers/ProfileHelper";
|
||||
import { IGetAllAttachmentsResponse } from "../models/eft/dialog/IGetAllAttachmentsResponse";
|
||||
import { IGetFriendListDataResponse } from "../models/eft/dialog/IGetFriendListDataResponse";
|
||||
import { IGetMailDialogViewRequestData } from "../models/eft/dialog/IGetMailDialogViewRequestData";
|
||||
@ -11,16 +12,19 @@ import { SaveServer } from "../servers/SaveServer";
|
||||
import { GiftService } from "../services/GiftService";
|
||||
import { MailSendService } from "../services/MailSendService";
|
||||
import { HashUtil } from "../utils/HashUtil";
|
||||
import { RandomUtil } from "../utils/RandomUtil";
|
||||
import { TimeUtil } from "../utils/TimeUtil";
|
||||
export declare class DialogueController {
|
||||
protected logger: ILogger;
|
||||
protected saveServer: SaveServer;
|
||||
protected timeUtil: TimeUtil;
|
||||
protected dialogueHelper: DialogueHelper;
|
||||
protected profileHelper: ProfileHelper;
|
||||
protected randomUtil: RandomUtil;
|
||||
protected mailSendService: MailSendService;
|
||||
protected giftService: GiftService;
|
||||
protected hashUtil: HashUtil;
|
||||
constructor(logger: ILogger, saveServer: SaveServer, timeUtil: TimeUtil, dialogueHelper: DialogueHelper, mailSendService: MailSendService, giftService: GiftService, hashUtil: HashUtil);
|
||||
constructor(logger: ILogger, saveServer: SaveServer, timeUtil: TimeUtil, dialogueHelper: DialogueHelper, profileHelper: ProfileHelper, randomUtil: RandomUtil, mailSendService: MailSendService, giftService: GiftService, hashUtil: HashUtil);
|
||||
/** Handle onUpdate spt event */
|
||||
update(): void;
|
||||
/**
|
||||
@ -69,7 +73,7 @@ export declare class DialogueController {
|
||||
*/
|
||||
protected getDialogByIdFromProfile(profile: IAkiProfile, request: IGetMailDialogViewRequestData): Dialogue;
|
||||
/**
|
||||
* Get the users involved in a mail between two entities
|
||||
* Get the users involved in a mail between two entities
|
||||
* @param fullProfile Player profile
|
||||
* @param dialogUsers The participants of the mail
|
||||
* @returns IUserDialogInfo array
|
||||
@ -88,21 +92,37 @@ export declare class DialogueController {
|
||||
* @returns true if uncollected rewards found
|
||||
*/
|
||||
protected messagesHaveUncollectedRewards(messages: Message[]): boolean;
|
||||
/** Handle client/mail/dialog/remove */
|
||||
removeDialogue(dialogueID: string, sessionID: string): void;
|
||||
setDialoguePin(dialogueID: string, shouldPin: boolean, sessionID: string): void;
|
||||
/** Handle client/mail/dialog/read */
|
||||
setRead(dialogueIDs: string[], sessionID: string): void;
|
||||
/**
|
||||
* Handle client/mail/dialog/remove
|
||||
* Remove an entire dialog with an entity (trader/user)
|
||||
* @param dialogueId id of the dialog to remove
|
||||
* @param sessionId Player id
|
||||
*/
|
||||
removeDialogue(dialogueId: string, sessionId: string): void;
|
||||
/** Handle client/mail/dialog/pin && Handle client/mail/dialog/unpin */
|
||||
setDialoguePin(dialogueId: string, shouldPin: boolean, sessionId: string): void;
|
||||
/**
|
||||
* Handle client/mail/dialog/read
|
||||
* Set a dialog to be read (no number alert/attachment alert)
|
||||
* @param dialogueIds Dialog ids to set as read
|
||||
* @param sessionId Player profile id
|
||||
*/
|
||||
setRead(dialogueIds: string[], sessionId: string): void;
|
||||
/**
|
||||
* Handle client/mail/dialog/getAllAttachments
|
||||
* Get all uncollected items attached to mail in a particular dialog
|
||||
* @param dialogueID Dialog to get mail attachments from
|
||||
* @param sessionID Session id
|
||||
* @param dialogueId Dialog to get mail attachments from
|
||||
* @param sessionId Session id
|
||||
* @returns
|
||||
*/
|
||||
getAllAttachments(dialogueID: string, sessionID: string): IGetAllAttachmentsResponse;
|
||||
getAllAttachments(dialogueId: string, sessionId: string): IGetAllAttachmentsResponse;
|
||||
/** client/mail/msg/send */
|
||||
sendMessage(sessionId: string, request: ISendMessageRequest): string;
|
||||
/**
|
||||
* Send responses back to player when they communicate with SPT friend on friends list
|
||||
* @param sessionId Session Id
|
||||
* @param request send message request
|
||||
*/
|
||||
protected handleChatWithSPTFriend(sessionId: string, request: ISendMessageRequest): void;
|
||||
protected getSptFriendData(friendId?: string): IUserDialogInfo;
|
||||
/**
|
||||
|
@ -132,7 +132,7 @@ export declare class QuestController {
|
||||
*/
|
||||
protected getQuestsFailedByCompletingQuest(completedQuestId: string): IQuest[];
|
||||
/**
|
||||
* Fail the quests provided
|
||||
* Fail the provided quests
|
||||
* Update quest in profile, otherwise add fresh quest object with failed status
|
||||
* @param sessionID session id
|
||||
* @param pmcData player profile
|
||||
|
@ -40,6 +40,12 @@ export declare class BotLootGenerator {
|
||||
* @param botLevel Level of bot
|
||||
*/
|
||||
generateLoot(sessionId: string, botJsonTemplate: IBotType, isPmc: boolean, botRole: string, botInventory: PmcInventory, botLevel: number): void;
|
||||
/**
|
||||
* Force healing items onto bot to ensure they can heal in-raid
|
||||
* @param botInventory Inventory to add items to
|
||||
* @param botRole Role of bot (sptBear/sptUsec)
|
||||
*/
|
||||
protected addForcedMedicalItemsToPmcSecure(botInventory: PmcInventory, botRole: string): void;
|
||||
protected getRandomisedCount(min: number, max: number, nValue: number): number;
|
||||
/**
|
||||
* Take random items from a pool and add to an inventory until totalItemCount or totalValueLimit is reached
|
||||
|
@ -3,6 +3,7 @@ import { Inventory } from "../models/eft/common/tables/IBotBase";
|
||||
import { Item } from "../models/eft/common/tables/IItem";
|
||||
import { Grid, ITemplateItem } from "../models/eft/common/tables/ITemplateItem";
|
||||
import { EquipmentSlots } from "../models/enums/EquipmentSlots";
|
||||
import { ItemAddedResult } from "../models/enums/ItemAddedResult";
|
||||
import { ILogger } from "../models/spt/utils/ILogger";
|
||||
import { DatabaseServer } from "../servers/DatabaseServer";
|
||||
import { LocalisationService } from "../services/LocalisationService";
|
||||
@ -72,7 +73,7 @@ export declare class BotWeaponGeneratorHelper {
|
||||
* @param inventory Inventory to add item+children into
|
||||
* @returns a `boolean` indicating item was added
|
||||
*/
|
||||
addItemWithChildrenToEquipmentSlot(equipmentSlots: string[], parentId: string, parentTpl: string, itemWithChildren: Item[], inventory: Inventory): boolean;
|
||||
addItemWithChildrenToEquipmentSlot(equipmentSlots: string[], parentId: string, parentTpl: string, itemWithChildren: Item[], inventory: Inventory): ItemAddedResult;
|
||||
/**
|
||||
* is the provided item allowed inside a container
|
||||
* @param slot location item wants to be placed in
|
||||
|
@ -1,5 +1,5 @@
|
||||
import { IPmcData } from "../models/eft/common/IPmcData";
|
||||
import { Victim } from "../models/eft/common/tables/IBotBase";
|
||||
import { Quest, Victim } from "../models/eft/common/tables/IBotBase";
|
||||
import { Item } from "../models/eft/common/tables/IItem";
|
||||
import { ISaveProgressRequestData } from "../models/eft/inRaid/ISaveProgressRequestData";
|
||||
import { ILostOnDeathConfig } from "../models/spt/config/ILostOnDeathConfig";
|
||||
@ -13,6 +13,7 @@ import { JsonUtil } from "../utils/JsonUtil";
|
||||
import { InventoryHelper } from "./InventoryHelper";
|
||||
import { ItemHelper } from "./ItemHelper";
|
||||
import { PaymentHelper } from "./PaymentHelper";
|
||||
import { QuestHelper } from "./QuestHelper";
|
||||
export declare class InRaidHelper {
|
||||
protected logger: ILogger;
|
||||
protected saveServer: SaveServer;
|
||||
@ -20,12 +21,13 @@ export declare class InRaidHelper {
|
||||
protected itemHelper: ItemHelper;
|
||||
protected databaseServer: DatabaseServer;
|
||||
protected inventoryHelper: InventoryHelper;
|
||||
protected questHelper: QuestHelper;
|
||||
protected paymentHelper: PaymentHelper;
|
||||
protected localisationService: LocalisationService;
|
||||
protected profileFixerService: ProfileFixerService;
|
||||
protected configServer: ConfigServer;
|
||||
protected lostOnDeathConfig: ILostOnDeathConfig;
|
||||
constructor(logger: ILogger, saveServer: SaveServer, jsonUtil: JsonUtil, itemHelper: ItemHelper, databaseServer: DatabaseServer, inventoryHelper: InventoryHelper, paymentHelper: PaymentHelper, localisationService: LocalisationService, profileFixerService: ProfileFixerService, configServer: ConfigServer);
|
||||
constructor(logger: ILogger, saveServer: SaveServer, jsonUtil: JsonUtil, itemHelper: ItemHelper, databaseServer: DatabaseServer, inventoryHelper: InventoryHelper, questHelper: QuestHelper, paymentHelper: PaymentHelper, localisationService: LocalisationService, profileFixerService: ProfileFixerService, configServer: ConfigServer);
|
||||
/**
|
||||
* Lookup quest item loss from lostOnDeath config
|
||||
* @returns True if items should be removed from inventory
|
||||
@ -61,6 +63,14 @@ export declare class InRaidHelper {
|
||||
* @returns Reset profile object
|
||||
*/
|
||||
updateProfileBaseStats(profileData: IPmcData, saveProgressRequest: ISaveProgressRequestData, sessionID: string): IPmcData;
|
||||
/**
|
||||
* Look for quests not are now status = fail that were not failed pre-raid and run the failQuest() function
|
||||
* @param sessionId Player id
|
||||
* @param pmcData Player profile
|
||||
* @param preRaidQuests Quests prior to starting raid
|
||||
* @param postRaidQuests Quest after raid
|
||||
*/
|
||||
protected processFailedQuests(sessionId: string, pmcData: IPmcData, preRaidQuests: Quest[], postRaidQuests: Quest[]): void;
|
||||
protected resetSkillPointsEarnedDuringRaid(profile: IPmcData): void;
|
||||
/**
|
||||
* Take body part effects from client profile and apply to server profile
|
||||
|
@ -116,7 +116,7 @@ export declare class QuestHelper {
|
||||
* Get quests that can be shown to player after failing a quest
|
||||
* @param failedQuestId Id of the quest failed by player
|
||||
* @param sessionId Session id
|
||||
* @returns
|
||||
* @returns IQuest array
|
||||
*/
|
||||
failedUnlocked(failedQuestId: string, sessionId: string): IQuest[];
|
||||
/**
|
||||
|
@ -69,6 +69,7 @@ export interface AvailableForProps {
|
||||
zoneId?: string;
|
||||
type?: boolean;
|
||||
countInRaid?: boolean;
|
||||
globalQuestCounterId?: any;
|
||||
}
|
||||
export interface AvailableForCounter {
|
||||
id: string;
|
||||
|
4
TypeScript/1LogToConsole/types/models/enums/ItemAddedResult.d.ts
vendored
Normal file
4
TypeScript/1LogToConsole/types/models/enums/ItemAddedResult.d.ts
vendored
Normal file
@ -0,0 +1,4 @@
|
||||
export declare enum ItemAddedResult {
|
||||
SUCCESS = 1,
|
||||
NO_SPACE = 2
|
||||
}
|
@ -7,5 +7,6 @@ export declare enum QuestRewardType {
|
||||
ASSORTMENT_UNLOCK = "AssortmentUnlock",
|
||||
PRODUCTIONS_SCHEME = "ProductionScheme",
|
||||
TRADER_STANDING_RESET = "TraderStandingReset",
|
||||
TRADER_STANDING_RESTORE = "TraderStandingRestore"
|
||||
TRADER_STANDING_RESTORE = "TraderStandingRestore",
|
||||
STASH_ROWS = "StashRows"
|
||||
}
|
||||
|
@ -31,5 +31,8 @@ export declare enum WildSpawnTypeNumber {
|
||||
BOSSZRYACHIY = 29,
|
||||
FOLLOWERZRYACHIY = 30,
|
||||
ARENAFIGHTER = 31,
|
||||
ARENAFIGHTEREVENT = 32
|
||||
ARENAFIGHTEREVENT = 32,
|
||||
CRAZYASSAULTEVENT = 33,
|
||||
SPTUSEC = 34,
|
||||
SPTBEAR = 35
|
||||
}
|
||||
|
@ -62,6 +62,11 @@ export interface PresetBatch {
|
||||
gifter: number;
|
||||
test: number;
|
||||
exUsec: number;
|
||||
arenaFighterEvent: number;
|
||||
arenaFighter: number;
|
||||
crazyAssaultEvent: number;
|
||||
sptUsec: number;
|
||||
sptBear: number;
|
||||
}
|
||||
export interface LootNvalue {
|
||||
scav: number;
|
||||
|
@ -38,6 +38,8 @@ export interface IPmcConfig {
|
||||
enemyTypes: string[];
|
||||
/** How many levels above player level can a PMC be */
|
||||
botRelativeLevelDeltaMax: number;
|
||||
/** Force a number of healing items into PMCs secure container to ensure they can heal */
|
||||
forceHealingItemsIntoSecure: boolean;
|
||||
}
|
||||
export interface PmcTypes {
|
||||
usec: string;
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
@ -15,13 +15,13 @@ A system reboot may be needed after install.
|
||||
|
||||
The second step is having an IDE ready. We've setup a VSCodium workspace file to help with this.
|
||||
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCodium.
|
||||
You CAN use Visual Studio Code if you so desire, just keep in mind that our dev tests on the mod files was done using VSCode.
|
||||
|
||||
You can get VSCodium here: https://vscodium.com/#install
|
||||
You can get VSCOde here: https://code.visualstudio.com/
|
||||
|
||||
## **Workspace:**
|
||||
|
||||
Once you have NodeJS and VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
Once you have NodeJS and VSCode/VSCodium ready, open the mod.code-workspace file with VSCodium (File->Open Workspace from File...).
|
||||
|
||||
Once the project loads into VSCodium you will be recommended to install the ESLint plugin. This is HIGHLY recommended.
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user