Options
All
  • Public
  • Public/Protected
  • All
Menu

Hierarchy

Index

Methods

_canBeUsed

  • _canBeUsed(simulationState: Simulation): boolean

_getSuccessRate

  • _getSuccessRate(simulationState: Simulation): number

canBeClipped

  • canBeClipped(): boolean

canBeMoved

  • canBeMoved(currentIndex: number): boolean
  • checks if the action can be moved inside the simulation state, this is meant to prevent moving automatic actions (looking at you Whistle end progression tick).

    Parameters

    • currentIndex: number

    Returns boolean

canBeUsed

  • canBeUsed(simulationState: Simulation, linear?: undefined | false | true, safeMode?: undefined | false | true): boolean

execute

Private getAppliedBuff

Abstract getBaseCPCost

  • getBaseCPCost(simulationState: Simulation): number

getBaseProgression

  • getBaseProgression(simulation: Simulation): number

getBaseQuality

Abstract getBuff

getCPCost

  • getCPCost(simulationState: Simulation, linear?: boolean): number

getDurabilityCost

  • getDurabilityCost(simulationState: Simulation): number

Abstract getDuration

getFailCause

  • getFailCause(simulationState: Simulation, linear?: undefined | false | true, safeMode?: undefined | false | true): SimulationFailCause | undefined

getId

  • getId(jobId: number): number

Abstract getIds

  • getIds(): number[]

Abstract getInitialStacks

  • getInitialStacks(): number

Abstract getLevelRequirement

  • getLevelRequirement(): { job: CraftingJob; level: number }

Protected getOnExpire

  • getOnExpire(): ((simulation: Simulation, linear?: undefined | false | true) => void) | undefined

getOverrides

  • getOverrides(): Buff[]
  • Override this method if the buff overrides other buffs (steady hands for instance). Don't forget to add super.getOverrides() to the array you'll return

    Returns Buff[]

getSuccessRate

  • getSuccessRate(simulationState: Simulation): number

Protected Abstract getTick

getType

getWaitDuration

  • getWaitDuration(): number

hasCombo

is

  • is<T>(actionClass: Class<T>): actionClass is Class<T>

onFail

requiresGood

  • requiresGood(): boolean

skipOnFail

  • skipOnFail(): boolean

skipsBuffTicks

  • skipsBuffTicks(): boolean

Legend

  • Constructor
  • Property
  • Method
  • Private property
  • Private method
  • Static property
  • Static method
  • Property
  • Inherited method
  • Protected method

Generated using TypeDoc