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Methods

_canBeUsed

  • _canBeUsed(simulationState: Simulation): boolean

_getSuccessRate

  • _getSuccessRate(simulationState: Simulation): number

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

getBaseBonus

getBaseCPCost

  • getBaseCPCost(simulationState: Simulation): number

getBaseCondition

  • getBaseCondition(simulation: Simulation): number

getBaseDurabilityCost

  • getBaseDurabilityCost(simulationState: Simulation): number

getBaseProgression

  • getBaseProgression(simulation: Simulation): number

getBaseQuality

getBaseSuccessRate

  • getBaseSuccessRate(simulationState: Simulation): number

getCPCost

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

getDurabilityCost

  • getDurabilityCost(simulationState: Simulation): number

getFailCause

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

getId

  • getId(jobId: number): number

getIds

  • getIds(): number[]

getLevelRequirement

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

getPotency

getSuccessRate

  • getSuccessRate(simulationState: Simulation): number

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

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  • Method
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  • Private method
  • Static property
  • Static method
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  • Inherited method
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