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Platform

Index

Interfaces

AnimationSpec

AnimationSpec:

optionalAudio

Audio?: string[]

optionalCycle

Cycle?: number[]

optionalCycleLeft

CycleLeft?: number[]

optionalHeight

Height?: number

optionalImage

Image?: number

optionalMirror

Mirror?: boolean

Name

optionalOffsetX

OffsetX?: number

optionalOffsetY

OffsetY?: number

optionalSpeed

Speed?: number

optionalWidth

Width?: number

Character

Character:

Action

Action: { Done?: boolean; Expire: number; Name: AnimationName; Start: number; Target?: number }

Type declaration

  • optionalDone?: boolean
  • Expire: number
  • Name: AnimationName
  • Start: number
  • optionalTarget?: number

optionalAnim

Animation

Animation: AnimationSpec[]

optionalAttack

Attack?: { Cooldown?: number; Damage?: number[]; HitAnimation?: number[]; HitAudio?: string[]; HitBox?: RectTuple; JumpForce?: number; Magic?: number; Name: string; Speed: number; StartAudio?: string[] }[]

BaseHealth

BaseHealth: number

optionalBaseMagic

BaseMagic?: number

optionalBaseProjectile

BaseProjectile?: number

optionalBaseProjectileTime

BaseProjectileTime?: number

BaseRunSpeed

BaseRunSpeed: number

BaseWalkSpeed

BaseWalkSpeed: number

optionalBindAudio

BindAudio?: string[]

Bound

Bound: boolean

Camera

Camera: boolean

optionalCollisionDamage

CollisionDamage?: number

Combat

Combat: boolean

CrawlSpeed

CrawlSpeed: number

Damage

Damage: { Expire: number; Value: number }[]

optionalDamageAudio

DamageAudio?: string[]

DamageBackOdds

DamageBackOdds: number

DamageFaceOdds

DamageFaceOdds: number

optionalDamageKnockForce

DamageKnockForce?: number

Dialog

Dialog: string

optionalDownAudio

DownAudio?: string[]

optionalEffect

Effect?: { End: number; Name: EffectType }

Type declaration

Experience

Experience: number

optionalExperienceValue

ExperienceValue?: number

FaceLeft

FaceLeft: boolean

Fix

Fix: boolean

optionalFlyingHeight

FlyingHeight?: number

ForceX

ForceX: number

ForceY

ForceY: number

Gravity

Gravity: number

HalfBound

HalfBound: boolean

Health

Health: number

optionalHealthPerLevel

HealthPerLevel?: number

Height

Height: number

HitAudio

HitAudio: string[]

HitBox

HitBox: RectTuple

ID

ID: number

optionalIdleAudio

IdleAudio?: string[]

optionalIdleTurnToFace

IdleTurnToFace?: boolean

Immunity

Immunity: number

IsProjectile

IsProjectile: true

optionalJumpForce

JumpForce?: number

optionalJumpHitBox

JumpHitBox?: RectTuple

optionalJumpOdds

JumpOdds?: number

Level

Level: number

optionalLoot

Loot?: { Expire: number; Name: ItemName }[]

optionalLootOdds

LootOdds?: number

optionalMagic

Magic?: number

optionalMagicPerLevel

MagicPerLevel?: number

MaxHealth

MaxHealth: number

optionalMaxMagic

MaxMagic?: number

optionalMaxProjectile

MaxProjectile?: number

Name

Name: string

NextJump

NextJump: number

optionalOnBind

OnBind?: () => void

Type declaration

    • (): void
    • Returns void

optionalPerk

Perk?: string

optionalPerkName

PerkName?: PerkName[]

Petrified

Petrified: boolean

optionalPetrifyOnWound

PetrifyOnWound?: boolean

optionalProjectile

Projectile?: number

ProjectileAim

ProjectileAim: number

optionalProjectileBothSides

ProjectileBothSides?: boolean

optionalProjectileDamage

ProjectileDamage?: number[]

ProjectileForce

ProjectileForce: number

optionalProjectileHitAudio

ProjectileHitAudio?: string[]

optionalProjectileName

ProjectileName?: ProjectileName

optionalProjectileOdds

ProjectileOdds?: number

optionalProjectileTime

ProjectileTime?: number

optionalProjectileType

ProjectileType?: ProjectileType

RiseTime

RiseTime: number

Run

Run: boolean

optionalRunHeight

RunHeight?: number

optionalRunOdds

RunOdds?: number

optionalRunSpeed

RunSpeed?: number

optionalStandAttackSlowOdds

StandAttackSlowOdds?: number

Status

Status: string

WalkSpeed

WalkSpeed: number

Width

Width: number

X

X: number

Y

Y: number

CharacterTemplate

CharacterTemplate:

Animation

Animation: AnimationSpec[]

optionalAttack

Attack?: { Cooldown?: number; Damage?: number[]; HitAnimation?: number[]; HitAudio?: string[]; HitBox?: RectTuple; JumpForce?: number; Magic?: number; Name: string; Speed: number; StartAudio?: string[] }[]

optionalBindAudio

BindAudio?: string[]

optionalCollisionDamage

CollisionDamage?: number

CrawlSpeed

CrawlSpeed: number

optionalDamageAudio

DamageAudio?: string[]

optionalDamageBackOdds

DamageBackOdds?: number

optionalDamageFaceOdds

DamageFaceOdds?: number

optionalDamageKnockForce

DamageKnockForce?: number

optionalDownAudio

DownAudio?: string[]

optionalExperienceValue

ExperienceValue?: number

optionalFlyingHeight

FlyingHeight?: number

Health

Health: number

optionalHealthPerLevel

HealthPerLevel?: number

Height

Height: number

HitBox

HitBox: RectTuple

optionalIdleAudio

IdleAudio?: string[]

optionalIdleTurnToFace

IdleTurnToFace?: boolean

optionalJumpForce

JumpForce?: number

optionalJumpHitBox

JumpHitBox?: RectTuple

optionalJumpOdds

JumpOdds?: number

optionalLoot

Loot?: { Expire: number; Name: ItemName }[]

optionalLootOdds

LootOdds?: number

optionalMagic

Magic?: number

optionalMagicPerLevel

MagicPerLevel?: number

Name

Name: string

optionalOnBind

OnBind?: () => void

Type declaration

    • (): void
    • Returns void

optionalPerk

Perk?: string

optionalPerkName

PerkName?: PerkName[]

optionalPetrifyOnWound

PetrifyOnWound?: boolean

optionalProjectile

Projectile?: number

optionalProjectileBothSides

ProjectileBothSides?: boolean

optionalProjectileDamage

ProjectileDamage?: number[]

optionalProjectileHitAudio

ProjectileHitAudio?: string[]

optionalProjectileName

ProjectileName?: ProjectileName

optionalProjectileOdds

ProjectileOdds?: number

optionalProjectileTime

ProjectileTime?: number

optionalProjectileType

ProjectileType?: ProjectileType

optionalRunHeight

RunHeight?: number

optionalRunOdds

RunOdds?: number

optionalRunSpeed

RunSpeed?: number

optionalStandAttackSlowOdds

StandAttackSlowOdds?: number

Status

Status: string

WalkSpeed

WalkSpeed: number

Width

Width: number

Cooldown

Cooldown:

Delay

Delay: number

Time

Time: number

Type

DialogCharacter

DialogCharacter:

Color

Color: string

optionalDomination

Domination?: number

optionalIdlePose

IdlePose?: CharacterStatus[]

optionalLove

Love?: number

optionalLoverLevel

LoverLevel?: number

optionalLoverName

LoverName?: string

Name

Name: string

optionalNickName

NickName?: string

optionalOwnerLevel

OwnerLevel?: number

optionalOwnerName

OwnerName?: string

DummyTemplate

DummyTemplate:

Animation

Animation: AnimationSpec[]

Height

Height: number

optionalLoot

Loot?: { Expire: number; Name: ItemName }[]

Name

Name: string

optionalOnBind

OnBind?: () => void

Type declaration

    • (): void
    • Returns void

Status

Status: string

Width

Width: number

Event

Event:

Item

Item:

Description

Description: string

DisplayName

DisplayName: string

Name

Name: ItemName

OnGive

OnGive: (Char: DialogCharacter) => void

Type declaration

PartyMember

PartyMember:

Character

Character: string

Experience

Experience: number

Level

Level: number

Perk

Perk: string

Status

Projectile

Projectile:

Gravity

Gravity: number

HitAudio

HitAudio: string[]

IsProjectile

IsProjectile: true

ProjectileForce

ProjectileForce: number

Room

Room:

optionalAlternateBackground

AlternateBackground?: string

Background

Background: string

optionalBackgroundFilter

BackgroundFilter?: string

optionalCharacter

Character?: { Battle?: boolean; Combat?: boolean; Dialog?: string; Fix?: boolean; Name: string; Status: string; X: number }[]

optionalDoor

Door?: { FromH: number; FromType: RoomType; FromW: number; FromX: number; FromY: number; Name: string; ToFaceLeft?: boolean; ToX: number }[]

optionalEntry

Entry?: () => void

Type declaration

    • (): void
    • Returns void

optionalHeal

Heal?: number

optionalHeight

Height?: number

optionalLimitLeft

LimitLeft?: number

optionalLimitRight

LimitRight?: number

Music

Music: string

Name

Name: string

optionalText

Text?: string

optionalWidth

Width?: number

Type Aliases

AnimationName

AnimationName: Petrified | Bound | HalfBoundWounded | Wounded | Aim | AimReady | AimFull | Bind | Jump | HalfBoundJump | Crawl | Stun | HalfBoundStun | Walk | HalfBoundWalk | WalkHit | Run | HalfBoundRun | Crouch | Block | Idle | HalfBoundIdle | Uppercut | StandAttackFast | StandAttackSlow | CrouchAttackFast | CrouchAttackSlow | Scream | Backflip | FireProjectile | Left | Right

CharacterStatus

CharacterStatus: Maid | Oracle | Archer | Thief

CooldownType

CooldownType: AnimationName | EffectType

EffectType

EffectType: Teleport | Heal

EventType

EventType: ThiefBossIntro | ThiefBossDefeat | ThiefBossSecondDefeat | ThiefBossRetreat | EdlaranKey | EdlaranForestKey | EdlaranIntro | EdlaranCurseIntro | EdlaranUnlock | EdlaranBedroomIsabella | EdlaranCountessBedroomOrgasmDom | EdlaranCountessBedroomOrgasmSub | EdlaranWineCellar | EdlaranJoin | EdlaranForestIntro | IntroForestBandit | ForestBanditCrate | ForestCapture | ForestCaptureEnd | ForestCaptureRescueMelody | BarnThiefRescueMelody | CamilleEscape | CamilleDefeat | JealousMaid | CursedMaid | OliviaCollarKey | OliviaUnchain | OliviaBath | OliviaBathOrgasm | OliviaCurseIntro | OliviaCurseRelease | OliviaTerrace | OliviaTerraceKiss | OliviaCabin | EdlaranCabin | LynCabin | OliviaTent | EdlaranTent | LynTent | IntroGuard | IntroGuardCurse | DesertEntrance | Curse | LynJoin

ItemName

ItemName: RedRose | PoisonApple | LeatherWhip | AnimalCollar

KeyCode

KeyCode: string

Perk

Perk: string

PerkName

PerkName: Healthy | Robust | Vigorous | Spring | Impact | Block | Deflect | Seduction | Persuasion | Manipulation | Apprentice | Witch | Meditation | Scholar | Heal | Cure | Howl | Roar | Teleport | Freedom | Fletcher | Burglar | Athletic | Sprint | Backflip | Acrobat | Archery | Celerity | Capacity | Sneak | Backstab | Kidnapper | Rigger | Thief | Bounce | Inventory | Duplicate

ProjectileName

ProjectileName: Barrel | Arrow | Dagger

ProjectileType

ProjectileType: Wood | Iron

RoomType

RoomType: Up | Down | Left | Right

SoundCategory

SoundCategory: string

SoundEffect

SoundEffect: string