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dw.d.ts
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type ToCamelCase<S extends string> =
S extends `${infer First}_${infer Rest}`
? `${Lowercase<First>}${Capitalize<ToCamelCase<Rest>>}`
: Lowercase<S>;
declare namespace DeepestWorld {
interface API {
/**
* Abandon the current mission
*
* @group Mission
*
* @example
* dw.abandonMission()
*/
abandonMission(): Promise<void>
/**
* @deprecated use dw.addTransmog
* @see addTransmog
*/
addMog(inventoryIndex: number): Promise<void>
/**
* Links a Passive to a Skill.
*
* @param skillIndex
* @param passiveIndex
* @param skillMdid
*
* @group Other
*/
addPassive(skillIndex: number, passiveIndex: number, skillMdid: string): Promise<void>
/**
* Adds a Skill to the action bar.
*
* @group Other
*/
addSkill(skillIndex: number, skillMdid: string): Promise<void>
/**
* Add a skill point
*
* @group Skill
*
* @example
* dw.addSkillPoint()
*/
addSkillPoint(statMdid: string, numPoints: number): Promise<void>
/**
* Add a transmog from the specified inventory slot.
* Requires a nearby transmog station.
*
* @param inventoryIndex
*
* @group Other
*/
addTransmog(inventoryIndex: number): Promise<void>
/**
* Buy a plot of land
*
* @param realEstateTableId
* @param x World x-coordinate
* @param y World y-coordinate
* @param z World z-coordinate
* @param w Width (i.e., the length on x)
* @param h Height (i.e., the length on y)
* @param d Depth (i.e., the length on z)
*
* @group Other
*/
buyPlot(
realEstateTableId: number,
x: number,
y: number,
z: number,
w: number,
h: number,
d: number,
): Promise<void>
/**
* Reference to your character
*
* @see character
*/
c: Character
/**
* The camera position for the main canvas
*/
camera: {
x: number
y: number
}
/**
* @deprecated use dw.isGatherable instead
* @see isGatherable
*/
canGather(target: Entity): Boolean
/**
* Returns `true` if the character has enough resources to use the skill; otherwise returns `false`.
*
* @param skillIndex Index of the Skill object in dw.character.skills
*
* @group Skill
*/
canPayCost(skillIndex: number): boolean
/**
* Checks if the consumable is not on cooldown.
*
* @param inventoryIndex
*
* @group Character
*/
canUseConsumable(inventoryIndex: number): boolean
/**
* @deprecated use dw.canUseSkill instead
* @see canUseSkill
*/
canUseRune(
runeIndex: number,
...args: [Entity] | [number] | [number, number]
): boolean
/**
* Combined check for `isReady`, `canPayCost` and `isInRange`.
*
* @param skillIndex Index of the Skill object in dw.character.skills
* @param args Target entity or target entity id or target coordinates
*
* @group Skill
*
* @example
* dw.canUseSkill(0, target)
* dw.canUseSkill(0, target.id)
* dw.canUseSkill(0, x, y)
*/
canUseSkill(
skillIndex: number,
...args: [Entity] | [number] | [number, number]
): boolean
/**
* @deprecated use `dw.isOnCd` instead
* @see isOnCd
*/
canUseSkillCd(skillIndex?: number): boolean
/**
* @deprecated use dw.canPayCost instead
* @see canPayCost
*/
canUseSkillCost(skillIndex?: number): boolean
/**
* @deprecated use dw.isInRange instead
*/
canUseSkillRange(
skillIndex: number,
...args: [number] | [number, number] | [{ x: number; y: number }]
): boolean
/**
* Requires a nearby market station.
*
* @param orderId
*
* @group Market
*/
cancelOrder(orderId: number): Promise<void>
/**
* Reference to your character
*
* @see character
*/
char: Character
/** Reference to your character */
character: Character
/**
* @deprecated use `dw.gather` instead
* @see gather
*/
chop(toolBagIndex: number, target: Entity | number): void
/**
* This contains the chunks of the world.
*
* @deprecated use `dw.terrain` instead
* @see terrain
*/
chunks: Record<string, Chunk>
/**
* Climb a wall
*
* @param x
* @param y
* @param z
*
* @group Undocumented
*/
climb(x: number, y: number, z: number): Promise<void>
/**
* @deprecated use `dw.combineItems` instead
* @see combineItems
*/
combine(): Promise<unknown>
/**
* Combines all stackable items present in the recycler input.
*
* @alias combine
* @see combine
*/
combineItems(): Promise<unknown>
constants: {
AGGRO_RANGE: number
/** Max bytes per BYTE_LIMIT_TIMESPAN */
BYTE_LIMIT: number
/** Time in milliseconds */
BYTE_LIMIT_TIMESPAN: number
/** Max calls per CALL_LIMIT_TIMESPAN */
CALL_LIMIT: number
/** Time in milliseconds */
CALL_LIMIT_TIMESPAN: number
/** @deprecated */
CHUNK_DIM: [number, number, number]
/** @deprecated */
CHUNK_DIMENSION: [number, number, number]
CHUNK_SIZE: {
w: number
h: number
d: number
}
CRIT: number
CRIT_MULT: number
DMG_TYPE_FX_CHANCE_BASE: number
DMG_TYPE_FX_MAX: number
/** Base global cooldown */
GCD: number
/** @deprecated */
GCD_BASE: number
/**
* All tools have this range, except gathering tools use MELEE_RANGE
*
* @see MELEE_RANGE
*/
INTERACT_RANGE: number
LEVEL_BUFFER: number
MAX_DMG_TYPE_EFFECT: number
MAX_DODGE: number
MAX_MOD_TIER: number
MAX_REP: number
MAX_RES: number
MELEE_RANGE: number
MAX_STACK_SIZE: number
MIN_REP: number
/** @deprecated */
MISSION_RANGE: number
/** @deprecated */
MOVEMENT_SPEED_BASE: number
/** @deprecated */
PIXELS_PER_UNIT: number
PX_PER_UNIT: number
/** PX_PER_UNIT * zoom */
PX_PER_UNIT_ZOOMED: number
RANGED_RANGE: number
/** @deprecated */
RANGE_MELEE_BASE: number
TIER_SIZE: number
/** Two-handed weapon power multiplier */
TWO_HANDED_MULT: number
VERSION: number
XP_DEATH_PENALTY: number
ZONE_LEVELS_PER_ZONE_TIER: number
ZONE_LEVEL_RADIUS: number
}
/**
* Requires a nearby crafting station.
*
* @param {Object} opts Number of items to craft. If you pass 0, your character will craft until they run out of mats or space. Default is 0
* @param {Type} opts.stationType The crafting station to use
* @param {Type} opts.type The item to craft
* @param {number} opts.lvl `-1` will craft max possible. Default `-1`
* @param {number} opts.num `-1` will craft max possible. Default `-1`
* @param {Rarity} opts.r
* @param {DmgType} opts.dmgType
* @param {MatType} opts.matType
* @param {Tier} opts.tier
*
* @group Item
*/
craft(opts: {
stationType: Type,
tyoe: Type,
lvl?: number,
num?: number,
r?: Rarity,
dmgType?: DmgType,
matType?: MatType,
tier?: Tier,
}): Promise<void>
/**
* Indicates that debug mode is enabled.
* Entity ids will show up on the target frame.
* Some debug information will appear in console
*/
debug?: boolean
/**
* Possible bag values: `dw.c.inventory`, `dw.c.mailbox`, `dw.c.recycler.input`, `dw.c.bankTabs[i].items`.
* @param bag item container,
* @param index index of the item
*
* @group Item
*
* @example
* dw.deleteItem("deleteBagItem", bagIndex)
*/
deleteItem(bag: object, index: number): Promise<void>
/**
* purely internally used map to keep track of items possible to delete
*/
deleteItemMap: Map<object, [string, { i?: number }]>
/**
* @deprecated use `dw.destroyStation` instead
* @see destroyStation
*/
destroyBuilding(stationId: number): void
/**
* Destroys a station
* @param stationId
*
* @group Building
*
* @example
* dw.destroyStation(station.id)
*/
destroyStation(stationId: number): void
/**
* Disenchants item in bag with index `indexItem,
* uses an enchanting device provided by `enchantingDeviceId`.
* @param altarOfSacrificeId
* @param bagIndex
*
* @group Item
*
* @example
* dw.disenchant(altarOfSacrifice.id, 0)
*/
disenchant(altarOfSacrificeId: number, bagIndex: number): Promise<void>
/**
* Calculates the Euclidean distance between two points
* @param from
* @param to
*
* @group Utility
*
* @example
* dw.distance(dw.character, target)
*/
distance(
from: { x: number; y: number },
to: { x: number; y: number },
): number
/**
* Calculates the Euclidean distance between two points
* @param x1
* @param y1
* @param x2
* @param y2
*
* @group Utility
*
* @example
* dw.distance(dw.character.x, dw.character.y, target.x, target.y)
*/
distance(x1: number, y1: number, x2: number, y2: number): number
/**
* Indicates that the game will draw the world
*/
draw: boolean
/** Your surroundings: monsters, characters, trees, etc */
e: Array<Entity>
/** Monaco Editor */
editor: unknown
emit(eventName: 'abandonMission'): void
emit(eventName: 'abandonQuest', data: { id: number }): void
emit(eventName: 'acceptMission', data: { id: number }): void
emit(eventName: 'acceptPartyInvite', data: { id: number }): void
emit(eventName: 'acceptQuest', data: { id: number }): void
emit(eventName: 'addXmog', data: { i: number; id: number }): void
emit(eventName: 'auth', data: { token: string; name: string }): void
emit(
eventName: 'buyLand',
data: {
benchId: number
pos: [number, number, number]
dim: [number, number, number]
},
): void
/**
* Chops down a tree
* @param eventName
* @param data
*/
emit(eventName: 'chop', data: { id: number; i: number }): void
emit(eventName: 'claimLand', data: { x: number; y: number }): void
/**
* Combines stackable crafting items together
* @param eventName
*/
emit(eventName: 'combine'): void
emit(eventName: 'completeQuest', data: { id: number }): void
emit(
eventName: 'craft',
data: {
id: number
md: string
r: number
max?: number
},
): void
emit(eventName: 'declinePartyInvite', data: { id: number }): void
emit(eventName: 'deleteItem', data: { i: number }): void
emit(eventName: 'destroyBuilding', data: { id: number }): void
emit(eventName: 'donate', data: { id: number; n: number }): void
emit(eventName: 'dungeonBoard', data: { id: number }): void
emit(
eventName: 'elevator',
data: {
id: number
z: number
},
): void
emit(
eventName: 'enchantItem',
data: {
id: number
md: string
i: number
},
): void
emit(eventName: 'enterPortal', data: { id: number }): void
emit(eventName: 'enterMission', data: { id: number; i: number }): void
emit(
eventName: 'equip',
data: {
i: number
slot?: string
bag?: string
},
): void
emit(eventName: 'eventBoard', data: { id: number }): void
emit(
eventName: 'fill',
data: { i: number; x: number; y: number; z: number },
): void
emit(eventName: 'forceKillChar'): void
emit(eventName: 'gather', data: { i: number; id: number }): void
emit(eventName: 'listQuest', data: { id: number }): void
emit(eventName: 'loadout', data: { id: number }): void
emit(eventName: 'lockItems', data: { id: number }): void
emit(eventName: 'magicShrub', data: { id: number }): void
emit(eventName: 'marketSell', data: { id: number; md: string }): void
/**
* Mines ores, like rock, iron, gems...
* @param eventName
* @param data
*/
emit(eventName: 'mine', data: { i: number; id: number }): void
emit(eventName: 'missionTable', data: { id: number }): void
emit(eventName: 'move'): void
emit(eventName: 'move', data: { x?: number; y?: number }): void
emit(
eventName: 'moveItem',
data: {
a: {
i: number
id?: number
name: string
}
b: {
i?: number
id?: number
name?: string
}
fId?: number
},
): void
emit(
eventName: 'moveItem',
data: {
a: {
i: number
id?: number
name: string
}
b: {
i: number
id?: number
name?: string
}
fId?: number
},
): void
emit(eventName: 'newQuest', data: { id: number }): void
emit(eventName: 'openItem', data: { i: number }): void
emit(
eventName: 'openPortal',
data: {
i: number
name?: string
},
): void
emit(eventName: 'readSign', data: { id: number }): void
emit(eventName: 'renameStation', data: { id: number; name: string }): void
emit(eventName: 'partyKick', data: { name: string }): void
emit(eventName: 'partyPromote', data: { name: string }): void
emit(
eventName: 'placeBlock',
data: { i: number; x: number; y: number; z: number },
): void
/**
* Places a station into the world (can only be done at your spawn area)
* @param eventName
* @param data
*/
emit(
eventName: 'placeItem',
data: {
i: number
x: number
y: number
},
): void
emit(
eventName: 'portal2event',
data: {
id: number
eventId: number
i: number
},
): void
emit(eventName: 'pour', data: { i: number; id: number }): void
emit(eventName: 'realEstateTable', data: { id: number }): void
emit(eventName: 'removeXmog', data: { id: number }): void
emit(eventName: 'repair', data: { i: number; id: number }): void
emit(eventName: 'sacItem', data: { id: number; i: number }): void
emit(eventName: 'saveCode', data: { code: string }): void
emit(eventName: 'sellLand', data: { benchId: number; id: number }): void
emit(eventName: 'sendPartyInvite', data: { name: string }): void
emit(
eventName: 'sendItem',
data: {
id: string | number
i: number
},
): void
emit(
eventName: 'sendMail',
data: {
id: number
name: string
i: Array<number>
fee: Array<number>
},
): void
/**
* Set the new character spawn location to current location rounded down
* @param eventName
*/
emit(eventName: 'setRespawn'): void
emit(
eventName: 'skill',
data: {
i: number
id?: number
x?: number
y?: number
z?: number
ax?: number
ay?: number
},
): void
/**
* Sorts your inventory aka the bag
* @param eventName
*/
emit(eventName: 'sortInv'): void
emit(eventName: 'stopCode'): void
emit(eventName: 'stopCraft'): void
emit(eventName: 'startCode'): void
emit(
eventName: 'stationInfo',
data: { id: number; info?: string | Record<string, unknown> },
): void
emit(
eventName: 'takeBlock',
data: { i: number; x: number; y: number; z: number },
): void
emit(eventName: 'takeItem', data: { i: number; id: number }): void
emit(eventName: 'talkGlobal', data: { m: string }): void
emit(eventName: 'talkLocal', data: { m: string }): void
emit(eventName: 'talkParty', data: { m: string }): void
emit(eventName: 'talkTrade', data: { m: string }): void
emit(eventName: 'talkWhisper', data: { name: string; m: string }): void
emit(eventName: 'toggleXmog', data: { id: number; md: string }): void
emit(eventName: 'toggleStation', data: { id: number }): void
emit(eventName: 'tradingPost', data: { id: number }): void
emit(
eventName: 'unequip',
data: {
i?: number
slot: string
},
): void
emit(eventName: 'unlockItems', data: { id: number }): void
/**
* Returns you to your spawn
* @param eventName
*/
emit(eventName: 'unstuck'): void
/**
* Emits an unknown event
* @param eventName
* @param data
*/
emit(eventName: string, data: unknown): void
/**
* Enchant an item. Requires a nearby enchanting station.
* @param opts
* @param opts.enchantType The enchant to put on the item
* @param opts.bag 'inventory' or 'gear'. Default 'inventory'
* @param opts.index If bagName is 'gear', this is the slot name, otherwise it is the inventory index
* @param opts.modType
* @param opts.luckyQual Default: `false`
* @param opts.luckyMods Default: `false`
*
* @group Item
*/
enchant(
opts: {
enchantType: EnchantType
bag?: string
index: number | string
modType?: ModType
luckyQual?: boolean
luckyMods?: boolean
}
): Promise<void>
/**
* @deprecated use `dw.enchant` instead
*/
enchantItem(
opts: {
enchantType: EnchantType
bag?: string
index: number | string
modType?: ModType
luckyQual?: boolean
luckyMods?: boolean
}
): Promise<void>
/**
* Use a magic shrub to teleport to a new location
* @param magicShrubId
*
* @group Character
*
* @example
* dw.enterMagicShrub(magicShrub.id)
*/
enterMagicShrub(magicShrubId: number): Promise<void>
/**
* Use the portal to get to the linked portal
* @param portalId
*
* @group Travel
*
* @example
* dw.enterPortal(portal.id)
*/
enterPortal(portalId: number): Promise<void>
/** Your surroundings: monsters, characters, trees, etc */
entities: Array<Entity>
enums: {
Class: Record<ClassMd, Class>
DmgType: Record<DmgTypeMd, DmgType>
EnchantType: Record<EnchantTypeMd, EnchantType>
MatType: Record<MatTypeMd, MatType>
ModType: Record<ModTypeMd, ModType>
Profession: Record<ProfessionMd, Profession>
Rarity: Record<RarityMd, Rarity>
Stage: Record<StageMd, Stage>
Terrain: Record<TerrainMd, Terrain>
Tier: Record<TierMd, Tier>
Type: Record<TypeMd, Type>
}
/**
* Equip an item.
* @param itemIndex
* @param slotName
*
* @group Item
*
* @example
* dw.equip(0)
* dw.equip(1, 'ring1')
*/
equip(itemIndex: number, slotName?: string): Promise<void>
/**
* This should not be used directly, use `dw.on`, `dw.once`, `dw.off` instead.
*/
eventDispatcher: {
listeners: Record<keyof Events, Map<unknown, unknown>>
}
/**
* Retrieve missions. Requires a nearby mission station.
*
* @group Mission
*/
fetchMissions(): Promise<void>
/**
* Find all entities matching a filter criteria.
*
* @param filter
*
* @group Entity
*/
findAllEntities(filter: (entity: Entity) => boolean): Entity[]
/**
* Find the closest entity matching a filter criteria.
*
* @param filter
*
* @group Entity
*/
findClosestEntity(filter?: (entity: Entity) => boolean): Entity | undefined
/**
* Find the closest monster matching a filter criteria.
*
* @param filter
*
* @group Entity
*/
findClosestMonster(filter?: (entity: Entity) => boolean): Entity | undefined
/**
* Find the closest tree matching a filter criteria.
*
* @param filter
*
* @group Entity
*/
findClosestTree(filter?: (entity: Entity) => boolean): Entity | undefined
/**
* @deprecated use `dw.findAllEntities` instead
* @see findAllEntities
*/
findEntities(filter: (entity: Entity) => boolean): Entity[]
/**
* @deprecated use `dw.findOneEntity` instead
* @see findOneEntity
*/
findEntity(filter: (entity: Entity) => boolean): Entity | undefined
/**
* Find a single entity matching a filter criteria.
*
* @param filter
* @alias findEntity
*
* @group Entity
*/
findOneEntity(filter: (entity: Entity) => boolean): Entity | undefined
/**
* Current framerate = frames per second
*/
fps: number
/**
* Gather a resource.
*
* @param targetId
*/
gather(targetId: Entity | number): void
/**
* Retrieve something from `localStorage`, it will have been `JSON.parse`d already.
* @param key
*
* @group Other
*/
get<T = unknown>(key: string): T | null
/**
* @deprecated will be removed sooner or later
*/
getChunkHash(x: number, y: number, z: number): string
/**
* @deprecated will be removed sooner or later
*/
getChunkKey(x: number, y: number, z: number): string
/**
* @deprecated will be removed sooner or later
*/
getChunkName(x: number, y: number, z: number): string
/**
* Requires a nearby crafting station.
*
* @param {Object} opts Number of items to craft. If you pass 0, your character will craft until they run out of mats or space. Default is 0
* @param {Type} opts.stationType The crafting station to use
* @param {Type} opts.type The item to craft
* @param {number} opts.lvl `-1` will craft max possible. Default `-1`
* @param {number} opts.num `-1` will craft max possible. Default `-1`
* @param {Rarity} opts.r
* @param {DmgType} opts.dmgType
* @param {MatType} opts.matType
* @param {Tier} opts.tier
*
* @group Item
*/
getCraftingRecipe(opts: {
stationType: Type,
tyoe: Type,
lvl?: number,
num?: number,
r?: Rarity,
dmgType?: DmgType,
matType?: MatType,
tier?: Tier,
}): Promise<void>
/**
* @deprecated use `dw.itemModValue` instead
* @see itemModValue
*/
getItemModValue(item: Item, modName: string): number | undefined
/**
* Get party member info for a party member or throws otherwise.
*
* @param characterName
*/
getPartyMemberInfo(characterName: string): Promise<{
x: number
y: number
z: number
}>
/**
* @deprecated use `dw.getTerrainAt` instead
* @see getTerrainAt
*/
getTerrain(x: number, y: number, z: number): number | undefined
/**
* Returns the terrain type at this world position.
* Greater than 0 is unpassable terrain,
* 0 is empty and lower than 0 is passable terrain such as water.
*
* @param x
* @param y
* @param z
*
* @group Utility
*/
getTerrainAt(x: number, y: number, z: number): number | undefined
/**
* If you pass nothing to the function, it will use your character position.
* @param x
* @param y
* @param z
*
* @group Utility
*/
getZoneLevel(x?: number, y?: number, z?: number): number