SerenityJS
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    Class PlayerCombatTrait

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    entity: Entity

    The entity that this trait is attached to.

    identifier: string = ...

    The identifier of the trait.

    isOnCooldown: boolean = false

    Whether the player is on cooldown.

    isOnCriticalCooldown: boolean = false

    Whether the player is on critical cooldown.

    player: Player = ...

    The player that this trait is attached to.

    components: string[] = []

    The entity component identifiers that this trait is compatible with by default. If empty, the trait will not be initialized by any component.

    identifier: "combat"

    The identifier of the trait.

    types: EntityIdentifier[] = ...

    The entity type identifiers that this trait is compatible with by default.

    Accessors

    Methods

    • Gets the calculated damage of the player based on the held item enchantments.

      Parameters

      • critical: boolean = false

        Whether the damage is critical.

      Returns number

      The calculated damage.

    • Sets the probability of this trait being randomly ticked each tick.

      Parameters

      • numerator: number

        The numerator of the probability fraction.

      • denominator: number

        The denominator of the probability fraction.

      Returns void

    • Wether this trait should be randomly ticked this tick.

      Parameters

      • factor: number = 1

        A factor to multiply the chance by. Default is 1.

      Returns boolean

      True if the trait should be randomly ticked, false otherwise.

    • Starts the combat cooldown of the player.

      Parameters

      • Optionalticks: number

        The amount of ticks to cooldown the player; if not provided, the default combat cooldown will be used.

      Returns void

    • Starts the critical combat cooldown of the player.

      Parameters

      • Optionalticks: number

        The amount of ticks to cooldown the player; if not provided, the default combat cooldown will be used multiplied by 5.

      Returns void