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Items
Prerequisites
Read the article Create database to find out how to put the data into your game and then use it.
Example of full item:
ts
import { RpgPlayer } from '@rpgjs/server'
import { Item } from '@rpgjs/database'
@Item({
name: 'Potion',
description: 'Gives 100 HP',
price: 200,
hpValue: 100,
hitRate: 1,
consumable: true,
addStates: [],
removeStates: [],
elements: [],
effects: [],
paramsModifier: {}
})
export class Potion {
onAdd(player: RpgPlayer) {
}
onUse(player: RpgPlayer) {
}
onUseFailed(player: RpgPlayer) {
}
onRemove(player: RpgPlayer) {
}
}
API
Summary
id
- Property:
id
- Type:
string
- Optional:
true
- Usage:
The id of the item. The identifier makes it possible to find an object in the database. By default, the identifier is the name of the class
name
- Property:
name
- Type:
string
- Optional:
true
- Usage:
The name of the item.
description
- Property:
description
- Type:
string
- Optional:
true
- Usage:
The description of the item.
price
- Property:
price
- Type:
number
- Optional:
true
- Usage:
The price of the item. If the price is undefined, then it will not be possible to buy or sell the item.
hpValue
- Property:
hpValue
- Type:
number
- Optional:
true
- Usage:
The number of heart points given back by the item
hitRate
- Property:
hitRate
- Type:
number
- Optional:
true
- Default:
1
- Usage:
The success rate of the item. Value between 0 and 1. Even if the use of the item failed, the item will be removed from the player's inventory.
consumable
- Property:
consumable
- Type:
boolean
- Optional:
true
- Default:
true
- Usage:
Indicate if the item can be used. If not, an error will be sent
effects
- Property:
effects
- Type:
Array< Effect>
- Optional:
true
- Example:
ts
import { Effect } from '@rpgjs/server'
effects: [Effect.CAN_NOT_SKILL]
- Usage:
List of effects applied by the object, weapon, armor or condition
elements
- Enum:
number
Tag | Description |
---|---|
Efficiency.GAIN_HP | -0.5 value |
Efficiency.PERFECT_INVULNERABLE | 0 value |
Efficiency.INVULNERABLE | 0.5 value |
Efficiency.NORMAL | 1 value |
Efficiency.VULNERABLE | 1.5 value |
Efficiency.VERY_VULNERABLE | 2 value |
Example 1
ts
import { Element } from 'my-database/elements'
elements: [Element.Fire] // rate is 1 by default
Example 2
ts
import { Element } from 'my-database/elements'
elements: [{ rate: 1.5, element: Element.Fire }]
Example 3
ts
import { Efficiency } from '@rpgjs/server'
import { Element } from 'my-database/elements'
elements: [{ rate: Efficiency.VULNERABLE, element: Element.Fire }]
- Usage:
List of elements.
Applies a vulnerability rate. It is a multiplying coefficient for damage calculations.
To help, you can use the Efficiency enumerations
paramsModifier
- Property:
paramsModifier
- Type:
Object
- Optional:
true
- Example:
ts
import { Presets } from '@rpgjs/server'
const { MAXHP } = Presets
paramsModifier: {
[MAXHP]: {
value: 100
}
}
- Player has 741 MaxHp
- After changing the parameter, he will have 841 MaxHp
- Usage:
Changes the values of some parameters
It is important that these parameters have been created beforehand with the
addParameter()
method. By default, the following settings have been created:
- maxhp
- maxsp
- str
- int
- dex
- agi
Object Key
The key of the object is the name of the parameter
The good practice is to retrieve the name coming from a constant
Object Value
The value of the key is an object containing:
{
value: number,
rate: number
}
- value: Adds a number to the parameter
- rate: Adds a rate to the parameter
Note that you can put both (value and rate)
In the case of a state or the equipment of a weapon or armor, the parameters will be changed but if the state disappears or the armor/weapon is de-equipped, then the parameters will return to the initial state.
addStates
- Property:
addStates
- Type:
Array<{ rate: number, state: StateClass } | StateClass>
- Optional:
true
- Usage:
Apply states
- If it is an item, the state will be applied during the
useItem()
method
The array can contain a rate of chance (between 0 and 1) that the state applies.
Example, the Paralize state has a 1 in 2 chance of applying :
ts
// Paralize is a class with the decorator State
addStates: [{ rate: 0.5, state: Paralize }]
removeStates
- Property:
removeStates
- Type:
Array<{ rate: number, state: StateClass } | StateClass>
- Optional:
true
- Usage:
Remove states. If the player has states, the object will remove them.
The array can contain a rate of chance (between 0 and 1) of state removal
Example, the Paralize state has a 1 in 2 chance of removal :
ts
// Paralize is a class with the decorator State
removeStates: [{ rate: 0.5, state: Paralize }]