@jsprismarine/prismarine
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Dedicated Minecraft Bedrock Edition server written in TypeScript
61 lines • 1.91 kB
TypeScript
import { default as BinaryStream } from '../../../jsbinaryutils/src/index.ts';
export declare const AttributeIds: {
Absorption: string;
PlayerSaturation: string;
PlayerExhaustion: string;
KnockbackResistence: string;
Health: string;
Movement: string;
FollowRange: string;
PlayerHunger: string;
AttackDamage: string;
PlayerLevel: string;
PlayerExperience: string;
UnderwaterMovement: string;
Luck: string;
FallDamage: string;
HorseJumpStrength: string;
ZombieSpawnReinforcements: string;
LavaMovement: string;
};
export declare class Attribute {
private readonly name;
private readonly min;
private readonly max;
private readonly default;
private readonly value;
/**
* Class used to store Attribute data.
*
* @param {object} data - The attribute data.
* @param {string} data.name - The name of the attribute.
* @param {number} data.min - The minimum value of the attribute.
* @param {number} data.max - The maximum value of the attribute.
* @param {number} data.def - The default value of the attribute.
* @param {number} data.value - The current value of the attribute.
*/
constructor({ name, min, max, def, value }: {
name: string;
min: number;
max: number;
def: number;
value: number;
});
networkSerialize(stream: BinaryStream): void;
static networkDeserialize(stream: BinaryStream): Attribute;
getName(): string;
getMin(): number;
getMax(): number;
getDefault(): number;
getValue(): number;
}
export declare class Attributes {
private readonly attributes;
/**
* Returns a list of default attributes to send the first time a player spawns.
*/
getDefaults(): Attribute[];
getAttributes(): Attribute[];
networkSerialize(): void;
}
//# sourceMappingURL=Attribute.d.ts.map