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lootalot

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Library for simulating loot table drops of arbitrary trial counts

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/** The loot table preference object type used to detemine how a specific loot table behaves. */ export type LootTablePrefs = { /** The algorithm used to determine if two item entries are equal, used to merge loot results. */ duplicateSearchMode: DuplicateSearchMode; }; /** The algorithm used to determine if two item entries are equal, used to merge loot results. */ declare enum DuplicateSearchMode { /** Items are compared using the loose equal operator (`==`). */ "equal" = "equal", /** Items are compared using the strict equal operator (`===`). */ "strict_equal" = "strict_equal", /** Items are converted to JSON strings and then compared using the strict equal operator (`===`). */ "json" = "json" } /** Preferences object. */ export declare let prefs: { /** The maximum allowed precision error of thresholds such as the sum of probabilty values error. */ ARITHMETIC_ERROR: number; /** The maximum amount of times can we roll the RNG manually (for accuracy) * before it's better to approxmiate the rolling using math (for performance) instead. */ MAX_REPEAT: number; /** The default value of new loot tables' preferences object */ DEFAULT_TABLE_PREFS: LootTablePrefs; }; export {};