import { type common } from "https://deno.land/x/sptaki@1.2.0/models/mod.ts";
const { IBotBase } = common.tables.IBotBase;
Properties
SPT property - use to store player id - TODO - move to AID ( account id as guid of choice)
Info: Info
Customization: Customization
Health: Health
Inventory: Inventory
Skills: Skills
Stats: Stats
TaskConditionCounters: Record<string, ITaskConditionCounter>
InsuredItems: InsuredItem[]
Hideout: Hideout
Quests: IQuestStatus[]
TradersInfo: Record<string, TraderInfo>
UnlockedInfo: IUnlockedInfo
RagfairInfo: RagfairInfo
RepeatableQuests: IPmcDataRepeatableQuest[]
Bonuses: Bonus[]
Notes: Notes
SurvivorClass: SurvivorClass
Properties
SPT property - use to store player id - TODO - move to AID ( account id as guid of choice)
Info: Info
Customization: Customization
Health: Health
Inventory: Inventory
Skills: Skills
Stats: Stats
TaskConditionCounters: Record<string, ITaskConditionCounter>
InsuredItems: InsuredItem[]
Hideout: Hideout
Quests: IQuestStatus[]
TradersInfo: Record<string, TraderInfo>
UnlockedInfo: IUnlockedInfo
RagfairInfo: RagfairInfo
RepeatableQuests: IPmcDataRepeatableQuest[]
Bonuses: Bonus[]
Notes: Notes
SurvivorClass: SurvivorClass
Properties
MemberCategory: MemberCategory
Settings: Settings
lastCompletedWipe: LastCompleted
Bans: IBan[]
optional
lastCompletedEvent: LastCompletedProperties
type: BanType
Properties
Properties
Head: BodyPartHealth
Chest: BodyPartHealth
Stomach: BodyPartHealth
LeftArm: BodyPartHealth
RightArm: BodyPartHealth
LeftLeg: BodyPartHealth
RightLeg: BodyPartHealth
Properties
Health: CurrentMax
optional
Effects: Record<string, BodyPartEffectProperties>Properties
items: Item[]
Key is hideout area enum numeric as string e.g. "24", value is area _id
Properties
Eft: IEftStats
Properties
Victims: Victim[]
SessionCounters: SessionCounters
OverallCounters: OverallCounters
optional
Aggressor: Aggressoroptional
DroppedItems: IDroppedItem[]optional
FoundInRaidItems: FoundInRaidItem[]optional
DamageHistory: DamageHistoryoptional
DeathCause: DeathCauseoptional
LastPlayerState: LastPlayerStateProperties
Items: CounterKeyValue[]
Properties
Items: CounterKeyValue[]
Properties
Head: DamageStats[]
Chest: DamageStats[]
Stomach: DamageStats[]
LeftArm: DamageStats[]
RightArm: DamageStats[]
LeftLeg: DamageStats[]
RightLeg: DamageStats[]
Common: DamageStats[]
Properties
Production: Record<string, Productive>
Areas: HideoutArea[]
Improvement: Record<string, IHideoutImprovement>
Properties
Products: Product[]
Is craft in some state of being worked on by client (crafting/ready to pick up)
Some crafts are always inProgress, but need to be reset, e.g. water collector
optional
sptRequiredTools: Item[]Stores a list of tools used in this craft and whether they're FiR, to give back once the craft is done
Properties
type: HideoutAreas
slots: HideoutSlot[]
Properties
optional
item: HideoutItem[]Properties
Notes: Note[]
Properties
status: QuestStatus
Property does not exist in live profile data, but is used by ProfileChanges.questsStatus when sent to client
Properties
type: BonusType
optional
skillType: BonusSkillTypeimport { common } from "https://deno.land/x/sptaki@1.2.0/models/mod.ts";
const { IBotBase } = common.tables.IBotBase;