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interface common.tables.IBotBase.IBotBase
Re-export
import { type common } from "https://deno.land/x/sptaki@1.2.0/models/eft/mod.ts";
const { IBotBase } = common.tables.IBotBase;

Properties

_id: string
aid: number
sessionId: string

SPT property - use to store player id - TODO - move to AID ( account id as guid of choice)

optional
savage: string
Info: Info
Customization: Customization
Health: Health
Inventory: Inventory
Skills: Skills
Stats: Stats
Encyclopedia: Record<string, boolean>
TaskConditionCounters: Record<string, ITaskConditionCounter>
InsuredItems: InsuredItem[]
Hideout: Hideout
Quests: IQuestStatus[]
TradersInfo: Record<string, TraderInfo>
UnlockedInfo: IUnlockedInfo
RagfairInfo: RagfairInfo
Achievements: Record<string, number>

Achievement id and timestamp

RepeatableQuests: IPmcDataRepeatableQuest[]
Bonuses: Bonus[]
Notes: Notes
CarExtractCounts: Record<string, number>
CoopExtractCounts: Record<string, number>
SurvivorClass: SurvivorClass
WishList: string[]
optional
sptIsPmc: boolean

SPT specific property used during bot generation in raid

Properties

_id: string
aid: number
sessionId: string

SPT property - use to store player id - TODO - move to AID ( account id as guid of choice)

optional
savage: string
Info: Info
Customization: Customization
Health: Health
Inventory: Inventory
Skills: Skills
Stats: Stats
Encyclopedia: Record<string, boolean>
TaskConditionCounters: Record<string, ITaskConditionCounter>
InsuredItems: InsuredItem[]
Hideout: Hideout
Quests: IQuestStatus[]
TradersInfo: Record<string, TraderInfo>
UnlockedInfo: IUnlockedInfo
RagfairInfo: RagfairInfo
Achievements: Record<string, number>

Achievement id and timestamp

RepeatableQuests: IPmcDataRepeatableQuest[]
Bonuses: Bonus[]
Notes: Notes
CarExtractCounts: Record<string, number>
CoopExtractCounts: Record<string, number>
SurvivorClass: SurvivorClass
WishList: string[]
optional
sptIsPmc: boolean

SPT specific property used during bot generation in raid

Properties

id: string
type: string
value: number
sourceId: string

Quest id

Properties

unlockedProductionRecipe: string[]

Properties

EntryPoint: string
Nickname: string
LowerNickname: string
Side: string
SquadInviteRestriction: boolean
HasCoopExtension: boolean
Voice: string
Level: number
Experience: number
RegistrationDate: number
GameVersion: string
AccountType: number
MemberCategory: MemberCategory
lockedMoveCommands: boolean
SavageLockTime: number
LastTimePlayedAsSavage: number
Settings: Settings
NicknameChangeDate: number
NeedWipeOptions: any[]
lastCompletedWipe: LastCompleted
Bans: IBan[]
BannedState: boolean
BannedUntil: number
IsStreamerModeAvailable: boolean
optional
lastCompletedEvent: LastCompleted

Properties

Role: string
BotDifficulty: string
Experience: number
StandingForKill: number
AggressorBonus: number

Properties

type: BanType
dateTime: number

Properties

Head: string
Body: string
Feet: string
Hands: string

Properties

Hydration: CurrentMax
Energy: CurrentMax
Temperature: CurrentMax
BodyParts: BodyPartsHealth
UpdateTime: number

Properties

Health: CurrentMax
optional
Effects: Record<string, BodyPartEffectProperties>

Properties

Time: number

Properties

Current: number
Maximum: number

Properties

items: Item[]
equipment: string
stash: string
sortingTable: string
questRaidItems: string
questStashItems: string
hideoutAreaStashes: Record<string, string>

Key is hideout area enum numeric as string e.g. "24", value is area _id

fastPanel: Record<string, string>
favoriteItems: string[]

Properties

Common: Record<string, Common>
Mastering: Record<string, Mastering>
Points: number

Properties

Common: Common[]
Mastering: Mastering[]
Points: number

Properties

Id: string
Progress: number
optional
max: number
optional
min: number

Properties

optional
PointsEarnedDuringSession: number
optional
LastAccess: number

Properties

CarriedQuestItems: string[]
Victims: Victim[]
TotalSessionExperience: number
LastSessionDate: number
SessionCounters: SessionCounters
OverallCounters: OverallCounters
optional
SessionExperienceMult: number
optional
ExperienceBonusMult: number
optional
Aggressor: Aggressor
optional
DroppedItems: IDroppedItem[]
optional
FoundInRaidItems: FoundInRaidItem[]
optional
DamageHistory: DamageHistory
optional
DeathCause: DeathCause
optional
LastPlayerState: LastPlayerState
TotalInGameTime: number
optional
SurvivorClass: string
optional
sptLastRaidFenceRepChange: number

Properties

QuestId: string
ItemId: string
ZoneId: string

Properties

QuestId: string
ItemId: string

Properties

AccountId: string
ProfileId: string
Name: string
Side: string
BodyPart: string
Time: string
Distance: number
Level: number
Weapon: string
Role: string

Properties

Key: string[]
Value: number

Properties

AccountId: string
ProfileId: string
MainProfileNickname: string
Name: string
Side: string
BodyPart: string
HeadSegment: string
WeaponName: string
Category: string

Properties

LethalDamagePart: string
LethalDamage: LethalDamage

Properties

Amount: number
Type: string
SourceId: string
OverDamageFrom: string
Blunt: boolean
ImpactsCount: number

Properties

Head: DamageStats[]
Chest: DamageStats[]
Stomach: DamageStats[]
LeftArm: DamageStats[]
RightArm: DamageStats[]
LeftLeg: DamageStats[]
RightLeg: DamageStats[]
Common: DamageStats[]

Properties

Amount: number
Type: string
SourceId: string
OverDamageFrom: string
Blunt: boolean
ImpactsCount: number

Properties

DamageType: string
Side: string
Role: string
WeaponId: string

Properties

Customization: Record<string, string>
Equipment: any

Properties

Nickname: string
Side: string
Level: number
MemberCategory: MemberCategory

Properties

id: string
optional
qid: string
value: number

Properties

tid: string

Trader Id item was insured by

itemId: string

Properties

Production: Record<string, Productive>
Areas: HideoutArea[]
Improvement: Record<string, IHideoutImprovement>
Seed: number
sptUpdateLastRunTimestamp: number

Properties

completed: boolean
improveCompleteTimestamp: number

Properties

Products: Product[]
optional
Progress: number

Seconds passed of production

optional
inProgress: boolean

Is craft in some state of being worked on by client (crafting/ready to pick up)

optional
StartTimestamp: number
optional
SkipTime: number
optional
ProductionTime: number

Seconds needed to fully craft

optional
GivenItemsInStart: string[]
optional
Interrupted: boolean
optional
needFuelForAllProductionTime: boolean

Used in hideout production.json

optional
NeedFuelForAllProductionTime: boolean

Used when sending data to client

optional
sptIsScavCase: boolean
optional
sptIsComplete: boolean

Some crafts are always inProgress, but need to be reset, e.g. water collector

optional
sptIsContinuous: boolean

Is the craft a Continuous, e.g bitcoins/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

RecipeId: string
SkipTime: number
ProductionTime: number

Properties

RecipeId: string

Properties

_id: string
_tpl: string
optional
upd: Upd

Properties

type: HideoutAreas
level: number
active: boolean
passiveBonusesEnabled: boolean
completeTime: number

Must be integer

constructing: boolean
slots: HideoutSlot[]
lastRecipe: string

Properties

locationIndex: number

SPT specific value to keep track of what index this slot is (0,1,2,3 etc)

optional
item: HideoutItem[]

Properties

_id: string
_tpl: string
optional
upd: Upd

Properties

$oid: string

Properties

qid: string
startTime: number
status: QuestStatus
optional
statusTimers: Record<string, number>
optional
completedConditions: string[]

Property does not exist in live profile data, but is used by ProfileChanges.questsStatus when sent to client

optional
availableAfter: number

Properties

loyaltyLevel: number
salesSum: number
standing: number
nextResupply: number
unlocked: boolean
disabled: boolean

Properties

rating: number
isRatingGrowing: boolean
offers: IRagfairOffer[]

Properties

optional
id: string
type: BonusType
optional
templateId: string
optional
passive: boolean
optional
production: boolean
optional
visible: boolean
optional
value: number
optional
icon: string
optional
filter: string[]
optional
skillType: BonusSkillType

Properties

Time: number
Text: string
enum common.tables.IBotBase.IBotBase
Re-export
import { common } from "https://deno.land/x/sptaki@1.2.0/models/eft/mod.ts";
const { IBotBase } = common.tables.IBotBase;

Members

CHANGE_NICKNAME = 6
CHAT = 0
FRIENDS = 5
ONLINE = 4
RAGFAIR = 1
TRADING = 3
VOIP = 2

Members

MARAUDER = 2
NEUTRALIZER = 1
PARAMEDIC = 3
SURVIVOR = 4
UNKNOWN = 0