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Merge pull request #2422 from Spacejoker/spacejoker-docs
Doc formatting updates & fixing a few spelling errors.
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commit
d2193e017d
90
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
90
src/ScriptEditor/NetscriptDefinitions.d.ts
vendored
@ -630,19 +630,19 @@ export interface CharacterInfo {
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* @public
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* @public
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*/
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*/
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export interface SleeveWorkGains {
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export interface SleeveWorkGains {
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/** hacking exp gained from work */
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/** Hacking exp gained from work */
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workHackExpGain: number;
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workHackExpGain: number;
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/** strength exp gained from work */
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/** Strength exp gained from work */
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workStrExpGain: number;
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workStrExpGain: number;
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/** defense exp gained from work, */
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/** Defense exp gained from work, */
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workDefExpGain: number;
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workDefExpGain: number;
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/** dexterity exp gained from work */
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/** Dexterity exp gained from work */
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workDexExpGain: number;
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workDexExpGain: number;
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/** agility exp gained from work */
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/** Agility exp gained from work */
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workAgiExpGain: number;
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workAgiExpGain: number;
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/** charisma exp gained from work */
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/** Charisma exp gained from work */
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workChaExpGain: number;
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workChaExpGain: number;
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/** money gained from work */
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/** Money gained from work */
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workMoneyGain: number;
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workMoneyGain: number;
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}
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}
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@ -674,7 +674,7 @@ export interface BladeburnerCurAction {
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export interface GangGenInfo {
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export interface GangGenInfo {
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/** Name of faction that the gang belongs to ("Slum Snakes", etc.) */
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/** Name of faction that the gang belongs to ("Slum Snakes", etc.) */
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faction: string;
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faction: string;
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/** Boolean indicating whether or not its a hacking gang */
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/** Indicating whether or not it's a hacking gang */
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isHacking: boolean;
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isHacking: boolean;
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/** Money earned per game cycle */
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/** Money earned per game cycle */
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moneyGainRate: number;
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moneyGainRate: number;
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@ -684,17 +684,17 @@ export interface GangGenInfo {
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respect: number;
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respect: number;
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/** Respect earned per game cycle */
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/** Respect earned per game cycle */
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respectGainRate: number;
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respectGainRate: number;
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/** Amount of territory held. */
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/** Amount of territory held */
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territory: number;
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territory: number;
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/** Clash chance. */
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/** Clash chance */
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territoryClashChance: number;
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territoryClashChance: number;
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/** Gang's wanted level */
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/** Gang's wanted level */
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wantedLevel: number;
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wantedLevel: number;
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/** Wanted level gained/lost per game cycle (negative for losses) */
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/** Wanted level gained/lost per game cycle (negative for losses) */
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wantedLevelGainRate: number;
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wantedLevelGainRate: number;
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/** Boolean indicating if territory warfare is enabled. */
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/** Indicating if territory warfare is enabled */
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territoryWarfareEngaged: boolean;
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territoryWarfareEngaged: boolean;
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/** Number indicating the current wanted penalty. */
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/** Number indicating the current wanted penalty */
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wantedPenalty: number;
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wantedPenalty: number;
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}
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}
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@ -845,17 +845,17 @@ export interface GangMemberInfo {
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export interface GangMemberAscension {
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export interface GangMemberAscension {
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/** Amount of respect lost from ascending */
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/** Amount of respect lost from ascending */
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respect: number;
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respect: number;
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/** Hacking multiplier gained from ascending.*/
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/** Hacking multiplier gained from ascending */
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hack: number;
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hack: number;
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/** Strength multiplier gained from ascending.*/
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/** Strength multiplier gained from ascending */
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str: number;
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str: number;
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/** Defense multiplier gained from ascending.*/
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/** Defense multiplier gained from ascending */
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def: number;
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def: number;
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/** Dexterity multiplier gained from ascending.*/
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/** Dexterity multiplier gained from ascending */
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dex: number;
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dex: number;
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/** Agility multiplier gained from ascending.*/
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/** Agility multiplier gained from ascending */
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agi: number;
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agi: number;
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/** Charisma multiplier gained from ascending.*/
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/** Charisma multiplier gained from ascending */
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cha: number;
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cha: number;
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}
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}
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@ -864,21 +864,21 @@ export interface GangMemberAscension {
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* @public
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* @public
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*/
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*/
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export interface SleeveSkills {
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export interface SleeveSkills {
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/** current shock of the sleeve [0-100] */
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/** Current shock of the sleeve [0-100] */
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shock: number;
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shock: number;
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/** current sync of the sleeve [0-100] */
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/** Current sync of the sleeve [0-100] */
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sync: number;
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sync: number;
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/** current hacking skill of the sleeve */
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/** Current hacking skill of the sleeve */
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hacking: number;
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hacking: number;
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/** current strength of the sleeve */
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/** Current strength of the sleeve */
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strength: number;
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strength: number;
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/** current defense of the sleeve */
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/** Current defense of the sleeve */
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defense: number;
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defense: number;
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/** current dexterity of the sleeve */
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/** Current dexterity of the sleeve */
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dexterity: number;
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dexterity: number;
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/** current agility of the sleeve */
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/** Current agility of the sleeve */
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agility: number;
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agility: number;
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/** current charisma of the sleeve */
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/** Current charisma of the sleeve */
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charisma: number;
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charisma: number;
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}
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}
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@ -887,29 +887,29 @@ export interface SleeveSkills {
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* @public
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* @public
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*/
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*/
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export interface SleeveInformation {
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export interface SleeveInformation {
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/** location of the sleeve */
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/** Location of the sleeve */
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city: string;
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city: string;
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/** current hp of the sleeve */
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/** Current hp of the sleeve */
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hp: number;
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hp: number;
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/** max hp of the sleeve */
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/** Max hp of the sleeve */
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maxHp: number;
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maxHp: number;
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/** jobs available to the sleeve */
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/** Jobs available to the sleeve */
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jobs: string[];
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jobs: string[];
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/** job titles available to the sleeve */
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/** Job titles available to the sleeve */
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jobTitle: string[];
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jobTitle: string[];
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/** does this sleeve have access to the tor router */
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/** Does this sleeve have access to the tor router */
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tor: boolean;
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tor: boolean;
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/** sleeve multipliers */
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/** Sleeve multipliers */
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mult: CharacterMult;
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mult: CharacterMult;
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/** time spent on the current task in milliseconds */
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/** Time spent on the current task in milliseconds */
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timeWorked: number;
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timeWorked: number;
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/** earnings synchronized to other sleeves */
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/** Earnings synchronized to other sleeves */
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earningsForSleeves: SleeveWorkGains;
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earningsForSleeves: SleeveWorkGains;
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/** earnings synchronized to the player */
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/** Earnings synchronized to the player */
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earningsForPlayer: SleeveWorkGains;
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earningsForPlayer: SleeveWorkGains;
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/** earnings for this sleeve */
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/** Earnings for this sleeve */
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earningsForTask: SleeveWorkGains;
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earningsForTask: SleeveWorkGains;
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/** faction or company reputation gained for the current task */
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/** Faction or company reputation gained for the current task */
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workRepGain: number;
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workRepGain: number;
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}
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}
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@ -918,15 +918,15 @@ export interface SleeveInformation {
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* @public
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* @public
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*/
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*/
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export interface SleeveTask {
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export interface SleeveTask {
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/** task type */
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/** Task type */
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task: string;
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task: string;
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/** crime currently attempting, if any */
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/** Crime currently attempting, if any */
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crime: string;
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crime: string;
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/** location of the task, if any */
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/** Location of the task, if any */
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location: string;
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location: string;
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/** stat being trained at the gym, if any */
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/** Stat being trained at the gym, if any */
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gymStatType: string;
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gymStatType: string;
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/** faction work type being performed, if any */
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/** Faction work type being performed, if any */
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factionWorkType: string;
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factionWorkType: string;
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}
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}
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@ -3739,7 +3739,7 @@ interface Stanek {
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height(): number;
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height(): number;
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/**
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/**
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* Charge a fragment, increasing it's power.
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* Charge a fragment, increasing its power.
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* @remarks
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* @remarks
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* RAM cost: 0.4 GB
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* RAM cost: 0.4 GB
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* @param rootX - rootX Root X against which to align the top left of the fragment.
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* @param rootX - rootX Root X against which to align the top left of the fragment.
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@ -6131,7 +6131,7 @@ interface CorporationInfo {
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revenue: number;
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revenue: number;
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/** Expenses per second this cycle */
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/** Expenses per second this cycle */
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expenses: number;
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expenses: number;
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/** Is the company is public */
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/** Indicating if the company is public */
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public: boolean;
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public: boolean;
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/** Total number of shares issues by this corporation */
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/** Total number of shares issues by this corporation */
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totalShares: number;
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totalShares: number;
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