MagicBountyCoordinator

The point of entry into MagicBounty scripting. Contains methods for getting all or specific ActiveBountys, as well as general bounty management logic.

Usage: MagicBountyCoordinator.getInstance()

Author

Wisp

Constructors

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constructor()

Functions

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open fun afterGameSave()
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open fun beforeGameSave()
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Idem potently ensures that each `ActiveBounty` has a `MagicBountyBattleListener` running.
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open fun createActiveBounty(bountyKey: String, spec: MagicBountySpec): ActiveBounty
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open fun getActiveBounties(): Map<String, ActiveBounty>
Returns a map (bounty key, bounty) of all active bounties.
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open fun getActiveBounty(bountyKey: String): ActiveBounty
Gets a single active bounty by key.
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open fun getBountiesAcceptedAtMarket(marketAPI: MarketAPI): List<String>
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open fun getBountiesWithChanceToSpawnAtMarketById(market: MarketAPI): Map<String, MagicBountySpec>
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open fun getBountySlotsAtMarket(marketAPI: MarketAPI): Int
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open fun getMarketBountyBoardGenSeed(marketAPI: MarketAPI): Int
Gets the seed used to generate bounties at the given market.
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open fun onGameLoad()
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open fun resetBounty(bountyKey: String)
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open fun setBlockBountyAtMarket(marketAPI: MarketAPI, bountyId: String)
Marks the bounty as blocking a slot on the market until expiration (default 30 days).
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open fun shouldShowBountyBoardAt(marketAPI: MarketAPI): Boolean
Whether or not a market is a viable candidate for showing the bounty board.

Properties

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The multiplier to apply AFTER all other scaling is applied.
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The multiplier to apply BEFORE any other scaling is applied.