SnapshotData: { artifacts_global_list: GameInfo["artifacts_global_list"]; coins: number; engine_storage_data: { [
key_name:
string]
: RawStorageRecord["value"]; }; full_screen: boolean; game_tickets: GameInfo["party_data"]["game_tickets"]; internal_map_objs_storage_keys: { [
map_key:
string]
: Map["internal_map_objs_storage_keys"]; }; last_visited_town_with_sanctum: GameInfo["last_visited_town_with_sanctum"]; main_chars: { current_hp: number; current_pp: number; djinn: { key_name: string; recovery_turn: number; status: djinn_status; }[]; extra_stats: Player["extra_stats"]; in_party: boolean; items: ItemSlot[]; key_name: string; learnt_abilities: string[]; permanent_status: permanent_status[]; }[]; map_data: { collision_layer: number; encounter_cumulator: number; interactable_objects: { action: string; active: boolean; active_filters: { [key in engine_filters]?: boolean }; allow_jumping_over_it: boolean; allow_jumping_through_it: boolean; anchor: { x: number; y: number; }; anim_is_playing: boolean; animation: string; base_collision_layer: number; body_in_map: boolean; enable: boolean; entangled_by_bush: boolean; filter_settings?: FilterSettings; frame: string; index: number; key_name: string; position: { x: number; x_px: number; y: number; y_px: number; }; psynergy_casted: InteractableObjects["psynergy_casted"]; scale: { x: number; y: number; }; send_to_back: boolean; send_to_front: boolean; shadow: { x: number; y: number; }; shapes_collision_active: boolean; state_by_type: { breakable?: { one_level_broken: boolean; two_level_broken: boolean; }; pushable?: { docked: boolean; }; rollable?: { pillar_is_stuck: boolean; }; rope_dock?: { tied: boolean; }; }; type: { breakable: boolean; is_rope_dock: boolean; rollable: boolean; }; visible: boolean; }[]; key_name: string; layer_changes: Map["layer_changes"]; npcs: { action: string; active_filters: { [key in engine_filters]?: boolean }; anchor: { x: number; y: number; }; anim_is_playing: boolean; animation: string; base_collision_layer: number; body_in_map: boolean; filter_settings?: FilterSettings; frame: string; index: number; key_name: string; move_freely_in_event: boolean; movement_type: npc_movement_types; position: { x: number; x_px: number; y: number; y_px: number; }; scale: { x: number; y: number; }; send_to_back: boolean; send_to_front: boolean; shadow: { x: number; y: number; }; shadow_following: boolean; shapes_collision_active: boolean; visible: boolean; }[]; pc: { direction: string; position: { x: number; y: number; }; }; retreat_data: Map["_retreat_data"]; tile_events: { [
id:
number]
: { activation_collision_layers: number[]; activation_directions: number[]; in_map: boolean; position: { x: number; y: number; }; }; }; }; mute: boolean; psynergies_shortcuts: { L: { ability: string; main_char: string; }; R: { ability: string; main_char: string; }; }; random_battle_extra_rate: number; scale_factor: number; storage_data: { [
key_name:
string]
: RawStorageRecord["value"]; }; summons_availability: { [
key_name:
string]
: boolean; }; visited_shops: string[]; } Type declaration
artifacts_global_list: GameInfo["artifacts_global_list"]
coins: number
engine_storage_data: {
[key_name: string]: RawStorageRecord["value"];
}
full_screen: boolean
game_tickets: GameInfo["party_data"]["game_tickets"]
last_visited_town_with_sanctum: GameInfo["last_visited_town_with_sanctum"]
main_chars: {
current_hp: number;
current_pp: number;
djinn: {
key_name: string;
recovery_turn: number;
status: djinn_status;
}[];
extra_stats: Player["extra_stats"];
in_party: boolean;
items: ItemSlot[];
key_name: string;
learnt_abilities: string[];
permanent_status: permanent_status[];
}[]
map_data: {
collision_layer: number;
encounter_cumulator: number;
interactable_objects: {
action: string;
active: boolean;
active_filters: {
[key in engine_filters]?: boolean
};
allow_jumping_over_it: boolean;
allow_jumping_through_it: boolean;
anchor: {
x: number;
y: number;
};
anim_is_playing: boolean;
animation: string;
base_collision_layer: number;
body_in_map: boolean;
enable: boolean;
entangled_by_bush: boolean;
filter_settings?: FilterSettings;
frame: string;
index: number;
key_name: string;
position: {
x: number;
x_px: number;
y: number;
y_px: number;
};
psynergy_casted: InteractableObjects["psynergy_casted"];
scale: {
x: number;
y: number;
};
send_to_back: boolean;
send_to_front: boolean;
shadow: {
x: number;
y: number;
};
shapes_collision_active: boolean;
state_by_type: {
breakable?: {
one_level_broken: boolean;
two_level_broken: boolean;
};
pushable?: {
docked: boolean;
};
rollable?: {
pillar_is_stuck: boolean;
};
rope_dock?: {
tied: boolean;
};
};
type: {
breakable: boolean;
is_rope_dock: boolean;
rollable: boolean;
};
visible: boolean;
}[];
key_name: string;
layer_changes: Map["layer_changes"];
npcs: {
action: string;
active_filters: {
[key in engine_filters]?: boolean
};
anchor: {
x: number;
y: number;
};
anim_is_playing: boolean;
animation: string;
base_collision_layer: number;
body_in_map: boolean;
filter_settings?: FilterSettings;
frame: string;
index: number;
key_name: string;
move_freely_in_event: boolean;
movement_type: npc_movement_types;
position: {
x: number;
x_px: number;
y: number;
y_px: number;
};
scale: {
x: number;
y: number;
};
send_to_back: boolean;
send_to_front: boolean;
shadow: {
x: number;
y: number;
};
shadow_following: boolean;
shapes_collision_active: boolean;
visible: boolean;
}[];
pc: {
direction: string;
position: {
x: number;
y: number;
};
};
retreat_data: Map["_retreat_data"];
tile_events: {
[id: number]: {
activation_collision_layers: number[];
activation_directions: number[];
in_map: boolean;
position: {
x: number;
y: number;
};
};
};
}
collision_layer: number
encounter_cumulator: number
interactable_objects: {
action: string;
active: boolean;
active_filters: {
[key in engine_filters]?: boolean
};
allow_jumping_over_it: boolean;
allow_jumping_through_it: boolean;
anchor: {
x: number;
y: number;
};
anim_is_playing: boolean;
animation: string;
base_collision_layer: number;
body_in_map: boolean;
enable: boolean;
entangled_by_bush: boolean;
filter_settings?: FilterSettings;
frame: string;
index: number;
key_name: string;
position: {
x: number;
x_px: number;
y: number;
y_px: number;
};
psynergy_casted: InteractableObjects["psynergy_casted"];
scale: {
x: number;
y: number;
};
send_to_back: boolean;
send_to_front: boolean;
shadow: {
x: number;
y: number;
};
shapes_collision_active: boolean;
state_by_type: {
breakable?: {
one_level_broken: boolean;
two_level_broken: boolean;
};
pushable?: {
docked: boolean;
};
rollable?: {
pillar_is_stuck: boolean;
};
rope_dock?: {
tied: boolean;
};
};
type: {
breakable: boolean;
is_rope_dock: boolean;
rollable: boolean;
};
visible: boolean;
}[]
key_name: string
npcs: {
action: string;
active_filters: {
[key in engine_filters]?: boolean
};
anchor: {
x: number;
y: number;
};
anim_is_playing: boolean;
animation: string;
base_collision_layer: number;
body_in_map: boolean;
filter_settings?: FilterSettings;
frame: string;
index: number;
key_name: string;
move_freely_in_event: boolean;
movement_type: npc_movement_types;
position: {
x: number;
x_px: number;
y: number;
y_px: number;
};
scale: {
x: number;
y: number;
};
send_to_back: boolean;
send_to_front: boolean;
shadow: {
x: number;
y: number;
};
shadow_following: boolean;
shapes_collision_active: boolean;
visible: boolean;
}[]
pc: {
direction: string;
position: {
x: number;
y: number;
};
}
direction: string
position: {
x: number;
y: number;
}
tile_events: {
[id: number]: {
activation_collision_layers: number[];
activation_directions: number[];
in_map: boolean;
position: {
x: number;
y: number;
};
};
}
[id: number]: {
activation_collision_layers: number[];
activation_directions: number[];
in_map: boolean;
position: {
x: number;
y: number;
};
}
activation_collision_layers: number[]
activation_directions: number[]
in_map: boolean
position: {
x: number;
y: number;
}
mute: boolean
psynergies_shortcuts: {
L: {
ability: string;
main_char: string;
};
R: {
ability: string;
main_char: string;
};
}
L: {
ability: string;
main_char: string;
}
ability: string
main_char: string
R: {
ability: string;
main_char: string;
}
ability: string
main_char: string
random_battle_extra_rate: number
scale_factor: number
storage_data: {
[key_name: string]: RawStorageRecord["value"];
}
summons_availability: {
[key_name: string]: boolean;
}
[key_name: string]: boolean
visited_shops: string[]