Progression
constProgression:object
Defined in: client/api.d.ts:1067
The game’s skills, stats and perks. Read-only on the client: every change to a player’s progression is the server’s.
Type Declaration
Section titled “Type Declaration”findPerk()
Section titled “findPerk()”findPerk(
query):PerkInfo|null
Looks a perk up.
Parameters
Section titled “Parameters”string
A perk’s name, as the game’s perk tables spell it, or its GUID.
Returns
Section titled “Returns”PerkInfo | null
What the tables say about it, or null for a name they do not carry.
perks()
Section titled “perks()”perks(
filter?):PerkInfo[]
Lists the game’s perks: 945 of them, most of them hidden system perks. Progression.perks({ visibleOnly: true }) is the perk screen.
Parameters
Section titled “Parameters”filter?
Section titled “filter?”track keeps the perks one tree pays for – a track name, or main; visibleOnly keeps the perks the perk screen shows.
track?
Section titled “track?”string
visibleOnly?
Section titled “visibleOnly?”boolean
Returns
Section titled “Returns”PerkInfo[]
The perks, sorted by name.
tracks()
Section titled “tracks()”tracks():
TrackInfo[]
Every skill and stat a player levels: the fifteen skills the character sheet shows, then strength, agility, vitality, speech and prestige.
Returns
Section titled “Returns”The tracks, in that order.
xpForLevel()
Section titled “xpForLevel()”xpForLevel(
track,level):number
The total XP a track costs from level 0 to level, on the game’s own curve: each level costs base + diff * level, with base and diff from the game’s RPG tables.
Parameters
Section titled “Parameters”string
A track name.
number
The level to reach.
Returns
Section titled “Returns”number
The XP. Throws for a track name the tables do not carry.