yolkbot
    Preparing search index...

    Interface BotEvents

    The events that can be listened to from Bot.on

    interface BotEvents {
        balanceUpdate: [oldBalance: number, newBalance: number];
        botJoin: [botPlayer: Player];
        challengeComplete: [player: Player, challenge: number | AccountChallenge];
        chat: [player: Player, message: string, flags: ChatFlag];
        clientTick: [];
        close: [closeCode: number];
        gameForcePause: [];
        gameOptionsChange: [oldOptions: GameOptions, newOptions: GameOptions];
        gameReady: [];
        gameReset: [];
        gameStateChange: [
            changes: | ObjectDiff<TeamsChanges>
            | ObjectDiff<SpatulaChanges>
            | ObjectDiff<KOTCChanges>,
        ];
        grenadeExplode: [
            item: number
            | Item,
            pos: Position,
            damage: number,
            radius: number,
        ];
        mapLoad: [map: MapJSON];
        packet: [packet: Uint8Array<ArrayBuffer>, freshCommIn: CommIn];
        pathfindComplete: [];
        pathfindError: [error: PathfindError];
        pingUpdate: [oldPing: number, newPing: number];
        playerBeginStreak: [player: Player, streakType: ShellStreak];
        playerChangeCharacter: [
            player: Player,
            oldCharacter: PlayerCharacter,
            newCharacter: PlayerCharacter,
        ];
        playerChangeGun: [player: Player, oldGunId: GunIds, newGunId: GunIds];
        playerCollectAmmo: [player: Player, weapon: PlayerGun, itemId: number];
        playerCollectGrenade: [player: Player, itemId: number];
        playerDamage: [player: Player, oldHp: number, newHp: number];
        playerDeath: [
            killed: Player,
            killer: Player,
            oldKilled: Player,
            damageInt: number,
        ];
        playerEndReload: [player: Player, weapon: PlayerGun];
        playerEndStreak: [player: Player, streakType: ShellStreak];
        playerEnterZone: [player: Player];
        playerFire: [player: Player, weapon: PlayerGun, bullet: FiredBullet];
        playerInfo: [player: Player, playerIP: string, playerDBId: string];
        playerJoin: [player: Player];
        playerLeave: [player: Player];
        playerLeaveZone: [player: Player, leaveReason: ZoneLeaveReason];
        playerMelee: [player: Player];
        playerMove: [player: Player, oldPosition: Position, newPosition: Position];
        playerPause: [player: Player];
        playerRespawn: [player: Player];
        playerRotate: [player: Player, oldView: PlayerView, newView: PlayerView];
        playerStartReload: [player: Player, weapon: PlayerGun];
        playerSwapWeapon: [player: Player, nowActive: number];
        playerSwitchTeam: [player: Player, oldTeam: Team, newTeam: Team];
        playerThrowGrenade: [
            player: Player,
            position: Position,
            dPosition: Position,
        ];
        respawnDenied: [];
        rocketHit: [pos: Position, damage: number, blastRadius: number];
        selfShieldHit: [
            newShieldHealth: number,
            newPlayerHealth: number,
            dir: { dx: number; dz: number },
        ];
        selfShieldLost: [newPlayerHealth: number, dir: { dx: number; dz: number }];
        serverTick: [];
        sessionExpired: [];
        spawnItem: [itemType: CollectType, itemPosition: Position, itemId: number];
    }
    Index

    Properties

    balanceUpdate: [oldBalance: number, newBalance: number]

    Called when the Bot's balance changes (getting a kill or KoTC win)

    botJoin: [botPlayer: Player]

    Called when the Bot joins the game and Bot.me can be used

    challengeComplete: [player: Player, challenge: number | AccountChallenge]

    Called when a challenge the Bot has is completed while playing

    chat: [player: Player, message: string, flags: ChatFlag]

    Called when a player other than the bot sends a chat message

    clientTick: []

    Called every 33ms, when the client ticks and things like pathfinding, health, etc are updated

    close: [closeCode: number]

    Called when the connection to the game server closes

    gameForcePause: []

    Called when the game host forcibly pauses the game (i.e. through reset)

    gameOptionsChange: [oldOptions: GameOptions, newOptions: GameOptions]

    Called when a private game is joined, or when the options of a private game change

    gameReady: []

    Called when Bot.game has all of its data and is ready to use

    gameReset: []

    Called when the game host resets the game

    gameStateChange: [
        changes: | ObjectDiff<TeamsChanges>
        | ObjectDiff<SpatulaChanges>
        | ObjectDiff<KOTCChanges>,
    ]

    Called when the game's "state" changes. In Teams this is the "team score", in Spatula this is the spatula data (scores, spatula coords, etc), in KoTC this is anything involving the coop

    grenadeExplode: [
        item: number
        | Item,
        pos: Position,
        damage: number,
        radius: number,
    ]

    Called when a grenade explodes

    mapLoad: [map: MapJSON]

    Called when the map is fetched, if Intents has MAP_LOAD

    packet: [packet: Uint8Array<ArrayBuffer>, freshCommIn: CommIn]

    Called when any packet is sent, if Intents has PACKET_HOOK

    pathfindComplete: []

    Called when the current pathfinding task has been completed

    pathfindError: [error: PathfindError]

    Called if the current pathfinding task errored

    pingUpdate: [oldPing: number, newPing: number]

    Called when the bot's ping updates, if the Intents has PING

    playerBeginStreak: [player: Player, streakType: ShellStreak]

    Called when a player begins a ShellStreak

    playerChangeCharacter: [
        player: Player,
        oldCharacter: PlayerCharacter,
        newCharacter: PlayerCharacter,
    ]

    Called when a player's "character/loadout" changes (hats, stamps, gun skins, etc)

    playerChangeGun: [player: Player, oldGunId: GunIds, newGunId: GunIds]
    playerCollectAmmo: [player: Player, weapon: PlayerGun, itemId: number]
    playerCollectGrenade: [player: Player, itemId: number]
    playerDamage: [player: Player, oldHp: number, newHp: number]
    playerDeath: [
        killed: Player,
        killer: Player,
        oldKilled: Player,
        damageInt: number,
    ]
    playerEndReload: [player: Player, weapon: PlayerGun]
    playerEndStreak: [player: Player, streakType: ShellStreak]
    playerEnterZone: [player: Player]
    playerFire: [player: Player, weapon: PlayerGun, bullet: FiredBullet]
    playerInfo: [player: Player, playerIP: string, playerDBId: string]
    playerJoin: [player: Player]
    playerLeave: [player: Player]
    playerLeaveZone: [player: Player, leaveReason: ZoneLeaveReason]
    playerMelee: [player: Player]
    playerMove: [player: Player, oldPosition: Position, newPosition: Position]
    playerPause: [player: Player]
    playerRespawn: [player: Player]
    playerRotate: [player: Player, oldView: PlayerView, newView: PlayerView]
    playerStartReload: [player: Player, weapon: PlayerGun]
    playerSwapWeapon: [player: Player, nowActive: number]
    playerSwitchTeam: [player: Player, oldTeam: Team, newTeam: Team]
    playerThrowGrenade: [player: Player, position: Position, dPosition: Position]
    respawnDenied: []
    rocketHit: [pos: Position, damage: number, blastRadius: number]
    selfShieldHit: [
        newShieldHealth: number,
        newPlayerHealth: number,
        dir: { dx: number; dz: number },
    ]
    selfShieldLost: [newPlayerHealth: number, dir: { dx: number; dz: number }]
    serverTick: []
    sessionExpired: []
    spawnItem: [itemType: CollectType, itemPosition: Position, itemId: number]