mwg API
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    Interface EvolutionRule<S>

    Capture, experience, levelling and evolution as replaceable rules.

    Experience and levelling are mwg/actors' Progression, unchanged - a creature is not a different shape from a character. Capture has no shape here at all: it is entirely a game's own formula (a ball's catch rate, a chance based on remaining HP, whatever), so mwg supplies nothing for it beyond not getting in the way. Evolution is the one piece worth a shared shape, since "check an ordered list of conditions" is the same problem mwg/rpg's event pages already solve.

    interface EvolutionRule<S> {
        at: (level: number) => boolean;
        into: S;
    }

    Type Parameters

    • S
    Index
    at: (level: number) => boolean
    into: S