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Functions1,243 in github.com/0xgen0/ethernal

↓ 7 callersMethodgetHealth
()
webapp/src/canvas/combat/render/ui/actor/OtherInfo.js:118
↓ 7 callersMethodgive
({ id })
backend/src/game/uniqueGear.js:22
↓ 7 callersMethodhide
(callback)
webapp/src/canvas/combat/render/ui/deck/UIDeck.js:170
↓ 7 callersMethodnextWall
* @return {undefined|RoomSprite} Returns the next rolled wall sprite.
webapp/src/canvas/map/render/room/Room.js:1006
↓ 7 callersMethodplay
* @param onNextPath {function(step: number, position: {x: number, y: number}?} (Optional) * @param onFinish {function(step: number, position: {x: n
webapp/src/canvas/map/render/Path.js:76
↓ 7 callersMethodremoveObject
(obj)
webapp/src/canvas/map/render/MapRenderer.js:1314
↓ 7 callersMethodroom
(coordinates)
backend/src/game/room/mapComponent.js:7
↓ 7 callersMethodsetPosition
* * @param x {number} * @param y {number} * @param duration {number?}
webapp/src/canvas/map/render/Camera.js:330
↓ 7 callersMethodstop
()
webapp/src/canvas/map/render/Character.js:144
↓ 7 callersMethodupdate
()
webapp/src/canvas/combat/Combat.js:61
↓ 6 callersMethod_room
(coordinates)
backend/src/game/map.js:434
↓ 6 callersMethodaddCharacter
(charId, to, status, type = 'other', animate = true)
webapp/src/canvas/map/render/MapRenderer.js:702
↓ 6 callersMethodaddObjectAtCoords
(item, coords, options = {})
webapp/src/canvas/map/render/MapRenderer.js:1269
↓ 6 callersMethodaddOption
(content, options)
webapp/src/canvas/map/render/util/RadialButtonMenu.js:40
↓ 6 callersFunctioncharacterCoordinates
(characterId)
contracts/lib/index.js:172
↓ 6 callersMethoddisplayRoomActions
(coordinates)
webapp/src/canvas/map/render/MapRenderer.js:1446
↓ 6 callersMethodenable
()
webapp/src/canvas/combat/render/ui/deck/UICard.js:321
↓ 6 callersFunctiongiveKeys
(characterId, keys = 10000)
contracts/lib/index.js:181
↓ 6 callersFunctionparseCoordinates
backend/src/game/utils.js:115
↓ 6 callersMethodreloadPlayerInfo
(character, preloaded = null)
backend/src/game/character.js:216
↓ 6 callersMethodshow
(callback)
webapp/src/canvas/combat/render/ui/deck/UIDeck.js:137
↓ 6 callersMethodteleportCharacter
(character, x, y)
webapp/src/canvas/map/render/Path.js:30
↓ 6 callersMethodupdate
* * @param used {=boolean} (Optional) Forces the render to be for used or unused, regardless of the state of the card. * NOTE: This is used for
webapp/src/canvas/combat/render/ui/deck/UICard.js:146
↓ 6 callersMethodupdateQuest
(character, id, quest)
backend/src/game/quests.js:159
↓ 6 callersMethoduse
(character, coordinates)
backend/src/game/abilities/ability.js:30
↓ 6 callersFunctionwalk
(setup, roomLimit = 20)
contracts/lib/index.js:257
↓ 5 callersMethodapply
()
webapp/src/canvas/combat/render/ui/deck/UIDeck.js:93
↓ 5 callersMethodcheckForeclosures
()
backend/src/game/keeper.js:284
↓ 5 callersFunctionconfig
webapp/src/data/config.js:29
↓ 5 callersFunctioncoordinatesChunkId
webapp/src/canvas/map/render/MapUtils.js:112
↓ 5 callersFunctioncoordinatesInDirection
(coordinates, direction)
backend/src/game/utils.js:110
↓ 5 callersMethodcreateChunk
(chunkId, initialize = true)
webapp/src/canvas/map/render/MapRenderer.js:1248
↓ 5 callersFunctiondecodeDirections
backend/src/game/utils.js:95
↓ 5 callersMethoddoCull
(force = false)
webapp/src/canvas/map/render/MapRenderer.js:465
↓ 5 callersMethoddraw
()
map-simulator/src/draw.js:175
↓ 5 callersFunctionether
contracts/lib/index.js:335
↓ 5 callersMethodfetchAndApplyCharacterInfo
()
webapp/src/lib/cache.js:881
↓ 5 callersFunctionfetchCache
webapp/src/lib/cache.js:1407
↓ 5 callersMethodfinished
(character, monster)
webapp/src/canvas/combat/render/CombatRenderer.js:744
↓ 5 callersMethodfromMnemonic
(mnemonic, path = "m/44'/60'/0'/0/0", wordlist)
backend/src/db/backendWallet.js:50
↓ 5 callersMethodfromRow
(row)
backend/src/game/character.js:348
↓ 5 callersMethodgetBalance
()
webapp/src/lib/PlayerWallet.js:26
↓ 5 callersMethodgetPosition
(charId, forceSlot = false)
webapp/src/canvas/map/render/room/Room.js:896
↓ 5 callersMethodgetTrade
(buyer, seller)
backend/src/game/trading.js:123
↓ 5 callersMethodhasExit
(direction)
webapp/src/canvas/map/render/room/Room.js:1146
↓ 5 callersMethodhideImmediately
()
webapp/src/canvas/combat/render/ui/utils/Button.js:266
↓ 5 callersFunctionisBounty
backend/src/game/utils.js:148
↓ 5 callersFunctionisExempt
(tx, ty)
webapp/src/canvas/map/render/MapUtils.js:358
↓ 5 callersMethodisHorizontalCorridor
* @return {boolean} Returns true if the room is a horizontal corridor.
webapp/src/canvas/map/render/room/Room.js:1165
↓ 5 callersMethodisRoomActive
(coordinates)
webapp/src/canvas/map/render/MapRenderer.js:541
↓ 5 callersMethodisUnique
({ id })
backend/src/game/uniqueGear.js:99
↓ 5 callersMethodisVerticalCorridor
* @return {boolean} Returns true if the room is a vertical corridor.
webapp/src/canvas/map/render/room/Room.js:1173
↓ 5 callersFunctionkillingMove
(playerWallet, characterId, direction, opts = {})
contracts/lib/index.js:165
↓ 5 callersFunctionkills
(level, type = 'trash')
backend/src/game/utils.js:29
↓ 5 callersFunctionpluralize
(str, size, plural)
webapp/src/utils/text.js:5
↓ 5 callersFunctionrandomMove
(setup, killMonsters = false)
contracts/lib/index.js:212
↓ 5 callersMethodreorgRoom
(_, { coordinates })
backend/src/game/cheats.js:112
↓ 5 callersMethodrun
(id, callback)
backend/src/db/mutex.js:6
↓ 5 callersMethodsetHealth
* @param health {number}
webapp/src/canvas/combat/render/ui/utils/HealthBar.js:156
↓ 5 callersMethodsetText
* * @param text {PIXI.Text | string}
webapp/src/canvas/combat/render/ui/utils/TextButton.js:34
↓ 5 callersFunctiontoCoordinatePair
webapp/src/canvas/map/render/MapUtils.js:69
↓ 5 callersMethodtoJSON
()
backend/src/game/quest/quest.js:103
↓ 5 callersMethodupdateTransform
()
webapp/src/canvas/utils/MagicSprite.js:12
↓ 4 callersMethodanimateUse
(duration)
webapp/src/canvas/combat/render/ui/deck/UICard.js:376
↓ 4 callersMethodbalanceOf
(benefactor)
backend/src/game/elements.js:188
↓ 4 callersFunctionbfs
(rooms, moves, start = '0,0', keys = null, limit = 5, showPath = true, ignoreMonsters = false)
webapp/src/utils/utils.js:141
↓ 4 callersMethodbyPlayer
(address)
backend/src/game/character.js:453
↓ 4 callersFunctioncharacterLocation
(characterId)
contracts/lib/index.js:155
↓ 4 callersFunctioncheckCharacter
()
webapp/src/stores/preDungeonCheck.js:38
↓ 4 callersFunctionclearClaimKey
()
webapp/src/stores/claim.js:10
↓ 4 callersMethodconvertConsumablesToArray
* convert items from object to array of items in required order: * > [fire, air, electricity, earth, water, coins, keys, fragments] * *
webapp/src/lib/dungeon.js:413
↓ 4 callersMethodcreate
()
webapp/src/canvas/map/render/Chest.js:17
↓ 4 callersMethodfinish
(teleport = false)
webapp/src/canvas/map/render/Path.js:83
↓ 4 callersFunctionforceMove
(direction)
contracts/lib/index.js:197
↓ 4 callersMethodgetBonus
* @return {number}
webapp/src/canvas/combat/deck/card/Card.js:51
↓ 4 callersMethodgetValue
* @return {number}
webapp/src/canvas/combat/deck/card/Card.js:44
↓ 4 callersMethodgiveRandomly
()
backend/src/game/uniqueGear.js:50
↓ 4 callersMethodhasLockedDoor
(direction)
webapp/src/canvas/map/render/room/Room.js:1150
↓ 4 callersMethodincome
(benefactor)
backend/src/game/keeper.js:256
↓ 4 callersMethodisCharging
()
webapp/src/canvas/combat/render/ui/deck/UICard.js:357
↓ 4 callersMethodisFinished
()
webapp/src/canvas/map/render/Path.js:104
↓ 4 callersMethodisNeighborLit
* @param direction The direction that the neighbor is located adjacently to the room. * @return {boolean} Returns true if the neighboring room is l
webapp/src/canvas/map/render/room/Room.js:1070
↓ 4 callersMethodisOpen
()
webapp/src/canvas/map/render/util/RadialButtonMenu.js:132
↓ 4 callersMethodisReachable
* @return {boolean} Returns true if the room is currently reachable by the player in one turn.
webapp/src/canvas/map/render/room/Room.js:1085
↓ 4 callersMethodisUsed
@return {boolean|void} Returns 'true' if the card is used.
webapp/src/canvas/combat/deck/card/Card.js:32
↓ 4 callersFunctionlerp
(start, stop, percent)
webapp/src/canvas/combat/render/animation/ResetAnimation.js:3
↓ 4 callersMethodlevelInfo
(level)
backend/src/game/character.js:498
↓ 4 callersFunctionlocationToBounty
backend/src/game/utils.js:174
↓ 4 callersFunctionmonsterLevel
(coordinates)
backend/src/data/utils.js:66
↓ 4 callersFunctionmove
(playerWallet, characterId, direction, opts = {})
contracts/lib/index.js:160
↓ 4 callersFunctionmoveTo
(setup, destination)
contracts/lib/index.js:311
↓ 4 callersMethodnextSheet
* @return {RoomSpriteSheet} Returns the next rolled sprite sheet.
webapp/src/canvas/map/render/room/Room.js:975
↓ 4 callersMethodnotifyOnError
(metatx)
webapp/src/lib/dungeon.js:103
↓ 4 callersMethodonceMoved
()
webapp/src/lib/cache.js:589
↓ 4 callersMethodownerOf
(id)
backend/src/game/gear.js:164
↓ 4 callersMethodplayerOf
(character)
backend/src/game/character.js:448
↓ 4 callersFunctionrandomItem
backend/src/data/utils.js:131
↓ 4 callersMethodremove
()
webapp/src/canvas/map/UI.js:22
↓ 4 callersMethodremoveCharacter
(charId)
webapp/src/canvas/map/render/MapRenderer.js:990
↓ 4 callersMethodrenderDamage
* @param type {string} * @param damage {number} The damage value to render.
webapp/src/canvas/combat/render/Monster.js:59
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